Arma 3
Dynamic Recon Ops ACE - Altis
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Update: Mar 26, 2022 @ 7:31am

- hotfix for hostile civilian script not correctly selecting gear arrays sometimes.
- modified ORBAT compatibility logic with a work around for some non-standard loadout configurations with failsafe to prevent "naked" AI.
- added additional logic to handle IFA3 compatibility for gear
- probably fixed issue with IFA3 factions sometimes not properly switching units when mission begins
- added fallback option for ORBAT compatibility for IFA3 units - this may not work if ORBAT is forcing uniforms on units by script!

Update: Mar 18, 2022 @ 2:09am

- fixed locality issues with hostile civ equipment selection where the gear array is empty on the server sometimes. this might reduce crashes for some players on dedicated servers.
- diversified hostile civilian weapons slightly.

Update: Feb 22, 2022 @ 3:09am

thanks to Max Headroom for the suggestion:
- added support for ALiVE's ORBAT faction config generator and Duderator tool. while this should work for most factions generated from the tool, ultimately compatibility (and preventing naked soldiers or missing gear) will depend on the faction maker properly using the tool to generate the configs.

Update: Jan 26, 2022 @ 8:41am

- hotfix for handling max players in scenario header

Update: Jan 24, 2022 @ 11:56pm

thanks to Eorapt0r for the suggestion:
- added 8 more player slots for larger groups. while this might make larger scenarios with more objectives and enemies more feasible, too few objectives or enemies with all 16 players might seem too easy. for this reason, for groups larger than 8 players, the enemy count will be increased proportional to the number of players or AI in the group above 8, regardless of mission generation settings. the "combined arms" preset might be best suited for large groups like this.

Update: Jan 11, 2022 @ 7:12pm

- removed debug and test data and cleaned up version for publishing.

Update: Jan 10, 2022 @ 5:09pm

thank you to LordShade for some fixes:
- some tweaks to sunday revive.
- fixed enumeration of selectable vehicles for certain factions.
- tweaked reinforcements for MP compatibility.
- tweaked civilian death counting to allow some more leeway in war crimes.
- tweaked detection for hitpoint damage instead of purely alive/dead.
- removed old player base generation script.

Update: Jan 9, 2022 @ 1:08am

- minor hotfix when setting more than one customized loadout via BIS Virtual Arsenal, it is possible that AI units will have their identity replaced by the player identity. the previous fix only affected the first instance. note that after exiting BIS Arsenal, the player identity will return to the default set in the player's user profile.

Update: Jan 8, 2022 @ 10:55pm

- fixed some minor spelling errors, removed unintended extra "hint" shown to player.
- fixed possible issue where some boats selected for insertion spawn too close to each other.
- changed default starting unit from basic rifleman to recon rifleman (I agree with Kenoxite that DRO is a bit better suited for this change).
- fix (sort of, camera gets janky sometimes) for custom loadout from BIS Virtual Arsenal copying the player's identity to the customized AI unit.

Update: Jan 8, 2022 @ 1:26pm

thank you Arkblade and Kenoxite for these fixes, pending feedback/testing:
- fixed possible issue with countdown timer for hold and defend action not working by modifying trigger condition slightly.
- possible fix for support sometimes spawning oddly on the map, which breaks the support request function in some scenarios.
- removed some vehicles from inappropriately acting as troop transport.
- re-enabled AI medics when using ACE3, if available, AI in the player's team (and enemy "medic" types) will try and perform medic duties when not threatened. for player group AI, the medic will attempt to revive and heal if possible, otherwise they will prioritize safety and winning the fight.