Arma 3
A3-Antistasi Altis BLUFOR
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Update: Nov 17, 2023 @ 3:56pm

1.5.6 26/09/23

- IMPORTANT: Greatly improved AI on deciding where to attack and from where, checking if there are heavy AA defences on the flypath and deciding to focus on land attack if seems better.
- IMPORTANT: Capped rebel garrison size to the same numbers AI has on a "quiet" place.
- IMPORTANT: Made the hr/monay gain dependent of War Level, as when rebels have 1/3 of the map they gain virtually unlimited HR and money.
- IMPORTANT: Changed initial garrisons for the Reb vs Gov & Inv options, as it had little sense. Now the early game is much more interesting under that option.
- Adding some squad / units as garrison will require to be close to the desired site.
- Improved smoke grenade usage thanks to Antistasi official comunity code!
- Improved a bit AI behaviour on mounting static MGs so they should mount them with enemies which they can fire and dismount them if no targets are available.
- Fixed AI revive / heal attempts when players are doing or have done it
- Removed funny debug text on surrender scripts.
- Removed backpacks for rebel militia when they spawn with AA guns.
- Dynamic height of air support and distance to unload troops depending on AA defenses.
- Removed RT cover conditions on AI deciding to attack a city, so now there will be much more battles in cities until there become secured.
- Losing a city battle will have max penalty on city support.
- Corrected some bug on AI avoiding attacking the nearest possible objectives on major attacks instead of targeting them and they didnt treated outposts as priority targets.
- Corrected marker text when rebels lose a city.
- Prevented mousewheel revive actions appearing still when a unit is dead.
- Intel found event now may tell the players when will be the next major attack and where and from whare it may happen.
- Reworked rescue squad missions: instead of killing their attackers, players must evacuate them to HQ in the same way it does with POWs and refugees. They will join you when you use a mousewheel action on any of their alive members.
- Map info now shows you info of every zone if you click in their area of influence, and if not, will report you whos got radio cover in that position.
- Fixed AI groups were overriding radio cover checks to call QRFs when some squadmate died.
- Radio cover check for rebels also checks roadblocks so they may extend radio cover using one of them.
- Optimised a bit RT code.
- Long distance radio cover has been set to 3Kmts
- A message will appear when Air Support is asked and there is no radio cover.
- Fixed: inter group mortar support was not working on attack groups.
- Mortar squads now make barrage attacks.
- Major attacks wont spawn when there is too much enemy AI in the field, attending to the AI spawn limit.
- Fixed: AI militia wont spawn with AA launchers in Normal and Hard difficulty presets
- Plane / helis crew will die when downed, hopefully no more parachuted AI bothering and spawning things for nothing.
- Attacking AI abandoned in the sea will despawn no matter distance from enemies.
- Surrender checks distance set to 100 meters
- When capturing a flag, all the enemies inside the area will surrender.
- Airbases will allways have vehicles on spawn no matter if busy or not.
- Removed most of the wave predefined limitations for major attacks. Late battles will be much longer.
- Replaced allGroups and allUnits by side arrays where suitable.
- Fixed AT Car squad behaviour.
- Fixed player unit automated reviving AI while remote controlling other AI.
- Unit spawning will allways check for empty positions.
- No more "underattack" notifications when rebel AI spawns wrong and gets hurt.
- AI usable statics will remain in the garrison area when rebels conquer it with no need of unpack/pack to preserve them.

Update: Mar 6, 2023 @ 1:47pm

1.5.5 23/01/22

- Corrected bug on target selection for AI mortars.
- Enabled the simulation of parked civilian vehicles as BIS generated some malfunction in some patch.
- A bit safer disembark for AI troops coming in helis.
- No more Petros in your group while undercover.
- Mission distance reduced to 2Km for islands except Altis.
- Corrected radio cover check in dig in scripts.
- Corrected boxes spawning in weird places on Sea Supply missions.
- Refined a bit Fast Travel vehicle position.
- The hint when clicking on "Map info" now only shows major and secured cities owned by your faction.
- Guard dogs wont spawn on high War Level as player cannot be undercover.
- Under attack markers and notifications are back for rebels.
- Fixed: Double boxes and actions on surrendered soldiers.
- Fixed weird behaviour when dissasembling a weapon.
- Better removal of vehicles which spawned in wrong places.
- The "Battle of..." event wont target cities which are currently not influenced by Government.
- Fixed land vehicle spawn problems in major attacks under certain conditions.
- Under attack notifications wont appear when they are caused by friendly fire.
- Fixed revived enemies attacking players.

