Arma 3
Infiltration
Showing 1-10 of 23 entries
< 1  2  3 >
Update: 2 Aug, 2019 @ 1:47am

- Mission is now visible in Scenario menu again

Update: 2 Aug, 2019 @ 1:43am

- replaced download script

Update: 19 Jan, 2019 @ 8:06am

- removed NVGs from enemies
- added NVG to player
- tweaked daytime
- fixed helicopter

Update: 10 Jul, 2016 @ 7:17am

- various overhauls and tweaks

Update: 23 Dec, 2015 @ 3:28am

- improved scripts
- tweaked view distance
- tweaked music volume
- fixed bug where art1 & art2 would not be destroyed properly
- player now has got satches instead of c4
- changed alarm sound (old alarm sound was quite boring)
- improved briefing
- tweaked player detection

Update: 9 Sep, 2015 @ 2:19pm

- added a skill dialogue which can be opened until 60 seconds after mission start. It allows you to customise the AI the way you like, and the values can be saved in a preset which is available in all my other missions.

Update: 15 Jul, 2015 @ 12:05pm

- improved patrol waypoints - tweaked clickable markers in briefing

Update: 11 Jul, 2015 @ 2:14pm

- various scripts changes
- added new task
- removed one task (merged it with a different one)
- added more patrols
- patrols and guards spawn randomly now. (probability of precence)
- patrols should now again patrol in save mode
- Overhauled briefing with clickable markers and more detailed description.

Update: 11 Jul, 2015 @ 3:34am

- many script tweaks
- more animals
- boat extraction improved (hopefully)
- performance improvement

known issues:

- bis_fnc_taskPatrol is currently not working as expected, patrols are in "aware mode" from the beginning of the mission. Will fix that as soon as I gathered more information about the issue.

Update: 4 Feb, 2015 @ 3:11pm

- removed dogs entirely ( don't want any trouble with PETA :P)
- replaced some triggers with scripts
- waypoint improvements (should improve performance)