Arma 3
co40 Domination! Blufor [4.73]
Viser 41-50 af 170 forekomster
< 1 ... 3  4  5  6  7 ... 17 >
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

Opdatering: 18. juli 2020 kl. 1:15

4.32

- Fixed: Move side mission groups to a headless client later. Prevents inf AI units from dying
- Fixed: Chinese string accidentally added to Russian translation
- Fixed: Wreck repair point (and probably other repair points) did not work in the Unsung version (and maybe other 3rd party mod versions)
- Fixed: Ammo load point did not work in the Unsung version
- Fixed: If a player removed a weapon in Virtual Arsenal and did not add a new one the previous weapon was added again when he closed Virtual Arsenal

Opdatering: 15. juli 2020 kl. 15:28

4.31

ATTENTION: Blufor Altis Carrier version has changed!!!!

- Changed: If you play a mod version like CUP, GMCWG or Unsung and use only mod weapons and items then a player can no longer load vanilla weapons in Virtual Arsenal
- Fixed: When ACE was running the mission still used ace_arsenal_displayOpened and ace_arsenal_displayClosed eventhandlers even though only BI arsenal was used
- Fixed: Ammo point and wreck repair point markers did not show in the Unsung version
- Fixed: Pylon loadout didn't work anymore in base
- Fixed: The mission did no longer recognize additional respawn points placed with an object with d_respawn_point_x as variable name
- Fixed: Helicopters on board of the aircraft carrier in the Carrier version constantly exploded on respawn
- Updated: Russian translation

Opdatering: 11. juli 2020 kl. 2:44

4.30

ATTENTION: Altis Blufor Carrier, Chernarus (autumn), Chernarus (winter), Chernarus 2020, Malden and both Weferlingen mission.sqm files have changed

ATTENTION2: domination-custom.ini has changed; And missionsave table in the SQL database has a new row called d_retaken_farpspos, VARCHAR, 1000, no null

