Arma 3
co40 Domination! Blufor [4.73]
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Update: Nov 1, 2016 @ 3:36am

3.60
- Fixed: 3D player name on screen did draw in the wrong height when a player was above the ground
- Fixed: Revive uncon near player check (including informing other players) gets called every minute now instead of only once
- Added: Short message in revive spectating when another player starts to revive you
- Fixed: GPS map player icon drawing
- Fixed: Finally sorted out (oh the irony) the sort issues in the revive spectating dialog player listbox once and for all (why didn't anybody tell me that there is a lbSortByValue command :))
- Fixed: Don't show (Medic) extension in the AI or With AI features versions where everybody is a medic
- Added: Show player name in revive dialog when mouse hovers over player unit
- Added: You can now simply click on another unit in 3D world in revive spectating to switch to it
- Fixed: Sidemissions where you had to deactivate mines were broken when a headless client was running
- Fixed: CAS was already available again after 5 seconds and not after 5 minutes

Update: Oct 30, 2016 @ 4:46am

3.59
- Fixed: Player list in revive spectating dialog was sorted wrong
- Fixed: Nearby player caption was shown in spectating dialog when player had no lifes left
- Fixed: Players in nearby vehicles did not get informed about an uncon player
- Changed: Added medic and engineer traits for all players in the AI and with AI features versions and explosiveSpecialist trait for all players in all other versions
- Fixed: Because of some internal changes server side saved player gear was not restored on clients after reconnect

Update: Oct 29, 2016 @ 3:53am

3.58
- Fixed: Wrong object reference in revive uncon script (string instead of object)
- Fixed: There were still issues with the respawn dialog (spectating that is)
- Changed: Nearby players get a message when a player dies and can be revived, including relative direction (40 m max)
- Changed: Show distance to other players in revive spectating player listbox and if another player is uncon
- Changed: Players can't kill player AI units in the base anymore (AI version, only true if the player which the AI belongs to is also in the base, for performance reasons)
- Changed: Moved PiP resource in chopper lift hud below GPS map position, removed border
- Fixed: Sometimes after respawn some game radial blurr effect was still there (died while free fall before opening a chute for example), gets reset at respawn now
- Added: Ear plugs, can be enabled and disabled via Commanding menu (press TeamSwitch key, default is U key for TeamSwitch to open the Domination menu)
- Fixed: Wrong "you were revived by" message when an AI medic revives a player
- More optimizations

Update: Oct 23, 2016 @ 4:31am

3.57
- Fixed: More issues with respawn dialog (it was completely broken sometimes). All issues should be finally fixed now!
- Changed: Wreck repair times
- Added: Teleport to Squad Leader

Update: Oct 22, 2016 @ 7:38am

3.56
- Changed: Set attached object mass before and after rope create in heli lift and not just after rope create
- Fixed: In the AI version air taxi was not blocked immediately for other players so more than one player could call in an air taxi
- Optimized: Save respawn gear only when player dies
- Changed: Player names over head now default instead of cursor target
- Changed: Replaced standard A3 OPFOR units with the correct ones for the CUP Chernarus, CUP Sahrani and CUP Takistan versions
- Fixed: Small issues with respawn dialog
- Fixed: Camps (to capture) should not spawn close to each other anymore (if there are enough possible places available at a main target)
- Changed: When a wreck gets put on the wreck repair point the seconds it will take to rebuild the vehicle are also displayed (sidechat once and the 3D text over the wreck point will display the sconds too)
- Added: Portuguese translation by Linux ©
- Fixed: Problem with including arrays for the TT versions
- More optimizations

Update: Oct 2, 2016 @ 1:53am

3.55
- Changed: In the TT version a main target ends once one side has captured all camps and the radio tower is destroyed, no check for how many AI enemy units and vehicles are still at the AO
Can also be enabled in the normal version (lobby server parameter) but not in the TT version as it is default there
- Changed: Show sidemission index number in ShowStatus dialog
- Fixed: Enemy main target respawn camp positon was suddenly not behind main targets anymore
- Fixed: Sometimes the enemy respawn camp (thus a main target) was not created because of a missing dist return value in a function needed for it (game breaker)
- More optimizations

Update: Sep 24, 2016 @ 3:20am

3.54

- Fixed: fn_teleupdate_dlg.sqf did throw an undefined variable error when a player teleported

Update: Sep 22, 2016 @ 5:55pm

3.53

- Added: Stratis Blufor version
- Fixed: Possible workaround for (editor placed) base artillery vehicles falling through the map
- Fixed: Switched back to attachTo for wreck heli lifting (normal non wreck lifting still uses game slingload)
- Changed: In the Tanoa version squad leaders air drop an unarmed Prowler/Qilin now instead of a Hunter/Ifrit
- Changed: In the Tanoa version players can create an unarmed Prowler/Qilin beside an ATV at a MHQ
- Changed: Air drops (called by squad leaders) now drop exactly where the player placed the drop marker
- Changed: Set overcast to zero if weather is disabled
- Changed: Removed 6Rnd_155mm_Mo_AT_mine and 6Rnd_155mm_Mo_mine from artillery (dialog)
- Changed: Replaced disableAI "MOVE" with dsiableAI "PATH" (introduced in A3 1.61)
- Fixed: Script error in fn_vec_hudsp.sqf
- Fixed: Possible fix for a script error in fn_chop_hudsp.sqf
- Changed: Replaced scripting solution to check which enemy units got killed by artillery or CAS strike with new setShotParents command
- Added: In respawn dialog better markers for respawn position (like in the BI respawn dialog) plus current selected one animates
- Fixed: Respawn button in respawn dialog was often available even though respawn points were blocked/unavailable
- Added: If a player leaves a running mission and joins the same mission again he/she will have the same gear loadout as before
- Fixed: Killed message for main target sidemission was gone in the TT version
- Fixed: Enemy AI artillery observers did call in artillery strikes even though their own inf was at the strike position in the TT version
- More optimizations

Update: Aug 28, 2016 @ 4:19am

3.52
ATTENTION: Tanoa version mission.sqm file has changed!
ATTENTION: Tanoa TT version mission.sqm file has changed!
ATTENTION: Chernarus version mission.sqm file has changed!

