Arma 3
A3 - Antistasi Altis
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Update: May 28, 2018 @ 5:45pm

1.0.6 28/05/2018

- Jeroen Arsenal fix some leeks which allowed players select whatever equipment. Thanks to Jeroen
- APCs and Tanks will pop smoke only once when damaged. Removed damage processess when killed.
- On load, building destruction wont be smulated to avoid collateral damages and unnecesary anims.
- Removed some missed time delay to recover enemy AI after being revived by AI.
- Improved handle damage checks while AI is controlled.
- Fixed: when player respawns player is flagged as unconscious.
- Re enabled AI teleport to player when they cannot reach the player while unconscious because of AI pathfinding.

Update: May 26, 2018 @ 8:06am

1.0.5 22/05/2018

- IMPORTANT: Conquer QRFs can be dispatched on AI vs AI factions. Instead of only send major attacks to eachother, we may find several qrfs dispatched on the same time, taking advantage of weaker garrisons.
- IMPORTANT: CSAT intervention now starts with WL 2.
- IMPORTANT: Petros / Maru is now invulnerable to player fire + punishments have been removed. In case he is killed by any source which is not direct AI fire, petros will respawn without consequence.
- Reinforcements now may reach with fastrope or paradrop.
- Corrected wrong call on fastrope script on QRF.
- Debugged (not solved) some error in garrison update.
- Corrected small bug on QRF when the vehicle is a truck and only one soldier spawned.
- Idle status of an airbase or outpost now depends on several factors and may be busy for some tasks and not for some other. Map info will report the minimum requirements.
- PvP players wont count on the "enemy nearby" checks for recruiting etc.
- Corrected small bug in QRF which prevented some actions.
- AI wont decide to send reinforcements to areas under attack.
- Ai wont pick unlocked things when looting.
- Increased much more enemy distance for AI to decide get to cover instead of return fire.
- Revive is far more reliable, more BIS alike.
- Fatal wounds now depend on body too, not only head.
- Minor body parts can have "unlimited damage".
- AI will cancel revive procedures if they get damage in the process.
- Some nicer icons here & there.
- Revive won't be possible in water.
- All basic faction vests unlocked by default.
- Statistics get updated on persistent load.
- Safer fastroping positions for AI attackers.
- Arty wont spawn in carriers.
- Supply missions are lost when the box is lost.
- Bulletproofed "transfer to ammobox" script to avoid some errors.

Update: May 21, 2018 @ 4:33pm

1.0.4 21/05/2018

- Fixed bugs that made convoy missions not launch.
- Convoys in Altis work much better now, not with the cohesion from Tanoa but with more chances of arrival.
- Land forces sent from long distances too
- Implemented a side check if vehicles are stuck on a bridge, in those cases, with no player present, the vehicle will unstuck.
- Corrected small bug on FIA AT troops init.
- Rework Commander dialog to allow commander rennounce.
- Now really added additional RHS vest.
- Increased a bit enemy distance for AI to decide get to cover instead of return fire.
- Reduced minimum garrisons on small zones to 1.
- Persistent save on destroyed mil buildings is back again.
- Choppers will land in safer distances.
- CAS Air is back on major attacks to airports.
- Friendly AAF spawned during daytime wont have NV

Update: May 20, 2018 @ 4:53pm

1.0.3 20/05/2018

- IMPORTANT: Early stages AI skill will be lowered, as there was some wrong calculation which made training beyond 5 skill level making AI Rambos.
- Reverted no busy status because of QRF sent in airports, outposts will require more time to recover.
- Reduced reviving times.
- Improved visual aspect for undercover AI.
- AI will prioritise outposts and seaports in order to decide to reinforce a garrison.
- Added some delay on AI heal procedures to avoid flood in case of massive damages.
- Temp inmune AI on spawn to avoid malfunctions.
- Killing an AI teammate wont make everyone hate you.
- Refugees and other non ambient civilians shouldnt despawn in dedicated servers.
- Custom assets and skillsets for faction SPECOPS / FIA substitutes also apply for mod units.
- Added additional light vest with RHS GREF.
- Fixed: OPFOR and GREENFOR are enemies again.
- On major attacks, planes wont form part of the vehicle pool (apart from CAS). On minor, will depend on what's the threat (only AA cratfs were spawned before).
- Armed cars and money vans shouldnt have broken wheels by accident now.
- Convoys wont be send with origin and destination of different side.
- Altis should have better weather now.
- Right Stavros group ID in Altis.
- Enemy does not wait to lose a jungle / forest / hill to build minefields in it.
- PvP players will be able to Fast Travel to their respawn point.
- Last? Attempt to fix broken BIS task functions with JiP players.

