Arma 3
co40 Domination! Blufor [4.73]
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Update: Aug 23, 2022 @ 7:37am

4.63

- Added: Support for missionProfileNamespace, player and mission progress is saved there if no database is available
- Added: New parameter d_save_to_mpns ("Save player and mission progress to missionProfileNamespace if no SQL database is available" in server lobby) where you can turn off saving and loading mission progress to missionProfileNamespace
- Added: Sign "AI Recruit" behind recruit desk if with AI is enabled
- Added: Occupy script uses fuzzy positions when build positions are full, by longtimegamer
- Added: Param d_no_ai_silencer ("Remove silencer from spawned enemy AI units:" in lobby, default No) which removes silencers from spawned enemy AI units
- Added: OpticsMode for the primary weapon is now set to the previous optics mode when a player gets revived
- Added: New parameter to enable extra CAS ordnance (d_enable_extra_cas in description.ext, "Enable extra CAS ordnance" in lobby), by longtimegamer
- Added: If a M113 Command is used as MHQ in the Global Mobilization version deploy the antenna too when the MHQ gets deployed
- Added: Mercenary settings available for all maps (2035 experimental), by longtimegamer
- Added: New viewdistance option sets client to initial server value but player may change later (a server hint for player viewdistance), by longtimegamer
- Added: New param d_use_systemtime ("Use server system time as game time" in lobby) to use server time as game start time, default disabled
- Added: VIP escort event, by longtimegamer
- Added: Players may create UAV at MHQ, by longtimegamer
- Changed: Civilians spawned with occupy script can be on upper floors, by longtimegamer
- Changed: d_dis_servicep param ("Disable all service points") now disables all service points including wreck repair
- Fixed: If a camp is destroyed (which shouldn't happen but meh) it will be recreated
- Fixed: Some targets in the Western Sahara version were still using Malden names
- Fixed: Base wasn't mentioned in Auto change viewdistance string in the Status Dialog/Dashboard
- Fixed: Don't throw an error messages when Domination.sqf for InterceptDB is found but InterceptDB is not loaded
- Fixed: Vehicle respawn script could break if vehcile locked status wasn't correct
- Fixed: Script error when accessing a non existing pylon array in fn_skinpolyresp.sqf
- Fixed: If no squad leader was available for respawn/spawn the the marker was still drawn resulting in an error message
- Fixed: Added SOG Prarie Fire remoteExec functions to CfgRemoteExec in description.ext
- Fixed: Snipers do not spawn on roof, by longtimegamer
- Fixed: Occupy script places all units in a group and does not delete units, by longtimegamer
- Fixed: Do not spawn guerrilla events if d_with_MainTargetEvents == -1 "always"
- Fixed: When a plane without VTOL was used for dropping para units over main targets it sometimes tried to land like a chopper or VTOL at the AO
- Fixed: Do not spawn civilians near enemy units, by longtimegamer
- Fixed: CAS fired eventhandler was called when arty fired
- Fixed: Players get moved out of base artillery and AA vehicles if they somehow manage to get into them
- Fixed: UAV triggers main target events, by longtimegamer
- Fixed: Use building blacklist for enemy units as well as civilians, by longtimegamer
- Fixed: Virtual Arsenal for recruited AI can only be used near the flag at base to avoid them beeing used as mobile arsenal point
- Fixed: Calling CAS in the TT version did not work at all
- Fixed: Air dropped vehicles should no longer land nose down (hopefully)
- Fixed: Exploit where one could heal a friendly AI unit many times to increase score points
- Fixed: Some maintarget events (guerrillas and defense events) should only be available when configured in settings, by longtimegamer
- Fixed: Makegroup road selection for vehicles, by longtimegamer
- Removed: RHS T15 tank was still in the enemy spawn vehicle classes, it's indestructible
- Updated: IFA3 AIO version
- Updated: S.O.G. version (update 1.2 vehicles added)
- Updated translations

Update: Mar 28, 2022 @ 7:34am

4.62

- Fixed: Side missions were broken

Update: Mar 25, 2022 @ 8:56am

4.61

- Fixed: Respawn at base when MHQ gets destroyed while trying to spawn there
- Fixed: MHQ menu, dashboard and group management actions were still visible and usable when a MHQ was destroyed
- Fixed: Don't show the "player is shooting at a MHQ vehicle" when the MHQ is destroyed

Update: Mar 21, 2022 @ 9:34am

4.60

- Added: More CUP weapons to ranked mode, by Wazzledi
- Changed: If unlimited artillery is enabled then CAS bombs are dropped very quickly and without spawning a plane, by longtimegamer
- Fixed: ACE medic/engineer trait not set, by Wazzledi
- Fixed: If a side mission created by marker(s) doesn't exist take the next one instead of throwing an error
- Fixed: Don't select non alive mobile respawn vehicles for respawn
- Fixed: Bomb correctly guided to terrain with laser or binoculars, by longtimegamer
- Fixed: Non existing define COLOR_LOCKED caused a script error in dynamic groups script
- Fixed: Delete bonus air and normal vehicle marker when d_without_sm_bonus = 0 or "Without sidemission bonus vehicles:" is set to true
- Optimized: DB top players are no longer a huge public variable (please note that the domination.sqf file in the @InterceptDB folder has changed)
- Removed: Big AO fires (d_ao_bfires in description.ext). They damaged camps
Please note that you have to replace the domination.sqf file in the @interceptDB folder if you use InterceptDB

