Arma 3
KP Liberation Al Rayak
Showing 11-20 of 22 entries
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Update: 5 Jan, 2018 @ 6:21am

* Added: Some missing RHS vehicles for the ACE medical system.
* Removed: Provided ACE settings, as they are not used anymore since the last ACE update.
* Tweaked: Arsenal blacklist for more compatibility with 3cbBAF. Thanks to [Applejakerie](https://github.com/Applejakerie)
* Tweaked: Some small tweaks for the Lythium basefile.
* Tweaked: BWMod Classnames due to the last mod update. Thanks to [madpat3](https://github.com/madpat3)
* Fixed: There was a string key twice in the stringtable.
* Fixed: Lythium basefile was missing mission name and description in the lobby.
* Fixed: Issue with building premade squads.

Update: 9 Dec, 2017 @ 4:13pm

* Added: ACE carry interaction for resource crates. Thanks to [veteran29](https://github.com/veteran29)
* Added: Some additional debug outputs.
* Added: RHS AFRF Preset for the player side. Thanks to [veteran29](https://github.com/veteran29)
* Added: Lythium basefile. Thanks to [Enigma](https://steamhost.cn/steamcommunity_com/profiles/76561198052767508)
* Added: Portuguese localization. Thanks to [NomadRomeo](https://github.com/NomadRomeo)
* Added: BW Mod Tropentarn preset.
* Added: Project OPFOR Islamic State enemy preset and Project OPFOR resistance preset. Thanks to [Applejakerie](https://github.com/Applejakerie)
* Updated: RHS transport configs.
* Updated: RHS vehicles in presets.
* Updated: Devkit mission.sqm.
* Tweaked: Wounded civilians event. Thanks to [veteran29](https://github.com/veteran29)
* Tweaked: Extended allowed items extension list with some bwmod classnames. Thanks to [madpat3](https://github.com/madpat3)
* Tweaked: Detection of UAVs. Thanks to [veteran29](https://github.com/veteran29)
* Tweaked: Enemy vehicle crew spawning. Ensure that they'll be on the right side (important for red vs blue). Thanks to [veteran29](https://github.com/veteran29)
* Tweaked: If you enter the arsenal with a packed weapon or UAV backpack, it won't be identified as blacklisted anymore.
* Tweaked: FOB container mass now scales with the selected spartan helicopter maximum load. Thanks to [veteran29](https://github.com/veteran29)
* Tweaked: Removed clutter and AI from the USS Freedom on all maps.
* Tweaked: Cleaned all custom placed places on all maps some more and renamed the respawn marker from `respawn_west` to `respawn`.
* Tweaked: Increased the distance of the Little Bird spawnpoints on the USS Freedom and let them facing to the front.
* Tweaked: Some typos in the german stringtable. Thanks to [gqgunhed](https://github.com/gqgunhed)
* Tweaked: The US Army woodland troops got the new OCP and were able to throw away their old UCP.
* Fixed: Wounded civilian animation in dedicated server environment. Thanks to [veteran29](https://github.com/veteran29)
* Fixed: With ACE you could take unconscious AI as POW.
* Fixed: You couldn't handcuff surrendered AI with ACE zipties.
* Fixed: Guerilla could spawn as neutral combatants.
* Fixed: Unloading crates from vehicles could let them sink into the ground since the last ArmA Update.

Update: 6 Nov, 2017 @ 10:14am

* Fixed a small typo

Update: 6 Nov, 2017 @ 1:00am

* Added: ACE auto detection. (BI Revive still has to be disabled manually)
* Added: Parameter to decide if vehicles should have cleared cargo or not. Thanks to [veteran29](https://github.com/veteran29)
* Removed: ACE compatibility parameter.
* Updated: ACE settings from our community due to the new pylons system in ACE.
* Updated: Italian localization. Thanks to [k4s0](https://github.com/k4s0)
* Updated: Chinese Simplified localization. Thanks to [nercon](https://github.com/nercon)
* Updated: List of ignored buildings for the civil reputation.
* Tweaked: Logistic convoy ambush chance balancing.
* Fixed: SMAW optic placed in wrong array in RHS presets.

