Arma 3
WarCorps / Development discontinued
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Update: 18 Oct, 2017 @ 3:41am

Update: 15 Oct, 2017 @ 5:14am

Update: 7 Oct, 2017 @ 7:11pm

Changed the formula spawn loot. Now it depends not only on the category of the building, but also on the likelihood of the appearance of this or that type of loot.
For example: if before in residential buildings the loot prescribed only for them was spawned, and only the building loot for plants or warehouses, now there is a chance (but small) to find any of them in different buildings.
The same applies to military loot, store, medical and others.
The conditions for spawning flying equipment are changed. Now helicopters mostly appear throughout the map, like land transport and only a small percentage around the airfields.

Update: 3 Oct, 2017 @ 5:01am

Update: 1 Oct, 2017 @ 1:05am

Update: 22 Sep, 2017 @ 3:43am

Update: 21 Sep, 2017 @ 4:44am

Update: 17 Sep, 2017 @ 3:59am

Changed the Lock/Unlock menu on doors and gates. More precisely, the icons and standard Armovskie of the open and close menu have been removed, which will result in the inability to use these actions with the design in the editor and other modes. For them, the door classes are duplicated and renamed.
New menus have been made for Djed and Creator. Djed "Info" now shows everything you need: the name of the owner, the energy, the radius, the damage, the number of constructs, the containers (everything that keeps things, including tents and shelves), the transport (so far ground only) and the cost of the base (how much The energy is restarted after the restart. For Creator, a new menu appears in the selection of items. You'll get to get how many and what elements you got.
A little change in transport repair. To fix a wheel now, you need to only respond to the wrench and the rest of the tools. It takes into account whether or not you have the spare parts (wheels, iron, tape) in your inventory. It is planned to introduce special spare parts for the repair of the transport which will be in lot.
A second resource is now added to the Creator weapons sample - Nanobots. Quantity 0.2. So get the barrels.
Correct the errors in the Creatore when the armor was created, and added a missile and rocket-propelled charge module. The explosives module is divided into two. A separate module for grenades and a module for explosives and mines. Most modules appear randomly in a box with loot on the main base after it is captured, and in they spawn the number is limited.
A small lift is made up to 4 meters, but it will still be refined, although it can be used.

Update: 9 Sep, 2017 @ 6:56pm

Update: 5 Sep, 2017 @ 4:43am