Arma 3
{ALPHA} DCO Squad FSM
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Update: Sep 2, 2024 @ 9:42pm

- ZEH compatibility
- Reinforcement modules

15.2 hours (912 minutes)

[48m] ZEH menu compatibility (x2)
[48m] Reinforcer module 3Den listing and setting entries.
[172m] Reinforcer module, virtualization and de-virtualization.
[59m] Reinforcer module init functions.
[218m] Reinforcer module Respond to request, 3D debug.
[323m] Reinforcer module complete build, multiple battletests, fixes & tweaks.
[44m] Packing, testing new mod build.

Update: Aug 29, 2024 @ 11:59pm

- Achilles direct control implementation
- Custom keyBinds (Somewhat problematic)
- New suppression target filter.

Update: Aug 27, 2024 @ 7:39pm

Set the function for adding a squad FSM button under the Curator menu to run in a scheduled environment and confirm that a dialog is open before executing

Update: Aug 27, 2024 @ 1:09am

1) Improved Objective clearing.
- Infantry will circle the edges of objectives, if they are urban houses will be searched.
- Vehicle Squads cricles minor objectives and patrols all exit-roads of objectives.
- Mechanized squads combines the two above and uses APC as a moving shield.

2) Moving shield and cover.
- Mechanized / mixed squads will keep formation and use vehicle as cover.
- Custom formation for mech clearing

3) Helicopters are now usable.

4) CBA addon option to define default behaviour of new squads.

5) Ingame menu to adjust Squad behaviour (Curator)

6) New (Improved) suppression system.

7) Objective markers in debug mode.

8) Reduced pathfinding time / braindeadness.

9) Improved debug feedback on squadmembers

10) Addon option to disable Side-chat on reinforcments.


~32.25 hours (1935 minutes)

[238m] Urban objective clearing (mech), first iteration of vehicle as shield
[332m] Custom formations R&D (New echelon L for mech-squads, New Staggered column)
[141m] Implemented new formation and form maintenance for Mech clearing.
[119m] mech clearing init & end, attack loop and guarding objective implementation.
[129m] Refactoring, No Refor radio addon option. Standard objective mech clearing.
[75m] Vanilla boarding no travel fix.
[110m] Testing new code, bugfixing new code.
[26m] Exclude Air units from invalid vehicles
[217m] Multiple battletests, bugfixes and tweaks.
[44m] Default squad behaviour addon options
[160m] Initial curator menu build
[274m] Complete curator menu build, checkboxes, sliders, buttons and Data update.
[53m] refactoring all new code.
[17m] suppression tweak, minor battleTest

Update: Aug 11, 2024 @ 7:30pm

First Upload

Update: Jun 4, 2022 @ 6:49pm

Set default value for debugger to false

Update: Jun 1, 2022 @ 4:01pm

Changed function-tags to avoid compatibility issues, see github for complete overview

Update: Jun 1, 2022 @ 9:25am

Changed "CBA Extended PreInit EventHandlers" name to avoid conflict with other mods. (previous name was basically a copy-paste from a example, which I suspect was the cause for the conflict with several zeus-mods and VehicleFSM

Update: May 25, 2022 @ 9:17pm

Added compatibility for dedicated servers. For debugger-mode the clients still need to have the mod installed.

Update: May 24, 2022 @ 8:19pm