Arma 3
co40 Domination! Blufor [4.72]
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Opdatering: 23. feb. 2021 kl. 5:22

4.42

ATTENTION: SQL database table players has changed. Run DOM_DB_Changes_for_4_42.sql once (in Heidi or any other SQL tool) too update your SQL DB
Your_A3_server_folder\@extDB3\sql_custom\domination-custom.ini has also changed. Please replace it with the version from the Domination 7z download

ATTENTION2: The following mission file(s) has/have changed: TT Malden, Altis Blufor

ATTENTION3: If you run DOM_DB_Changes_for_4_42.sql check also the DOM_DB_Changes_for_4_42_IMPORTANT.txt file!!!!

- Added: Full InterceptDB support (see https://forums.bohemia.net/forums/topic/222595-intercept-database-sql-database-extension/ )
- Added: Player suppression, can be disabled in params "Player can be suppressed" or d_with_suppress in description.ext
- Added: If d_with_mhq_camo is enabled it is now possible to deploy a mhq without camo net by selecting it with the "Deploy with camo net" checkbox
- Added: Utility functions created fixed or improved: isinhouse, getbuildings, isvisible, sortarraybydistance, makemgroup now respects units per group, added dry run to occupy house script, by longtimegamer
- Added: If a SQL database is available then player movement on foot, in land, air and maritime vehicles is added to the database (in meter)
- Added: If a SQL database is available then number of player headshots and number of rounds fired are added to the database
- Added: Main target illumination flares when it is dark (can be disabled in lobby "Illuminate main target:" or d_IllumMainTarget in description.ext)
- Added: Parameter to enable/disable static weapon defenses at maintarget, by longtimegamer
- Added: RADIOPROTOCOL for the player can be disabled in the Status Dialog (not sure yet if it really does what it should)
- Added: d_uids_def_choppers (also available in dom_settings table); if the array is filled with player UIDs (strings) only those players can fly the initial choppers at base
- Added: Parameter d_dis_servicep/Disable all service points, including FARPs (no refuel, no repair, no rearm)
- Added: Fires at main targets
- Added: Parameter d_playerspectateatbase (Player can spectate other players at base flag), default 0 or Yes
- Added: Parameter d_score_needed_to_fly (Flying choppers and planes only allowed when a player has a score higher than:), only available when a SQL database is running, kicks player out of planes and choppers if score is too low (default 1000)
- Added: Parameter d_without_ti (Disable Thermal Imaging (TI) for inf weapons/optics)
- Changed: CAS with very short cooldown (90 secs) if artillery is set to unlimited, by longtimegamer
- Changed: Added visibility check for player and AI names over the head, means, players see the names above head if the unit is visible and not all the time
- Changed: Maintarget prisoner event now has a suicide bomb if the rescue is botched, by longtimegamer
- Changed: Enemy AI vehicle island patrols are back
- Changed: You can now disable ACE medical system and use the internal mission Revive when ACE is running (d_ACEMedicalR in description.ext, "Disable ACE medical revive (if ACE is used) and use mission revive" in lobby, finally in, somehow got lost before)
- Changed: SAT View removed from MHQs in the TT version (enemy could spott opponent MHQ too easily)
- Changed: Removed the marker tiles at main targets in the TT version, back to solid filled circle again
- Changed: If ACE is used the mission pylon loadout dialog is disabled and you have to use the ACE pylon dialog (razorclam wanted it so blame him for it :)
- Changed: Enemy mobile HQs are now spawned with snipers on the roof
- Changed: If d_MTTowerSatchelsOnly if set to 1 (disabled) then it there is no satchel check for main target radio tower, main target side mission, main target barracks and mobile MHQ
- Changed: Reduced radius of many addActions
- Changed: ToolKit and MineDetector are now always available, no matter which version is beeing played
