Arma 3
A3 - Antistasi Altis
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Opdatering: 10. dec. 2015 kl. 15:24

- Reverted mission init to the old method, as it caused problems with non spanish servers.

Apologies.

Opdatering: 10. dec. 2015 kl. 13:49

10/12/15 0.17.6 Alpha
- Nerfed more AAF skill. Same than FIA AI. On early stages should be noticeable.
- When player is uncosncious by a shot inside a vehicle and dismounts, his AI squadmates will disembark in order to heal him.
- When loss of AI control caused by damage over the original player unit or the AI controlled, player gets a hint message.
- Undercover AI units no longer can be selected for autorearm.
- Corrected bug in CSAT punishments.
- Corrected few minor bugs in transfer to HQ ammobox script.
- Corrected small bug in Map Info related to the roads DB improvement.
- Some tweak with AI behaviour when they are back from Undercover.
- Mortar AI squads will deploy mortar in a more clear area, so probably the AI will be more eager to fire.
- Implemented workaround for support modules according to this: http://feedback.arma3.com/view.php?id=26913 Changed the number of playable slots and names. Feel free to modify them but allways add a variable in the same way I placed them.
- Changed the position of Tax Income report text to ensure all aspect ratio players can see it.
- Mission init improved as some parameters are picked from a DB in the case of Altis island, instead of building them on the fly (roads, number of houses on each city)
- Workaround on tasks deletion and existence checking bugs on BIS respective functions.
- Small changes in briefing text.
- Initialization tweaks and bugfixes.

Opdatering: 6. dec. 2015 kl. 8:36

06/12/15 0.17.5 Alpha
- IMPORTANT: City Road DB was traveling around the network A LOT. Reworked the Cities Road DB to be totally server sided. This should increase a bit network performance in MP. This is a very core change, heavily tested, but may lead to severe malfunctions, please report any issue you find.
- IMPORTANT: To adapt to the new stamina system, FIA grunt loadout will check for what weight the unit has in order to add a launcher. Same with AutoRearm: They won't search for a launcher if they are too loaded.
- IMPORTANT: Total rework on Undercover mode. Now player has to click the proper button un Y menu. On foot: A civilian uniform is required. When Undercover is lost in some cases, the player or it's vehicle will be reported, and the vehicle may become un usable or the player will need to wait for 30 in game minutes to be able to become Undercover again. Check briefing notes for details.
- IMPORTANT: Planting mines while undercover will make a check of enemy presence and, if in city, AAF civ support (simulating reported by an AAF supported civ) to lose Undercover.
- Stealing civilian vehicles will affect prestige in the respective city and, depending on city suport, maybe the AAF will be reported of players position and / or lose undercover.
- Liberating POWS/Refugees makes the player lose Undercover (if not, some missions would become extremely easy).
- Due to new Undercover system civilian uniforms have been added to the Arsenal.
- Small change on button distribution in Y menu. Dismiss units is now in AI Management menu.
- Corrected bug in some rare cases with the arsenal update and player placed preconfigured weapons.
- Some missions were waiting for despawning the mission vehicle in order to start the countdown for mission deletion. Corrected.
- Corrected small bug on helmets DB

Opdatering: 4. dec. 2015 kl. 1:41

04/12/15 0.17.4 Alpha
- IMPORTANT: As civilians are not a must, they can be almost disabled by setting the Civ Percentage to 0. Set to 0 will spawn at least one civ, one civ vehicle in the cities and civilian patrols per spawned city.
- Included Huron transport and appropiate cargo soldiers on NATO Attacks.
- AA Threat evaluation implemented for any air assault. If there is too much threat, squads will be mostly paradropped on high altitude, if there is low risk, then rappel or simple disembark will be done. Not for all types of choppers.
- Door animations to all vehicles (that have). You can now shoot into the APC/Heli while it has the doors opened.
- Excluded HQ Ammobox from the AI AutoRearm function.
- Mission vehicles returned to HQ (Bank and Money Convoy) and sold / garaged'd vehicles transfer all it's cargo to HQ Ammobox before they are deleted.
- Halved the small patrols in powerplants, resources and factories surroundings.
- Safer and nicer garage vehicle selection.
- Fancy task markers are back (lost due to procedure changes in the last Nexus Uodate)
- Corrected transfer cargo script when the ammobox had too few items it didn't worked.
- On moving HQ, the HQ stuff is invisible again in SP. Due to Nexus update the command has changed and seems broken in MP.
- First Aid Kits no longer available in Arsenal from the begining.

