Arma 3
Overthrow WW2 (SP/COOP20)
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Update: 19 Aug, 2020 @ 7:43am

1.0.2.0
- Recruit's subskills are now correctly restored after load

Update: 17 Aug, 2020 @ 9:00am

1.0.1.0
- Text saves now works
- Autoload is back
- Fixed M1919's not shooting in bunkers

Update: 16 Aug, 2020 @ 2:31am

1.0.0.1
Fixed bug with capture town mission

Update: 15 Aug, 2020 @ 9:50am

The most massive update - updated mod version, shown on a loading screen.
New game is not required.

Update: 15 Aug, 2020 @ 7:36am

v1.0
- New game (with wiping the existing vars file) highly recommended
- Implemented failsafe features for most mod scipt loops
- Camo mechanics improved, now it also decreases the audible coefficient, depends on unit load, and heavily dependent on stealth perk. To achive maximum stealth, try to keep a load under 14 kg
- Players now can respawn near bigboss player, if he's not so far from their bodies
- ACE option to make garrison units to bail out from occupied vehicles/static weapons
- ACE option to make AI units to take cover in nearest buildings (slightly bugged in ACE)
- Blockposts now can get reinforcements
- Blockposts no more spawn static weapons if you killed almost all of its garrison before
- Allies now will warn players, if they have a radio, about the upcoming attack
- Player houses now can be burned by engineers
- Greatly decreased the probability of revealing a player while shooting small guns
- FoW M1919's are bugged, so for some base structures it was replaced with Maxim MGs
- Added garrison positions for GM addon bunkers. Bunkers in GM are bugged, so it won't be saved.
- Disabled dynamic simulation for planes, as it could lead to planes stuck in the air (A3 bug), and for static guns
- German MG-34/42 lafettes now turns to attack direction
- Greatly decreased the enormous fuel consumption rate for IFA3 vehicles, now in a config
- Greatly increased the capture rate for Selacano airfield
- Germans no longer attack unarmed unmanned vehicles
- Decreased reputation requirements for vehicles orders
- Disabled teleport for planes for NSS console (additional files)
- Player's AI units are now much harder to kill. Don't forget to revive them.
- Destroying german cargo ship now clears their delivery query (shortly, they loose all vehicle which could be delivered)
- Recruits now select helmets with the best protection, while taking it from warehouse
- Fixes for QRF and delivering systems
- Utility trucks added to RKKA and UK factions
- Static mgs at bases now restore its ammo after load (it was too annoying to reload it manually)
- Replaced not-working detonators and fire cord with the correct ones (both for enemy engineers inventory and in a warehouse)
- Disabled radio chatter for militia garrison
- Flashlights no more needed for fast-travel
- Removed muzzle flashes from suppressed weapons
- Added small amount of fuel to empty vehicles (you know for what, isn't it?)
- Enemy base garrison soldiers now take cover being under artillery fire
- Garrison soldiers no longer occupy artillery guns
- Gendarm reinforcements no longer spawns in a spawn distance
- Captured supply boxes on german bases no longer disappear, if it was looted
- ACE for OTWW2 rework
- Allies support missions now starts earlier
- Revised battle for the german HQ
- Fixed QRF groups were not added to base garrisons after a battle
- Fixed mgRoF functions for IFA3 (MG-42 fire rate)
- Fixed date desync issue
- Fixed QRF events could happened one by one without delay
- Fixed Werhmacht garrison level 2 had a large number of vehicles
- Fixed Utility vehicle loot option
- Fixed missed german sea convoys
- Fixed vehicles not returning to pool (see a fix below)
- Fixed an issue when players weren't able to open build menu
- Fixed captured planes had no pylon loadouts
- Fixed camps could kill players on build
- Fixed player could lost their money after QRF end
- Fixed some vehicle could disappear after loading (CBA bug)
- Fixed german fighters followed to [0,0,0] instead of target position
- Fixed radio system for local games
- Fixed planes were unable to land at Selekano airfield
- Fixed plane position at Abdera airstrip when fast-travelling
- Fixed stealth perk (it was increasing the visibility in some cases, instead of decreasing)
- Fixed fast travel with guns, when gun missed needed variable (IFA3 bug)
- Fixed german column vehicles could stuck in place (the most annoying problems for IFA3 vehicles, which can't start)
- Fixed QRF APCs could stuck after returning to base
- Fixed too fast delivering in ports
- Fixed Panzerfaust/Faustpatron had no ammo
- Fixed german FOB could be deployed at water
- Fixed soldiers didn't turned their flashlights at nights
- Fixed informants missions were not given after some time
- Further network optimization

