Arma 3
Carrier Strike [Alpha]
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Update: 9 Jun @ 11:27pm

# Alpha Version v0.7.2

- Fixed issues with pre-creating large game data hashmap instead of handling them locally
- Should fix issues with west carrier module not registering data
- Should fix west carrier vehicles spawning correctly

Update: 9 Jun @ 7:43pm

Hotfix:

Init order issues with modules on dedi server

Update: 9 Jun @ 7:38pm

Hotfix:

- Fixed wrong conditional preventing vehicles from being added to respawn system

Update: 8 Jun @ 10:56pm

Hotfix

- I accidentally broke heli spawning. Fixed.

Update: 8 Jun @ 10:17pm

# Alpha Version v0.7.1

- Added disabled silo icons to top row

Update: 8 Jun @ 7:47pm

Updated docs

Update: 8 Jun @ 7:45pm

Alpha Release v0.7.0

- Changed Add Vehicle Module
- Module now functions by syncing the vehicle to grab the position and direction. Module will handle deleting this object from the mission so do not delete the editor vehicle via init attribute.
- Added Seeding Mode
- Silos will initially be disabled and enable based on the current player count of the match. Once enabled, they will not be disabled, even in the event of a mass leave. This is to funnel players into one spot while the server is seeding. You can customize this player count on a per silo bases via the add silo module.
- Removed extra small version of malden layer now that seeding mode is implimented

Update: 8 Jun @ 2:16pm

# Alpha Version v0.6.3

- Adds NVG to Tier 3 loadouts
- Adds flashlights to all tier loadouts
- Fixed issue that tier 3 was being unlocked before tier 2
- Fixed issue with carrier status update voice lines

Update: 8 Jun @ 1:10pm

# Alpha Version v0.6.2

- Allows HUD to adapt to how many silos are present in the layer
- Added Extra Small Map Layer (Has only 3 silos)

Update: 8 Jun @ 11:56am

# Alpha Version v0.6.1

- Increased Player Counts to 48/48/24 (120)
- Increased height of spawning aircraft by 0.2m