Update: Oct 24, 2021 @ 9:19am

1.5.4 13/09/21

- Assassination missions extended to outposts.
- Corrected side description in some editions in Kill the Officer Missions.
- Small bonus for income on easy mode.
- New sidemission consisting on kill or capture all the gendarmes / police whatever in a city
- Fixed some useless RHS vest in rebel possible loadout.
- Made the bank missions a bit more interesting and challenging.
- Fixed: RHS mortar and MG AI squad teams.
- 6 years to replace "Loose" by "Lose".
- Improved AI skill gains on kill. AI will no longer report skill gains after reaching maximum level, and wont gain when they are in a vehicle.
- Improved a bit revive animations + some workaround to the AI frozen in the carry animation engine bug.
- Improved cover selection for AI.
- On Rescue Squad missions enemy will spawn more far away so players have more chance to arrive on time.
- Slighlty improved convoy behaviour
- Fixed: Now mines get persistent saved no matter what mod you use.
- Initial backpack unlock now is mod independent.
- AA rebel AI will require an unlocked backpack with enough capacity to store one AA round in order to spawn have useful AA guns.
- Ammoboxes wont spawn in outposts and seaports if the garrison is very weak, also some cooldown condition to spawn is implemented in order to avoid exploits.
- Restored AI surrendering and covering their retreat with supressive fire and smokes.
- Restored QRF request while AI is digged in and as reaction to several threats (QRFs were much less frequent).
- Ai will use attack mortars in an smarter way.
- Hidden AI should attack when switched to berserk mode.
- Airbases wont get busy status once they send a QRF.

Update: Mar 30, 2021 @ 12:41pm

- IFA: fixed template conflicts.
- IFA: now players can play Altis edition with IFA, mod is detected automatically on the server and MP players will be redressed with IFA uniforms.
- SP: Friendly AI will report their skill progression as long as they kill enemies.
- Disabled transports for AI wont be tried to be used by them.
- Fixed AI will place mines if available and enemy tanks are spotted.
- Several minor AI improvements.
- Added visual ingame icons to preview a wounded teammate status.
- Replaced vanilla rebel static MGs by the new ones used by Syndikat, which are more rebel alike.
- More dynamic roadblock compositions depending on aggro + war level. Easier RBs for eraly stages.