Update: May 18, 2018 @ 7:34am

1.0.2 16/05/2018

- IMPORTANT: Reviving takes time, depending on the injuries received. Still has some glitches but gameplay improvement wotrth it.
- Ambushed AI will react faster, trying to take cover when engaged, take deffensive positions, evaluate the situation and react.
- Unconscious teammates wont be loaded in trucks if there is some AI or player reviving.
- Teamkilled players disguised as enemies wont cause punishment to the killer.
- HQ AI garrison are rambos, the top killers, Petros / MAru personnal guard.
- Raised alot bleedout time in MP.
- Removed feature when player bleedsout and AI don't reach him, as they seem very realiable in pathfinding.
- Corrected small bug on PvP briefing.
- Corrected big bug in RB / Forest patrols in MP.
- Re enabled Land QRFs.
- Removed tanoan civvies in Altis.
- Time to recover from revive on enemy AI is equal to friendly AI.
- Removed Tanoa civ car from RHS template.
- When an AI gets severe damage but not unconscious, will try to get to cover instead of just dropping smoke.
- MP client persistent load should be fixed.
- Removed time to recover for enemy AI after revive.
- Hopefully resolved some spawn in destination attack bug.
- Reworked "being carried" and "carried" status to avoid some bugs.
- Lowered a bit NATO skill.

Update: May 15, 2018 @ 4:32pm

1.0.1 14/05/2018

- Player won't be able to garage an air vehicle without being near an airport.
- PvP players will be able to "steal" unarmed vehicles from their faction airbases and outposts.
- More intense suppressive fire use on AI.
- AI Supressed status checks to perform some actions.
- Fixed radio tower duplicity on headless clients.
- Player arty markers shouldnt be visible for other factions or JIP players.
- Altis civ car available to buy is now a non APEX car.
- Airports wont have "busy" status if they send a QRF, yes for outposts.
- Server members (or everyone if the feature is disabled) wont have group / locked restrictions when boarding a vehicle.
- Changed PvP NATO Sniper by NATO MG role.
- Non server members wont be able to know HR and Airstrikes.
- NATO PvP players with RHS will have proper loadout.
- Corrected bug on initialRifles variable in MP.
- Reinforcements will be executed by HCs.
- Fixed locality issues with ace items variables so problems in Arsenal should be solved. Those variables are required to fix ACE bugs and config fails which conflict with BIS functions.
- Altis vanilla weapons found in anmoboxes are more basic vanilla.
- Drone backpacks as possible loot are now greenfor to avoid friendly AI shoot at them.
- Removed the unlimited wave when CSAT attacks and has only one airport.
- More major attack waves depending on faction, destination and War Level.
- Removed convoy creation when major attacks are small.
- Reinforcements now are dispatched in helis for remote places.
- Checks for enemy presence will ignore dead, captured, uncosncious etc. enemies.
- ACE assets added to PvP player loadouts depending on ACE config.

