Arma 3
Nacht Der Untoten - [SP/COOP 1-4]
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Update: 2 Aug @ 5:00am

FIXED:
🛠 Fixed more clipping and phasing through walls issues
🛠 Fixed a rare bug where players could not revive others
ADDED:
+ N/A
UPDATED:
⭮ Proper loading screen naming
⭮ Bonus points now correctly go to the unit or player who picked them up
⭮ Increased Speed Cola’s reload boost to double speed to account for the 'forceWalk' command requirement
DELETED:
- Removed the drag and carry body option

Found a bug? Report it in the Discord!

Update: 28 Jul @ 5:17pm

- Made the action text bigger
- Moved up the position of the round announcement text so it doesn't overlap with action texts anymore
- fixed a few collision issues on the nav-mesh causing Zombies to phase through the first room walls and front area (front-facing wall)
- fixed a bug where if you play SOLO on a Hosted server (LAN or otherwise) it would cause a 60 second timer to show up first before skipping into the ending cutscene a few seconds later

Update: 17 Jul @ 5:01am

- Power ups now get disappear after 30 seconds
- 'Random Perk' Power up now is less likely and if you do already have all the perks give you bonus points instead

Update: 17 Jul @ 2:15am

- final few Fixes before release?

Update: 16 Jul @ 12:36pm

- Some Map Markers were colored Wrong
- Dedi Server didnt broadcast a var that players needed when buying a door
- moved back a bit the top box floor box so it clips less with the wall when the Lid is open
- chair was not being removed with the first stair rubble, fixed!
- respawn with wrong kit, fixed
- the Mystery Box cycle only showed up for the person who hit the max use of said box, MP fixed.

Update: 16 Jul @ 11:23am

- Door Buying effect wasn't seen by all players in MP
- Added map markers/2D map layout
- Mystery Box Range check fixed in MP, Now all players should be able to open their inventory next to the currently active Mystery Box
- Door Buy 1 & 2 no longer throw and error and now unlock the backside two spawners properly upon gaining access to the backside of the map
- Iron bars no longer break because of ragdolls flying into it
- Some sounds like first round and round change didnt play the proper sounds in MP
- MP Spectator will now exit you exit of spectator and into the endex camera cutscene when your team loses the match
- added Team Map Icons Script by Crub (auto-ran)
- added nametags above heads fro CO-OP buddies
- After the Mystery Box has completed its randomization cycle it will force open a inventory window to the box afterwards making it easier to grab the weapon you just rolled for

Update: 16 Jul @ 5:15am

- Added scripted AoE damage effect for the Rhino Prototype (Look-a-like: Wunderwaffe DG-2)
- MP Fixes
- Added a rocket launcher into the mystery box pool (JCA - M72A7)

Update: 16 Jul @ 2:48am

hud perk not showing after QR (sp) has been fixed
instakill type in text solved!
nuke kills should not spawn power up drops anymore
Added prone on perk machine to get 50 once (first player only!)
Reduced special round spawn amount significantly
Fixed leaper execute move, now only allowed to happens if you are playing MP and if there are atleast two players alive\
Added a 'Musical' Easter egg ;)

Update: 7 Jul @ 6:13pm

Update: 7 Jul @ 6:09pm

- Inventory can now only be opened next to an Active Mystery box
- Zombie amount logic rewritten (I hate math...)
- Zombie spawner 'Horde Logic' Added to match WaW/Bo1
- Re-did Zombie type (difficulty) adjusted on amount of Waves survived
- Removed silly dependency error message for blastcore_VEP (my bad, loaded and updated the mission with a personal preset loaded)
- Modified some functions (on postInit) that had to do with zombie melee damage functions and whatnot.. now fits with the HP system used here.