Arma 3
[SP/MP]Dynamic Universal War System
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Update: Jan 10, 2014 @ 12:11pm

v0.8a
fixed a bug where the player would suffer lag after 30 minutes (temporary disabled music_loop.sqf)
removed hq icon (temporary disabled)

v0.8b
removed the dynamic music (temporary)

v0.8c
rolled back to the old save method

Update: Dec 31, 2013 @ 6:16pm

v0.8
added a transparent black background to the dialog interfaces
english operatives now have english voices
special ability "field surgery" has an animation now
removed debug console
added a new ability: "logistic support"
each time operators receive a skill bonus, deployed operators will get 10 skill points wich can be spent on any skill the player wants
for the support "helo taxi", when the pilot leaves the chopper (meaning it's problably disabled), support will be available again
removed 1 radio chatter file, to make the mission lighter
added new ability: field commander
tweaks to the gps marker system
added dynamic ambient music
minor fixes to "guards.sqf"

Update: Dec 26, 2013 @ 8:23am

v0.77a
added a bottom right message when resting and when the campaign is generated
made the weather sync in mp more efficent for fog values
dynamic weather should act more according to chosen startup parameters
if the player has a GPS in his gps slot in his inventory, his position will be shown on the map
savegames should now be able to be resumed after closing ArmA3

Update: Dec 24, 2013 @ 8:57pm

v0.77
BIS_fnc_addStackedEventHandler is used instead of onEachFrame
personnal FLIR display is synchronized with player stance
radio towers need only 1 satchel charge to be destroyed now
in mp, the host can now save even when he has not chosen the squad leader spot in the lobby
in mp, the host can choose the CP penalty when a player dies in the game lobby
player cannot save manually anymore (by pressing escape and then "save" in the menu). He must rest, create a FOB or spend 1 CP on a SITREP
incorporated a revive script for MP (can be disabled in the lobby). (thanks to aeroson for get/set loadout script)
increased the delay between OPFOR assaults
reduced the flying altitude for the helo taxi
the zone generation process has been modified, it takes a bit more time but it MAY prevent the "AI not engaging each other" bug

Update: Dec 15, 2013 @ 9:19am

v0.76a
quickfix: recruited special operatives should not get stuck inside the HQ

Update: Dec 15, 2013 @ 8:31am

v0.76
the menu where the player select random on manual HQ placement should not reopen
manual placement of HQ is less restrictive
BLUFOR and OPFOR patrols between zones should be more common
side mission placement radius is limited to the "zone maximum distance from the hq" set at the startup
the player can now recruit special operative. They have their own skills, they have special equipment and they stay all the duration of the campaign, they get better as the campaign progresses
upgraded to VAS 2.2

Update: Dec 7, 2013 @ 1:38pm

v0.75c
the dialog not showing at startup *should* be fixed

Update: Dec 7, 2013 @ 7:35am

v0.75b
at startup, player can now choose the maxium distance from the HQ when the zones are spawned
dynamic weather is now enabled again, with the possibility to not enable it at startup
added names and adjectives to the random name pool
the player can now choose to place manually the HQ at the startup

Update: Oct 26, 2013 @ 8:29am

v0.75a
player is not locked anymore inside the taxi chopper
modified the spawn position of the requested empty vehicles to avoid the rotor of a chopper bumping into the HQ
destroyed vehicles, ragdolls, dropped weapons, smokes and chemlights will be deleted 1 hour after being far from the player (v1.7 "repetitive_cleanup.sqf" script by aeroson)
fixed a bug where there was playable units in the water
fixed the manual setting of HQ and zones (bugs, player being invincible,...)

Update: Oct 20, 2013 @ 4:46am

v0.75
added the fob manager
the player can manually reinforce each fobs
the player can choose to fast travel between fobs and the main base (can be deactivated at startup)
the HQ is telling you the AP and the CP when giving a SITREP
Re-arranged playable units to allow squad-play and more variety. (timsk)
Players can now respawn at any FoB or main base. (timsk)
the blufor tracked apc really costs 35 now
added the CRV-6e Bobcat to purchase
added a new prefab: camp site (DemolitionsTech)
added a 3d icon for the officer at the main base
updated to VAS 2.0

Thanks to timsk and DemolitionsTech for their contribution.