Arma 3
Dynamic Recon Ops ACE - Altis
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Update: Sep 3, 2022 @ 5:40pm

- some maps (like ones ported from Arma 2 like Chernarus) have AO locations that do not have names. I've tried an alternate method to generate the location name to avoid the bug where the some text fails to generate.
- adjusted player selection logic so that late-join players are properly included in units group when inserted into AO.
- as a hotfix (pending a better fix later) added respawn positions for each insert location type so there's always at least a "safe" option that's not the corner of the map. for FOB this is unchanged, for boat, this is one of the boats spawned, for helicopter, this is the selected insert location, for HALO this is the approximate landing position.
- minor spelling fix to some task descriptions.
- replaced old bis_fnc_mp with newer remoteexec function call in some task function checks.
- added randomized extraction music and adjusted appearant volume.
- added SOGPF music when playing on one of the CDLC maps during heli insertion, general day/night insertion, and on extraction.
- adjusted observation task for completion condition for JIP and weird situation where observing player isn't part of the player group (for example if you split up into more than one groups)

Update: Jul 20, 2022 @ 7:25am

- cleaned up and regularized AO location selection and generation for consistency and also to allow selection of StrongpointArea for VN maps in the DLC.
- added logic to better handle ACE unit traits for consistent application to players

Update: May 20, 2022 @ 3:19pm

- hotfix for error on some maps if a ground insert vehicle cannot be spawned due to no suitable location found
- added additional weights for SOG PF faction members
- hotfix for mistake when defining data type for stamina enable/disable check

Update: Apr 26, 2022 @ 4:44am

- additional small fix for "possible intel" marker not being deleted sometimes.
- hotfix for "stuck at mission start" when Sunday Revive and ACE Medical are enabled at the same time. Sunday Revive is now forcibly disabled if you have ACE Medical enabled. if you don't want to use ACE Medical, remove it from your addons folder.

Update: Apr 14, 2022 @ 11:00pm

- small change to for handling dismounted units to avoid returning a null object instead of itself sometimes.
- fix for new stamina button not retaining value when profile is loaded (it shows blank until clicked on instead of loading the last setting used).
- adjusted warning message font size to allow more info shown, added warning for parameter set with ACE Advanced Fatigue also set (DRO will ignore the parameter as ACE Advanced Fatigue takes precedence). while DRO will try to disable it at a mission-level, if it is forced enabled from the server that won't work. if you want to disable stamina, be sure to disable ACE Advanced Fatigue first.
- small fix for detecting destroyed vehicles when the vehicle is wrecked, but not damaged hitHull specifically. this mostly affected destroy wreck task.
- fixed issue with musical sting for mission start not always working. changed from BIS_fnc_MP to remoteExec for more consistent execution.
- fixed issue with civilian informant dying and not setting the task state to failure or sometimes giving a bad data type error.
- converted protect civ death event handler to MP compatible version.
- fixed issue with helicopter extraction not consistently exiting loop waiting for unitready before assigning waypoint for lz.

Update: Apr 12, 2022 @ 11:23am

- thanks to Psycool(싸이쿨) and Marius_JGK for the info: found a typo in the new time function that prematurely ended the intialization of the menu, preventing correct mission start.

Update: Apr 11, 2022 @ 10:30pm

- thanks to LuizBarros99 for the suggestion: i've revised the available time of day options to be a bit more specific, and i've added the option to disable stamina/fatigue entirely for those players that prefer to play that way, however this will not have a useful effect if ACE Advanced Fatigue is enabled (or forced enabled) from the server or client.
- tweaked empty/parked vehicle amounts used for decoration/escape.
- thanks to Marius_JGK for the info: in some circumstances the trigger for helicopter extraction doesn't complete properly, making the helicopter stay on the ground and never leave or add the comm menu item for extraction. this has been fixed with a modification to the check for the landing position of the helicopter.
- added a time acceleration parameter available to the admin in the lobby if they want to set it to something other than real-time.
- minor spelling changes and some cleanup here/there for consistency.

Update: Apr 6, 2022 @ 1:45am

- adjusted respawn system so players are consistently joined to the correct player group when killed after joining in progress.
- using CBA_fnc_players instead of allPlayers when getting array of only connected human players. this may resolve issue with "stuck" mission generation if using a headless client in certain situations.
- possible fix to issue with sometimes respawning at [0,0,0] when Team respawn position (random 400 meter wide circle around the average position of the group) is off the defined playable area of the map.
- for IFA3 players, the missing picture "iconcar" error is because IFA3 is missing or has a badly configured cfgVehicles entry for a given faction vehicle's icon texture. this is a benign error and can be ignored.

Update: Mar 31, 2022 @ 10:48pm

- made small fix to Lord Shade's ACE vehicle damage handler to more reliably detect both indirect and direct damage and regularized the damage values between different tasks so it works as expected. there may be situations where a vehicle spawns too close to a building or rock or something and gets damaged enough to trigger the task, but increasing the safe position placement too much sort of breaks spawning a wreck in a town or something. i'll leave it as-is since that situation seems rare.

Update: Mar 27, 2022 @ 12:52am

- cleaned up profile defaults to properly detect ACE medical and set the extended AO menu option
- removed errorneous value for extended AO that sometimes puts an AO location outside the map border
- tweaked faction vehicle function to properly work with DLC vehicles (should no longer start ground insert with vehicles player 1 doesn't have DLC for)
- tweaked notification about ACE Medical being enabled
- optimized ALiVE ORBAT config detection for factions for AI and players (might not work if ORBAT uniforms are forced!)
- fixed error with improper exit from hostile civ gear function when hostile civs are set to "enabled" and randomly assigned as a suicide bomber (thank you Danny for reporting this!)
- added thematically appropriate gear if IFA3 is loaded to create partisan hostile civilians