Arma 3
co40 Domination! Blufor [4.73]
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Update: Dec 8, 2016 @ 12:11pm

3.64 reupload 3.64a
- Fixed: Possible fix for ace treatment problem
- Fixed: Possible fix for too much Error: No Unit names (should not happen anymore)
- Fixed: Wrong unit variable name in handleDisconnect script
- Fixed: UI resources were broken in 3.64

Update: Dec 7, 2016 @ 12:05pm

3.64
- Fixed: Some units where not available for Zeus (players, recruited AI in the AI version, etc)
- Added: In the AI version (non ranked) a player can use Virtual Arsenal for AI units too (action menu entry for each unit; player has to be near the unit, 3m, only the player who created the unit has the action menu entry)
- Fixed: Player names over head were not shown in static weapons
- Fixed: When a player selected respawn or teleport at/to squad leader and squad leader was in a vehicle without empty cargo positions the player was moved exactly to the vehicle position instead of behind it
- Changed: Show group members in revive player list in green color
- Fixed: If a player teleported, respawned or did a parajump in the AI version dead player AI units were moved to the new player position too
- Fixed: Deleting triggers after main target was cleared broke the target clear script which itself completely broke the mission!
- More optimizations

Update: Dec 4, 2016 @ 8:03am

3.63
ATTENTION: mission.sqm files of ALL versions were changed!!!!

- Changed: Replaced fired eventhandler for player with new firedMan EH available in 1.66
- Changed: Set fatigue to 0 when player respawns
- Fixed: createUnit command in A3 ignores the group parameter completely since a few patches and adds the unit to the units config side instead to the provided group (bug in A3?)
- Fixed: Wrong detected by sides in the triggers to activate enemy AI paratroopers in the TT version
- Optimized: Use new 1.66 parameter for nearestTerrainObjects to search in 2D and not 3D
- Fixed: Side mission 42 in the Chernarus version was missing a semicolon
- Changed: Don't allways fill all cargo positions in enemy APCs with AI, choose a random number to save performance
- Fixed: Side mission 19 (trains) was broken in the Chernarus version
- Fixed: Side mission 15 in the Chernarus version still had a not existing macro
- Added: Zeus suppport (not available in the TT versions).
Please note that for security reasons you have to edit the mission and place a Game Master module and add A3 player UID (I've placed one in every mission file with my own UID to show you how it works,
you have to place one Game Master module per player who is allowed to use Zeus with the UID of that player)
- Added: Simple sandstorm script by Lelik (enabled by default on Altis, Stratis, Sahrani and Takistan). Can be enabled/disabled in the server lobby (parameters)

Update: Nov 25, 2016 @ 3:45pm

Last 3.62 update (3.62c), fixes just a small script problem.

3.62 done :)

Update: Nov 25, 2016 @ 12:28pm

- Changed: Nearby repair truck no longer needed for an engineer to unflip a vehicle (only toolkit)
- Fixed: Script error when AI was enabled causing AI not to be moved to the player position
- Fixed: It could happen that ammo boxes with virtual arsenal got created before the variables were inited (causing a script error)

