Arma 3
Evannex: AI vs AI - Altis
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Update: Nov 3, 2019 @ 4:12am

Added option to allow friendlies to walk to the zone. It will default to this if no transport vehicles.
Added option which will allow objectives to spawn in obstructed places, in-case a map is full of trees or something. Removed view distance being set for clients.

Update: Jul 26, 2019 @ 7:22am

Hotfix for groups being deleted when being transported. This fix won't work 100% of the time, better then not at all until I make an actual fix.

Update: Jul 12, 2019 @ 3:21am

Fixed error where an error would occur when ejecting units from your vehicle.
Changed interval for the garbage collection.
Changed some code related to the unit recruits.

Update: Jul 9, 2019 @ 1:17am

Fixed bug with custom unit compositions not being commanded by AI.
Fixed checking if players are near entities.
Added more checks for the objective squads to be less error prone.
Added dynamic groups interface.
Added more extreme measures for garbage collection with dead things.
Removed lots of looping related to showing objects in Zeus
Refactored a chunk of the friendly transport code.
Cached all custom functions.

Update: Jun 18, 2019 @ 6:14am

Fixed issue with clients not able to open doors?.
Fixed issue with units being evac'd from within the base if the zone is captured when the units are about to be transported.
Fixed issue with some enemy AI groups being set as 'SAFE' causing them to not attack and be passive towards enemies.
Added marker for custom placement of side missions (Include param to enable/disable this).
Added marker for custom transport of AI.
Added ability for the player to transport friendly units using any vehicle (Adds a new marker next to the area where AI are recruited), simply drive/land a vehicle on the pad and wait, prompts will appear.

Update: Jun 6, 2019 @ 4:24am

Added RHSSAF.
Added RHSGREF.
Added a check to split groups in half if they're too large.
Added ability to create custom groups for both friendly and enemy units.
Fixed bug where friendly groups would not see empty slots within some vehicles.
Fixed an issue with vehicles constantly spawning for custom factions.
Replaced friendly transport drivers with actual crew driver.
Changed execute location of view distance code.

Update: May 16, 2019 @ 8:59pm

Added checks for when certain AI standing in place for too long (Deletes AI if they're stuck in the same spot for too long as this seems to be an issue sometimes).
Removed redundant code.
Removed two vehicle spawners.
Fixed friendly markers displaying wrong info.
Added feature to allow users to spawn AI controlled vehicles with the virutal garage (The AI will automatically attack the zone. They won't join your squad).
Added a check which stops units getting deleted if players are within a radius, same with empty vehicles.
Changed garbage collection time interval.
Added param to set time (The default one was causing issues).
Removed all 'a3\functions_f' server params.

Update: Apr 15, 2019 @ 2:08am

Fixed virtual garage only being client side and not showing spawned vehicles for other players.
Fixed evac transport not waiting for units (AI) when picking them up, and just leaving once landed.
Fixed evac transport helicopters & ground vehicles conflicting with each other.
Fxied recruit ai not facing the correct directions on spawn.
Added feature where recruited ai will command themselves if they become group leader, instead of doing nothing and wasting resources.
Added basic chat messages which transport AI will use.
Added feature to remove mines from old AO instead of mines never being deleted, wasting resources.
Added limit for player spawned vehicles.
Removed "B_T_VTOL_01_armed_F" from CSAT jet list (Seems to do nothing half the time and not actually use its cannons).

Update: Apr 2, 2019 @ 11:44pm

Added RHSUSAF and RHSAFRF factions
Allowed the user to change friendly and enemy factions in server params

Update: Mar 29, 2019 @ 7:58pm

Recruitable AI to spawn as different types of units, stopped friendlies using certain vehicles