Update: 14 Oct, 2017 @ 11:39pm

* Updated: RHS GREF resistance preset. Thanks to [FatRefrigerator](https://github.com/FatRefrigerator)
* Fixed: Sort function for storage areas.
* Fixed: HC Sector spawn issue.

Update: 12 Oct, 2017 @ 3:25pm

* Fixed: init_preset typo

Update: 12 Oct, 2017 @ 2:11pm

* Added: BI Support System functionality. (Currently deactivated, as there are still issues in MP)
* Added: Parameter for access to the Support System -> Disabled, Commander, Whitelist, Everyone.
* Added: BI Artillery support for artillery vehicles and mortars (if built manned or AI ordered to get in as crew).
* Added: Players can request artillery support from players (generates task).
* Added: Civil Reputation.
* Added: Config variables in `kp_liberation_config.sqf`.
* Added: Reputation penalty for killing civilians.
* Added: Reputation penalty for killing allied resistance fighters.
* Added: Reputation penalty for seizing civil vehicles.
* Added: Reputation penalty for destroyed/damaged civil buildings. (evaluated only on capture a sector event)
* Added: Mission parameter to choose building penalty for damaged or only destroyed buildings.
* Added: Reputation gain for liberated sectors.
* Added: After capturing a sector you might find wounded civilians. You can also gain reputation for offering medical support.
* Added: Civil informant.
* Added: If you've a good reputation, a civil informant can rarely spawn at blufor sectors.
* Added: Intel increase, if you capture the informant and bring him back to a FOB.
* Added: There is a chance that an informant will reveal a time critical task to kill a HVT.
* Added: Asymmetric Threats.
* Added: Possibility of IEDs in blufor sectors, if you have a bad civil reputation.
* Added: Own logistic convoys can be ambushed by guerilla forces.
* Added: Value for guerilla strength which will be affected by the events connected to guerilla forces.
* Added: Guerilla forces presets.
* Added: Dynamic guerilla forces equipment depending on their strength value.
* Added: Chance that guerilla forces will join the fight at a sector as friend or foe. (depends on reputation)
* Added: Possibility of a guerilla ambush in blufor sectors (additional to IEDs).
* Added: Chinese Simplified localization. Thanks to [nercon](https://github.com/nercon)
* Added: Automatic server restart script for dedicated servers. Thanks to [k4s0](https://github.com/k4s0)
* Added: Settings in the mission parameters for particular debug messages.
* Added: Factory map markers now indicate which production facilities are available there.
* Added: LoW Civilians.
* Added: LoW UAV backpacks to the default blacklist.
* Added: LoW AL-6 Pelican UAV.
* Added: Some of the new RHS vehicles.
* Added: Turkish localization. Thanks to [Carbneth](https://github.com/Carbneth)
* Added: Parameter to set a cooldown for using mobile respawns.
* Updated: English ingame tutorial texts in stringtable. Thanks to [FatRefrigerator](https://github.com/FatRefrigerator)
* Removed: Liberation skill handling of AI units, as BI do this good enough now concerning wounds, etc.
* Removed: Vehicle explosion chance script for convoy ambush.
* Removed: Old debug messages.
* Tweaked: Terrain alignment will be persistent during repeat building of objects (like walls). Thanks to [veteran29](https://github.com/veteran29)
* Tweaked: Some reordering of UI elements.
* Tweaked: Localization support for the extended options menu. Thanks to [nercon](https://github.com/nercon)
* Tweaked: Highlight color in production list changed to blue instead of misleading green.
* Tweaked: Amounts of resources on each FOB and production site is now visible in logistic dropdown menu as `(Supplies/Ammo/Fuel)`.
* Tweaked: Removed the logistic convoy cap of 26 (which was due to the alphabet).
* Tweaked: Captured enemy vehicles are now also listed in the commanders zeus interface.
* Tweaked: Cities won't be able to produce resources anymore.
* Tweaked: IED count in cities, capitals and factories is now dependend on the civil reputation.
* Tweaked: Corrected some strings in the stringtable.
* Tweaked: Factories don't have all facilities from the start anymore. The facility they start with is set at campaign start.
* Tweaked: Replaced all deprecated `BIS_fnc_selectRandom` with the engine solution `selectRandom`.
* Tweaked: Server log will now contain the `[STATS]` message of all clients. (players and HCs)
* Tweaked: Preset system split to select blufor, opfor, resistance and civilians independently. Thanks to [Applejakerie](https://github.com/Applejakerie)
* Tweaked: Capitals, cities and factories are now basically guarded by "militia" forces. Switching to regular army if the enemy combat readiness is increased.
* Tweaked: Static weapons array missed some weapons.
* Tweaked: Civil vehicles are now saved at a FOB after they were seized by players.
* Tweaked: Some small code optimizations and format corrections.
* Fixed: Player got custom recoil and aiming coefficients on respawn.
* Fixed: Rare script error on closing respawn screen directly after joining the mission.
* Fixed: Players could deploy multiple FOBs when they selected deploy fast enough on the same container.
* Fixed: It was possible to disassemble a mortar in preview.
* Fixed: Preview vehicles could get saved if you shut down the mission right after canceling the build process or if you'd still the preview in front you.
* Fixed: Small issues due to the default "hold fire" combat mode for AI.
* Fixed: Single Infantry units weren't saved sometimes.
* Fixed: Paratroopers got sometimes an attack helicopter instead of a transport helicopter.
* Fixed: Rescue helipad blocked building in their near vicinity.
* Fixed: MPKill Eventhandler issue when using ACE.
* Fixed: Function to buy a logistic truck worked but caused an error in dedicated server environment.
* Fixed: Couldn't build under powerlines.
* Fixed: Items in backpack weren't checked by arsenal blacklist crawler.

