Arma 3
Nod 01A: Certain Elements
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Update: 16 Jan, 2020 @ 9:19pm

Scenario:

-Splints have been added to all medical crates. QuikClot bandages have been removed.

-ammunition values for all ammo crates adjusted to account for new weapons in use by local forces.


OPFOR: Brotherhood of Nod:

-Colonel Zubin Arkardi now assumes an animation pose near the table. Total combat skill adjusted from 65% to 75%.

-with respect to recently added Nod forces separated by nationality, all Nod forces throughout the area are considered part of the Nod Middle Eastern Forces. Otherwise, there are no visible differences.

-ACE Arsenal listed in the Nod outpost medical tent has been cleared.

-Alpha-Actual section individual soldier entity variable names removed, as they are no longer necessary.


INFOR: Tmassah Militia:

-some personnel inside buildings have had their AI Pathing disabled to prevent them from leaving the structures.

Update: 28 Dec, 2019 @ 8:35am

INFOR: Tmassah Militia:

-militia ammo dump 20-round STANAG magazines replaced with 30-round STANAG magazines.

Update: 24 Dec, 2019 @ 9:18am

Scenario:

-verifying integrity.

Update: 22 Dec, 2019 @ 6:56pm

Scenario:

-"Begin Mission" trigger which plays Nod Map Theme no longer an area trigger.

-intro text has 30 second delay.

-all fortified bunkers replaced with sandbag rings.

-Mission Accomplished/Failed notices have hints.

-credits poster updated to include Black Watch Battalion personnel who played the scenario on 22-NOV-19.


Attention: The following changes were made based on feedback from 22-NOV-19 scenario playback with Black Watch Battalion:

-basic revive system disabled from the Attributes-Multiplayer-Revive menu.

-custom audio utilizes audio loaded directly from the Command & Conquer: ARMA III Lives mod.

-briefing loaded into .sql file rather than created by Diary modules placed on map.


BLUFOR: Global Defense Initiative:

-Hum-vee equipment storage modified.

-trigger designed to indicate the loss of GDI units at the roadblock and destruction of a GDI unit when the Hum-vee crew or the Hum-vee itself is neutralized now accounts for entire crew as group rather than each individual Hum-vee crew member. Individual soldier variable labels have been deleted.

-United Nations delegates set to assume permanent standing posture.


OPFOR: Brotherhood of Nod:

-Alpha Actual, Alpha 1-2, and Delta Assault have had their total number of waypoints reduced. Waypoint paths for Alpha Actual and Alpha 1-2 adjusted to have them walk around outpost perimeter to avoid having Alpha 1-2 travel with Safe behavior along main road.

-Alpha 1-2 will declare discovery of militia medical tent and ammo dump by referencing leader of group.

-Radiomen assigned to Alpha 1-1 and Alpha 1-2 Combat Squads to allow for multi-channel radio communication in the spirit of ARMA gameplay. Role assignment orders rearranged.

-outpost medical crates have had total assets reduced to enable the crates to be carried by hand. Additional medical crates added outside outpost medical tent. Supplies inside tent increased significantly-these crates are not meant to be moved.

-barracks structures in Motor Pool no longer considered Repair Facilities. Barracks buildings and player start positions orientations adjusted.

-triggers designed to play notifications regarding the loss of Alpha Actual, Alpha 1-1, Alpha 1-2, Beta Defense, and Delta Assault now account for entire group.

-destruction of Nod UAZs will result in audio and text notification.

-210 respawn tickets assigned to OPFOR.

-Alpha Actual will declare via global chat when they depart Nod outpost to begin operation.

-Delta Assault squad's communications now relayed properly regardless of who is in command.

-Delta Assault squad includes a Radioman.

-map marker positions adjusted.

-simulation disabled on Nod outpost command tent table objects.

-Beta Defense machine gun team set to kneel permanently.

-briefing whiteboard in command tent updated.

-task addresses Delta Assault as squad.

-Colonel Zubin Arkardi moved closer to table.

-mission requirements to speak to Colonel Zubin Arkardi and connect to Seth can now be completed by interacting with Zubin Arkardi and laptop via action menu. Redundant trigger to have Seth's briefing begin once the player enters small area in front of laptop deleted. Tasks syncronized to Colonel Arkardi and laptop entities.

-trigger enabling Alpha 1-1 Combat Squad AI to "Move" and follow waypoint "Path" following completion of briefing-related tasks now incorporated into existing trigger mechanics revealing player's objectives rather than being assigned to its own independent trigger. Redundant trigger deleted.

-trigger area for hint to remind players to use the vehicles in the Motor Pool covers a wider area-executed immediately.

-Delta Assault orients their line-of-sight to location along which their intended militia target squad will cross using a "doWatch" command.

-weapons storage of UAZs and Ural trucks adjusted.

-all M67 Fragmentation Grenades in ammo boxes replaced with RGD-5 Grenades in accordance with changes to Nod loadout.

-individual variable names for specific soldiers have been removed.