Update: Mar 5, 2022 @ 4:25am

4.59

- Added: Param "With auto revive if no player is nearby (less than 215m):" (description.ext d_with_autorevive, default 1, No, disabled)
- Added: Headshot indicator and param to enable/disable it (d_show_headshots, default 0, disabled)
- Added: More civilian unit types, by longtimegamer
- Added: Emergency exit action menu entry for air vehicles in non ACE versions. Pops up if the air vehicle you are in can't move anymore or has damage
- Added: New param d_targetselect_time (Target selection time in server lobby, default 30 seconds) where you can set the target selection time
- Added: Points for reviving players when using ACE medical system, by Wazzledi
- Added: ACE splints/earplugs to arsenal, by Wazzledi
- Added: New guided CAS ordnance: 500 lb bomb, by longtimegamer
- Added: State of "Auto viewdistances change at main target" checkbox gets now saved to profileNamespace
- Added: Player will see option in binoculars to drop 500 lb napalm bomb on SOG map, by longtimegamer
- Added: New parameter to fight enemy mercenaries (units wear no body armor, currently only available for 2035 maps, d_enemy_mercenaries in description.ext), by longtimegamer
- Changed: Respawn teammates 1 m behind squad leader position to avoid friendly fire, by longtimegamer
- Changed: You can now set viewdistances individually for inf, vehicles and air in the Dashboard/Statusdialog (max value maxviewdistance)
- Changed: CAS now uses eachFrame handling, by longtimegamer
- Changed: No penalty for civilians killed by players within 100m of objectives (sometimes civilians will not move so consider them collateral damage / acceptable losses), by longtimegamer
- Changed: Dynamic simulation triggering of recruited AI in with AI version moved from client to server
- Changed: Remove binoculars from recruited AI in the AI version to prevent them running around with binos constantly
- Fixed: Some armor being spawned when d_WithLessArmor set to none, by longtimegamer
- Fixed: Bayo attachment in weapon class names was missing for correcting weapon names (SOG/UNSUNG)
- Fixed: Ambush and overwatch units are now allowed to move once injured, by longtimegamer
- Fixed: Some scores weren't added to player scores (like scores for destroying barracks, etc)
- Fixed: make_dom.bat didn't delete some files
- Fixed: make_dom.bat now needs the newest makePBO version
- Fixed: Very short CAS delay if artillery cooldown is unlimited, by longtimegamer
- Fixed: Airstrike with steeper angle of attack and high altitude, by longtimegamer
- Fixed: Rappeling for players was disabled
- Fixed: Only spawn enemy AI awareness when features are used, incorrect logic in massacre event expression, by longtimegamer
- Updated: Chinese translation by XenLau
- And as always many not mentioned optimizations

Update: Dec 31, 2021 @ 5:45am

4.58

- Added: Faster camp capture (non-TT), by longtimegamer
- Added: WSahara civilian unit types, by longtimegamer
- Added: Autorevive, if no players nearby in a radius of 215 m, by alexvladn
- Added: New maintarget event, units dressed in plain clothes can be triggered to fight as guerrillas or join the player group, by longtimegamer
- Changed: No rain and fog in the Western Sahara version
- Fixed: Updates to profileNamespace mission progress save were missing a variable resulting in an error when starting the mission again
- Fixed: Civ massacre event is very rare and with smaller trigger area, by longtimegamer
- Fixed: Remove civilians near maintarget objectives so they are not killed by explosives, by longtimegamer
- Fixed: Reoptimized vehicle map marker drawing
- Fixed: Don't put ZU23 inside a bunker in the WS version
- Updated: Simplified Chinese translation by SanJinSix

Update: Nov 18, 2021 @ 7:19am

4.57

ADDED: co21 Western Sahara Blufor version on Sefrou Ramal

- Added: Server parameter to use faster intro sequence, by longtimegamer
- Changed: Larger search radius (75m) for AI when civilian massacre is triggered, by longtimegamer
- Changed: Added: only run civ events if guerrilla events are enabled, by longtimegamer
- Fixed: Player 3D markers were not available after respawn in Zeus
- Fixed: Wrong variable name in fn_sidearty.sqf
- Fixed: Main target event "marked for death" didn't work correctly
- Fixed: CUP civilian profiteer classname in civilianmodule
- Fixed: Garrison units script errors
- Fixed: Auto viewdistance server-side override was not working, by longtimegamer
- Fixed: Status bar wasn't centered in multi monitor setups
- Fixed: SOG was missing 1.1 update weapons and uniforms
- Fixed: Correct logic for automatic viewdistance default setting, dyke fix for SOG maps copied from johnnyboy, wiki params fix forcestream add autoviewdistance, by longtimegamer
- Updated: Simplified Chinese translation by SanJinSix

