Arma 3
Dynamic Recon Ops - Summer Chernarus
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Update: 9 Feb, 2017 @ 1:49am

Revive AI listener changes:

  • AI medic selection is now done on a weighted random basis
  • Chance of selecting a potential medic is based on what medical equipment they're carrying and their distance from the downed unit
  • The listener also takes into account whether the potential medic has timed out of a previous revive attempt, which would usually occur if the medic were stuck. Timed out units will have a considerably lower chance of being chosen.
  • If a player is downed the listener will instruct AI units without first aid kits to try and resupply them from nearby bodies/supplies

Other changes:
  • Factions with 1 or fewer infantry units will no longer be selectable as a base starting faction for either players or enemies, however they will still be selectable as additional factions in the advanced menu (this may be the solution to players reporting that certain RHS factions spawned no units, as those factions should not have been selectable in the first place)
  • Respawn timer will now be correct after first respawn
  • Fixed a bug that would cause some voices not to be assigned correctly if there was a case-sensitivity config error (will fix RHS Russian voices for players)
  • Reduced the density of minefields

Update: 2 Feb, 2017 @ 3:14am

Hotfix: Removing fog commands caused more fog to appear

Update: 31 Jan, 2017 @ 1:55am

Revive fixes:

  • AI medics will no longer try to process two downed targets at the same time
  • Minor disableAI change made to medics that may fix some general issues
  • Dragging release actions are now removed properly after use

Update: 28 Jan, 2017 @ 1:34am

Hotfix:

  • AI medic behaviour change called an incorrect value and would cause AI medics to be slow to revive
  • Taking no AI into a mission would cause revive error messages to appear indefinitely

Update: 25 Jan, 2017 @ 2:05am

Multiple revive fixes:

  • BIS unconscious state reinstated
  • Locality fixes for MP
  • Correct MP player names in AI revive comms
  • Medics should no longer be removed from the group in certain MP situations when their behaviour is changed
  • Player revive actions added back properly after respawn

Other changes:
  • AI keep their voices after reset and respawn
  • Team respawn point filters out positions with close enemies
  • Respawn timer options now available in MP lobby parameters menu

Update: 19 Jan, 2017 @ 12:37am

  • Removed setFog command usage entirely until command gets a fix for MP
  • Minor visual changes to revive
  • Compatibility fixes for RHS
  • Increased minimum distance minefields spawn from enemy units
  • Arsenal added to FOB/Camp supply crate so JIP players have arsenal access

Update: 6 Jan, 2017 @ 1:51am

  • Revive system unconscious state rework - no longer using setUnconscious function as it impacted locality in MP games, replaced with a custom set of unconsciousness scripts
  • Removed use of advanced fog settings as a possible fix for fog banding on MP clients

Update: 21 Dec, 2016 @ 3:47am

  • Multiple MP and action related revive fixes
  • Fixed fog weirdness for client players

Update: 15 Dec, 2016 @ 1:36am

  • Building destruction objective removed
  • Ammo destruction objective removed (would only appear in rare circumstances)
  • Added destroy cache objective
  • Added destroy cache in building objective
  • When searching units for intel the searching player will send a radio message with their findings
  • Players would not receive the revive action after dragging
  • Fixed bug with minefields trying to place without enough valid positions
  • Reactive HVT task no longer spawns a dummy unit instead of the HVT
  • Units searched for intel will now properly have a chance to show marked intel locations as well as unit locations
  • Frequency of enemy reinforcements increased

Update: 10 Dec, 2016 @ 2:58am

Improved intel system:

  • Enemy group leaders now have a chance to carry intel and can be searched after death
  • Intel from group leaders has a chance to reveal troop positions, checkpoints, bunkers, minefields or narrow the search for uncertain objective locations (HVTs and POWs)
  • Intel from intel objectives cannot reveal troop positions but will reveal more of the other possibilities

Other changes:

  • Look out for warning signs! Mines may have been laid in the AO
  • Roadblocks and bunkers now have a chance of spawning static weapons
  • POW search radius reduced if lots of buildings are present
  • Extraction now only considers whether human players have left the AO
  • Artillery supports will no longer be able to move
  • Behaviours of building garrisons modified to hopefully make them more alert
  • Arsenal preloading disabled as it wouldn't allow identity selections