Arma 3
[SP/MP] ClashPoint 1.5 - Altis
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Update: 17 Apr, 2016 @ 11:15am

Clashpoint 1.5

Updated FAR revive and GREUH extended options with the latest versions,
New arsenal UI that allows to quickload, define a respawn loadout, or copy the loadout from another player,
New extended option to enable player nametags,
Map markers have been improved,
New respawn option to take the place of the nearest AI group member,
AI groups with only a few remaining members will attempt to fusion with other groups,
New mission parameter to disable the ingame stamina system,
AI skills, weapon sway and weapon recoil have been tweaked.

Update: 8 Jun, 2015 @ 3:19pm

1.4 Change Log

New: Mission option to disable the revive script bundled with the mission, useful if you are using a mod with revive features (like AGM).
New: Mission option to disable all the deployable weapons backpacks. It doesn't affect modded backpacks in any way.

Update: 11 Apr, 2015 @ 8:44am

1.3 Change Log

Improvements:
- The independent militia makes a much better use of buildings around the capture point, when such enterable buildings are available.
- Civilians have been added. Make sure to double check before shooting.
- New notifications to warn you about the time remaining before round ends.
- Tweaks to AI skills, making them more reactive but still not too deadly.
- Modification and porting of the mission is now a bit easier (see classnames.sqf).

Fixes:
- Troups shouldn't spawn inside of large rocks when those rocks are too close to the spawnpoint.
- Fixed a rare bug where the player would not appear in the camp at the start of round.

Update: 8 Feb, 2015 @ 9:01am

1.2 Change Log

ADDED: Full singleplayer support.
- You can launch the mission as a singleplayer scenario.
- After getting wounded, you will be able to respawn instead of plain dying.
- You will be assigned to an AI infantry squad and receive orders from its leader.
- The killfeed will give kill and death information for your own squad.
- Extended options will work as intented with your AI teammates (both squad markers and platoon markers)

FIXED: Reinforcement vehicles should have less issues when spawning.
FIXED: A few match setups have been altered for balance or AI pathfinding issues.

Update: 8 Feb, 2015 @ 8:50am

Update: 29 Jan, 2015 @ 11:29am

1.1 Change Log

ADDED: A random weather is selected at the start of each round.
ADDED: Editable mission parameters. You can choose the duration of each round, the time of day, weather type, and number of AI squads.
ADDED: Improved killfeed that shows the side of both the killer and target accurately.

FIXED: Opening the arsenal after a night time round won't force NVG mode.
FIXED: Players should not be stuck moving in one direction after a revive or end of round cutscene.
FIXED: Players aren't sometimes teleported to the previous camp position at the start of the next round.
FIXED: AI groups should not be sometimes stuck near the camp they spawn at.

Update: 17 Jan, 2015 @ 10:31am