- Changed: You may encounter divers at naval mines side missions now
- Changed: MHQs should now be added automatically to the list of vehicles which can load an ammo box at an ammo point
- Changed: Removed T-14 from RHS version (seems too be not ready yet)
- Changed: MHQ dialog no longer closes when Deploy or Load/Drop Ammobox button is pressed
- Fixed: If a player can escape jail with a mod like enhanced movement put him back again into the jail if he is too far away; if he does it 10 times then the player will be banned for the running session
- Fixed: Object compositions were placed half in the ground on CUP Winter Chernarus
- Fixed: Event triggers now have a defined height to prevent flyovers from triggering ground events, by longtimegamer
- Fixed: In ranked mode players with rank private ended up with just one uniform in Virtual Arsenal
- Fixed: incorrect logic in maintarget event selection, improved dashboard list and line breaks, by longtimegamer
- Fixed: Camouflage script had the wrong stance in it, "STANCE" instead of "STAND"
- Fixed: ToolKit was missing in the unsung version in VA
- Fixed: Choppers exploded on the carrier in the carrier version (yet again)
- Fixed: Fog, overcast and date can be set again by Zeus
- Fixed: In the CUP Chernarus 2020 version Land_trafostanica_velka objects do not exist near Zelenogorsk which broke the side mission
- Fixed: TFAR radios are now no longer removed when another mod version like CUP is played
- Fixed: ACE medical items were not available in ranked mode
- Fixed: Line breaks were broken in hintChat function
- Fixed: Main target creation in the TT version was broken
- Fixed: In the TT version the 3D icon above dropped ammo boxes (drop called by squad leader) was also visible for the enemy
- Fixed: Friendly shooting at MHQ was displayed for the enemy side too instead of only for the side the MHQ belongs to
- Fixed: MHQs in the Malden TT version could not load ammo boxes at ammo points
- Fixed: Main target viewdistance reduction was based on camera position not on the player position
- Fixed: If the enemy AI vehicle or group type was not defined in the scripts which create the AI at side missions the scripts ended with a script error
- Fixed: There was a satchel check in the main target side mission eliminate local governour when d_MTTowerSatchelsOnly was enabled
- Fixed: Script error loading DB save files in the TT version (bonus vecs creation failed)
- Fixed: Adding additional respawn points with d_additional_respawn_points didn't work as described causing script errors
- Fixed: If a headless client was available side specops units were transfered to the HC causing problems with server eventhandlers
- Fixed: d_arsenal_mod_remove_strings didn't work anymore, no gear from the addons/mods defined in d_arsenal_mod_remove_strings as strings were removed
- Fixed: Service marker was not created in the Carrier version on the carrier
- Fixed: In ranked mode players can now pick up weapons lying around or from dead enemy AI (respawn at MHQ or base/FARP will bring back the weapon they had at mission start or the last Virtual Arsenal access)
- Fixed: LaserDesignator no longer gets removed in the RHS versions
- Fixed: The "You can teleport to..." message was shown when d_WithMHQTeleport was turned off
- Fixed: Pylon dialog stayed open when a player was killed
- Fixed: CUP Chernarus side mission 46 did not work on Winter Chernarus and autumn Chernarus
- Fixed: Don't spawn AI near Land_Canal_Wall_10m_F on Tanoa, AI spawns inside the walls
- Fixed: Thermal or NV optics of infantry weapons are no longer removed if d_without_nvg or d_without_ti is enabled but correctly blocked
- Improved: Make use of new A3 2.02 scripting commands where possible
- Improved: Use new import keyword to load UI configs from the game itself rather than copying them into description.ext
- Improved security: The following scripting commands can no longer be executed over the network when remoteexec mode is set to 1: setVariable, switchMove, setDir, hideObjectGlobal, endMission, setC