NB
How to restore the number of german vehicles in pool after 0.9.9.8 update:
open the console, insert this commands and execute
server setVariable ["NATOheavy",10,true];
server setVariable ["NATOmedium",20,true];
server setVariable ["NATOlight",30,true];
server setVariable ["NATOapcs",50,true];
server setVariable ["NATOsupport",40,true];
server setVariable ["NATObombers",3,true];
server setVariable ["NATOfighters",4,true];
server setVariable ["NATOjets",2,true];
server setVariable ["NATOplanes",5,true];
server setVariable ["NATOtactical",3,true];
server setVariable ["NATOsplanes",3,true];
server setVariable ["NATOrecon",3,true];
Of course, you can change it as you wish.

Also, to restore broken delivering:
server setvariable ["OT_nextdeliverydate",if !((server getvariable ["OT_nextdeliverydate",-1]) == -1) then {(round linearConversion [0, 1, dateToNumber [(date select 0), (date select 1), (date select 2), (date select 3), 59], 0, 10000, false]) + 12} else {-1},true];
server setvariable ["OT_nextorderdate",if !((server getvariable ["OT_nextorderdate",-1]) == -1) then {(round linearConversion [0, 1, dateToNumber [(date select 0), (date select 1), (date select 2), (date select 3), 59], 0, 10000, false]) + 12} else {-1},true];
server setvariable ["OT_ordersend",if !((server getvariable ["OT_ordersend",-1]) == -1) then {(round linearConversion [0, 1, dateToNumber [(date select 0), (date select 1), (date select 2), (date select 3), 59], 0, 10000, false]) + 2} else {-1},true];
server setvariable ["OT_departureday",if !((server getvariable ["OT_departureday",-1]) == -1) then {(round linearConversion [0, 1, dateToNumber [(date select 0), (date select 1), (date select 2), (date select 3), 59], 0, 10000, false]) + 24} else {-1},true];

Update: 1 Aug, 2020 @ 5:11pm

0.9.9.8
- Germans now can attack even non-manned vehicles (except german ones, which is not wanted). Hide your vehicles under camouflage nets or in woods.
- Fixed revive system for AI
- Fixed bodies stayed at destroyed towers
- Some fixes for QRF columns
- Some fixes for artillery system
- Added a third resource: explosives. It is needed to produce ammo rounds and mines.
- AT and AP mines now can be bought from agents and produced at factory
- Nights were made slightly brighter

Update: 30 Jul, 2020 @ 9:04am

0.9.9.7
- LeFH18 and Sdkfz124 are now able to do artillery fire. Be warned: artillery barrages are much more powerful now.
- Dynamically generated GrWrs34 are now included in a FFE artillery array
- Cargo ship now arrives in 36 hours, instead of 72 as it was before
- Fixed bombers and recon planes wasn't able to finish its mission
- Significally reduced gang members and gendarms skills at night (especially spot distance)
- Fixed torpedo patrol boat not despawning
- Fixed enormous large time needed for producing weapons
- Captured german (WEST) units now replaced at load
- Stability drop while killing garrison increased
- Added R71 bikes to german bases garrisons (only for new games)
- Kavala population reduced (only for new games)
- Fixed silenced sound for sniper Mosin
- Fixed revive system (missing "medic" unit trait on respawn)
- FOBs are now increase stability in a nearby town
- Added support for Sab's Naval Legends mod (sea support)
- If server has GM addon enabled, some of its model will be used on map
- "Dump stuff" option removed from ammoboxes
- German FOBs won't upgrade if it is in a spawn distance
- Enemy bodies no longer disappear withing spawn radius
- Now you can fast-travel with a gun towed
- Fixed vehicles spawning too far away from Artillery positions
- Slightly increased engine power for BA-64
- AI units in player group now fall unconscious instead of dying
- Some map improvements

Update: 28 Jul, 2020 @ 12:28pm

Update: 28 Jul, 2020 @ 7:02am

Hotfixes for HCs and QRF logic

Update: 27 Jul, 2020 @ 3:33pm

0.9.9.6
- Fixed enormous fuel consumption for IFA3 vehicles
- Fixed type in QRF code, which could lead to all QRF scripts hanging
- Germans solderis now can be recruited, if they are injured, and no alive units nearby
- Fixed building mode, when players couldn't build anything after interrupting previous build process
- Fixed jobs
- Reduced town counter-attack frequency
- Reveal radius now depends on camocoeff trait
- Fixed BTHBC buildings couldn't be sat as home
- Lockpicks not needed for bikes
- Fixed Sten MkV silenced disappear from inventory
- Fixed cost of orders were paid twice