Arma 3
Dynamic Recon Ops - Takistan
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Update: 27 Sep, 2016 @ 11:08am

  • Intel should now avoid spawning on rooftops
  • Transport helicopters added to starting vehicle list, but will not spawn randomly if not selected
  • Last four player slots, if occupied by AI, are disabled by default on startup as this scenario has been balanced with 4 player units in mind. It is still possible to add back the 4 disabled units for groups of 8 total.
  • Further reduced number of enemies spawned with Realism setting
  • Player group AI units told to turn their lasers/flashlights on
  • Replaced expensive, complex loadout changing script with newly fixed setUnitLoadout function - loadout changes in the lobby menu will now happen much faster
  • Added failsafe for factions with no valid voices - CUP voices seem to have disappeared from CfgVoices, this will give side appropriate voices based on the Arma 3 default factions
  • teamSwitch enabled when revive is disabled

Update: 17 Sep, 2016 @ 2:57am

  • POW task now uses APEX style hold action for unbinding hostage
  • POW and HVT tasks could sometimes fall outside the estimated position marker, now corrected
  • Reactive defend/escort task would always assign the "Escort" title, now is either "Defend" or "Escort" as appropriate

Update: 16 Sep, 2016 @ 2:46pm

  • Corrected random chance value for reactive task

Update: 16 Sep, 2016 @ 12:01pm

Recon task system added:

  • Added point recon task - reach a location in the AO
  • Added route recon task - perform a patrol along a road in the AO
  • Added ranged recon task - observe a location from distance
  • Added ranged recon task modifier - chance for regular tasks to be obscured by a recon task initially that must be completed to discover the real task

Reactive task system added:
  • Chance to spawn a new task on completing all regular tasks
  • Approaching HVT task added
  • Approaching vehicle task added
  • Defend/Escort friendly squad task added

Other fixes and additions:
  • Split 'Action' difficulty into Normal and Hard modes. Normal is the same as the previous Action difficulty and is the default setting, Hard is similar but with somewhat increased enemy accuracy. Actual values are subject to change based on feedback.
  • Renamed 'Milsim' difficulty to 'Realism', otherwise remains identical
  • Increased time for extract heli to arrive
  • Fixed bug with transport boat positioning
  • "Move!" action added to all civilian units, will make them run away roughly in the direction the player is facing

Update: 1 Sep, 2016 @ 2:21pm

  • Added option for custom selection of ground insertion vehicle

Update: 30 Aug, 2016 @ 12:21pm

  • Factions were spawning units from multiple subcategories
  • Enemy faction subcategory random choice is now weighted based on how many units are in that subcategory (e.g. recon, viper subcategories are less somewhat likely to be chosen over regular infantry)
  • Power relay destruction objective improved
  • Limited number of AI that can spawn on building-based objectives
  • Only the first selected custom AO location would be used
  • Nudge action for boats had too small a radius for use with armed speedboats
  • Improved some text on the briefing

Update: 27 Aug, 2016 @ 8:00am

  • Removed units were not deleted properly upon insertion

Update: 26 Aug, 2016 @ 5:16am

  • Added CAS supports for factions that have CAS vehicles available
  • Added custom support selection options to team planning
  • Sea starts would sometimes be attempted when using a custom insertion location on land
  • Insertion vehicles spawned for ground starts could cause a hang if no valid terrain found (caused issues with unresponsive AI on startup)

Update: 23 Aug, 2016 @ 12:54am

Hotfix:

  • Random insertion selection would cause no insertion to be generated (should fix one issue that causes the player to be left alone at the arsenal location)

Update: 22 Aug, 2016 @ 5:48am

  • Removed helicopter insertions for the moment
  • Replaced helicopter extraction with BIS heli transport support
  • Artillery supports now use ammo limits correctly, real support vehicle is created at insertion position when possible
  • Supports should now be given to OPFOR and INDFOR players
  • Further improvements to handling of building destruction tasks