- Added: New server lobby param/description.ext param to disable transfer of points from one player to another in ranked mode ("Allow transfer of points to other players in ranked mode:", d_transf_allow)
- Added: New server lobby param/description.ext param to disable AO tower and camps markers ("Turn off markers at AO for tower and camps:", d_ao_markers)
- Added: TT gameplay change: When all camps are seized and all barracks are destroyed by one side a one minute timer will run to give the other team a chance to retake a camp (timer visual on screen)
- Added: You can now also select ranked mode with no weapons ranked (value 2 for d_with_ranked in description.ext or in params "Ranked:" values "Ranked mode on but weapons not ranked")
- Added: New main target "events" for non-TvT with optional complex mission scenarios embedded in maintarget (first "event" scenario Blackhawk Down rescue), by longtimegamer
- Added: Boat MHQ to the Altis Blufor Carrier version
- Added: In the TT version you can now also add additional base vehicles by simple giving them specific unique var names, they must start with:
* d_mhq_add_o_ and d_mhq_add_b_ for additonal MHQs
* d_lift_add_o_ and d_lift_add_b_ for additonal lift choppers
* d_wreck_add_o_ and d_wreck_add_b_ for additonal wreck lift choppers
* d_trans_add_o_ and d_trans_add_b_ for additonal transport choppers
- Added: Support for boat respawn in the TT version (the var name must start with d_boat
- Added: Gas leak side mission type
- Added: New GMCWG 1.2 APCs and choppers. The GMCWG version now has lift support and a chopper MHQ
- Added: Malden TT version by Babyka
- Added: Low Gear by WINSE, for tanks, trucks, wheeled APCs and MRAPS. Gives better acceleration when speed is under 30, and breaks automatically if speed is above 40 when turned on
- Added: Unsung Song Bin Tanh, Mekong Delta, version (mission.sqm from PK IllinoisFIN)
- Changed: Removed jump flags created at seized main targets in the TT version
- Changed: If disable TI or disable NVG is turned on in the server lobby launchers sight will be blocked when either NV or TI mode is used
- Changed: Enabled simulation on base flags again to show flags (if it really is a flag)
- Changed: Award points, for example points a player gets for destroying a barrack building, can now be changed in d_addscore_a array (available in initcommon.sqf and database dom_settings table). Only available in ranked and database mode
- Changed: Removed d_with_targetselect/"Players can select next main target:" and integrated it in d_with_targetselect_count/"Players can select from available targets:"
- Changed: There is now also an enemy AI vehicle MHQ at main targets in the TT version like it is in the normal coop version
- Changed: Setting d_number_attack_planes, d_number_attack_choppers, d_number_light_attack_choppers or d_number_attack_uavs to 0 in init\fn_preinit.sqf does not spawn air vehicles for the specific class
- Changed: In ranked mode bagpacks are now added to the ranks by their maximumLoad property, < 200 for all ranks, < 300 for ranks starting at sergeant, < 400 for ranks starting at major and everything above for colonel and better
- Changed: In ranked mode vests are now added to the ranks by their maximumLoad supply property, < 101 for all ranks, < 121 for ranks starting at sergeant, < 141 for ranks starting at major and everything above for colonel and better
- Changed: Added d_number_attack_planes, d_number_attack_choppers, d_number_light_attack_choppers, d_number_attack_uavs, d_noambient_bf_sounds, d_time_until_next_sidemission and d_airai_respawntime to dom_settings table, means, those values can now be changed in the Domination SQL database
- Changed: Transfer data sidemissions should now also work in the TT version
- Changed: Gameplay change. In the normal non TT versions FARPs are no longer available at mission start. They now have to be retaken in side missions to make them available for respawn.
- Changed: Pylon loadout no longer available at FARPs, only at bases and additional respawn points
- Changed: Service points should now also work on water (for boats for example)
- Changed: AI barrack bunkers at main targets are now a little bit more sheltered
- Changed: Removed "Fix Headbug" from Status dialog, by longtimegamer
- Changed: Some status dialog items are hidden if not relevant to mission parameters, by longtimegamer
- Changed: If the player selects "stream friendly UI" in Configure -> Game settings then Domination status bars are hidden, by longtimegamer
- Changed: Moved AI settings higher in description.ext, moved fatigue and sway to top of parameters; by longtimegamer
- Fixed: When using earplugs in the TT version a dialog error appeared because of a missing gui baseclass
- Fixed: Heli lift script did break with an error message when the mass of the lift object was lower than the max load of the chopper
- Fixed: When a player changed the TeamSwitch key in the A3 settings when the mission was running the mission didn't pick up the new key
- Fixed: Added missing items like goggles in Virtual Arsenal in ranked mode
- Fixed: Some colors in the game class CfgMarkerColors are stored as string instead of number resulting in broken 3D marker drawing
- Fixed: Target select entire map caused a script error
- Fixed: Possible script error in fn_spectdraw3d.sqf
- Fixed: Side cache mission could break when no building with positions were available or buildings were null
- Fixed: "Data uploaded!" message was displayed when the data upload was iterrupted and not when the data was uploaded in the transfer data sidemisssions
- Fixed: The GMCWG winter version did use some wrong class names for winter units
- Fixed: The Chernarus autumn and winter versions still had the editor placed Teleporter marker at base
- Fixed: Script error in StatusDialog
- Fixed: Cache side mission now really works, no more you are too close to a ammo box message anymore
- Fixed: Virtual Arsenal did still show vanilla weapons and items sometimes when using third party mods
- Fixed: Script error in spectdraw3d
- Fixed: Auto viewdistance at main target checkbox did not show the correct checked state
- Improved: Boats can now also be used as MHQs (needs empty cargo positions to spawn into a boat and can't load ammo boxes but doesn't need to get deployed)
- Improved: Boats can be pushed if they are on the beach
- Updated: Russian translation by Babayka
- Updated: Korean translation by kkim
- Updated: Chineseimp translation by CHL198011

Opdatering: 21. maj 2020 kl. 3:31

4.27

- Added: Players can now change the Earplugs and 3DMarker toggle keys in the status/settings dialog (you still need to set the user action key in the A3 key/control settings)
- Fixed: If some AI advanced features were enabled then a snipe awareness script was running every frame on the server
- Fixed: Stupid script error in fn_aftereject.sqf (yeah, suspending is not allowed in non scheduled environment)

