Arma 3
[SOG/UNSUNG] CTI Vietnam
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Update: Jun 17, 2021 @ 11:47pm

FIXED: issue with players becoming frozen after trying to remote control a dead support vehicle. I replaced the default vehicle crew for UAV AI pilot, for ALL support vehicles. I TRIED TO KEEP IT REAL by using regular soldier crews, but they keep bailing out of the vehicles and screwing up my scripts! No more of that. All better now.

ADDED: Seahorse helicopter transport providers!

Update: Jun 17, 2021 @ 1:51pm

FIXED: Napalm strike support call. I adjusted the flyInHeight to 300m. The problem was, the strike group was flying in at the default altitude of 100m. Which 50% of the time resulted in the whole formation slamming into the side of a mountain. Compounding the problem, the built in clean up script was not executing because the strike group failed to reach the first way-point and the napalm support call would cease to be available. Now the strike group flies over the mountains no problem and IF they get shot down or crash on the way to the target, the clean up script will will delete the strike group and refresh the support call as intended.

ADDED: C-130 Spy plane support calls. A more convenient enemy spotting system than the recon helicopter.

IMPROVED: the colors for the 20+ scroll wheel actions have been redone to make them easier to read and to be more ascetically pleasing.

THANK YOU! To all the feed back and suggestions. Every bit of information make the game that much more fun. Drop by drop, it becomes an ocean.

Update: Jun 16, 2021 @ 3:39pm

IMPROVED: Zeus functionality after respawn.
FIXED: Issue with destroyed support assets sometimes piling up at base after loading a saved game that wasn't cleared of alive and dead support vehicles.

Update: Jun 12, 2021 @ 10:32pm

IMPROVED: universal difficulty settings. the enemy has been appropriately scaled for each difficulty level.

Update: Jun 12, 2021 @ 2:25pm

Update: Jun 12, 2021 @ 1:38pm

ADDED: Time manipulation for day/night cycle. If time has not been paused or skipped past 1900, the time acceleration multiplier will be set to x120. Making nighttime a total of 3.5 minutes. Automatic flare barrages launch every 45 seconds after night fall. This coupled with the manipulated time acceleration, leaves short periods of darkness (and terror!) in between the barrages that bathe the area in low intensity red flickering light. It looks great and is a lot of fun!

Update: Jun 12, 2021 @ 1:35pm

Fixed: The parameter value settings for the rain and clouds options. The code was invalid for dedicated servers. the old ("X" call BIS_fnc_getParamValue) has been replaced with a _x switch do {}; works perfectly now for clouds, rain and fog.

Update: Jun 10, 2021 @ 6:44pm