Arma 3
TUN Respawn System
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Update: 20 Mar, 2022 @ 8:26am

-Fixed main base flag pole actions

Update: 20 Feb, 2022 @ 5:48am

Changelog [github.com]

Update: 5 Oct, 2021 @ 7:46am


Will break old missions due cba settings modification.

Update: 12 Jun, 2021 @ 1:46pm

1.4.0
Collection from RC updates. Detailed info here [github.com]

  • Overhauled TP network system and MSP also uses it now.
  • Fixed MSP destroyed not update positions.
  • Body cleanups
  • Check remaining tickets
  • Added mainbase marker when MSP is up

Update: 18 Feb, 2021 @ 9:05am

1.3.2
Added:

  • TFAR support for saving radio settings (Thanks to Gruppe Adler)
  • Teleport network system (WIP)

    Fixed:
  • Possible fix for false enemy near msp notification


    Modified:
  • MSP contest messages should be now sent only for group leaders



    1.3.1
  • Changed text "You are prepared to respawn!" to "You are respawning! Standby."



    1.3.0
  • Rewrite contested chekcs to not be single frame hit.
  • Added following variables to server. Arrays contains all units inside that area.
  • Removed some old functions and useles variables

    tun_msp_nearUnitsEast = [];
    tun_msp_nearUnitsEastMin = [];

    tun_msp_nearUnitsWest = [];
    tun_msp_nearUnitsWestMin = [];

    tun_msp_nearUnitsGuer = [];
    tun_msp_nearUnitsGuerMin = [];

    tun_msp_nearUnitsCiv = [];
    tun_msp_nearUnitsCivMin = [];

    tun_msp_enemyCountEast = 0;
    tun_msp_enemyCountMinEast = 0;
    tun_msp_friendlyCountEast = 0;

    tun_msp_enemyCountWest = 0;
    tun_msp_enemyCountMinWest = 0;
    tun_msp_friendlyCountWest = 0;

    tun_msp_enemyCountGuer = 0;
    tun_msp_enemyCountMinGuer = 0;
    tun_msp_friendlyCountGuer = 0;

    tun_msp_enemyCountCiv = 0;
    tun_msp_enemyCountMinCiv = 0;
    tun_msp_friendlyCountCiv = 0;

Update: 22 May, 2020 @ 7:22am

Version 1.2.0

  • Force Respawn fnc [github.com]
  • CBA setting for disable respawn timer, so only forced waves.
  • Delayed Respawn. (If remaining respawn time is less than percent specified here, player skips the next wave. Ie. if wave interval is 20 (min) and this is set to 50 (%) and player dies after there is less than 10 minutes remaining until next respawn, player will skip the next wave and needs to wait for the following one. can be modified in CBA settings)
  • Players now have variable tun_respawn_skip_next_wave when player get killed (see above).
  • Variable to pause respawn wave. Set false to pause and true to continue, tun_respawn_allow_respawn_west, tun_respawn_allow_respawn_east, tun_respawn_allow_respawn_guer, tun_respawn_allow_respawn_civ
  • CBA setting to modify waiting area size. Default 100m
  • Updated timer and move FNC
  • Increased unit move delay from 0.1s to 0.2s

Update: 22 Apr, 2020 @ 7:59am

-Fix for afi aar update syntax

Update: 21 Apr, 2020 @ 11:47am

-Added support for not using gearscript. Saves starting gear soon as (!isNull player) returns true
-Added support for AFI AAR
-Fixed var name.
-Updated wiki and readmea
-First "public" release

Update: 20 Apr, 2020 @ 1:56pm

Added support for not using gearscript. Saves starting gear soon as (!isNull player) returns true

Update: 13 Apr, 2020 @ 12:14pm

Fixed inverted exit variable
Fixed typo in stringtable- Furean