Arma 3
DCO Soldier FSM
Showing 61-70 of 84 entries
< 1 ... 5  6  7  8  9 >
Update: Oct 16, 2022 @ 7:42am

[h]SFSM 0.3.4 [/h]

HIDING:
- Units will hide from vehicles if they hear them.
- Units will hide inside buildings if possible.
- Hiding units will have STEALTH behaviour and will return fire only.

CQB::
- Units will dodge and take cover in buildings they are within dodge distance.
- Units will clear buildings if they are within clearing range.

BUGFIXES::
- Lastbullet error should be fixed now.
- Suppressing MG's should hit friendlies less now.
- Many other small fixes.

COMPATIBILITY::
- SFSM will be compatible with Eden enhanced and most other mods now.


Update: Oct 5, 2022 @ 6:05am

Update: Oct 3, 2022 @ 3:07am

HOTFIX 0.299.3

Some extra attempts to fix the issues with agents creating the Lastbullet error for vanilla AI.

No guarantee that this will work with other mods that creates invisible logics or agents.

Update: Oct 2, 2022 @ 8:51am

Soldier FSM 0.299.1
BugFix
1) isKindOfMan returns agents fix->build an alternative function.
2) Prevent SP hashmap error disclaimer to pop up in MP

Update: Sep 11, 2022 @ 3:20pm

Update: Sep 10, 2022 @ 6:47pm

Removed: Improved Craters and added it to DCO ToolBox.

Update: Sep 8, 2022 @ 10:54am

Update: Sep 4, 2022 @ 10:34am

Update: Sep 4, 2022 @ 2:42am

0.297 update:

1) Fix: Suppresion EH:
- Some suppression errors were reported, these could not be recreated in Vanilla, so I chose to read through the RPT file of one of the users and implement Exception handling where the error occured.

2) Fix: Enable spawning scripts to init Soldier:FSM on spawn:
- Use the new eventhandlers to initialize script-spawned units and groups

3) Fix: No sound reaction to silenced weapons at distance:
- Change distance for Sound-reaction on silenced weapons

4) Feature: Take cover on nearby impacts.
- Eventhandler employed to trigger "take cover" when a bullet impacts near the soldier.

5) Feature: Hide when initially taking cover:[/b]
Combat mode is set to "stealth" when holding cover.

6) Feature: Displace from exposed cover:
- If a soldier is hit / injured while holding cover he will change position

7) Feature: Heavy flinch on danger close explotions:
- When ammo explodes within 70m of a soldier he will do a "heavy-flinch".

8) Feature: Take cover on nearby explotions:
- When ammo explodes within 120m(adjustable) of a soldier he will run for cover.

9) Improvement: Improved performance when enemy is detected:
- The custom event-handler has been switched with the new "enemyDetected" eventhandler from bohemia(very good for performance since we no longer need a contant loop).

10) Feature: Craters on large explotions (Will be moved to DCO Tools in the future)
- Craters are being created upon exploding ammo, size is according to ammo-type, can be deactivated in the settings

11) Improvement: Light cover scan when in areas with dense cover:
- Light-scan mode is implemented on Tanoa, in urban enviroments and near wineyards.

Update: Aug 20, 2022 @ 12:33am

UPDATE 0.296
FIXES:
* AT scavenge evade animation stuck bug.
* Delete units in zeus (Now telling you that you sould kill units using END and not delete unit active in battle.
* Get lost target bug.

IMPROVEMENTS:
* AI avoids clustering at only available cover.