Arma 3
A3 - Antistasi Altis
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Update: Feb 2, 2015 @ 4:34pm

03/02/15
- Radio Towers now have a marker, and updates when you destroy one.
- Ammobox / Truck content transfer feature now supports backpacks and it's content. Persistent Saves too.

Update: Feb 2, 2015 @ 3:20pm

02/02/15
- Fixed bug in SP on initial HQ enplacement, Stavros did not teleport to the new position.
- FPS change now applies logical parameters.
- Solved Dedi Issues on initial selection of HQ enplacement and Build HQ option.

Update: Feb 1, 2015 @ 5:22pm

- Fixed bug on Dedi which didnt allow Stavros to choose the HQ initial position.

- Now players respawn with a gun.

- Now players respawn without ammo, except the one loaded for this gun.

Update: Feb 1, 2015 @ 2:18pm

Hotfix: When you remove a minefield, now you recover the money. Sorry

Update: Feb 1, 2015 @ 1:56pm

Lots of changes!:

- Savegame on SP no longer automated, as requested by lots of players.
- HR Addition will be on a smaller amount: 10% of the % that supports FIA on each city, instead of 100%. Sounds logical, some civvies are old to join a war...
- Spawning system optimized: no more whole area spawn while the players just pass by for a second.
- Minefield deletion implemented.
- Minefield expenses integrated with persistent savegame. Now the money you spent will be saved.
- FIXED: Patrolling AI was inmune to mines if far away from players.
- AAF is busy for a much longer time when performs an attack or counterattack. This will give players a chance of retreating and attacking somewhere else.
- Transfer ammobox / truck scripts: removed anything about backpacks until I find a workaround. Backpacks and Vests will have to be moved manually.
- New feature: FPS limit for stop spawning civilians. Stavros will be able to establish a minimum fps based on FPS average to spawn civilians and optimise server performance. Use with civilian spawn ratio configurator for better results. If you understood nothing, don't touch that button.
- Tweaked Revive script with hope no one dies without revive possibility. Hopefully.

Update: Jan 27, 2015 @ 5:46pm

- Hotfix: Minefield deployment should take 10 minutes, not 30 seconds. Sorry.

Update: Jan 27, 2015 @ 5:42pm

- Improvements on Spawning / Despawning systems. Now is 100% server sided, and should avoid more problems on JIP and Respawn in Dedi.

- Second bugfix on Ammo Truck loading on clients.

- New feature: Deploy minefields. Under test. WARING: Minefields are not integrated on persistent save, and they are expensive. You will loose them on next restart.

Update: Jan 27, 2015 @ 9:57am

- Reworked JIP / Respawn with hardcoded players check, hopefully it is the last issue with spawning / despawning in dedi.

- Corrected transfer ammo from truck to HQ ammobox so clients can dow do it too.

- Added new "Game Menu" in HQ Map. Has some fetures for Stavros (persistent Save, Garbage Clean) and two new features.

- Civ % spawner regulator allows Stavros to raise or low the % of real population to spawn on near cities. Minimum of 10%. This will allow players to make performance tweaks on server/client.

- Now the reinforcement vehicles will be marked in map as soon as the driver gets in.

Update: Jan 27, 2015 @ 2:27am

- HQ Placement Selection on the begining now does not allow to select spots near the enemy.

- Added a small "tutorial" on the briefing and reworked briefing.

- Now corpses don't dissapear on despawn, only depend on time, so if player comes back in a short time, enemy reinforcements will have arrived but dead soldiers will be still there. Garrison will be on altert then.

- If you kill or capture city garrisons now AAF will send a patrol same as smaller sites.

- AAF Commander Economic decisions. Now if there's enough money and at 100% assets, AI Commander will buy CSAT prestige.

- Fine tune of the Undercover mode.

Update: Jan 26, 2015 @ 5:45pm

- Diminished the island population: Less Civs spawned and less money for each side.

- Now vehicles never despawn close to your HQ