Opdatering: 24. nov. 2020 kl. 10:20

4.41

- Fixed: In the Chernarus versions satchels placed near the cache in the huge radio tower on Green Mountain disappeared
- Fixed: In the Chernarus 2020 version class names of side mission 46 buildings have changed breaking the side mission
- Fixed: The hovercraft in the CUP versions spawning near main targets are virtually invincible, removed
- Fixed: For whatever reason the ToolKit was removed from Virtual Arsenal in the CUP versions
- Fixed: Many CUP launchers did get removed from the player inventory when he/she closed the Virtual Arsenal (because of "_Loaded" at the end of the class name)
- Fixed: If only CUP Chernarus 2020 was loaded with CUP Terrains Core some buildings are missing which breaks transfomer station side missions
- Fixed: SAT View on a deployed MHQ script was broken

Opdatering: 20. nov. 2020 kl. 8:15

4.40

- Fixed: Major gamebreaker introduced in 4.39, revive screen stayed black when a player died an revive max lives was set to unlimited

Opdatering: 19. nov. 2020 kl. 8:03

4.39

ATTENTION: extDB3 domination-custom.ini file has changed (update it with the one available in the Domination_4_39.7z download file)
ATTENTION2: The missionsave table in the Domination sql database has changed, either execute DAddColumn_d_vrespawn_vecs_4_39.sql (in Heidi for example) or make the changes yourself

- Added: Force streamfriendlyui through param, by Longtimegamer
- Added: "Bots are silent" Parameter (description.ext d_ai_silent) to silence recruited AI radio chatter, by longtimegamer
- Changed: In the non TT versions the positions of the default Domination base vehicles and all bonus vehicles is now saved to missionsave too, if those vehicles are alive and more than 700 meters away from base
Additionally, if an ammobox is loaded it is saved too and if MHQs are deployed it is also saved
- Changed: Enemy AI CAS now adjust firing position if player has moved
- Changed: Main target sidemission non AI objects must now also be destroyed by satchels
- Changed: Refactored building selection for garrisoned enemies, by Longtimegamer
- Changed: A player with no revive lives left can exit revive spectating with the X key
- Changed: UAV patrols at main targets (if UAVs are available), by lelik
- Changed: Better air ai integration, by lelik
- Fixed: Database mission progress autosave (already in the 4.38 reupload at GitHub)
- Fixed: Revive spectating was using missionnamespace var name for unit reference which sometimes doesn't return anything; switched to UID
- Fixed: If a mash got destroyed (or a FARP) then the marker was not removed correctly
- Fixed: Call CAS was broken because of a wrong variable name
- Fixed: Class rhsgref_BRDM2_ATGM_msv no longer exists in RHS leading to script errors during vehicle creation
- Fixed: Don't delete uniform, vest, headgear or backpack if players ends up with none of them when Virtual Arsenal gets closed
- Fixed: Number of units did not get reduced for paratroopers over main targets when d_smallgrps was activated
- Fixed: Vanilla Altis OPFOR version was broken, d_allmen_W was not defined at all
- Fixed: Create a unique group for each civ module instead of using the same group, by longtimegamer
- Fixed: Fix CUP BLUFOR air taxis by using different aircraft, by jlillis
- Fixed: Don't throw an error if the number of d_target_x is not the same in the mission as in the SQL DB data save
- Fixed: UAVs created at MHQs are now indestructible. Prevents players from beeing stuck in some weird camera mode
- Fixed: It could happen that a player was still attached to a remote player after revive (because of dragging or carrying)
- Improved: If a player has no revive lives left show a message in the spectating dialog so he actually knows it :)
- Improved: More different enemy groups, by lelik
- Updated: Russian translation by Babayka

Opdatering: 27. okt. 2020 kl. 7:05

4.38

ATTENTION: extDB3 domination-custom.ini file has changed. You need to copy the one from the download file @extDB3\sql_custom folder to your server @extDB3\sql_custom folder

ATTENTION2: mode was set to 1 in description.ext CfgRemoteExec Functions and Commands. That means only script commands and functions defined in CfgRemoteExec are allowed to be executed remotely now. Set to 2 to disable it if it causes issues

- Added: In params "With AI recruitment" you can now select "Yes, but AI may not enter static weapons" (description.ext d_with_ai value 2)
- Added: Parameter to announce enemy artillery or CAS without capturing intel (d_tell_arty_cas, "Always announce enemy artillery / CAS"), by Longtimegamer
- Added: Parameter to randomize armor at maintarget and side missions (-1 fir d_WithLessArmor and d_WithLessArmor_side), by Longtimegamer
- Changed: CfgRemoteExec functions and commands mode is set to 1 (only whitelisted functions/commands are allowed for remote execution) in description.ext now; please note that it might block scripting commands and functions used in addons/mods
- Changed: Show the number of votes a main target got as number beside the marker
- Changed: Bigger parajump dialog
- Fixed: Number of player teamkills did not get added correctly to the SQL database
- Fixed: If with AI recruitment is enabled you can now use additional addons which create AI on the player side without the mission deleting them
- Optimized: Only broadcast the last global marker command over the network and not all

Opdatering: 24. okt. 2020 kl. 4:22

4.37

- Fixed: mapondraw script error introduced in 4.36

Opdatering: 23. okt. 2020 kl. 5:22

4.36

- Added: Boat patrols when sea or rivers are near a main target, by Lelik
- Fixed: Secondary weapons (launchers) got removed in arsenal/inventory even when they were valid weapons (stupid copy and paste error)
- Fixed: min/max spawn radius for guerrilla infantry spawn to avoid creating guerrillas too close or too far from maintarget
- Fixed: Side mission objects like radio towers were spawning in the air (at least in the UNSUNG version)

