Arma 3
co40 Domination! Blufor [4.73]
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Update: Mar 11, 2019 @ 2:55pm

3.99n
- Changed: Draw MHQ 3D marker in every frame again
- Fixed: Critical error (bonusVec script with DB crashes) and a faulty array of bonusVec positions when loading DB savefile (by Auge)
- Fixed: Score was subtracted for parajumping from base/flag even if the player did not jump/closed the dialog
- Fixed: Pylon loadout dialog was closed when a player openend the dialog with the space key (focus issue)
- Changed: AI inf and vehicle groups respawn times at main targets can now be changed with d_ai_groups_respawn_time array (check fn_preinit.sqf; can also be added to dom_settings SQL DB table)
- Added: New marker system at main targets. You'll see now areas with enememy AI units
- Changed: Better mhq (bike) vehicle creation (by Auge)
- Changed: Increase the time for enemy AI inf respawn groups with every barracks building destroyed to prevent respawning at one building of all groups

Update: Mar 6, 2019 @ 8:38am

3.99m
- Fixed: Draw3D for other players in revive spectating was missing because of missing define
- Changed: Calculate player positions for draw3D player names above heads in every frame again (every 4 frames is not smooth enough)
- Changed: Added old Domination and A3 logo resources to new intro
- Changed: Don't respawn enemy AI groups if there are no players on a persistent server
- Changed: More robust move checks and deletion of enemy AI air units spawning at the edges of the map
- Changed: More checks if a player is admin (every frame again instead of every 10 frames)

Update: Mar 4, 2019 @ 10:12am

3.99l
- Added: New mission parameter to disable artillery cooldown (default 300 seconds) (by longtimegamer)
- Added: Replaced the explicit user ID with #adminLogged for Zeus access (by longtimegamer)
- Added: New parameter infantry can occupy buildings using script by Zenophon (by longtimegamer)
- Added: New parameter probability of infantry being chosen to occupy a building (by longtimegamer)
- Added: New parameter disable enemy air attack (by longtimegamer)
- Added: New parameter punish for killing a civ (instant death) (by longtimegamer)
- Added: New parameter maximum number of enemy infantry barracks, default 4 (by longtimegamer)
- Added: Improved spawning of occupying enemy AI, now does not break up non-garrisoned groups (by longtimegamer)
- Added: New parameter to configure the number of garrisoned groups to spawn at each target (by longtimegamer)
- Fixed: Isle defense was broken when running on a headless client
- Changed: Set damage to 0 when infantry AI units spawn in the air after some time
- Added: Marker at UAV position with player name when a player connects to a UAV
- Fixed: Main target units/vehicles did not get deleted correctly on a headless client
- Fixed: When a headless client was used camp marker handling was broken
- Fixed: When side missions only was selected a script error related to d_cur_tgt_pos was thrown
- Fixed: New RscMapControl config properties introduced in 1.90 release candidate caused dialog error
- Added: New parameter attempts to place the first enemy camp very near (10m) the center of the main target (by longtimegamer)
- Added: Select air taxi type
- Added: The player who called in an air taxi can now change it's destination after calling it in
- Changed: You can now change pylon loadout for pilot and gunner individually in the pylon loadout dialog (like in 3DEN editor)
- Fixed: Sabotage group choppers did not get deleted if they did not move (Arma problem, sometimes vehicles do not move even if they have a valid waypoint)
- Added: AI inf unit spotdistance, spottime and aimingspeed changes at night or when there is fog or rain
- Added: You can put this setVariable ["d_disable_pylonloadout", true] into the init field of an editor placed plane/chopper to disable pylon loadout for this air vehicle
- Added: Pylon loadout can be disabled completely in the server lobby/params (d_pylon_lodout -> "Pylon loadout enabled:")
- Added: Repack magazines (button available in inventory dialog)
- Added: Lock player backpack for other players
- Added: User markers now visible in 3D world (can be toggled on and off with User Key 16, please make sure to set the key up in A3 control settings; not available in ace)
- Optimized: Moved calculation for draw3D stuff outside the 3D draw eventhandler (not everything needs to be calculated every frame)
- Fixed: Multiple handleScore EH's got added in hosted environment (by Auge)
- Fixed: "Killed" parachutes added/subracted points (by Auge)
- Fixed: Small fixes for wreck repair point (by Auge)
- Changed: Less enemy AI inf groups at main target but faster respawn (non TT versions)
- Changed: Do not delete isle defense groups if players are less than 1000m away
- Changed: Removed delete marker from specific user because the id inside the user defined marker is not the net id but some other whatever ID
- Changed: Enemy AI inf and vehicle groups have different respawn times at main targets now
- Changed: Any group leader can now rescue/arrest AI units in side missions and not just the artillery operators
- Added: New A3 style intro which can be canceled immediately by pressing the space key
- Changed: Only check for enemy AI infantry to announce a new main target (some vehicle types might not get spawned anymore :))
- Added: Ambient vehicle radio chatter (by lelik). Check d_WithAmbientRadio in description.ext/With ambient radio: in server lobby params
- Added: Ambient vehicle radio chatter for the RHS version (by lelik)
- Fixed: Don't save player score to database if player score <= 0 to prevent overwriting DB values
- Fixed: Loading and placing bonus vehicles from a database save file was not using the latest code from getbonus.
- Fixed: Wrong trigger size was used for player placed FARP triggers on remote clients
- More optimizations