Update: Apr 23, 2020 @ 2:24pm

1.5.1 20/03/2020

- NEW FEATURE: Extended RT cover to some player actions such as receive info or be able to recruit. If requester is inside an outpost / seapor / airbase he will be able to request, if not, a nearest owned RT (and rebel HQ) check is done if requester has radios. In case of fail, no QRFs or player actions can be performed.
- IFA: Added bunkers and MGs for Wermacht roadblocks.
- IFA: Fixed lack of FA kit on some AI types.
- IFA: Added all AK helmets as unlocked in Arsenal.
- IFA: Convoy objective models are no longer from Vanilla.
- IFA: AK medics will spawn with backpacks and 5 FA kits.
- IFA: You can at last recruit MG / Mortar teams and squads :)
- IFA: Added static weapon carriers to gov and inv factions. PLEASE NOTE: Wont be on garrisons on old saves, at least on the begining.
- IFA: Added vanilla radio for the SP as its impossible to read and hear the AI messages without it
- IFA: Halved civilian vehicle traffic as it was unrealistic.
- IFA: Fixed AJ AT men spawning with backpacks and ammo when some AT weapon is unlocked.
- IFA: Fixed AJ not using smoke even with smoke nades unlocked.
- IFA: Fixed bug when Wehrmacht attacks from outside of the map from land.
- IMPORTANT: AI tanks now shoot their cannons against buildings if they think there is infantry inside. Hiding is no longer 100% safe agianst them.
- IMPORTANT: Cities will be targeted on major attacks, if in range of some available airbase, no matter what.
- Radio cover checks for QRF are executed on clients.
- Corrected tons of Jeroen Logistics attachment positions thanks to the Community Team!!!
- Fixed AI not using some unlocked sub machine guns.
- Train button now shows the right cost.
- AI will attend revive requests from other AI if the injured has FA kits and not the attendant.
- Optimised help revive request code a bit.
- SpecOp patrolled areas won't build minefields.
- More reliable AI dismount from vehicle if they spot enemies.
- More reliable reaching for medics to revive.
- Re established AI sending multiple small attacks over undergarrisoned rebel positions instead of launching major attacks.
- Smoke and flare timings will be group based instead of unit based so the amount of smoke is lower.
- Reworked a bit RHS detection code to avoid bugs in dedi.
- IFA: Removed diving stuff.
- IFA: Rebel radio operators wont spawn with flamethrowers.
- AI will use flares when they are assaulting positions not only in IFA.
- Some garrison AI will use flares to scan for enemies.
- AI wont use flares when they lose a squadmate.
- Map Info option now shows which cities are considered by the engine as "Major" so, priority target for government and which of them have been secured.
- IFA: Garrison info now shows Radio Operators instead of Grenadiers.
- During the night, Gov and Inv AI without flashlights and nightvision will have much lower spotting skills.
- Map info now shows if some garrison has radio cover or not.
- On squad rescue missions maximum enemies will be lower and spawn more distant from the rebel squad.
- Dig in scripts will avoid cover positions with the AI extremely close eachother.
- Fixed several napalm strikes in one time when airstrikes have been asked in short time.
- Hitting SPACE while being carried in SP will stop AI of carrying him and it will start healing process.
- Modified BIS function to add weapon as it dindt used all the inventory slots available to add magazines.
- A bit more effective airstrikes for non jet bombers (IFA and Vanilla rebels).
- Anti mortar airstrikes wont be continuous upon mortar abuse (the counter of chance to receive one is reset).
- SP Major attacks limited to 3 waves.
- Fixed ammobox loading on vehicles on Sea Supply missions.
- While soldiers are on revive anims, if they vanilla heal and they run out of FA kits, the revive will be cancelled.