- Changed: Better random positions especially on Tanoa (for example spawn and waypoint positions for infantry units in forrests/jungle)
- Changed: Main target clear now happens also when there is still one enemy AI car or tank left
- Fixed: Arty operator did not receive arty messages from already firing arty anymore when he/she died
- Fixed: Fog was coming even if it was completely disabled (seems to be a bug in A3)
- Fixed: Removed not working CfgGroups from preinit
- Fixed: For whatever reason the CH-53 chopper suddenly was half in the ground in the Chernarus CUP version (in the editor already)
- Fixed: Added missing Opfor vehicles for heli lift in the TT version
- Changed: Replaced all base vehicles, player units and CSAT AI units and vehicles with Apex T versions in the normal and TT version
- Fixed: Some choppers at base were placed above the ground in the normal Tanoa version
- Added: Complete Spanish translation by Brigada_ESP
- Changed: Removed loiter waypoints for airai introduced in 3.43 again (air AI units did not attack anymore)
- Fixed: Convoy sidemission in TT version was broken (did not end)
- Fixed: In the TT version the wrong bonus vehicles got spawned (opfor vehicles for blufor and vice versa)
- Fixed: Blufor helilift types were added to opfor choppers in the TT version
- Fixed: In the ranked TT version blufor players where getting the same gear as the opfor players (player object not initialized while checking for player side)
- Changed: Servicing a drone on chopper service/vehicle service now also writes a message on the screen
- Fixed: Virtual Aresenal 3D text was visible for para jumpers even when they were far away (distance2D check instead just distance)
- Fixed: In the Tanoa AI version recruited AI did not wear tropical uniforms
- Changed: Replaced all TahomaB fonts with RobotoCondensed
- Fixed: Wrong KBTell message in the TT version for main target missions
- Fixed: Opposite team got the message that a MHQ is too close to the main target too (TT version)
- Fixed: The team which did not resolve the sidemission got the "sidemission resolved" hint in the TT version
- Added: Missing localization for sidemission resolved
- Changed: Disabling radio already in respawn eh (revive) and disabling sound till uncon script runs at respawn
- Changed: Increased AI skill
- Fixed: Missing kbTell for the TT version in fn_sm_up (announcing side mission in chat)
- Fixed: fn_checkmthardtarget and fn_mtmtargetkilled were using the unit instead of the side of the unit in the TT version
- Fixed: Typo in fn_preinit.sqf (it's ParaCombatGroup not ParaConbatGroup)
- Fixed: TT version medics were missing in x revive init when only medics can revive was enabled
- Fixed: Script error in fn_target_clear_client.sqf (undefined variable)
- Fixed: Missing distance check for second wreck repair point in the TT version (fn_wreckmarker2.sqf)
- Added: Close air support (CAS), available for Squad Leaders (works like artillery target marking with LD, but the CAS is available immediately, 10 minutes between two CAS strikes, rockets only).
- Fixed: Removed XMIT from bikb config, was causing RPT entries
- Fixed: Sometimes the flag spawned inside a building in the capture the flag side mission 31 on Tanoa
- Changed: In the TT version MT killpoints are now also added for artillery and CAS strikes
- Changed: Player UID gets stored only once now in the player store on the server
- Changed: Default AI skill settings are now "Normal" and not "Low"
- Fixed: Possible nil variable error in gear handling
- Changed: Reduced chance to get fog from 30 to 10 percent
- Optimized: 3D text over player heads (removed visibility check)
- Fixed: No check if player was at delivery point in the deliver side missions if ranked was enabled
- Added: Adding additional static respawn points is now available via d_additional_respawn_points variable in x_init\fn_preinit.sqf
- Fixed: Outdated stringtable entries
- Fixed: Time multiplier reduced to max 120 (the engine doesn't allow more anyway)
- Fixed: Wrong number of maintargets got created by create random main targets function
- More optimizations

Update: Jul 18, 2016 @ 4:59am

3.50
ATTENTION: Tanoa TT version mission.sqm file has changed!

- Addded: Parameter to disable fog when the internal weather system is on
- Fixed: Some blufor markers did not get deleted for the opfor side in the Tanoa TT version (wrong marker names in mission.sqm file)
- Fixed: Headless Client was not working anymore. Somehow remoteExec lost the ability to use a HC as target
- Changed: Respawning at base or at a MHQ gives you the complete Arsenal chosen weapons and magazine layout back
- Changed: Renamed SQL in revive respawn dialog to Squad Leader
- Fixed: Dropping an ammo box from a vehicle did create the Virtual Arsenal 3D text for the oponent team too in the TT version
- Changed: Different progress icon for revive hold action