Update: 24 Jun, 2017 @ 2:42am

* Added: Some small aesthetic things for the buildlist
* Added: Exception for TFAR items from the 1.0 Beta (it's TFAR_ and not tf_ in the classnames there)
* Added: Malden missionfile. Thanks to [Applejakerie](https://github.com/Applejakerie)
* Updated: German tutorial texts. Thanks to [madpat3](https://github.com/madpat3)
* Tweaked: Jets removed from battlegroups, so they won't spawn on the ground. But they still appear on high awareness
* Tweaked: Recycle action code, changed from `distance` to `distance2D` to prevent issues with buildings like the airport lamp
* Tweaked: Helipads are now added to Zeus, so the commander can delete them, as they can't be recycled normally
* Fixed: Production and Logistic Overview wasn't usable in normal UI scale
* Fixed: The RHS "Mk.V SOC" boat got no recycle action due to the mounted static weapons

Update: 19 Jun, 2017 @ 7:28am

* Added: Some small aesthetic things for the buildlist
* Added: Transport configs for the unarmed Blackfish variants (can hold 5 crates). Thanks to [Applejakerie](https://github.com/Applejakerie)
* Tweaked: Production dialog list entries are now color coded depending on the actual production
* Tweaked: Small changes in the save_manager.sqf concerning object placement
* Tweaked: Raised the default production interval a little bit
* Tweaked: Updated ACE serverside settings
* Fixed: UAVs counted to heli / plane count concerning used slots
* Fixed: SDV was missing in the boats array to be able to place it on water
* Fixed: H-Barrier classname changed from the protected to the public one

Update: 11 Jun, 2017 @ 10:34pm

* Added: Action to stack and sort resources in storage areas
* Updated: Italian localization. Thanks to [k4s0](https://github.com/k4s0)
* Updated: German localization. (umlauts)
* Tweaked: Statics can now be placed inside buildings
* Tweaked: Recycle of objects which won't give any resources is now always possible
* Tweaked: Debug messages
* Tweaked: Added the blackfish to all presets, as it was already listed to be unlockable
* Tweaked: Again a small change at the placement of objects from the savegame
* Fixed: Error in production dialog due to wrong global variable
* Fixed: Last two supply_vehicle elements weren't shown in the build menu