Arma 3
Virtual Reality Sandbox
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Update: 6 Jan, 2023 @ 10:43pm

Scenario:

-all workshop images verified functional

-inspected scripts for description accuracy and functionality

-join-in-progress script now set to executive only if ACE is activated.


Training Hospital:

-issue with patient unconsciousness identified – the wrong patient variable was addressed in the script and has now been corrected

-minor error in patient creation script execution has been detected and corrected; patients are still created with wounds as expected

Update: 6 Jan, 2023 @ 3:06pm

Scenario:

-scripts reorganized to assign all array assignments to a single initialization script execution

-description of script execution enhanced to make outcomes more clear.

-application of player skills now checks for “playable units” rather than assigning potential player slots into an array before applying skills associated with ACE; whereas utilizing an array would cause an error in the event a player slot was unoccupied upon scenario startup.

-a join-in-progress script assigning advanced skills to incoming players has been applied.

-all promotional images updated.


Control Station:

-main screen now initially adopts a ‘initializing’ screen, which will change based on the activation of supporting ACE mods, namely Main, Medical, and Skills.

Update: 6 Jan, 2023 @ 10:40am

Scenario:

-main plate image updated

-verifying functionality

Update: 10 Nov, 2022 @ 6:14am

Scenario:

-main plate promotional image updated

-an issue with an erroneous asset label for a structure that was no longer present in the environment was causing the ACE Medical activation script to interrupt early and fail to execute. This entry has been removed and the script now functions properly.


Master Assault Course:

-medical trailer structure is now considered a “medical building” by ACE standards.

Update: 12 Sep, 2022 @ 7:57pm

Scenario:

-verifying functionality. Updating all advertisement photos to full resolution with respect to new computer.

-ACE Medical does not seem to be applying properly to the Training Hospital. Will investigate.

Update: 6 Aug, 2022 @ 11:37pm

Scenario:

-all scripts inspected and simplified where possible.

-ACE Medical scripts verified functional. All players will now be assigned as Doctors and Advanced Engineers in ACE settings if ACE Medical script executes. No notification for this specific entry will be displayed, however.

-“nopop=true” removed from initplayerlocal script.

-all pop-up targets, structures with doors, and lights which can be destroyed are arranged into arrays as defined by the init script, not by each individual range script per each time the script is executed. The arrangement will occur only once.


Arms Range:

-order of laptop execution commands rearranged.

-laptop now incorporates commands to hide, show, and remove range markers.


MOUT Range:

-error in script configuration for Bunker target reset corrected. All Bunker computers will now reset the Bunker targets only.


Training Hospital:

-patients will fade into the ground in a “dead” state unless certain ACE settings are configured. A notation for this fact has been positioned in the Training Hospital itself.


Armor Range:

-Armor Concourse control laptop now includes a command designed to reset the Armor Concourse 2 range even if all targets are removed.

-Armor Range target reset and pop-up calibration commands distributed to all laptops throughout the range.

Update: 16 Apr, 2022 @ 3:51pm

Scenario:

-an issue with the combined ACE Medical features and player attributes enhancement script has prompted us to separate the two. If ACE is activated, the ACE Medical patient creation system will run a check upon scenario launch first. The players skills enhancement script designed to upgrade all players to “Doctors” and “Advanced Engineers” will then run a few seconds later. Both scripts separately now function properly.


Arms Range:

-commands to hide and show pop-up targets have been added to the laptop.


Master Assault Course:

-position of westernmost protective wall and sign at corridor between Master Assault Course and start Area adjusted.

Update: 27 Nov, 2021 @ 1:50pm

Scenario:

-time-change script will now execute across all clients instead of just locally for the player activating the time-change mode.

-time multiplier adjusted from 0.1 to 1.0. Time progression should proceed normally now.

-weather changes forced to 0 and implemented into init script.

-if ACE is activated, all players will now be automatically assigned as Medics at the Doctor (maximum) level and Engineers at the Advanced Engineer (maximum) level.


Arms Range:

-command to remove range markers added to laptop and verified functional.


Armor Range:

-concrete wall height increased to prevent vehicles from driving over low barriers.

-eastern barrier of firing range adjusted. Nearby vehicles’ positions adjusted accordingly.

-perimeter barriers adjusted at corners to adopt a more seamless appearance.


Command Station:

-additional low VR blocks and rugged portable lamp added.

-VR walls adjusted to minimize texture clipping.

Update: 27 Feb, 2021 @ 8:17am

Scenario:

-objects and players now appear in Zeus mode

-single-player respawn has been set to enable, but is not functioning. While the single-player entity cannot take damage, this is being implemented as a backup just in case.

-maximum player count adjusted from 36 to 33.

-garbage cleanup maximum body count adjusted from 5 to 1.

-all BLUFOR squads are now marked with Infantry or HQ icons.

Update: 24 Feb, 2021 @ 8:46am

Scenario:

-"Scenario Control" player entity is now considered a medic, engineer, UAV hacker, and explosives expert, as are all other player slots.