INFOR: Tmassah Militia:

-Armed Civilian converted to newly-made and specifically-numbered Armed Civilian entries. Armed Civilians now carry wider variety of weapons and wear variant clothing.

-additional Armed Civilians positioned throughout village and entire area.

-all civilians' total skill set adjusted to 30% and fleeing coefficient adjusted to 70%.

-squad assigned to deliberately engage Nod Delta Assault squad has had their leader changed from Squad Leader to Team Leader and their total force count reduced to 4. Total number of waypoints reduced. Waypoint path has been changed so that Delta Assault can see them to engage.

-Confirmed Contacts and associated scout team now include additional militia personnel, some of whom have been positioned inside the building.

-fire team patrols northern road intersecting main road leading to militia roadblock.

-militia roadblock now incorporates additional sandbags.

-additional squad added to garrison interior of militia roadblock tower.

-additional militia personnel deployed to forward barracks. Defense teams split into multiple groups. Northern entrance now fortified with sandbags and sandbag bunker with machine gun team.

-militia squads and civilians now stationed inside central farm compounds.

-Recruit on rooftop of militia medical tent and ammo dump compound structure now forced to assume a permanent Standing firing position.

-additional militiamen added to several teams and positioned along entire village perimeter, including garrisons inside buildings.

-automatic rifleman on roof of building on the northeast corner of the village perimeter has been replaced by a DShK turret. Automatic Rifleman relocated to the second floor interior near stairs.

-village automatic rifleman squad positioned throughout village has had its group sync divided into smaller teams based on position of individual soldiers throughout village.

-Armed Civilian patrolling interior of village has had his waypoint path adjusted to avoid having him enter buildings (i.e., he will no longer visibly pass through closed doors).

-context of waypoint activation trigger designed to order a village guard squad to move once the automatic rifleman on east perimeter was killed has been removed.

-triggers designed to indicate that militia roadblock was neutralized and indicate position of militia medical tent and ammo dump redesigned to account for entire defense squad rather. Trigger for medical tent and ammo dump will deploy red map marker indicator rather than green map marker indicator once facility is secured.

-all objects in Nikoomba's headquarters with option to be considered Simple Objects have had this functionality enabled for performance's sake.

-"Militia Barracks" redesignated "Militia Forward Barracks" and now includes 2 physical barracks structures.

-ammunition dump added inside village to complete the theme of GDI supplying militia with military hardware.

-Nikoomba and Radioman as part of command element have been set to assume a standing posture permanently. Nikoomba's command element now includes a full squad stationed throughout the village headquarters building.

-fortified guard team added to protect main door leading to village headquarters building.

-All militia patrols waypoints reduced and set to reduced walking speed and Safe behavior.

-village east patrol route has reduced waypoints; team patrolling route will now hold at each waypoint for 15 seconds.

-yellow rectangle identifying Tmassah's location replaced with Libyan flag map marker.

-Libyan flag added to medical tent and ammo dump position.

-ammunition dump ammo crate for GDI weaponry has had total ammunition adjusted; second crate added. Militia ammo dump crate has had total ammunition supplies restructured.

-Terminate Nikoomba task now indicates his position.

Update: 21 Nov, 2019 @ 8:16pm

Scenario:

-mission closing audio sequence verified functional. We are learning the process for implementing a formal custom end sequence.

Update: 21 Nov, 2019 @ 7:38pm

INFOR: Tmassah Militia:

-targets for Delta Assault have had their patrol path modified so that they are deliberately engaged by Delta Assault.

Update: 21 Nov, 2019 @ 7:18pm

Scenario:

-intro text delay increased from 15 seconds to 20 seconds

-scenario file binarized

-Editable Objects (Zeus) feature is now armed. Zeus will now be able to manipulate all objects and assets in the scenario.

Update: 21 Nov, 2019 @ 7:07pm

Scenario:

-firing stances of soldiers in bunkers adjusted to be permanently standing or kneeling depending upon whether their weapon muzzles extend over their areas of cover.


OPFOR: Brotherhood of Nod:

-Alpha Actual has been assigned a waypoint path which mirrors Alpha 1-2.

Update: 21 Nov, 2019 @ 6:39pm

Scenario:

-time to execution of Mission Accomplished clips and mission end sequence adjusted to play sooner following completion of objectives.

-Nod Score music set to play upon Zulu's declaration of victory.

-all triggers which play music are set to play music through both a text entry and a trigger effects entry. The trigger effects entry functions properly.

-credits to play-tester moved to a position which can be more readily seen by players.


OPFOR: Brotherhood of Nod:

-ammo crates in outpost rearranged to put loaded crate forwardmost towards player starting positions.

-Game Master now carries an AN/PRC-14 JEM Radio; this is not yet a permanent change to the mod as of yet.


INFOR: Tmassah Militia:

-3-man Scout Team added to Confirmed Contacts location to observe the Nod outpost from afar.

-Nikoomba fleeing coefficient set to 0%. Nikoomba combat element set to Aware instead of Safe.

Update: 21 Nov, 2019 @ 5:02pm

Scenario:

-minor correction to text spelling in briefing and triggers.