Update: Nov 24, 2016 @ 12:10pm

Small update to fix a minor problem with a missing variable

Update: Nov 23, 2016 @ 2:38pm

3.62
ATTENTION: mission.sqm files of ALL versions were changed!!!!

- Fixed: The headless client unit was missing in the CUP Sahrani version
- Fixed: Respawn at squad leader was available when the player was the only unit in a group
- Added: New server parameter "Armor at side missions:" (options Normal or None), in addition with "Armor at main targets:" set to none you now have the option to play without any armor on the AI enemy side
- Changed: Send player position to the server too to fix wrong air taxi landing position
- Fixed: Air taxi was not set to available again in some cases
- Optimized: Using inArea scripting command to check position of lift choppers near lift objects now
- Fixed: Island patrol groups did not respawn when the crew jumped out of a damaged vehicle; crews now stay in damaged vehicles and respawn is triggered when one group vehicle can't move anymore
- Fixed: The number of tracked armored vehicles for the island patrol now depends on the selection in "Armor at main targets:" server lobby parameter
- Fixed: Some controls (player list and map) in the spectating dialog were not hidden immediately but were visible for a short time when the dialog opened for the first time
- Changed: Better way to select unit under mouse cursor in revive spectating dialog (with lineintersects)
- Fixed: medikit_ca.paa file was removed from ui_f pbo in Arma 3 1.66 (why?), so a new icon was necessary for uncon players (*)
- Fixed: Wrong creation distance for vehicles in convoy sidemission
- Changed: Convoy sidemissions now use a vehicle distance of 20 meters (new command setConvoySeparation)
- Changed: Sidemission convoys now only have wheeled vehicles
- Fixed: Wrong object placed near spawn in CUP Sahrani version
- Changed: Reduced AI group respawn time at main targets (still depends on player numbers, higher player numbers = shorter time between respawns)
- Fixed: UAV invisible crews no longer leave UAVs
- Fixed: Wrong calculation (wrong number) for reinforcement AI choppers over main targets
- Changed: Reinforcement choppers (for para troopers) now have a waypoint about 1500m behind a main target so that they don't do a full stop over a main target anymore
(why oh why BI have you changed that behaviour, if the next waypoint for AI is another move waypoint and no timeouts involved then let them fly and don't make them virtually full stop at each waypoint)
- Fixed: Don't allow respawn at squad leader if squad leader is swimming
- Changed: You can now also respawn or teleport in a vehicle cargo position if respawn at squad leader is enabled and the squad leader is in a vehicle with empty cargo positions
- Fixed: Jump flags at main targets did spawn in buildings when main target was cleared
- Fixed: If a player who drags another player leaves the server, the dragged player could get stuck in dragging animation
- Added: Winter Chernarus version ( http://www.armaholic.com/page.php?id=29752 )
- Added: Winter weather (light snow, only enabled in the Winter Chernarus version by default)
- Added: Icons to revive spectating player list
- Added: ACE support, if ACE is loaded as mod on the server, Domination revive gets disabled and Dom player handleDamage eventhandler removed (to use ACE medical system; scripts updated to check if a player is ace_isunconscious)
- Fixed: Sometimes if a player was kicked immediately a remoteExec with a nil group was executed
- Fixed: AI revive was enabled even when Dom revive was disabled
- Fixed: Two Draw3D eventhandlers were drawing playernames above head when player was in revive spectating
- Fixed: Bonus vehicles should no longer explode when they are created and all possible positions are already filled with other bonus vehicles
- Changed: Replaced A3 Nato units and vehicles with CUP US Army/BAF units and vehicles in the Takistan version
- Changed: Replaced A3 Nato units and vehicles with CUP US Marine Corps/BAF units and vehicles in the Chernarus version
- Changed: Replaced A3 Nato units and vehicles with CUP US Army units and vehicles in the Sahrani version
- Fixed: Added missing CUP vehicles for heli lift
- Optimized: Only search once in an array of strings for the heli lift types to find out if a vehicle is liftable or not
- Added: T90 to CUP Chernarus version
- Fixed: When the AI version is enabled the player does recruit CUP AI units now instead of A3 AI units
- Fixed: Use correct male CfgEntities speakers in CUP versions
- Added: Enemy AI wheeled and tracked APCs now have additional infantry units in the cargo seats which get unloaded in combat
- Fixed: Counterattack (main target) was spawning armored vehicles when armor was completely disabled
- Changed: If old rep engineer is enabled update fuel and damage in every iteration of the loop instead of just at the end
- Fixed: Main target enemy AI paratroopers were not added to main target cleanup routine
- Fixed: The normal One Team version code should now also support independent player side (and not only blufor and opfor; at least I hope it works :P)
- Changed: Replaced main target paratrooper choppers with Apex VTOL vehicles in the ALTIS, STRATIS and TANOA versions; CUP Sahrani version: Mi8 SLA, CUP Chernarus version: Mi6, CUP Takistan version: AN2 TKA
- Fixed: Some dialogs were not initialized in dialog onLoad event leading to controls not being immediately invisible
- Changed: Replaced some objects with simple objects (see https://community.bistudio.com/wiki/createSimpleObject)
- Fixed: Independent FIA CfgGroups no longer exist (at least in 1.66, why @BI?) resulting in empty allmen groups in the TT version
- Changed: Deploying an MHQ is now possible with other entities on board (players or AI). They get kicked out of the vehicle now.
- Fixed: Secondary main target mission object was not deleted in main target cleanup routine (non CAManBase objects)
- Changed: Vehicle reload script now also restores ammo, repair and fuel cargo (if a vehicles has the transport capacity; done without messages)
- Changed: Global and side channel voice disabled by default now (check disableChannels in description.ext to change it)
- Changed: Using internal A3 engine corpse and wreck manager now to remove dead bodies and destroyed vehicles
- Fixed: Null divisor script error in mando chute script
- Fixed: Air dropped boxes were never removed, now they get deleted after 30 minutes
- More optimizations

Update: Nov 5, 2016 @ 4:04pm

3.61
- Fixed: In the teleport and revive respawn dialog the position marker of MHQs moving were not updated (did not influence correct teleport or respawn position)
- Fixed: Better handling of who is group leader internally (when changing groups with Squad dialog and at mission joining)
- Fixed: Calling in an airtaxi (in the AI version) could block the Domination user menu
- Fixed: In a prisoner side mission the mission timeout now gets reset to 2400 seconds if a player has rescued the prisoners
- Fixed: Air taxi script broke when a player who called in an air taxi left the mission (AI version only)
- Fixed: Virtual spectator clients did start client scripts
- Fixed: Air AI could stop moving/patrolling over the AO
- Changed: Drawing names of player in 3D world in revive spectating is now done by Draw3D eventhandler
- Changed: Replaced the lift and wreck choppers with Hurons in the Altis Blufor version
- Changed: In the non Tanoa versions players can now also create an unarmed Prowler/Qilin beside an ATV at a MHQ
- Changed: Players can no longer call in CAS into the base
- Plus some more changes between 3.60 and 3.61 which I forgot to add to the changelog

Update: Nov 3, 2016 @ 12:41pm

Fix for a problem which broke retake camps, reupload of 3.60!

Update: Nov 2, 2016 @ 3:17pm

No new version number, this release is mainly made to remove the mines side missions for now (but also some enhancements and optimizations made it into this release like removing player placed satchels and mines from a resolved AO)