Arma 3
Dynamic Recon Ops - Sahrani
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Update: 29 Nov, 2016 @ 11:40am

  • Weather should now sync properly between host and clients
  • Better positioning for reset AI units
  • Advanced faction options are now saved when selecting an AO
  • Fix for some occasions where AI would not assist downed units
  • Reset or respawned AI should now be added back to the revive system
  • Reset or respawned AI medics now given back their medic trait

Update: 27 Nov, 2016 @ 8:18am

Hotfix:

  • AO selection screen was blocked

Update: 27 Nov, 2016 @ 5:51am

Advanced faction selection:

  • New advanced faction options added
  • When used, these extra faction selectors will add additional vehicles to the pool for use by the main selected faction
  • When left unused or set to "NONE" nothing changes from faction settings in previous versions
  • Intended to work around mods that separate their vehicles into different factions based on military branch. For example, RHS has Airforce and Navy factions that just include crew and vehicles specific to that branch. These can now be used together to make a whole, cohesive faction.

  • New mission names
  • Fixed: Minor bug that could stop garrisoned enemy spawns

Update: 26 Nov, 2016 @ 5:22am

  • Removed dependency on Zenophon's framework
  • Replaced 'Nudge' option with a 'Reset AI' diary entry on the map screen. When used will recreate the unit completely in a valid location near their position or near the player's position. This should fix every situation where AI get stuck, including when they're not reachable due to being stuck inside geometry.
  • Many spawned objects use new simpleObject commands for a possible slight performance increase
  • Friendly check put in place for AI revival - should stop the revive/kill loop against players that commit warcrimes
  • TeamSwitch removed due to numerous conflicts
  • Weather now randomises differently based on time of mission start
  • Building garrisons now spend more time indoors
  • Fixed: Reactive Defend/Escort missions could fail after completion
  • Fixed: Hostages released by client players would not properly be considered free
  • Fixed: Hostages would receive civilian "Move!" action

Update: 12 Nov, 2016 @ 2:20pm

Hotfix:

  • setCaptive status would not be reset after respawn

Update: 11 Nov, 2016 @ 2:15pm

Hotfix:

  • Disabling revive and respawn would lead to infinite instant player respawns

Update: 11 Nov, 2016 @ 8:09am

New revive system:
Tested, but as this is the first released version there may be issues that haven't come up yet. Please email me at mbrdmn@gmail.com with an .rpt if you encounter any problems.

  • Works in SP and MP
  • Fully AI compatible
  • Requires a first aid kit or medikit to revive, FAK will revive to 60% health, medikit will revive to full health
  • Compatible with respawn in MP
  • Can be disabled if desired (e.g. if using ACE3)
  • 300 second bleedout by default, 120 and 60 second bleedouts optional

Misc:
  • Tweaked values for building garrisons to slightly reduce enemy counts
  • Removed ability for POWs to be executed before the player has rescued them

Update: 28 Oct, 2016 @ 5:14am

  • Extra diagnostics for AI respawn failures
  • Fix for player group variable becoming unrecognised by script, may solve AI respawn issues

Update: 26 Oct, 2016 @ 11:19am

  • Separated weapons check for valid units during faction data extraction - factions with majority unarmed units (such as zombies) will have those units appended rather than discarded
  • Support for mod factions with string side identifiers
  • Fixed: C2 Command and Control would cause non-west player factions to not receive tasks

Update: 25 Oct, 2016 @ 11:43am

  • Clear Area task markers will now disappear on completion
  • Reactive HVT/vehicle destruction tasks have a updating, randomly positioned area marker so that finding them is less of a needle in haystack hunt, but their exact position is not given
  • Road recon patrol tasks would sometimes be set to [0,0,0], failsafes added to prevent this from happening
  • Weapon attachments saved for respawn loadout failsafe
  • Hint texts added for a couple of menu parts that could cause confusion
  • Fixed bug arising from failed task creation
  • Fixed bug with road recon patrols auto-completing