Opdatering: 19. okt. 2020 kl. 10:47

4.35

- Changed: FIR Rocket Launchers removed from pylon loadout when FIR AWS is loaded (some hundred Hydra rockets at once at the AO will bring even the fastest server down)
- Fixed: Somehow a weird Altis TT version managed to get into the download 7z file
- Updated: Chineseimp translation by CHL198011

Opdatering: 16. okt. 2020 kl. 6:43

4.34

- Added: Your local system time is displayed beside the FPS number
- Added: Param d_ai_persistent_corpses (Persistent AI corpses), maintarget AI leave persistent corpses until the target is cleared, by longtimegamer
- Added: Camouflage script, changes camouflage trait depending on stance
- Changed: Use setVehiclePosition instead of setPos units into the air and falling too avoid spawning in a rock
- Changed: A marker will show up after some time in cache side missions and get smaller too help players find the caches
- Changed: Better CUP island check for internal objectsmapper
- Changed: You can now disable ACE medical system and use the internal mission Revive when ACE is running (d_ACEMedicalR in description.ext, Use ACE Medical Revive and not mission Revive (if ACE is available) in lobby)
- Changed: Add small bunkers to high static weapons (currently only available for non 3rd party versions)
- Changed: Two new grass settings, one can now select: none / medium / full / high / very high, by longtimegamer
- Improved: Make use of new configOf scripting command where possible
- Fixed: New chopper MHQ couldn't load ammo boxes in the GMCWG versions
- Fixed: Use correct event handler for ACE arsenal, by jilillis
- Fixed: ACRE radios were not available in Virtual Arsenal in ranked mode
- Fixed: Better handling for destroying side mission objects (last damager was not taken into account, broke side missions like the arty cannon sm)
- Fixed: Better handling for destroying main target side mission objects (last damager was not taken into account)
- Fixed: Inventory weapon check is now checking all available weapons instead of just the ones in BI arsenal (which are missing Hamr, pointer, ACO, etc, etc)
- Fixed: Destroying a respawn barrack or vehicle MHQ at a taken main target still added points to players and displayed a destroyed message
- Fixed: Static weapons should spawn on roads less often
- Fixed: Static weapons should no longer point at walls
- Fixed: hallyg_dlegion_Snipe_awareness script did not end when a unit it was running for was no longer alive
- Fixed: Map on draw was not drawing displayname for vehicles correctly
- Fixed: Copy and paste error resulting in non existent variables when loading a DB savegame
- Fixed: Copy and paste error in getbonus script
- Fixed: Respawned Inf AI could get stuck in the wall in front of a respawn barrack
- Fixed: Recruited AI (when with AI is enabled) was subject of dyanmic simulation thus stopping those player controlled if they were too far away; they did also not trigger dyn sim
- Fixed: Shooting at objects which can only be destroyed by satchels no longer resets the object damage to zero (like main target radio tower for example)
- Fixed: The CUP team renamed some CfgGroups RU infantry class names yet again resulting in less units spawning
- Fixed: Possible non remote jail objects did not get deleted when a jailed user disconnected
- Removed: d_no_3rd_person parameter (No 3rd person), allowed 3rd person view in vehicles only. There is now a new A3 game difficulty setting (see https://forums.bohemia.net/forums/topic/140837-development-branch-changelog/?do=findComment&comment=3411692)
- Updated: Korean translation by kkim
- Updated: Russian translation by Babayka

Opdatering: 25. juli 2020 kl. 2:20

4.33

- Added: rabbit rescue event, by longtimegamer
- Added: New parameter d_retakefarps, default 0 = Yes, On. If set to 1/No all Farps will be available at mission start
- Changed: ACE arsenal box back in non ranked version and d_arsenal_mod set to 1
- Fixed: Script error in fn_helilift.sqf, _oldmass undefined error
- Fixed: Score/points for destroying a barrack at main targets were only added and shown if a database was available
- Fixed: Players got two times score added when a barrack at main target was destroyed in the TT version
- Fixed: Main target mission objective could fail because of wrong friendly units check
- Updated: Russian translation