Arma 3
Dynamic Recon Ops ACE - Kunduz, Afghanistan
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Update: 12 Apr, 2022 @ 12:28pm

- thanks to Psycool(싸이쿨) and Marius_JGK for the info: found a typo in the new time function that prematurely ended the intialization of the menu, preventing correct mission start.

Update: 11 Apr, 2022 @ 10:54pm

- thanks to LuizBarros99 for the suggestion: i've revised the available time of day options to be a bit more specific, and i've added the option to disable stamina/fatigue entirely for those players that prefer to play that way, however this will not have a useful effect if ACE Advanced Fatigue is enabled (or forced enabled) from the server or client.
- tweaked empty/parked vehicle amounts used for decoration/escape.
- thanks to Marius_JGK for the info: in some circumstances the trigger for helicopter extraction doesn't complete properly, making the helicopter stay on the ground and never leave or add the comm menu item for extraction. this has been fixed with a modification to the check for the landing position of the helicopter.
- added a time acceleration parameter available to the admin in the lobby if they want to set it to something other than real-time.
- minor spelling changes and some cleanup here/there for consistency.

Update: 6 Apr, 2022 @ 2:36am

- adjusted respawn system so players are consistently joined to the correct player group when killed after joining in progress.
- using CBA_fnc_players instead of allPlayers when getting array of only connected human players. this may resolve issue with "stuck" mission generation if using a headless client in certain situations.
- possible fix to issue with sometimes respawning at [0,0,0] when Team respawn position (random 400 meter wide circle around the average position of the group) is off the defined playable area of the map.
- for IFA3 players, the missing picture "iconcar" error is because IFA3 is missing or has a badly configured cfgVehicles entry for a given faction vehicle's icon texture. this is a benign error and can be ignored.

Update: 31 Mar, 2022 @ 11:48pm

- made small fix to Lord Shade's ACE vehicle damage handler to more reliably detect both indirect and direct damage and regularized the damage values between different tasks so it works as expected. there may be situations where a vehicle spawns too close to a building or rock or something and gets damaged enough to trigger the task, but increasing the safe position placement too much sort of breaks spawning a wreck in a town or something. i'll leave it as-is since that situation seems rare.

Update: 27 Mar, 2022 @ 1:32am

- cleaned up profile defaults to properly detect ACE medical and set the extended AO menu option
- removed errorneous value for extended AO that sometimes puts an AO location outside the map border
- tweaked faction vehicle function to properly work with DLC vehicles (should no longer start ground insert with vehicles player 1 doesn't have DLC for)
- tweaked notification about ACE Medical being enabled
- optimized ALiVE ORBAT config detection for factions for AI and players (might not work if ORBAT uniforms are forced!)
- fixed error with improper exit from hostile civ gear function when hostile civs are not enabled when set to "enabled" and randomly assigned as a suicide bomber (thank you Danny for reporting this!)
- added thematically appropriate gear if IFA3 is loaded to create partisan hostile civilians

Update: 26 Mar, 2022 @ 7:46am

- hotfix for hostile civilian script not correctly selecting gear arrays sometimes.
- modified ORBAT compatibility logic with a work around for some non-standard loadout configurations with failsafe to prevent "naked" AI.
- added additional logic to handle IFA3 compatibility for gear
- probably fixed issue with IFA3 factions sometimes not properly switching units when mission begins
- added fallback option for ORBAT compatibility for IFA3 units - this may not work if ORBAT is forcing uniforms on units by script!

Update: 18 Mar, 2022 @ 2:40am

- fixed locality issues with hostile civ equipment selection where the gear array is empty on the server sometimes. this might reduce crashes for some players on dedicated servers.
- diversified hostile civilian weapons slightly.

Update: 22 Feb, 2022 @ 7:29pm

thanks to Max Headroom for the suggestion:
- added support for ALiVE's ORBAT faction config generator and Duderator tool. while this should work for most factions generated from the tool, ultimately compatibility (and preventing naked soldiers or missing gear) will depend on the faction maker properly using the tool to generate the configs.

Update: 11 Jan, 2022 @ 7:31pm

thank you Arkblade and Kenoxite for these fixes, pending feedback/testing:
- fixed possible issue with countdown timer for hold and defend action not working by modifying trigger condition slightly.
- possible fix for support sometimes spawning oddly on the map, which breaks the support request function in some scenarios.
- removed some vehicles from inappropriately acting as troop transport.
- re-enabled AI medics when using ACE3, if available, AI in the player's team (and enemy "medic" types) will try and perform medic duties when not threatened. for player group AI, the medic will attempt to revive and heal if possible, otherwise they will prioritize safety and winning the fight.
- fixed some minor spelling errors, removed unintended extra "hint" shown to player.
- fixed possible issue where some boats selected for insertion spawn too close to each other.
- changed default starting unit from basic rifleman to recon rifleman (I agree with Kenoxite that DRO is a bit better suited for this change).
- hotfix when setting more than one customized loadout via BIS Virtual Arsenal, it is possible that AI units will have their identity replaced by the player identity. the previous fix only affected the first instance. note that after exiting BIS Arsenal, the player identity will return to the default set in the player's user profile.

thank you to LordShade for some fixes:
- some tweaks to sunday revive.
- fixed enumeration of selectable vehicles for certain factions.
- tweaked reinforcements for MP compatibility.
- tweaked civilian death counting to allow some more leeway in war crimes.
- tweaked detection for hitpoint damage instead of purely alive/dead.
- removed old player base generation script.

Update: 11 Dec, 2021 @ 2:01pm

- hotfix changing "novoice" to "ACE_NoVoice". functionally the same, but in some circumstances, this will not work when setting identities for the player after lobby is complete in multiplayer.