Arma 3
HBQ_SpawnSystem
Viser 101-110 af 157 forekomster
< 1 ... 9  10  11  12  13 ... 16 >
Opdatering: 27. jan. 2024 kl. 4:33

v1.8.0

- New: Area Triggers: You can Enter Triggernames (separated with Comma). The amount and order of Triggers need to match the amount and order of Areas you entered above. Trigger(s) will enable the Area(s) defined above. If you leave it blank Units will move to the closest Area.
Groups will move to the latest activated Area. This way you can controll with triggers where groups move. An Example is added to the Demo Mission.

- Added: Quickstart PDF

- Minor Fixes

Opdatering: 24. jan. 2024 kl. 14:16

v.1.7.1
-New: Allow Damage supported now. If you disable Damage on synced units or vehicles the spawned
vehicles/units will not be Destructable

-Changed: Default Vallue for Civilian HideChance is set to 0 now

- Minor Fixes/Tweaks

Opdatering: 23. jan. 2024 kl. 17:59

v.1.7.0

-New: Keep Stance: Units will keep their Stance and dont go prone when in danger. Suppression Threshold will be considered when you enable Reset AI on Suppression. If a Unit is Suppressed more than the threashold it will change stance again.

-New: Safe SpawnPosition Radius: Radius around the Spawnposition where a safe position is searched. This helps to prevent Vehicles Exploding when spawned to close to an obstacle. 0 = Disabled. Vehicles will spawn at the precice location of the Spawnposition object.

- Fixed: Problem with Garbage Collection

- Various small Fixes

Opdatering: 23. jan. 2024 kl. 0:16

v.1.6.3
-New: Stay in Area: You can Enter Area Markernames (separeted with Comma). Spawned Units will not leave these Markerzones. Can be canceled with Task Cancel Trigger

Opdatering: 18. jan. 2024 kl. 5:45

v.1.6.2
- New: Callsigns are now supported. If you give synced groups a callsign they will spawn with that callsign now.
- Improved: Initialization on Missionstart is a bit faster now

Opdatering: 17. jan. 2024 kl. 13:57

v.1.6.1
- Fixed: Performance Problem with Delete Security Distance

- Changed: Follow Group: if you enter the name of a HBQ_Spawner module the Groups will follow the closest group that was spawned by that spawner module.

- Changed: Engage when Enemy near is now a numerical input where you set the Distance of Engagement.

- Fixed: Follow Group works with Vehicles now.

- Fixed: Loitering now works with Vcom

- Fixed: "Engage when Enemy near" works now with Vehicles and Planes and Airtransports.

Opdatering: 16. jan. 2024 kl. 16:02

v.1.6.0
- New: Follow Group: If you Enter the name of a group (Variablename) spawned groups will follow this group after reaching the Targetposition.
- Changed: Secondary Targetposition: If you enter the Name of a group the groups will follow the group.
- Changed: if you sync a Driver or Pilot of a vehicle instead of the Vehicle it will now also get considered a vehicle. I made this so the Setup also works if you accidentially sync the driver instead
of a vehicle which happens sometimes. So this is a security feature for these cases.

Opdatering: 15. jan. 2024 kl. 2:28

v1.5.2
- Fixed: Now Headless clients also work when they connect later in mission or if HCs get disconnected
and reconnect. If the choosen HC is not available the Groups will spawn on Server.

Opdatering: 13. jan. 2024 kl. 15:07

v1.5.1
- Fixed: Engage when Enemy in Range: works now with combinded APC tactic. APCs with troops will engage together.

Opdatering: 12. jan. 2024 kl. 8:07

v1.5.0
- NEW: Task Cancel Trigger (for Patrol/Guard/LambsTask/TakeCover/StaticAI)

- NEW: Secondary TargetPosition (position where Groups move to after a Task is Canceled)

- NEW: Flee to Scondary Targetposition: If Enabled groups will stop fighting and flee to the secondary Targetposition (when Cancel Trigger activates). Units get deleted when reaching the secondary Targetposition.

- NEW: Reset AI when fired Near: When units hear shots fired in a distance of 150 Meters (even friendly shots) all AI Features are enabled that have been disabled by other options like Static AI or Hold Fire. This is good to syncronize several groups to move again as soon as one shot is fired.

- NEW: Zone Trigger: If you enter the name of a Trigger, the Volume of the Trigger will be used instead of the Zone Radius.

- NEW: Engage when Enemy in Range: Engagement will be started as soon as an Enemy is within the Task radius even if the TargetPosition is not reached yet. Transports will also disembark and Engage.

- NEW: Option to Disable Vcom Skills.

- NEW: Updated Demomission to showcase the new Features.

and more:
- Changed: Renamed Exit Static on suppression
- Improved: Max. Group Separation
- Fixed: Spawn in Formation
- Fixed: Problem with Lambs Task Reset
- Minor Fixes and tweaks