Opdatering: 15. maj 2020 kl. 8:40

4.26

- Added: Angry bots by longtimegamer (has to be turned on)
There are four new AI settings for allmen and snipers bot behavior:
- all enemy infantry bots: on an interval, reveal nearby players with "reveal 4" within configurable radius
- all enemy infantry bots: on an interval, check line-of-sight with players and doSuppressiveFire if LOS or isVisible are true within configurable radius
- all enemy infantry bots: on an interval, if _fired is true then frequently do "setAmmo 1" (this helps to balance new shooting behavior vs running out of ammo too quickly)
- all enemy infantry bots which are free to move: on an interval, if bot is a leader then order the group to move to location of nearest player within configurable radius
- Added: Parameter to allow camps to simulate penetration and damage by longtimegamer (d_EnableSimulationCamps)
- Added: Parameter option for very low number of civilian vehicles
- Added: Parked civilian vehicles (configurable) by longtimegamer (d_enable_civ_vehs, d_enable_civ_vehs_rad, d_enable_civ_vehs_locked in description.ext)
- Added: New parameter d_sm_dorandom (in description.ext), "Random side missions:" in server lobby. If set to 1/No then side missions are not random but the order is always the same
- Changed: Wait 10 seconds before spawning the next enemy AI groups at barracks in the AO
- Changed: Number of units in enemy AI inf groups now depends on player numbers making the mission more friendly for lower player numbers (nothing changes for higher player numbers); can be disabled in params, d_smallgrps
- Changed: Added new option for d_MainTargets_num (Main Targets in Params server lobby): Order like placed in the editor; target select has to be turned off for it
- Changed: Civilian unit types, faces, and vehicles now determined by which map is being played (by longtimegamer)
- Changed: Increased the mission endtime for destroy cache side missions to 1 hour instead of 33 minutes
- Fixed: Round camp capture time and clip progress capture bar when max value is reached
- Fixed: Some kick player to lobby messages still showed up
- Fixed: In the Altis RHS Blufor version the CH53 spawned in the ground and was therefore exploding at every spawn
- Fixed: Players with enhanced movement mod could escape jail
- Fixed: Statusbar was updating every frame in non TT versions instead of every 2 seconds only
- Fixed: When ACE was used in the TT version and a dropped box was moved the box marker was visible for the other side
- Updated: Spanish and Protuguese translation by Linux
- Optimization: Lots of scripts optimized yet again (mapondraw runs now about 200 micro seconds faster for example)

Opdatering: 18. apr. 2020 kl. 4:40

4.25

- Fixed: Script error (call eventhandler code, copy and paste in several scripts) broke the mission completely! :(

Opdatering: 14. apr. 2020 kl. 8:51

4.24

- Added: Max_camp_cnt_method mission parameter by longtimegamer
- Added: If a player (accidentally) places an explosive too close to a MHQ (< 9m) the explosive will be removed and put back into his/her inventory
- Added: CUP BTR 80 versions to enemy AI vehicles
- Changed: Make use of new triggerinterval stuff to run scripts at a specific time
- Changed: Added setTriggerinterval as new parameter to createTrigger and createTriggerLocal functions (by alexvladn)
- Changed: Teamkillers are no longer pushed to the server lobby (slot selection) but they now can listen to a song in jail (something with bananas :))
- Changed: Updated Korean translation by kkim
- Changed: Launcher cooldown time is no longer set by launcher class name but is the same for all
- Changed: Removed searchlight from GMCWG version vehicles
- Changed: Always use BIS Virtual Arsenal instead of ACE arsenal if ACE is available (ACE arsenal causes issues when mods like GM run, loads vanilla A3 weapons too instead of only GM weapons for example)
- Changed: You can now select between
- All camps captured and radio tower destroyed
- Low number of AI units, all camps captured and radio tower destroyed
- Low number of AI units and radio tower destroyed
for "Seize condition for main target:" (d_ao_check_for_ai in description.ext).
Second one is default (d_ao_check_for_ai = 1)
- Fixed: Added missing light attack chopper for independent side
- Fixed: Some SLA CfgGroup names and sections got renamed in the CUP update resulting in spawning no groups
- Fixed: CUP composition objects were spawned under or half in the ground
- Fixed: In the GMCWG versions enemy AI infantry didn't spawn because CfgGroups class names have changed
- Fixed: Some vehicles at base were placed half in the ground in the IFA3 version
- Fixed: When a player ejected with an ejection seat from an air vehicle on the ground it was still possible for an admin to unlock the vehicle via the isAdmin script and get into it
- Fixed: Array holding all player base artillery vehicles was resized to 1 when using cluster artillery shells so only one artillery vehicle was firing even normal rounds afterwards
- Fixed: Repack magazines could break and block access to the inventory completely
- Fixed: In ranked mode no sidemission points got added to the player score because of a script error

Opdatering: 9. feb. 2020 kl. 7:46

4.23

- Changed: Dropped box markers will move now when a player drags an ammo box when using ACE
- Fixed: Don't show alternative respawn position markers when a MHQ is moving or not available
- Fixed: Dynamic simulation was enabled for vehicles which should not use it like drop aircraft when CBA was available on the server (vehicles did no longer move)

Opdatering: 2. feb. 2020 kl. 5:08

4.22

- Added: Chernarus 2020 version
- Added: Object compositions for CUP versions
- Added: French translation by -mj-
- Added: No Go zone for the TT version. Players may not go beyond the map, otherwise they will be killed
- Changed: If CBA A3 is running on the server then all vehicles (including user placed vehicles) will be added to dynamic simulation (if enabled in the mission params)
- Fixed: Do not select another respawn like squad leader inside the 40m MHQ alternative respawn area (now really fixed)
- Fixed: Somehow a "p" landed at the end of d_launcher_cooldown in description.ext
- Fixed: AI can now use vehicle service points again (and not only AI in UAVs)
- Fixed: CUP Chernarus version was spawning a CSAT JTAC instead of a Russian one