Update: May 13, 2018 @ 3:46pm

0.1.0 23/04/2018

- NEW FEATURE: When a garrison is under attack, all players will receive a notification about it with relevant info. PvP too. PvP mission experience should change A LOT.
- NEW FEATURE: As visual aid, SDK markers for SDK players display the total garrison in map
- IMPORTANT: Added CSAT & NATO carriers to ensure faction presence during the whole match.
- IMPORTANT: Doubled HR gain on every tick.
- IMPORTANT: Seaports owned by SDK will boost support gain on cities with SDK support.
- IMPORTANT: Removed notification map markers on contact as they seem very unrealistic and the HC module does the trick. Only remain under certain circumstances.
- IMPORTANT: Improved code structure to make easier ports to another islands :)
- IMPORTANT: Titan and any kind of guided missile weapon wont be unlockable, Militia will no longer spawn with AA (at least in vanilla).
- IMPORTANT: Undercover lose condition from roadblocks applied to airports and outposts.
- "Take the Flag" action will require to decimate the zone.
- Corrected bug on garrison modification when AI dies.
- Optimised code for reaction when AI loses a teammate.
- Higher chance for AI to surrender.
- AI may send BIG QRFs under certain circunstances (MP-Only).
- Time for next tick will be persistent saved.
- Fixed bug which made transported units to bleedout.
- Corrected bug on Add vehicle to squad option.
- Optimised road searching with DRY techniques.
- AI wont send tanks to places without good roads nearby.
- Better AI behaviour while in APCs
- Better AI spacing for disembarking in major attacks.
- APCs use again their smokelaunchers when AI disembarks.
- NATO will ignore collateral damage when deciding to send a CAS bomb run.
- Corrected rare locality issues when a player captures a flag in MP.
- No more Logistic missions in destroyed cities.
- Caped maximum refugees to spawn no matter how big is the house.
- Players wont be able to use Y menu when unconscious.
- More awareness of air enemies to AA / vehicle AI.
- Fixed: AI places mines in jungles.
- Reduced a lot required time to recover helis and planes for AI.
- Removed requirement for being in the same island in logistics missions.
- Added some dynamic "bad to chose as destination" for land vehicles zone detection.
- Adapted faction texts to the Mod is used (AFRF instead of CSAT etc).
- Now FIA squads may be composed by NATO static MG components
- Added a new outpost near Rochelle.
- When dismissing a Mortar / MG group refund is correct even if the AI has the gun packed.
- Fixed server deleting defending civs on csat punishments.
- Refugees wont spawn in containers.
- If some military building is detected, it will get populated with MGs and other.
- Static MGs in airports now got manned.
- Better positioning of statics in airports.
- Raised a bit convoy distance.
- In SP civs stop spawning if the AI limit is reached.
- Waved major attacks wont count as wave when the number of spawned units is low.
- Radio comm interception wont benefit PvP players.
- Heal and repair wont heal unconscious units while being transported.
- RHS arty now works.
- More complete RHS integration.
- Removed exploit on player loadout + MP + persistent save.
- Added JNL to surrendered units ammoboxes.
- Gendarmes will use their primary weapon by default.
- Re enabled control of POWs.
- Raised a lot radius for AI decide attack from Airbases and Outposos.
- Raised minimum garrison squads to 2.
- ACE eraplugs for ACE PvP players.
- Skip Time works again with PvP players present.

Update: Mar 14, 2018 @ 1:38pm

1.Adjustment of AI amount in various places of Altis making mission playable with reasonable FPS even in Kavala and Pyrgos. Consider anyway that over 200 AI spawned their performances decrease.


a.Changed and added enemy places, watch out also named hilltops, CSAT might hang around.


b.Removed automatic FIA reinforcements upon capture


c.Removed NATO garrison [WIP: an alternative way to add it]


d.NATO aircraft won’t spawn in enemies [WIP: an alternative spawn rule to make enemy AA only as a threat for NATO again]


2.New Y Menu: buttons on the right are: from top to bottom: player, commander, admin menu.


3.AAF Fortification: enemy spreaded more on the island and builded more defense!


4.Dynamic Roadblocks: enemy roadblocks will spawn depending on the frontline shaped on FIA controlled territories (town won’t count as such), AAF keep rebuilding them until the frontline change.


5.Limited Arsenal: collect items in the amount you actually find around (stealing enemy boxes is a fast way to scavenge, looting bodies takes time and might be dangerous). No more unlock! And don’t cry for them!


a.FIA AI will take a random weapon that is above 25 of value, they won’t remove them from arsenal tho.


6.New Garage: brand new custom interface with ability to customize vehicle too maybe attaching your ‘50 cal on the back of your civilian offroad! (can’t be rearmed yet tho) Buy vehicle option has been moved here.


7.Personal Save: items you wear, rank, money etc. are saved separately and instantly. So, in multiplayer, those will be kept regardless campaign restart or previous game load. You will lose all gears if you disconnect/exitgame further than 100m from HQ. [! even in singleplayer, losing gears or garaged vehicle can’t be restored by loading a previous save game]


8.CSAT mechanics:


a.CSAT support rise and decrease depending bases and airport you control.


b.CSAT Hilltops elimination will increase the CSAT value by 5, they no longer have a mortar place (it interfered too much with player missions)


c.From >21 CSAT point = chance, based on CSAT points, to trigger the Traitor mission (no longer happening at early game then unless you’re too aggressive


d.From >19 CSAT points = CSAT punishment can happen, possible town targets are the ones which support AAF lower than 35 and depend also on CSAT value.


e.From >44 CSAT points = CSAT can join AAF attack.


f.Commander can reduce 10 CSAT support by spending 100 NATO points


9.Logistic script: load boxes on trucks, cars and boats with a specific animation, will allow you move enemy lootboxes, mission crates, and HQ assets when HQ need to be moved. See you around bringing your quadike in the back of a truck or bringing supplies to Kavala with your motorboat.