Update: Nov 4, 2018 @ 3:13am

3.99k
- Fixed: For whatever reason BI dynamic groups dialog script suddenly overwrote teamswitch key handling

Update: Oct 20, 2018 @ 9:16am

3.99j
- Changed: Removed player shooting too much at base message (plus kick to server lobby with endmission)
- Fixed: Player names over head were not showing if max revive lives were set to unlimited
- Fixed: Script error in fn_vehirespawn.sqf and planes exploding when respawning
- Fixed: Rare script error in createmarker functions
- Changed: Removed d_rev_respawn_vec_types
- Updated: Russian translation

Update: Oct 2, 2018 @ 7:46am

3.99i
- Added: Rosche, Germany Blufor version ( https://forums.bohemia.net/forums/topic/219592-rosche-germany/ )
- Fixed: Base AA vehicles could be lifted
- Fixed: Stupid bug in fn_create_sm_bymarkers.sqf which broke creation of sidemissions by markers only completely :/

Update: Sep 20, 2018 @ 3:29pm

3.99h
ATTENTION: Altis Blufor, Altis Opfor, Altis RHS Blufor and Altis RHS Opfor mission.sqm files have changed

- Changed: CAS plane now starts either 90 degree left or right of the player to prevent killing him if he calls CAS on a hill
- Changed: You can now select another destination for an air taxi, till now it was base only (which still is default)
- Fixed: UI in Status Dialog to make Russian translation fit better
- Fixed: Script error in Spectating Dialog (game breaker :/ )
- Changed: Removed With AI mode in server lobby in the TT version again
- Fixed: Memory leak in fn_airtaxiserver.sqf
- Changed: Replaced air taxi choppers with VTOLs (where possible)
- Fixed: Air Taxi script on the server did not end if a fast air taxi like a VTOL reached the endpos
- Fixed: Air Taxi landing position is now using findEmptyPosition to find a suitable landing spot
- Fixed: Script error in Get_Heli_Rappel_Points function (me too stupid to optimize :/)
- Fixed: Spectating respawn button was immediately available when respawn_available_after timer was still running
- Fixed: Spectating respawn button was available when clicking on non available MHQ
- Fixed: Show main target color winner side in the TT version (green for draw) again
- Added: Russian translation (WIP) to Stringtable
- Fixed: Deliver sidemission start corrected in Altis mission.sqm files
- Fixed: Sabotage at base did spawn default A3 unit instead of RHS units in the RHS versions
- Fixed: Containers were floating at some Farps in the Altis versions

Update: Sep 17, 2018 @ 3:31pm

3.99g
ATTENTION: TT Altis Blufor mission.sqm file has changed

ATTENTION 2: Change d_side_missions_random in missionsave and missionsavett in the SQL database from 300 to 600 (if you are saving mission progress)

