Arma 3
Sci-fi Support Plus
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Update: 4 Nov, 2024 @ 4:25am

Version 1.8.1

ADDED:
- Added some more of Echo's ship to the FTL compatibility
- Added TKE - Eminent Domain Aux Mod ship compatibility
- Added back old style MAC strike (without ship)
- Added Combine Mortars (Normal, Barrage and "Gas") [Credit to Webknight, I only did ZEN modules and did modifications to make it have base-game, ACE and Burn 'em effects]
- Added Change health option to Warhammer 40K Orbital Knight and Armiger drop modules (by @matthewl )
- Added Spirt and Pelican 'Squad/Troop Insert' Similar to how marines and Covenant get dropped off in the HALO games (also works with the 1st MEU Phantom!)
- Added Munificent QRF Deployment (by @matthewl)

IMPROVED
- Aircraft direction for vehicle drop modules and the sort are now flying in from the actual proper direction
- EVERY Module that is Helicopter or VTOL based has been reworked to do `'ANIMATED'` flight sequences for a more immersive experience *(this should make them look more like the HALO games for example and less AI yeeting vehicle drops 1km off the mark xd)*
^ [Thanks to @sceptre_ (Creator of the Simplex mods) for helping me out!]
- Performance improvements for ALL the armed ship modules
- Once Armed ship are done loading in, all turrets will automatically be added to ZEUS and grouped into 1 AI group for ease of use.
- Any FTL functions and modules should now be offloaded to the server instead of the Zeus/Client resulting in hopefully less jittery movement.
- Function: `ScifiSupportPLUS_fnc_MakeShipmoveable` doesn't reset direction of an 3den/Zeus placed ship anymore once applied.
- FTL Ships should now move more smoothly by adjusting the moving speed to what actions (distance of travel, rotation, etc.) it needs to do.
- Move Ship and Crash Ship are now BOTH available via the ZEN context menu OR Zeus modules
- Move ship (module version) now allows for altitude changes
- Crash Ship has gotten some needed improvements (you can also tell it where to crash now).
- Armed ship modules now have additional choices to spawn TOP/Bottom or Both top and bottom side turrets. This can prevent lag and better suit your scenarios.

CHANGED:
- Any FTL functions and modules should now be offloaded to the server instead of the Zeus/Client resulting in hopefully less jittery movement.
- Workshop Page has the Scarab mod requirement changed to the main version instead of DEV version as they are both the same at the moment.

*Enjoy*

Update: 16 Jun, 2024 @ 1:55pm

VERSION 1.8

NEW FTL SYSTEM:

The entire FTL / Capital Ship has been remade from scratch for a much better and more user-friendly experience!

Things to note regarding the FTL System Rework:
  • Any and all ships will now be just a singular object in global space, this will allow mission-makers and scripts to make some awesome scripts
  • Move ship has been moved to the ZEN context menu OR for scripting purposes you can use
    [_Shiptomove,_PositionToMoveShip,_Altitude] call SciFiSupportPLUS_fnc_moveShip_Scripted;
  • Ships need to be jumped in with the jump ship in module or function, Additionally you could run this:
    _myship1 = [this] call SciFiSupportPLUS_fnc_MakeShipMoveable;
    for any ship you have pre-placed in 3DEN already.
  • The speed at which ships move can be adjust in the CBA_A3 addon settings.

ADDED:

Added a Terminator and dreadnought filter for the 40k astartes pods
Added Cinerous (or Valkyrie) vehicle drop module
Added a 'Safe passage' mode for all the vehicle drop modules
Added Covenant Troop deployment via Cruiser module
Added Covenant QRF deployment via Corvette module
Added BACK the SDV Corvette model/prop to the mod, now that it's fully finished!
Added Covenant SDV Corvette Bombardment module
Added the ability to spawn various armed ships (Cruiser, Corvette and frigates), which will be able to be taken down!
Added a new Warhammer ship 'Ghost of Cadia'
Added: Some new incoming shell/rocket sounds for the modules
Added: UNSC MAC strike will now spawn a ship and fire from that ship
Added: 85 Different sounds for ship ambience, triggered by doing Jump in and out, Moving the ship or other use of other modules to due with ships

REMOVED:

Nothing was removed.

IMPROVED

Solar aux pods 'cant open pod' bug has been fixed
HMP drop module bug has been fixed
All the issues regarding the Covenant glassing strike have been resolved!

