Arma 3
[SP] Chain Reaction
Showing 1-10 of 15 entries
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Update: 23 Nov, 2013 @ 6:08am

Added: Permanent fix for game-breaking BIS udpates, Added: Empty, usable Quad near

Update: 22 Nov, 2013 @ 3:21pm

Fix: Mission breaking bug introduced by BIS patch, Fix: Reinforcement script, Added: New complexity to the extraction sequence

Update: 13 Nov, 2013 @ 2:21pm

Changed: Radio Script now uses the Communication menu complete with icon and popup box. Added: Custom radio sounds upon using radio script.

Update: 11 Nov, 2013 @ 2:09pm

Added: Establishing Shot is now in NVG, Added: Fail Mission if you shoot Alex, Tweaked: Text for extraction to clarify that YOU have to drive.

Update: 10 Nov, 2013 @ 3:37am

Minor tweaks made after I made a full playthrough including all objectives. (not worth listing)

Update: 9 Nov, 2013 @ 5:17am

- Added: Establishing Shot

Update: 8 Nov, 2013 @ 2:18am

- Oops, fixed an obvious mistake.

Update: 8 Nov, 2013 @ 2:15am

Massive Overhaul of the optional objective. Should now feel a lot better, be more realistic, and not as ridiculously impossible.

Update: 8 Nov, 2013 @ 12:42am

- minor tweak to try and fix a rare bug where the solar plant is blown up by the time you get there (I can't replicate)

Update: 5 Nov, 2013 @ 11:31am

Another potential quickfix to the insertion bug (init.sqf variables set to false)