Update: Mar 20, 2020 @ 10:18am

- NEW SIDEMISSION: Resque Squad. A saquad is pinned down in a nearby city and the rebels have to rescue them. It will appear on advanced war level instead of the rescue mission on cities.
- NEW SIDEMISSION: Steal or destroy type with a stuck enemy vehicle.
- NEW SIDEMISSION: Sea Supply. Receive international aid from sea.
- IMPORTANT: The old active and owned nearest radiotower requirement for AI to send QRFs is back again. Destroying radiotowers has sense again. Has limited effect, outposts, airbases and ports have allways communication in their surroundings.
- Garrison AI behaviour GREAT overhaul. AI will build frontlines in hot zones, being more disperse and ready for attacks from expected directions.
- Heavily improved garrison group compositions for AI. WARNING SCRIPTERS: The templates have changed, you will need to update them to avoid errors.
- Improved garrison removal management of units to a bit more realistic way.
- QRFs are no longer limited to one per zone, multiple QRFs can be sent to repell enemies, number is limited by War Level and troop availability (nearby bases etc).
- Improved garrison size and static AT placement when the garrison is in a hot zone.
- Removed bunkers from static AT placements as they caused the AI not to fire.
- Removed excessive debug messages.
- AI engineers will automatically provide repair support for friendly near tanks when they are damaged.
- Permanent road / air patrols will be more responsive to enemy attacks.
- AI will also build minefields under certain conditions around outposts.
- Fixed rebel garrison behaviour, as it was working on a 25%.
- Improved reallistically info share between groups with the same task.
- Fixed artilley on major attacks, and more intense.
- Fixed some invader units not using the enhaced AI for punishments.
- Slower aiming speed for snipers.
- Squad leaders will behave "dumber" when they receive info from HQ to simulate "radio attention". The amount of time depends on the info received.
- Mines placed accidentally in water are not saved.
- Better behaviour for HC units added to some garrison "on the fly" + they wont make enemy garrisons to spawn on distance when they arrive.
- Corrected group templates for Tanoa Vanilla and RHS.
- AI is a bit more reliable on reaching wounded teammates.
- Better static behaviour for squads formed by several static weapon soldiers + support carriers.
- Added some civilian models from newer DLCs
- Fixed conflicts when a MP player joins a vanilla server with different modsets installed.
- Static MG / Mortar squads will deploy their weapons when they reach their waypoints even without enemies detected.
- AI counterattacks will avoid flying over enemies and will better search for safe landing spots if available.
- Tweaked a bit Static MG behaviour to make it more realistic to assemble and dissassemble his weapon.
- The mean old "steal static" is over. Now if player dissassembles and assembles a weapon, it will wont despawn + if rebels capture a garrison, the static weapons wont despawn no matter if they forgot to "steal" them and will be available to use for the AI garrison.
- Optimised a bit despawn checks for vehicles.
- Undercover vehicle reporting requires less network traffic.
- Solved conflicts in PMC classnames in game modes different than standard.
- Roadblocks polished and have two MGs again.
- Much more chance for government on attacking major cities.
- Lowered 20% the training costs base.
- Higher interrogate success chance, if the soldier is a squad leader he will provide more info.
- Removed the time wait when the player dismiss AI.
- SP battles will have a maximum of 4 waves.
- Amount of items found in ammoboxes and ammotrucks is increased with war level
- Fixed AT soldiers were not properly reported in the sitrep option and recognised in the AI scripts.
- Reverted artillery spawning on outposts.
- When attacking AI is outnumbered and without arty support, apart of hiding, they will ask for reinforcements.
- Forced deletion of stuck sea assault units and vehicles.
- More reliable landing spots for AI sea attackers.
- Opening the HC bar while incapacitated wont teleport healer AI to the player.
- Text will inform properly if player has some hope of being revived or not even when AI is not currently available but it can be in future.
- On AutoRearm when AI is completely run out of ammo, they will pick whatever weapon.
- RoE will show proper description depending on the game mode.
- Lowered a bit more HR income on each tick.

Update: Feb 29, 2020 @ 11:50am

1.4.2 25/01/19

- Fixed ACE with Arsenal. Thanks to the official community version!!!
- NEW MECHANIC: Government will be more prone to attack major cities, rebels will be better informed when that happens. If the attack fails, the government wont try to attack that city again.
- Lesser chance for enemy AI to have NV is its still not unlocked. Squad leaders wont have it mandatory.
- NEW FEATURE: Little help to avoid pathfinding issues of your AI to heal you when you are down. SPACE will teleport your healer to your position.
- No radio protocol for wounded and surrendered enemies.
- Rebel AI skill gains on each kill also apply on leaving enemies unconscious.
- Corrected some BLUFOR units spawning as GREENFOR in Blufor versions.
- AI wont launch minor attacks on eachother.
- Some tweaks on AI zone target scripts.
- Fixed: wave reduction upon vehicle destruction on major attacks was excessive. Get ready for longer and harder attacks.
- Improved civilin behaviour