Opdatering: 29. nov. 2015 kl. 15:33

30/11/15 0.17.3 Alpha
- IMPORTANT: Dramatically, very dramatically decreased recruit AI pricing costs for both FIA and AAF as they were too high on top skill levels. Its supposed to be around 2xprice in skill level 20. This will make to see more Tanks, planes etc.. on AAF side, and "early" MP players will be able to recruit something on high skill servers.
- IMPORTANT: Nerfed a much more AAF skills. It should be much more noticeable on the early stages.
- IMPORTANT: Ignoring a "Kill the Traitor" mission will lead to a big loss on HR and money, instead of a "Defend Petros" mission. Failing it (Traitor reaches an AAF base) stays the same.
- Version is shown in hint when the player selects Game Options menu.
- AutoRearm: AI will pick magazines for secondary weapons from dead soldiers backpack, not only the empty backpack.
- Persistent Save message won't spawn in the middle of the screen.
- If FIA has NV Googles unlocked in Arsenal, the AAF will allways spawn with them, no matter their economics.
- Corrected error on squadmate dismissal which made units not despawning and money/hr spent not recovering.

Opdatering: 27. nov. 2015 kl. 4:22

27/11/15 0.17.2 Alpha
- Changed introshot script to initPlayerLocal as it was causing no init on players and they were able to move before server init.
- Added some additional unfiorms, sunglasses and other missing clothing to the initial Arsenal config. Thanks to Bullitt for his help.
- Corrected possible bug when player has HC selected and squad selected units and chooses to Control AI.
- 100% recover of the soldiers price when squadmates are dissmissed.
- Simulation disenablement was set to HQ vehicles instead of the others. Performance improvement.
- Doubled HR gain on Tax Income.
- Corrected small bug in Prisoner Rescue missions and doubled the HR income for success, as it is the hardest mission in Antistasi.
- Removed helmet removal upon headshot in MP (less traffic).

Opdatering: 26. nov. 2015 kl. 5:38

26/11/15 0.17.1 Alpha
- IMPORTANT: Mission Ending implemented. When more than half of the POPULATION (not cities), support FIA, you win.
- IMPORTANT: Mounted FIA mortars now work different. They get deployed on the floor once the truck reaches any given destination via HC. Once they have another destination they will pack and move.
- Corrected when MP player said "NO" to load previous session and had the chance of moving the spawn position.
- Added Stavrou identity for possible IA squadmates in MP.
- Destroyed cities give 0 income and 0 HR to both sides, instead of half.
- Created a special handle damage script for Petros so the check is not made everytime any FIA unit has been hit.
- Corrected bug when player was in control of a HC unit and selected the return action.

