Arma 3
HBQ_SpawnSystem
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Update: Mar 4, 2024 @ 11:45am

HotFix

Update: Mar 4, 2024 @ 6:56am

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.

Update: Mar 1, 2024 @ 6:05am

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


Update: Feb 29, 2024 @ 2:18am

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.

Update: Feb 23, 2024 @ 4:38pm

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.

Update: Feb 1, 2024 @ 3:50am

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

Update: Jan 29, 2024 @ 8:48pm

Fixed: ACE dependency removed.

Update: Jan 29, 2024 @ 7:52am

v1.8.2
- Some Optimizations under the Hood
- Fixed: Some functions did not exit properly

Update: Jan 28, 2024 @ 7:18pm

Update: Jan 28, 2024 @ 6:52pm

v1.8.1
- Fixed: urgent Fix with Balancing in combination with Triggerradius and Player security Distance that could cause massive spawns in some situations.

- Updated Demomission with example for Area Triggers