- Fixed: It's Papa Bear not Papa Baer (well, in German it is correct :))
- Fixed: Altis TT version blufor respawn position at base corrected (respawn could happen on balcony of the nearby building)
- Changed: Removed player spectate at base from TT version
- Fixed: Side missions award did not spawn in the TT version because of empty spawn marker array :/ (Game Breaker)
- Added: You can now put your earplugs in and out with user action key 15 (you have to set a key in the game/A3 control settings yourself, user 15!)
- Changed: In the TT version players have to wait 30 minutes (outside the running mission) to switch sides, otherwise they get kicked to the lobby of the current server
- Fixed: Do not show the "Nearby informed players:" message in spectating when a player has no lives left
- Fixed: Disable spectating respawn button exec if player has no lives left
- Fixed: Players who connect again immediately and have no revive lives left can play again
- Added: Transfer score to another player dialog in ranked mode
- Fixed: A IFA3 classname was used for spawning a side mission unit in the RHS version :(
- Fixed: If a headless client was connected it overwrote player scores in SQL database

Update: Sep 13, 2018 @ 3:11pm

3.99f
ATTENTION: @extDB3\sql_custom\domination-custom.ini has changed!!!! You have to replace it with the new version!!!!!

- Fixed: Vehicle ammoload did not work in the IFA3 version
- Changed: Disabled loading and saving gear in Virtual Arsenal in the IFA3 version
- Fixed: Arty operators were not able to call in artillery strikes anymore in the TT version
- Fixed: Players were able to grind points by destroying their own vehicles
- Fixed: Nasty bug in fire arty server script which broke arifire in the TT version
- Fixed: Completely broke point handling in ranked mode (points needed for firing arty or calling in CAS) -> game breaker :(
- Fixed: Don't send player overview for players who are not in the SQL database yet, broke initPlayerServer script
- Fixed: In the TT version when a player switched sides SQL DB totalscore was not transfered to the new player in a running session (for the game it is a new player)
- Fixed: Enemy spotted one of the teams was written twice on screen in the TT version
- Fixed: When a player switched sides in the TT version he got the weapon he had saved while beeing on the other team side
- Fixed: When ace was used in combination with ranked mode it broke Virtual Arsenal

Update: Sep 8, 2018 @ 4:08pm

3.99
- Changed: Rearanged i_weapons_default.sqf and added missing A3 weapons
- Changed: Rewrote i_weapons_base.sqf, i_weapons_x now has a new format (weapons and other stuff now only needs the class names and no arrays with class names and other information anymore)
- Changed: TT weapons and items are now handled inside the normal coop ranked part in i_weapons_x
- Changed: i_weapons_x no longer loaded when ranked is not activated
- Changed: Removed more stuff from Virtual Arsenal (like virtually all static weapon backpacks and civilian clothes)
- Fixed: Night vision goggles and rangefinder were added in the IFA3 version
- Changed: In ranked mode blufor only uses blufor weapons and opfor only opfor weapons
- Added: CUP weapons and items for ranked mode
- Removed: Self heal from x revive (who needs it in times of MedKits)
- Changed: You can no longer parajump into a main target area
- Fixed: Stupid copy and paste error in vehirespawn and getbonus scripts
- Added: Random ambient battlefield sounds at main targets
- Added: IFA3 weapons and items for ranked mode
- Fixed: CAS did not work in the TT version
- Fixed: Not much enemy AI was spawned in the Sahrani CUP version because of SLA group name related changes in CUP
- Fixed: Ace arsenal now also saving weapons correctly for respawn when dialog closes
- Changed: Viewdistance now persistent (after changing it Status Dialog)
- Added: Random house patrol for AI inf units at main targets (can be enabled/disabled in server lobby "With enemy AI house patrol at main targets:" / d_house_patrol)
- Fixed: Air taxi did not work in non with friendly AI versions
- Added: If Unsung mod is found show only Unsung stuff in Virtual Arsenal
- Optimized: When With AI is enabled run HighCommand helper script only if HC gets activated
- Optimized: Ranked weaponcargo only called when rank changes now and not running in an extra script for all weapon crates
- Fixed: In rare circumstances handleobserver script could break out with a nil variable value