Update: Oct 5, 2021 @ 10:26am

4.56

ATTENTION: Globhal Mobilization Weferlingen misson.sqm files have changed!!!
ATTENTION2: Scripts in virtually all folders are compiled with the ArmaScriptCompiler (sqfc files). Please report problems asap (though it should work fine)

- Added: d_sm_vec_weighting to dom_settings table (one can set the weight for selectRandomWeight function for planes, helicopters, tanks and other vehicles in there)
- Added: Parameter d_WithVoicesDisabled (default 0) to disable voices, currently only works for VN map using their module, by longtimegamer
- Added: New parameter d_pnspace_msave (default 1, enabled), "Save mission progress to profileNamespace if no database is available"
- Added: New parameter d_pnspace_msave_auto (default 1, enabled), "Saved profileNamespace mission progress auto load"
- Added: New parameter d_artycheckfriendlies (Check for friendly units near artillery targets when firing artillery), default Yes (1)
- Added: Server admin can set a default value for client side checkbox "automatically reduce view distance at maintarget" still false for TT and true otherwise, by longtimegamer
- Added: AI awareness and aggressive fire is only activated when d_mt_spotted is true, by longtimegamer
- Added: If a database is available a logged in admin can add up to 10000 score points to another player
- Added: Workaround for camps stall when AI is stuck inside a nearby rock for example (all barracks must be destroyed and just a few enemy units left, after that a 6 minute timer starts)
- Added: Bridge layer BrPz1 in the Global Mobilization versions
- Added: Stream friendly player names, ides player names when stream friendly UI is enabled, by longtimegamer
- Added: Adaptive settings for number of civilians, lay down behavior timer, walking civs can now be threatened and will sometimes low crawl or middle walk, by longtimegamer
- Added: Ambientanimals for main targets (currently only available on Altis), by Lelik
- Changed: Side mission bonus vehicles are no longer selected consecutively
- Changed: Recruit terminal in Altis Blufor version moved closer to spawn point
- Changed: You have to take barracks and vehicle MHQs in the Unsung version instead of destroying them
- Changed: Replaced vanilla artillery with new Global Mobilization M109 in the Weferlingen versions
- Fixed: If d_with_ranked was set to 2 (Ranked mode on but weapons not ranked) d_remove_from_arsenal was not processed
- Fixed: Main target mission buildings got destroyed 30 seconds after creation
- Fixed: Snipers were not being created with new dynamic parameter
- Fixed: HUD with duplicated character "Score::"
- Fixed: Vehicle markers are not shown when player AI is alone in vehicles
- Fixed: When AI aggressive shoot (d_ai_aggressiveshoot) was activated AI was shooting at unconscious players
- Fixed: No sidemission bonus vehicles were awarded in the TT version
- Fixed: TT points were broadcasted before the variables were created on the server
- Fixed: JIP was disabled for remoteExecCall functions which make use for JIP
- Fixed: In the SOG PF version capturing of barracks and vehicle MHQ continued even if nearby players were dead (d_bar_mhq_destroy = 0)
- Fixed: Moving mousewheel when looking at a friendly vehicle or when a player was inside a vehicle didn't show the crew anymore
- Fixed: It could happen that already respawned vehicles were still drawn on the map
- Fixed: Marked for death never failed when target was killed, vip defend map icon in wrong place, by longtimegamer
- Fixed: Some cargo containers have building positions but can't be opened resulting in AI stuck inside (occupy buildings)
- Fixed: RHS stun grenades are no longer causing a shooting at player message
- Fixed: findSafePos should find positions on roads, trails and tracks again
- Fixed: Enemy was completely missing in cache side missions
- Fixed: Do not automatically reduce viewdistance at main targets when fake UAV is on
- Fixed: Fallen trees could block satchels at side missions
- Optimized: Do not spawn commander in AI vehicles
- Optimized: Make use of new 2.06 scripting commands where possible
- Tweaked: Spawn factor variables
- Updated: Korean translation by kkim
- Updated: Russian translation by Babayka
- Updated: Simplified Chinese translation by SanJinSix

Update: Jun 17, 2021 @ 7:52am

4.55

- Fixed: Reverted some last minute changes which caused script errors
- Updated: Russian translation by Babayka
- Udpated: Simplified Chinese translation by SanJinSix

Update: Jun 16, 2021 @ 7:26am

4.54

- Added: CSLA Gabreta OPFOR version
- Added: Parameters for number of patrol and guard/camps spawned, d_priority_target implemented for most infantry, by longtimegamer
- Fixed: Mini tripod weapons where spawned inside bunkers when using a CUP version
- Updated: Russian translation by Babayka
- Udpated: Simplified Chinese translation by SanJinSix