Update: Dec 16, 2019 @ 5:14am

1.4.1 25/11/19

- NEW FEATURE: AI Garrisons will use parked attack vehicles upon sight of enemies, battles in airbases will become a serious issue!
- NEW FEATURE: Some chance to find APCs parked on outposts and seaports (depending on availability and war level) with the same effect.
- NEW FEATURE: New options for AI squad management: Berserk Mode (they will ignore danger) and Ambush Mode (Stealth + No Fire).
- Rebel Airstrike point cost made type of airstrike dependant. 1 for carpet, 3 for HE, 6 for NAPALM.
- Changed AI Management menus.
- Fixed bug which made AI go to hidden drills when not needed.
- Downed AI pilots should die allways to avoid them spawning unnecessary garrisons.
- No more CSAT Punishments on NATO cities
- Government will more likely perform major attacks targeting rebel cities.
- City attacks can be amphibious (only government).
- Fixed some small bug which made AI garrison sometimes not geting reinforced.
- AI will allways discard to attack secondary targets if some prioritary from the departing point is closer.
- AI won't attack secondary rebel targets if they are full of assets.
- Reduced max vehicle numbers for AI and more tiered vehicle availability for government faction.
- Major attacks in advanced game shouldnt be that constant.
- Corrected little bug on wrong side assignation of the carriers upon load.
- Statics in buildings get properly saved.
- Mortar team driver will allways wait for the gunner to board the vehicle when ordered to move thanks to threedots1!!!.
- Fixed IFA edition.
- Fixed big bug which made vehicles not getting removed from the AI pool upon destruction / setaling.
- Added some small group of civilians to every spawned city to ensure AI rebels can use them as human shields to avoid bombardment (civilians are no longer exclusive player centric).
- HR Add diminished for every tick, as having any major city (Kavala) was "never worry again about HR".
- Fixed bug which made another wave to spawn near rebels from an airbase under attack by them while not yet conquered (spawn 5 helis in your nose). The attack will be cancelled.
- Fixed optics for rebel AI.
- Added a little "busy" status for airbases when they perform a wave to avoid players finding that airbase with full assets.
- Fixed difficulty level affected negatively to the AI rebel skill.
- Titans and other alike are unlockable in easy mode.
- Reverted AI Militia will have some chance to spawn with AA on high skill levels.
- Dismissed squads will also add not yet unlocked items to the weapon pool.
- Missions wont be auto created from War Level 5 (still players can ask for them).
- Vanilla AA trucks no longer exist. Instead of it, a 2 men team spawns with the same behaviour and options than Mortar/MG teams.
- Markers from turned to government cities won't show the old garrison number.
- Rebel faction captured garage vehicles will be counted to check for vehicle availability for the enemy AI.
- Static MG squad AI will be more likely to mount the weapon and use it.
- Reduced NAPALM damage radius.
- Destination for convoys has to be closer to rebel HQ.
- Map wont be closed when squad arrives to their Fast Travel destination.
- Disabled Undercover from War Level 8.

Update: Oct 18, 2018 @ 4:38am

1.3.5 14/10/18

- NEW FEATURE: SP init options ported from MP: Difficulty settings affect several params, and Game Mode behaves the same. Want to fight only Redfor? Now you can!
- Garrison mortars will be manned again.
- AutoLoot will bypass the check for unlocked weapons on the bodies, so the AI will do a brainless loot anyway.
- Removed debug message on flare script.
- Seaports now spawn the right classnames in Reb vs Inv game mode.
- Major attacks should spawn allways with vehicles.
- Better and automated flashlight, optic and pointer detection, mod independent. RHS AI will spawn with more proper pointers / flashlights, and all the sights are included in ammoboxes.
- Corrected major bug on enemy AI init which caused several malfunctions.
- Stanadarised for everything the minimum requirements for unlocking (default 25).
- Added some useful info in the Game Options menu.
- Solved AI refund on persistent save.
- Fixed major attacks not happening in early stages of the game.
- Fixed major attacks not stopping even when the attack was succesful or failed in the tasks menu.
- Fixed bug on AI building assault.
- Fixed error on qrf when the AI sends more than 1 vehicle and there are no more vehicles to send.

Update: Oct 13, 2018 @ 11:03am

1.3.4 21/09/18

- Corrected reinf bug when the AI lacks of air transports to send big groups.
- Convoy delay re enabled.
- Converted the whole function structure in a more optimised way, thanks and all credits to blkanaki!!!
- Solved garrison having militia deleted from the variable upon spawn when static weapons were present.
- IFA: Enemy QRF will be allways land units, with the exception of bombstrikes.
- AI will have as target on major attacks allways the nearest enemy position from the evaluated base, even when it has no enemy zones in the surroundings, so AI will be more agressive again.
- IFA: Distance for land attacks has been increased.
- Fast Travel now has a counter thanks to john681611. Thanks man!
- By popular demand: Limited Fast Travel will be switchable in the MP lobby. Default value is Yes.
- IFA: Adapted roadblocks.
- Corrected garrison bug when the garrison lacked of SL or Medic classnames.
- Solved bug on basic mandatory vehicle availability check.