Arma 3
WebKnight's OPTRE Expansion
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Update: May 17 @ 3:17am

Small OPTRE Expansion update
Added a sleeping state for grunts, it can be accesed by zeus modules or you can just switch their animation through their init:
[this,"Grunt_Sleeping"] remoteExec ["switchMove",0];

Also added a function to force a grunt to go into kamikadze charge.

Update: Apr 10 @ 6:06am

Fixed that grunts could fire when the map was open
Fixed a bug where a sound will play on the loop after playable grunt will start firing
Fixed a bug when playable grunts and hunters will t-pose after being killed by explosive

Update: Apr 5 @ 1:36pm

Fixed a major issue where new projectile params were crashing some dedicated servers

Update: Apr 1 @ 1:08pm

Added:
More settings for playable creatures, ability to set separate health for AI/Player grunts and Hunters
Missing reload sounds
Rations for grunts to restore health, Marbearis will add support for a methaine station so players can grab new rations from it later on (It is in the base optre)
You can hold LMB as a grunt and fire continuously, but all the weapons now have same firing speed that AI use.

Changed:
Ai Spartan accuracy when they target playable grunts and hunters.

Fixed:
Missed HUD color change when player gets hit as grunt/hunter
Grunts were sometimes not able to navigate towards enemy target when independent AI was enabled.

Update: Feb 10 @ 7:41am

New playable hunters and grunts
New AI patterens and weapons for them
Sparatn AI
New Infinite styled grunts and hunter models
A lot of bugfixes and optimisation

Update: Dec 25, 2024 @ 4:24pm

Fixed and optimised AI code
Spirits do not fly constantly up when you have custom elites in it

Update: Nov 21, 2024 @ 7:15pm

It is valuable to install this one cause it fixes AI behavior and errors that occurred since last update

First thing - if Independent AI is enabled AI was breaking and was not able to pathfind do to a script error. It is fixed now.

Second - Independent ai will now give orders to regular Arma AI if they are grouped together with custom AI

Third - I fixed Independent AI pathfinding so you will be able to see that sometimes AI might try to flank you or wait out in cover

Update: Nov 21, 2024 @ 12:25am

Fixes old and non-used code
Make so Ai respects garrison points but dont become braindead when in garrison mode
Adds shaders to all sounds that are used for scripted weapons so you will hear different sounds depending on the distance
Optimized the way how sounds work
Made so Ai can work when grouped with regular AI (but i still advise dividing them into separate groups)
Adds magazines to units so you can now just pick up a plasma weapon from any custom covie unit and use it

Update: Feb 29, 2024 @ 7:49pm

Compat with new OPTRE armour system
Ripple effect when hunters are shooting is deleted
Changed textures and materials to Nightowizard ones
Fixed sound duplications in multiplayer environment
Changed a way how AI select their targets and how their accuracy is calculated, which greatly improves their combat capabilities when they fight against multiple enemies.

And other minor tweaks

Update: Jun 16, 2023 @ 8:13pm

This update is aimed to improve Elites AI behaviour:
Greatly improved Elites movement. If they get stuck (In catwalks in big cities for example) they try to get out, they check where they are going by checking geometry and then try to avoid hitting it.
They dont constantly rush you and sometimes get back now.
You cannot stun them all the time by shooting at them, they now have specific timings for that.
Overral they now behave much more closesly to what i imagined them, their development was rushed when mod was developed, so now i finally bring them to a same quality as grunts and hunters.

Have fun fighting them!