10.Missions:


a.Supply Delivery and Supply Recovery now fancy physical boxes from IDAP (DLC not required) that have to be loaded and unloaded from vehicle to accomplish.


b.Traitor mission will be triggered only above 21 CSAT support points and depending on its value.


11.Army Level: Invest money (work in progress for better requirements) to progress: each level affect: the cap of FIA Skill Level, quality and quantity of roadblocks and camps.


12.Weapon Proficiency: Machineguns and big rifles are better handled by Autoriflemen and Marksman be sure that’s your role to use them otherwise you have a bad sway.


13.[SP] Change Class: Interact with the green box to change your class freely.


14.QRF mechanics: QRF can depart a lot more than before and Radio Towers destruction won’t affect the enemy QRF coming


15.NATO resupply: tweaked the contents adapted for a proper resupply in the field and balanced on 5 soldiers. Gear quality is based on FIA Army Level and no longer on NATO points.
NATO AirAssault: 3 transport helicopter will paradrop 30ish NATO soldiers to help attacking a base


16.Fuel scarcity: most of vehicles will be low on fuel, visit fuel station in town or steal fuel truck to refuel.


17.Civilian vehicles:


a.Stop Civilian vehicles by shooting it once, the civilian will dismount


b.Vehicles will have 2km destination and return to avoid dangerous traffic.


18.Gear removal: upon login in the first time the gears are removed and civilian clothes are added.


19.[MP] Membership allows only being commander and recruiting AI, no more Arsenal and Garage restrictions. [actually clans requested it again, so might be reenabled as soon good criteria are found]


20.Removed Boat Patrol if playing with RHS mod enabled


21.Static guns won’t appear during the same session on territories reconquered by enemy.


22.Bases and Airports: Slightly addition of buildings from editor to better defend


23.FIA Garrison improved solidness of static gun placement and gunner will use them properly!


24.Add to Garrison recruited or high command units directly with Y menu



Technical
A.SaveGame of 1.7 is INCOMPATIBLE!


B.A lot of bugfix, probably followed by new bugs introduced.


C.Improved scripts efficiency for less CPU usage


D.Apparent inconsistency of FPS limiter: it has no more real uses, we hope FPS remain balanced thanks to the new measures.


E.Pre-spawn the area for AAF attack, CSAT punishment and NATO Airassault to optimize the fight


F.Ingame Briefing can be readed by opening map on the left or on web.


G.90% Russian Translate: many thanks to AlexTriada, VelvetNight and BeZZuBik41 and Alex_lat for the huge effort!


H.90% Spanish Translate: many thanks to Nemesti


I.Disabled the vanilla Save option to avoid people using it causing major insidious bugs which can’t be detected immediately by inexperienced users (who will indeed complain after when the major bug show up)


J.Integration with mod inidibi2 from code34 to store multiple savegames, works both SP and MP (warning, be sure the 64bit .dll for dedicated server or it won’t work, since 24 december 2017 should be included. Has to run serverside only.)


K.Increased ACE awareness: mission can be played with a modded ACE3 version without the medical system(simply remove the related folders), definitely better for SP experience considering the ACE3 medical integration for SP isn’t optimal.


L.Unconscious units won’t count for win/lose markers.


M.[MP] Membership can be defined by creating this file: \arma3\A3Antistasi\memberlist.txt this allow to editing the memberlist without changing the mission itself.


N.[MP] Automatic load of previous campaign, to start a new game select Parameters before starting when you see the role selection.


O.[MP] AI handling is assigned with rules to headless-clients and to server with proportionality and with priority to headless-clients


P.Removed smokecover from eventhandlers: was serverbreaking


Q.VCOM AI can be activated in MP from parameters, i suggest to do not… it’s half integrated but i’m not continuing it… if anyone is willing to work on that he’s welcome… however i don’t think we gonna need VCOM, more important AI scripts have to be written (check future projects)



Update: Feb 17, 2017 @ 12:01am

Please refer to www.a3antistasi.com to see the full patch notes of this version, as there are "an armillion" of new features and bugfixes and this box hasn't enough space to give detail.

Update: Sep 1, 2016 @ 5:54pm

- Hopefully fixed Logistic Missions bug.