Arma 3
TRGM2 - Malden
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Update: Apr 12, 2018 @ 11:47am

Version 2.0.21

New Features:
- New objective POW and reporter rescue (pow can be shot by enemy when rescued, reporter will not be shot at by enemy
- Events added: These events are optional, and you may not even encounter them. Helping out at an event will increase your rep (making it easier to maintain your rep, or if campaign mode, then will help you move up the ranks!)
- Event: Medical Assistance (talk to the paramedics to see what is needed)
- Event: Pilot or Press Rescue
- Event: Civilian breakdown assist (could be a trap)
- Event: Ambushed Convoy, help extract wounded units
- New mode, "Main, with two unmarked optional sides"
- New mode "Three hidden missions"

Possible Event Outcomes
- VBIED (Vehicle-Borne Improvised Explosive Device)
- Enemy Ambush
- Suicide Bombers
- Simply Nothing!(edited)

Other Tweaks
- can now get intel from comms tower
- civs are no longer all the same
- UAV option will now constantly show once you get to the main marker building of a main AO, also, will fail task if target dead or escaped
- maintain rep task harder to fulfil now, however, you can assist in side or events to increase rep to help maintain this task
- Added playable civilian cameramen (invisible civs that can move fast and teleport, kind of like a spectator, but with TFAR or other radio mod, you can hear comms!)
- rhs F22 CHANGE A10 (CAS)
- smoke rounds added for all factions (in ammo crate)
- Tank DLC sound tracks added to intro music

Bug Fixes
Fixed: Campaign didn’t have option to end and debrief (future version will have some closing credits and report data)
Fixed: Issue that would not always allow to call transport chopper inside an AO after task completed
Fixed: Bug when trying to set sandstorm to endless
Fixed: Warning message for friendly and enemy faction changes were around the wrong way
Fixed - Saving campaign on server wasn’t working correctly
Fixed - rep increase reason didn’t show when killed weapon dealer

Update: Feb 4, 2018 @ 1:40am

Fixed: CUP antitank unit was missing Javelin ammo
Fixed: AI respawn without adjusted loadout (actually fixed now)
Fixed: Takistan, radio guy was floating above bunker
Adjusted: Script adjusted that will now make sure enemy are not created too close to HQ (allows for missiont to be ported to smaller maps)

Update: Feb 3, 2018 @ 6:11am

fixed: issue with looping all objects and placing AAA markers (again)
fixed: all base objects was sometimes deleted when campaign started next day
fixed: transport will now never run out of fuel!
fixed: Arti and Airsupport request issues fixed (cant see to use CUP aircraft for support vehilce, so used vanilla wipeout)
fixed: When friendly AI respawned, they was resetting loadout to default

Update: Jan 30, 2018 @ 2:02pm

- Fixed: custom loadout will take priority over mission loadout
- Fixed: Issue with intel not showing correctly on server (sometimes causing infinite loop of AAA markers)

- Fixed: AAA marker loop issue
- Fixed: Call transport and virtual arsenal should no longer show multiple times when respawn
- Fixed: Game options vanished and caused TFAR issues when revive active and CBA running
- CUP British forces faction (desert and MTP)
- CUP Takistan army and milita added
- Dust storm advanced option

Update: Jan 28, 2018 @ 2:18am

- Can now customise your own friendly loadouts and vehicles: http://www.trgm2.com/SettingUpFriendlyTeam.html
- Friendly FIA faction added
- Friendly RHS faction added
- Calling supply drop will cost a small amount of rep
- calling air support will cost some rep
- ammo crate will auto populate based on friendly faction
- will now show rep increase reasons in rep report
- Spotter had same loadout as sniper
- Ammo added for sniper added to crate
- Lowered priority of "Call transport" action so its not always at the top

- Fixed: Virtual Arsenal will now work for all (not just host)
- Fixed: Next mission would not show if you had played a few rounds and completed a mission (I was reading wrong variable)
- Fixed: issue with mission ending right at the start
- Fixed: Option to call transport vanishes when you switch team

Update: Jan 19, 2018 @ 12:51pm

- if ace active, then will disabe and enable hearing feature when music starts/finishes (and to make sure music doesnt keep playing, it will just end abroubtly if it doesnt fade)
- fixed issue with some old class variables

Update: Jan 18, 2018 @ 2:48pm

fixed AIS error message issue

Update: Jan 18, 2018 @ 2:22pm

- fixed issue that causes JIP players to be stuck on black loading screen for about 30 seconds
- fixed issue that caused transport option to sometimes not be available
- fixed issue with UAV hiding and showing while near AO center point
- fixed issue with chopper marker being updated by all clients
- fixed issue with previous save setting incorrect faction index if previous faction mod used is no longer active
- Adjusted so mission objective will not load previous selection (will always default to random)
- Anti air added at base

Update: Jan 16, 2018 @ 3:42pm

- Revive options will be disabled and hiden if Ace is active (and will default to "no Revive")
- If previously Mod enemy faction and currently loaded without the mod active, will adjust previousl save to default vanilla faction (otherwise mission will crash loading a modded faction that isnt active)
- Issues fixed with mission not loading if previously saved settings didnt match new settings

Update: Jan 15, 2018 @ 6:58am

Version: 2.0.14

- small wording fixes
- Mission selection dialog will now load your previous settings (they get saved as soon as you press the "begin" button
- advanced option to enable/disable map draw
- advanced option added to set respawn timer
- ability added in advanced settings to disable support options
- Can now set respawn limit in advanced options
- increased number of respawn ticket options
- Informant will tell you two details about main AO
- uphold rep task, is now started as a completed task
- fixed assassinate weapon dealer image
- added noticeboard at AO camp

- fixed campagin saving issue
- save for single player on notice board
- removed the save and exit option from notice board for single player

- allow transport to fly to AO if friendly rebels
- only allow escort chopper if main mission task completed and flying to main AO
- Increased object distance chopper will consider landing within
- Transport will try to land closwer to where player selected, if no position found, will search wider range

- Latest AIS revive script impletimented (some new options added to the revive settings)

- Can now pick some preset enemy factions - "CSAT", "FIA", "RHS(if active)" (more will be added, but also, will have option to customise your own setup)
- Can now adjust each enemy unit classname to customise your own enemy units


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Thanks to Lucky~Ninjas for helping test some of the issues found above
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