Please be patient regarding bugs and the sort. This is a BIG update that will require time to fix it's bugs and still needs an update for the wiki as well

Update: 14 May, 2024 @ 10:13am

| VERSION 1.7.4
ADDED:
Compatibility for some Warhammer 40K content (Guardian turrets, Echo's manufactorum content)
FIXED:
Fist of Steel flying in backwards

Update: 14 May, 2024 @ 5:02am

VERSION 1.7.3

ADDED:
Compatibility for new UNSC Fist of Steel mod content (FTL ship)
Compatibility for new 41st ODST/MFR - Declassified Assets mod content (FTL ships)
Compatibility for new 1st MEU mod content (FTL ships, Melee units, Ground vehicles, etc.)
New IMP knight modules check for WBK's IMP knights mod instead of the main dependency for the WH40K modules.
'Safe Passage' mode added to aircraft vehicle drop modules in all supported themes
Added Warhammer Aircraft based Vehicle drop module (Cinerous and Valkyrie)

REMOVED:
Covenant SDV Corvette WIP model, 1st MEU recently added lots of ships including this one

IMPROVED
Re-signed the mod with the Sfs+ Bikey because someone reported it wasn't signed properly
Space Marine drop pod landing effect fixed
Glassing strike being able to find the right Covvie cruiser has been improved to be atleast 99% accurate, doesn't work with multiple glassing strikes at once yet.

Update: 25 Feb, 2024 @ 7:52am

- Fixed a minor issue where sometimes no units and/or less then expected would spawn from covenant pods.

Update: 3 Feb, 2024 @ 3:29am

Version 1.7.1
- Fixed Spore pod bug
- Added a new Icon for the new 40K Resupply canisters
- Fix the 'bomb' module error code

Update: 2 Feb, 2024 @ 5:47am

Version 1.7

ADDED:
Added more OPFOR units & vehicles to UNSC and starwars modules
Added Support for the new 1st MEU melee units to Covenant pods
Added FTL Support for @echo's Manufactorum
Added [Treaty of Olympus] Adeptus Mechanicus Expansion support
Added 40K style supply canisters props and module to call in for during operations (Supporting Imperium, Chaos and Solar Aux themes)
Added Spore pod module for flood, Infectious and will turn anything into FLOOD; careful when using it in your OPs (base script donated by Matthewl)
Added Necron Portal spawner module (base script donated by Bilbo)
Added Covenant Scarab drop module (base script donated by The Rookie and Morluck)
Added Two new Orbital Crate variants for Imperium and renegades (40K)
Added Orbital Vehicle Deployment module for the 40K universe
Note: There is also a new WIP Covenant SDV Corvette added but it's not functional yet and needs to be improved.

IMPROVED:
Ship effect got overhauled
Warhammer 40K Exterminatus and Lance Stike will now kill more heretics and set them ablaze more efficiently
Lance and MAC strike have some new added damage effects that should be more consistent now.
Fixed Armiger and Imperial Knight drop pods dying upon impact

Update: 26 Nov, 2023 @ 5:57am

Version 1.6.9.1
ADDED:
Added support and a new module (w/ functions) for the new Armigers Knights from Webknights `Imperial Knights` mod

IMPROVED:
Replaced the Halberd class with a skybox version (for better performance)
Fixed the issue where the FTL ships can clip out of existence, they should be visible at all times now.

Update: 17 Nov, 2023 @ 8:52am

Version 1.6.9
FIXED:
Shield textures were out of order for the Heavy squad drop pod
Orbital autocannon and Shredder cannon should now be useable again

Update: 17 Nov, 2023 @ 7:00am

Version 1.6.8
Big change:
You can now run all these modules through Functions in your scripts and the mod should run much smoother.
Github wiki page for all the PLUS mods: https://github.com/Phenosi-PLUS/PLUSModsWiki/wiki

ADDED:
FTL Travel support for the Star Wars ships from 'Kobra Mod Pack - Main'
FTL Travel support for the UNSC Ships from 'UNSC Foundries' (WIP!)
New OPTRE: First Contact Grunts & Hunter have been added to the unit roster for the covenant drop pod modules
Orbital Imperial Knights Drop module (Requires WBK's Imperial knights!)

CHANGED:
Reworked the resupply pods modules, now supports ammo, medical and explosives/rockets. will work with any given pod object. On top of this there are now hard-set as 'squad size' to make it easier to use.

IMPROVED:
Fixed the UNSC tab having a duplicate module
Fixed some typos in the naming of the modules