Squad
Okis
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Update: 28 Apr, 2021 @ 10:49pm

-Added Vehicles with tire and fuel mechanics. Simply put the appropriate amount of tires, along with some low grade fuel into vehicle storage to drive vehicles. Vehicles (and their storage) do not save between server restarts Do not store things you want to keep in vehicles.

-Added Tire Item. Craftable. More Info can be found in the in-game item glossary found in the help menu.

-Added NumGentleAI option to CustomOptions.cfg to adjust how many animals spawn on non-okis_island maps.

Update: 25 Apr, 2021 @ 4:48pm

I made a mistake in some code, this has caused loss of data within some storage containers. If your storage containers have the wrong number of slots, simply destroy and replace them to get the correct number of slots again.

Update: 25 Apr, 2021 @ 2:42am

-Guns now report noise events to AI when fired. 75 meter range for unsuppressed and 15 meter range for suppressed

-Added new bunker doors in the basement of the civ coast office building. Stand near these doors for 30 seconds to open the door. Lots of loot in the basement, but be mindful of your radiation level.

-Okis no longer affects keybinds, at all.
-Changed help menu to reflect this, also changed okis' keybind menu to be more of a reference chart of what squad keybinds do what in okis (for example, the flash light in okis is now the deploy bipod button in squad)

-Added remove mode rules to the help menu

-Fixed an issue that was causing flashlights to not attach correctly to every weapon except the m4.

-Rebuilt Grass maps, this (might) resolve some reported instances of floating grass meshes

-Further Adjustments to night time brightness

-Fixed Kill Feed

Update: 24 Apr, 2021 @ 5:22pm

-Fixed all of the placement for metal buildings (including window bars)

-Optimized code for player building ghost actors

-Added some noises to animals when they get hit

-Adjusted day and night cycle a little bit, also fixed a bug with the skylight not updating correctly (which led to overly dark scenes)

-Removed Donation spam messages from chat. Replaced with paypal qr code adverts on in-game billboards.

-Added some code that attempts to adjust spawn location when a teleport (spawn) fails

-Things such as camp fires, furnaces, storage crates, and wood barricades can now be destroyed by melee and ranged weapon damage. (no explosive)

-Things that get destroyed with inventory inside will have a backpack drop where they were

-Re-Enabled Player Remove Mode (With rules....)
---Rule 1 Pillars can only be removed if there is nothing on top of them
---Rule 2 Window Frames can only be removed if there are no window bars in them
---Rule 3 Door Frames can only be removed if there is no door in it
---Rule 4 Ceilings can only be removed if there is nothing on top of the ceiling (Such as camp fire, furnace, ect)

Update: 21 Apr, 2021 @ 1:59am

-Fixed Explosive Charge ghost always being red (now turns green when valid placement)
-Added wood barricade. This still has a 10 meter rule of not being next to someones base, so should reduce potential for griefing.
-Made it so servers not authorized to host okis will just map change back to al basrah aas v1.
-Changed connection screen a little bit to provide more info to new players
-Added emissive to the lens of the flash light for when the flash light is on

Update: 20 Apr, 2021 @ 10:30pm

Fixed a few things
Added some emissive colors on the wing tips of the c130

Update: 20 Apr, 2021 @ 5:44pm

-Fixes missing mesh on the ghost for explosive charge (c4) (still shows red, but can be placed, will fix this later)
- Implemented damage logic for the instanced static meshes (walls, ect can now be blown up again)
-Enabled squad system - this is still in very early development, and is only partially implemented. You can invite people by pressing i, but you must be close to them and looking at them.

Update: 20 Apr, 2021 @ 2:11pm

Turned off creative mode
Reenabled door placement

Update: 5 Apr, 2021 @ 4:02pm

Fixing more bad math for rotational snapping

Update: 4 Apr, 2021 @ 11:15am

Fixing bad math in building grid system