Opdatering: 25. nov. 2015 kl. 4:26

25/11/15 0.17.0 Alpha
- NEW FEATURE: NAPALM and cluster bombs.
- NEW FEATURE: NATO Bomb Runs. For 10 NATO points you have three options for bomb run: HE, Cluster and Napalm bombs.
- NEW FEATURE: Guard Dogs. They will reveal (by smell, no matter if on sight) any close barefoot FIA, no matter if undercover or not. They have some chance to spawn in Roadblocks, Resources, Powerplants, Airports and Bases. ISSUE: AI won't attack them, they love the Altis puppies. Humans will have to kill them by themselves.
- NEW FEATURE: Added some guerrilla uniforms, caps, bandanas etc.. to the initial Arsenal stuff for those players who want to play Barbie.
- IMPORTANT: You won't loose Undercover on foot by proximity (the dogs are the exception).
- IMPORTANT: CSAT and NATO now can attack other zones than bases, airports and cities. They will not use arty and/or bomb runs in those zones.
- IMPORTANT: NATO CAS Missions now may consist of up to three vehicles. Number and quality still depend on how much support the FIA has.
- IMPORTANT: Petros is not included in the spawning system which gives, in some cases, a performance boost. Near HQ vehicles will despawn if more than 300 mts away.
- IMPORTANT: Dogs in cities. But don't worry. They are just furniture. Or not....
- IMPORTANT: FIA mortar fire may lead to a S&D AAF patrol in the surroundings, simulating a mission to destroy the battery.
- IMPORTANT: Added some comments in initVar.sqf and initZones.sqf for the few braves who dare to try to modify Antistasi or try to make it work in custom islands.
- IMPORTANT: An FPS check will be done before performing lots of actions. Specially spawning units. AAF garrisons will stop spawning when a minimum is done (mainly building and static weapon groups). Players won't be able to recruit or ask NATO anything if the server is too loaded. Exceptions: FIA garrisons (not NATO!!!), basic AAF garrisons, sidemission units, small counterattacks. Big ones will be just delayed but won't spawn less units. Some other processes in the game will be bypassed when the check fails, such as the surrender script. If you want to disable this (and burn your server maybe) just put your FPS limit on a lower setting. Mission will allow you to set it on zero, and have a full Antistasi no matter what.
- Reworked CSAT and AAF surrendering code, better performance.
- NATO Air attacks will only consist on transport vehicles, as player can provide CAS and Bomb Runs separately.
- CSAT will use proper ammo types in their bomb runs.
- Reworked Persistent Save and destroyed buildings, it wasn't working after a second Load.
- Added some ACO optics to the possible Arsenal asstets. Added IR beams to AAF ammoboxes.
- Civ Percentage config is now in 1% basis and has a minimum of 5%
- Double garrison spawning now depends on FPS too, if everything is OK, double garrison is spawned.
- Better code for Radio Tower killed check.
- Reworked vehicle spawn/despawn system to have some better performance and maybe less explosions when spawning.
- AAF will make big attacks even with no money.
- Kastro Castle is excluded from any ground attack from AAF, as the AI mess up with vehicles and castle door.
- Added some voices to non unconscious injured soldiers when they ask for a medic.
- Hopefully the near HQ parked Ammo trucks will be almost empty on persistent load.
- Safer vehicle spawning in airports.
- Surrendered units won't generate traffic in the network.
- Defend HQ missions by mortar fire were not spawning properly in MP
- Now players can add Air and other types (no NATO) of vehicles to the garage pool.
- In City Supplies missions, in MP, undercover near track units were not loosing undercover. Solved.
- Reduced the maximum number of bomb runs in CSAT punishment from 6 to 3. Most of the cases will be 1 or 2.
- Corrected: FIA soldiers were spawning with AT weapons with no ammo.
- Civilian defense in CSAT punishments is now spawned instead of picking them from the already spawned civs. Minimum of 8, their number depends on % Civ spawning rate, population and FIA support. Very untrained.
- Militia with GL ifles will spawn with 3 HE grenades.

Opdatering: 20. nov. 2015 kl. 10:44

20/11/15 0.16.4 Alpha
- Destroyed military buildings integrated in save system. They will be destroyed upon load.
- Omptimised a bit the code for placing statics in mil buildings.
- Corrected bug on TFAR. Now should work.

Opdatering: 20. nov. 2015 kl. 1:58

20/11/15 0.16.3 Alpha
- IMPORTANT FOR ACE USERS: Basic field medical items, such as bandages, morphine etc.. added to the Arsenal.
- Corrected some bug in rare circumstances deleting roadblocks/outposts.
- Corrected small bug in AAF Ammobox content.
- Corrected small bug in NATO Ammodrop missions.
- Changed my ugly map icons by the super nice BIS 3D icons on sidemissions. Old markers will appear only when the target is moving (fleeing Traitors btw).
- Destroy Vehicle missions now have a better way to ensure vehicle is not destroyed when it spawns.
- Added a bit more difficulty to Kill the Traitor missions with an AAF patrol in the house surroundings.
- Auto Rearm orders now a bit less chaotic regarding squadmate messages. Only a bit.
- FIA mortar soldiers now have the proper skillset according to FIA skill level.
- Radios added to HC squad leaders and mortar squads.
- Small changes to ensure mortar / CAS support availability.
- Implemented a hard reinit of all the radio support system with Reinit UI button.