Arma 3
HBQ_SpawnSystem
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Update: Jul 22, 2024 @ 8:23am

v2.1.00
- New: AI Rearming System (only Infantry for now)
- New: Flee if Ammo Low option
- New: ACE Damagethreshold Option
- Improved: Performance of combined APC engagement.
- New: Variable to monitor overall HBQ Proceccing Time of all HBQ functions. (HBQ_PROCESSINGTIME : Proccecing time for all HBQ Functions in ms)

Update: Jul 21, 2024 @ 9:18am

v 2.0.95
- Fixed: Problem with Triggerradius in combination with
Repeatdelay
- Improved: Several little optimizations in Code.

Update: Jul 20, 2024 @ 8:50pm

v2.0.94
- New: Balancing: Damaged Vehicles option (pause Spawns when too many Vehicles are damaged)

- Improved: ForceBalancing: Vehicles are wheighted depending on their Power. Here is a list of how the Force is Calculated:
Infantry man = 1 Powerpoint
Vehicle = 1 Powerpoint plus Crew count
Armedvehicle = 2 Powerpoints plus Crew count
Airvehicle = 4 Powerpoints plus Crew count.

- Improved: Optimized Performance of Balancing

- Fixed: Problem with Balancing if no Enemies is in Zone

- Fixed: Problem with Balancing and Wavescount

Update: Jul 18, 2024 @ 7:41pm

v2.0.93
- New: Waves Count Option

- New: Unstuck: The Kill Stucked Feature was replaced by this much better Unstuck function. You can define a radius. When no player is within this radius around a stuck Unit/Vehicle it will get unstuck ( by deleting and recreating it at a slightly different position.)

- New: Detailed Debug: Now you can enable Detailed debugging if you want even more debug Informations
while the default Debug will now show less informations.

- Fixed: Very small groups dont flee now when Groupsize is enabled for fleeing. At least one Unit must die in order to make small group flee.

Update: Jul 16, 2024 @ 1:56pm

v2.0.92
- New: Delete/Kill Abandoned Vehicles

Update: Jul 16, 2024 @ 5:09am

v2.0.91
- Fixed: Alive Virtualization
- Added: Example for Assault speed in Demomission

Update: Jul 15, 2024 @ 2:08pm

v2.0.9
- New: Assault Speed Option
Groups assault the Targetposition not paying much attention to other fights around them (Caution it makes groups fast but vulnerable ).

- Improved CAS system.

- Fixed: LambsTask Assault now compatible with Leaderdistance Feature

Update: Jul 9, 2024 @ 3:30pm

v2.0.8
- Improved: Some improvements for the Stay in Areas/Follow Objects Feature

Update: Jul 8, 2024 @ 3:30am

v2.0.7
- New: Option to reset AI at Targetposition
- Fixed: Debug AutomaticSpawnposition marker Radius was wrong.
- Fixed: Issue with Ignore Enemies and Hold Fire Distance
- Fixed: Issue with Keep Leader distance and Paratroops

- Changed: Rearranged Engage Options
- Changed: Removed Exit on Suppresion Option (Now you just need to set Suppression Threshold. You can still disable it by setting threashold to -1)

Update: Jul 6, 2024 @ 9:22pm

v2.0.6

- New: TriggerRadius supports now Automatic Spawnpositions

- New: Option to include Pilots for any Near Player Checks.

- Improved: more precice vehicle placement when spawned near other Objects to avoid exploding when spawning. Like in tranches.

- Fixed: For Balancing the Independent Faction relation is considered now. (Independent can be hostile or not depending on Faction relation setting)

- Fixed: SpawnSequrity Radius issue.