Arma 3
Dynamic Recon Ops - Takistan
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Update: 15 Jul, 2017 @ 2:34am

  • AO location types replaced with randomised individual location elements - more AO variation is possible and allows for easy future expansion with new elements
  • Added market location element
  • Improved civilian patrols to be based on location data and no longer completely random
  • Added chance for hostile civilians
  • Fixed: Hang based on startup faction data checks
  • Fixed: Checking for routes blocked by water would not give transport boats when using air insertions
  • Enemies garrisoned in military buildings are no longer fixed in place
  • Pilots filtered out of general spawns
  • Improvements to faction extraction efficiency
  • Added checks for HVTs and POWs spawning inside geometry
  • Toned down number of animal spawns
  • Intel reveals for area markers are now more generous
  • Intel from dead enemies can no longer return nothing
  • Marker sizes for tasks given at mission end made much smaller
  • Players are unreadied if they open the arsenal during Team Planning menu

Update: 21 Jun, 2017 @ 4:30am

  • Fixed: Extreme wind speeds when using ACE
  • Fixed: Faction data extraction case sensitivity issue that could cause some vehicles to be unavailable
  • Fixed: Handling for some situations where no vehicles are available

Update: 18 Jun, 2017 @ 6:32am

  • Added ACE menu integration courtesy of Ledere

Update: 12 Jun, 2017 @ 11:44am

  • Rolled back a change to the squad loadout interface positioning

Update: 12 Jun, 2017 @ 1:39am

  • Fixed: Arma versions prior to 1.70 would have blank squad loadout menus

Update: 5 Jun, 2017 @ 12:21pm

  • Fixed: Dedicated server clients could get stuck before Team Planning menu opened
  • Fixed: Dedicated server clients were often not correctly placed in insertion vehicles
  • Minor faction data extraction improvements
  • Added ACE medic and engineer role definitions to all players if ACE is present
  • Headless clients are now filtered out of Team Planning menu
  • DLC filtering for some vehicle types (though it appears the new Jets DLC vehicles do not currently return a required value)
  • Added specific load screen messages

Update: 31 May, 2017 @ 11:19am

  • Added initPlayerLocal filtering to prevent dedicated servers and headless clients from trying to start player startup process
  • Fixed: Some vehicle data was not correctly shared on dedicated servers

Update: 29 May, 2017 @ 6:39am

  • Fixed: Extract task would not be assigned
  • Fixed: Civilian contact intel task would not complete if triggered by a client player
  • No longer possible for crew-type infantry classes to spawn as FOB guards
  • Force resupply AI actions added to supply boxes
  • Intel objects now more likely to be spaced further apart
  • Civilian informants must now be further away from enemies
  • Rebalanced enemy reinforcements to be slightly more frequent
  • Chance of enemy reinforcements now increases as mission progresses
  • Intel and civilian informants are now marked before mission start
  • Fixed: Some vehicle data was not correctly shared on dedicated servers
  • Better filtering for helicopter vehicle selections
  • Locate subtask added to steal vehicle task variant
  • Improved AO loadout area blacklisting so that Expanded AO locations are covered

Update: 28 May, 2017 @ 9:16am

Team Planning menu changes:

  • Team Planning menu visuals revamped
  • Added unit focus camera (switched via button on squad loadout menu)
  • Unavailable support options are now disabled
  • Ready button replaces start button - requires all players to be ready before mission begins
  • Dynamic unit list sizing allows for potential expansion of player numbers (intended for DCO)
  • Dedicated open map button for all players
  • Options for 2 ground vehicles
  • Ground vehicle options react to selected insertion type
  • All players can see unit classes listed for all units
  • UAV support option added
  • Changed method of ground vehicle selection to guarantee both selections are given

Other changes:
  • Added more task description variants
  • Toned down ambient aircraft frequency
  • All team AI disabled on loadout selection
  • Fixed: Extraction helicopter crewed by enemies when advanced factions used
  • Improved artillery support spawn position check
  • Intel object actions removed for all players after use
  • Possible fix for units being killed on mission start
  • Reactive tasks now check for player presence in the AO before assignment
  • Fixed a JIP situation where revive would not be correctly added

Update: 16 May, 2017 @ 11:43am

Faction selection changes:

  • Faction selection has been completely unlocked, any faction can be selected as player or enemy regardless of conflicting sides
  • If sides conflict then the enemy will be given a different side designation while retaining the desired faction units (for example OPFOR vs OPFOR will become OPFOR vs INDFOR)
  • When using Advanced Factions if it's possible to use the side friendship system that will be used rather than changing side designation (for example fighting against CSAT with AAF selected as an advanced enemy faction you will see groups with the correct colour designations who will be friendly to each other but hostile to the player)
  • Random options added to player and enemy faction menus
  • Player and enemy faction menu values are now saved

Other changes:
  • Added back helicopter insertion
  • Added UAV drone when available and when at least one player has a UAV terminal. Drone will circle the AO and control can be taken when desired.
  • Combined player and enemy faction data extraction (should reduce mission generation load time, especially when lots of faction mods are loaded)
  • Sea transport spawns now take into account water crossings between expanded AO locations
  • Added explanatory tooltips to some menu options
  • Fixed: Clear AO Location button would not reset AO location text
  • Minor improvement to AO selection map positioning
  • Minor improvement to mission generating loadscreen termination
  • Modified intro music
  • Fixed: Players starting in sea would receive too many boats
  • Player corpses are deleted on respawn
  • Added enable/disable animals option
  • Put a check in place to filter out factions with no scope 2 units
  • Removed switchBehaviour call in revive system as it could lead to units being forced out of the group
  • Fixed: Classes selected through the Team Planning menu would not have backpacks