Arma 3
co40 Domination! Blufor [4.73]
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Update: Apr 21, 2016 @ 11:53am

3.29
- Added: Spanish translation (thx to Brigada_ESP)
- Changed: Height check in client artillery script changed from getPosATL back to getPos
- Fixed: Wrong variable was used to check if a player is engineer. Resulted in broken engineer functionality sometimes
- Fixed: Automatic NVG in Virtual Arsenal dialog was not disabled when Virtual Arsenal was closed
- Optimized: Replaced some triggers with new inArea command
- Changed: New method to draw player and vehicle markers on map (does not use the game marker system anymore but draws directly on maps)
- Fixed: Another try to make Ammoload working again if a player dies in a vehicle
- Optimized: Using new string based engine layer system for resources (cutRsc, etc.)
- Fixed: BIS_fnc_EGSpectator changes viewdistance. When BIS_fnc_EGSpectator exits viewdistance is set to the one before BIS_fnc_EGSpectator was started (BIS_fnc_EGSpectator is admin only)
- Optimized: Using getInMan (and getOutMan) eventhandler now for vehicle scripts instead of the typical waituntil {vehicle player != player} script construct
- Changed: Increased timeout in evac sidemissions from 30 minutes to 60 minutes
- Changed: "Created" task state switched to "Assigned" to fix a problem with BI tasks overhaul
- Added: North, east, south, west, full ordered routes for Altis, Chernarus and Takistan versions (means ordered main targets instead of random main targets)
- Added: Message to deploy a MHQ when it gets dropped after a air lift or when a player drives a MHQ
- Fixed: Sidemission 36 building got indestructible after game update
- Fixed: In the ranked version (and AI enabled) AI counter was incremented even though no AI was created

Update: Mar 14, 2016 @ 1:24pm

3.28
- Fixed: If you want to change an element of an array use set and not setVariable (error in fn_p_o_ar, me dumb)
- Changed, reset player in vehicle variable after respawn. Possible fix for ammoload problem (stops working after respawn if player is in a vehicle when he dies)
- Fixed, player markers are now also shown when a player is in a non standard vehicle like a quad (new marker system is on the way anyway)
- Added one missing drag prone animation
- Changed, vehicles get now airlifted with four ropes instead of one (thanks to the get corners function by duda123), currently only available for normal non wreck lifting

Update: Mar 12, 2016 @ 6:09am

3.27
- Fixed, wrong use of allowCrewInImmobile in armor creation script for side missions
- Fixed script error in BIS_fnc_establishingShot
- Fixed script errors when player created a UAV at MHQ (array instead the UAV object itself was send to server)
- Fixed, UAVs created with MHQ menu now get correctly deleted and UAV terminals removed

Update: Mar 12, 2016 @ 2:53am

3.26
- Fixed, retrieving respawn and layoutgear was broken as it was using the same container object for uniform, vest and backpack
- Fixed, at respawn backpack content was doubled
- Added: Cleanup routine for player assembled objects

Update: Mar 9, 2016 @ 12:55pm

3.25
- Fixed, drivers of the artillery vehicles in base did not get deleted thus they were driving around
- Base artillery vehicle crews are now captive so they won't attack anything nor will they get attacked
- Fixed an error in spectating which completely broke it
- Fixed, wrong layer in spectating script caused black in to early before spectating started
- Fixed some more sidemission related erros

Update: Mar 7, 2016 @ 2:08pm

3.24
- Fixed free prisoners sidemissions in AI version
- Fixed artillery base sidemissions
- Added first experimental Community Upgrade Project (CUP) Chernarus version

Update: Mar 4, 2016 @ 1:30pm

3.23
- Mission now works with 3DEN
- mission.sqm file is now in 3DEN format (not binarized)
- Fixed respawn (was completely broken)

Update: Mar 1, 2016 @ 1:31pm

3.22
- Fixed CreateTriggerLocal, instead of creating local triggers it created global triggers :(
- 3D text "Virtual Arsenal" is now added above Virtual Arsenal ammo boxes

Update: Feb 23, 2016 @ 3:00pm

3.21
- Fixed chopper and vehicle respawn (note to myself: NEVER EVER USE BI SYSTEMS, THEY WILL FAIL LIKE THEY ALWAYS DO!!! This time it was BIS_fnc_loop which suddenly stopped working without a warning)
- Changed CfgRemoteExec mode to 2-turned on, however, ignoring whitelists (default because of backward compatibility) There was a bis_fnc_execVM warning in RPT although Dom is not using bis_fnc_execVM
- Vehicle overlay alignment corrected
- Switched to enhanced BI task system
- Fixed UI serialisation
- Fixed various small bugs
- Some optimizations

Update: Feb 18, 2016 @ 2:18pm

3.20 (only important changes)
- Rewrote many scripts using improved A3 scripting commands (also the ones included in 1.56)
- Many optimizations in virtually all scripts
- Removed many unnecessary scripts
- Replaced Dom network system with remoteExec/remoteExecCall from A3
- Replaced Spectating with the new A3 Spectating
- Replaced Domination Group Management System with Dynamic Groups System from A3
- Fixed various side missions
- Removed old Dom backpack system
- Millions of bug fixes
- And many many more things...