Arma 3
TRGM2 - Altis
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Update: Jan 18, 2024 @ 3:09pm

V2.0.37 (small update)
- Chance of enemy patrolling from AO to AO

V2.0.36
- Korean translations added (Thank you MINPD)
- Converted enemy spawning to functions for optimization (one small step)
- Mission settings are now picked by admin (if no admin player, then top teamleader will select options)
- New mission "Secure and Resupply Area"
- New advanced setting "Make missions mini" (will have very small enemy guarding AO, but still chance of some nastys)
- New advanced setting "Compact Target/Ied Missions" (if enabled, Targets or IED missions will be more compact within the AO)
- Tool tips added to help show meaning behind advanced option selections

Fixed: issue with dedicated server not completing the Secure and Supply mission
Fixed: choppers hanging around issue, and one was taking his time getting to the AO
Fixed: when town secured (i.e. flag lowered), enemy will try to recapture the town (how many depends on how well you cleared it)
Fixed: removed debugging param for forcing secure/supply mission

Update: May 19, 2020 @ 12:53pm

V2.0.35
- Remove hint that would list all music when mission success
- Now delete all enemy groups (even if empty) on each campaign mission end (to fix the bug when no enemy would spawn)
- Added extra patroltype (same as option for smaller groups but more patrols, however, will have an increased number of enemy in each patrol
- Removed a test hint
- Fixed issue with campaign on server not loading saved local or global campaigns

Update: Apr 10, 2020 @ 4:50pm

V2.0.34
- Fixed issue with campaign failing to populate enemy units after a few campaign days
- The campaign fix, also fixed the missing vehicle error
- Fixed error message for unused _ammo variable (also, stopped a function running when artillery destroyed)

Update: Dec 8, 2019 @ 4:00pm

V2.0.33
- New Advanced setting: you can select the AO position
- New Advanced setting: you can select starting camp position
- New Advanced setting to choose if enemy have flashlights
- New Mode (full map populated, talk to civs to find the AO location and mission type, plus other intel)
- New, chance of Enemy sniper in random overwatch position (watching over AO, IEDs and some other events)
- New, IED triggerman, may be watching over an IED, will set off the charge if alive and you get close!
- New enemy patrol type (smaller patrols, but more of them around the entire AO!)
- New Mission "Search and destroy" locate three targets (could be vehicle on road or cache in building, or placed in open
- New Mission "Destroy Cache"
- New event small amount of guards could be guarding a weapon cache
- New event, destroy Important enemy vehicle location (small enemy group guarding)

- SL will have option to call in flares to illuminate a selected area
- Custom mission setup (requires scripting knowledge) (https://youtu.be/K6u34Ekxsmo)
- Lowered number of air assets flying in during warzone event
- Enemy can have flashlights (advanced option to force this)
- Moonlit night, now checks for full moon for setting the date

- East Germany 80s winter enemy faction added
- West Germany 80s winter friendly faction added
- When spotted, enemy may fire up flares to illuminate AO
- fix turret at enemy checkpoint (was always CSAT)
- car alarm will only run for 20 seconds (instead of forever)
- Removed hint which shows in top right corner when player spotted
- Bug: Bomb defuse, IED and meeting missions were never called for campaign or random main heavy mission
- Bug with long freeze ever few seconds at start fixed (hopefully!)
- Bug - Bad Vehicle message for meeting mission (hopefully fixed!)
- Bug: Zeus players were having issue with Zeus modules being deleted (hopefully fixed)
- Civilian populated areas (only on full map mode)
- Civilian vehicles can be IEDs (and not just parked vehicles!)... Rare, so dont just jump in one to drive without searching!
- Civilians can be asked for intel
- Civilian drivers can be asked to leave vehicle, then talk to for intel