Arma 3
HBQ_SpawnSystem
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Opdatering: 8. mar. 2024 kl. 16:04

v1.9.51

-New: Prefer Hidden Spawn. When using Automatic Spawnpositions the function will prefer Spawnpositions in Buildings or in Forest to prevent
spawning in open fields (For immersion reasons).

- Changed: You can now enter a min,max radius for automatic Spawnpositions (comma separated). A Random Vallue between min and max will be choosen for each spawn.
- Fixed an issue where sometimes Cargo transport would not return to base after Cargo has been delivered.

- Fixed: Still Helicopters would sometimes explode with Custom Pylons on CAS Missions.

- Fixed some issues with Artillery Spread an Shelldelay.

Opdatering: 7. mar. 2024 kl. 2:01

v.1.9.5
- New: Kill Trigger: Trigger to despawn all Units spawned with this Module.
- New: SpawnCenter: Define a Player or Object as Spawncenter for Automatic Spawnpositions to allways spawn enemies around the Player
- Changed: Infantry Units that get despawned because of Lifetime or Killtrigger will now Lay down before getting despawned.

-New: Examples for new Features added to Demomission.

Opdatering: 6. mar. 2024 kl. 8:05

v1.9.41
- New: Missiles Delay. Choose at which frequency Missiles/Bombs are fired.
-Fixed: Some Modded Planes/Helis did not work as CAS Planes
-Fixed: CAS Missiontime now works.
-Fixed: Using Custom Pylons would sometimes destroy Plane when missle/Bomb fired.
-Fixed: Planes fire now more than only one Missiles/Bombs when using Custom Pylons
- Improved: Greatly improved Custom Pylon CAS. Planes wait for better Fireposition and Shoot only when Target in Front of Plane/Heli.

Opdatering: 5. mar. 2024 kl. 14:46

v1.9.4
- New: Static Weapon Teams will now disassable and reassemble Weapons when ordered to another Area or Object

- Fixed various small things.

Opdatering: 4. mar. 2024 kl. 11:45

HotFix

Opdatering: 4. mar. 2024 kl. 6:56

v1.9.3
-Changed: ExitStaticShotsNear is now a Number. You can set a distance in which Shots near will be considered (Max distance is 70 Meters).
- Mortargroups now deploy Mortars when called for a Strike.
- Some minor Fixes.

Opdatering: 1. mar. 2024 kl. 6:05

v1.9.2
- Fixed: Groups in 360 Formation will now exit correctly from a guardtask if canceldelay is over.


Opdatering: 29. feb. 2024 kl. 2:18

v1.9.1
-New: Support for more vehicle Parameters like Fuel,Damage,Ammo and ACE Logistics Settings. You can now spawn Medical Vehicles or Fueltransport with custom Ace Settings you make in the Editor.

- New: Scripting: functions and Variables to customize your HBQ mission in game with scripting. This is all documented in the documentation PDF.

-Fixed: Problem with Units would not flee to their spawnlocation.

Opdatering: 23. feb. 2024 kl. 16:38

v.1.9.0
- New: Spotter/Artillery/Mortars/CAS System for AI and Player Spotters. (You can assign Spotters that can order Artillery Strikes or CAS if they find a valid target.
You have tons of options how and when Spotters should call for Support. The Spotter System works for AI AND Players.
It is recommended to set "Hold fire distance" for AI spotters so they dont engage and stay stealthy.

- New: Deploy Static Weapons at Targetposition
- New: Examples for Artillery in Demomission
- New: Groups can now also follow Groups (leaders) with the Areas Option.
- New: Detailed Global Skillsettings (CBA)

- Improved Networktraffic with HCs when Trigger Fires multiple Spawners at once

-Fixed: Sometimes Helis would not move anymore when damaged.

Opdatering: 1. feb. 2024 kl. 3:50

v1.8.3

-New: Areas can now also be Objects. This way you can make units follow players for example.
You can also use this in combination with Cargo transport to order supply by helicopter or Trucks to your location. Groups will follow the Object until another AreaTrigger is triggered or
Return to Base is enabled.

-New: Area Trigger now support StaticAI: This way you can spawn Static Groups and when an Area/Object is triggered groups start to move exiting their Static state

- New: Now when a group reaches an Area/Object the Tasks on Targetpos will get executed. So you can let groups make a random patrol at an area for example. Basically the Area/Object now is considered the new Targetposition instead of the original Last waypoint

- New: Area Trigger also work with Static AI now. So you can have static AI stand still but when an Area Trigger is triggered groups will move to Active Area/Object.

-Fixed: When groups have an Engagement (with Task on Target Position or Engage when Enemy near) they will now proceed moving to Active Areas or Objects after the engagement is finished.

- New: Initcode for Cargo Items. You can enter Code that is executed on the Cargo Item.


- Fixed: Cargotransport by Car now also works without ACE

- Fixed: Areas and Areatriggers can now also be entered with Spaces in the Array. Spaces will get
filtered out now to prevent mistakes.

- Added: Example setups in DemoMission