Arma 3
A3 - Antistasi Altis
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Update: Mar 2, 2016 @ 2:14am

02/03/16 0.18.11 Alpha
- IMPORTANT: Drastically reduced (/4) factory bonuses.
- IMPORTANT: Removed a powerplant in NE Altis, and replaced it by a factory. WARNING: THIS MAY CAUSE MALFUNCTIONS AND LEAD TO FORCE A MISSION RESTART.
- IMPORTANT: Added two seaports + sea patrol zones in N-NE Altis. WARNING: THIS MAY CAUSE MALFUNCTIONS AND LEAD TO FORCE A MISSION RESTART.
- IMPORTANT: Powered cities gain +1% support for their side if less than 50% and total support is less than 100% on each Tax Report.
- Ranks preserved on MP respawn
- 10% Personal money loss on MP respawn.
- Updated briefing, thanks to dahoon for spelling corrections.
- Some hints were not appearing for non server members.
- Optimised membership functions.
- JIP players weapons were not geting deleted on Stat Load.
- Getting killed will affect city support in the same way it does with AI.
- Removed negative impact on AAF city support when FIA conquers a zone (the kills are enough).
- On default revive and TFAR, players have a small change of losing voice comms too.
- Some TFAR tweaks to ensure no LR radios are given to the players and they may use enemy vehicles to use them as LR radios.
- Power supply status was not updating correctly in AAF cities on Persistent Load.
- Updated player markers script so when a player disconnects while unconscious the marker is deleted.

Update: Feb 29, 2016 @ 2:56am

29/02/16 0.18.10 Alpha
- IMPORTANT: AAF Outposts now have a mortar.
- More UPSMon bugs corrected.
- Fixed small error on Destroy Vehicle despawning code.
- Reworked a bit the code on logistic supplies missions to avoid weird issues.
- Countdown in logistics supply and bank missions will only appear to the players which are doing it.
- Player controlled mortars won't cause an anti Arty response from AAF if they are very close to a friendly base or airport.
- Corrected error on FIA airport script.
- Improved more transfer from / to ammobox scripts.
- Bulletproofed a bit Garage script to avoid some weird errors (unknown cause).
- Petros won't give logistics missions to cities where FIA will gain no support.
- Server sided city support, resources and prestige changes to avoid incongruences.
- Wider flying path for any bomb run, so enemies will have a chance of defeating the bombers before the strike is done.
- Prestige and City Support changes on destroy NATO, CSAT and some AAF vehicles.
- Corrected small bug in NATO bases.
- More reliable NV Google mounting for FIA soldiers.
- Purchased static weapons were geting deleted on garrison removal if it was spawned.
- Petros resurrects when dead by vehicles running over him.
- Chance of having NV Googles for AAF now is not 100% when FIA unlocks them, and also will depend on classnames.
- More time to disable simulation of parked vehicles in case of busy servers.
- It is no longer required to be in combat mode for AI to drop smoke when they are helping an uncosncious comrade.
- Corrected areas despawning while player was in AI control.
- More playable slots.

Update: Feb 25, 2016 @ 6:33am

25/02/16 0.18.9 Alpha
- NEW FEATURE: Medics in FIA garrisons will operate as "medical posts" for any FIA soldier in the area.
- NEW FEATURE: AAF Sea patrols!!!
- IMPORTANT: To avoid "AI is stuck so I have to respawn" situations, when player stays unconscious for 5 minutes, he'll revive automatically if he has enough support.
- IMPORTANT: Moved position of the southeastern AAF Outpost to a more logical position with mil buildings. Keep an eye on it!!!
- IMPORTANT: City support values shouldn`t add more than 100%. Old values will be lowered if so. Now political situation won't change when supports reach that top and any side tries to improve it. To change that, actions related to lower the oppsite support must be done.
- Ensured AI uses static weapons placed for garrisons.
- Bleedout time on revive set to 5 minutes instead of 10.
- Small bug fixed when no box was found in transfer to truck scripts.
- Some more UPSMon bugs corrected. More clever AI, specially in cities.
- Included and tuned skillset for AAF Heli pilots (they should spot better on patrols).
- Corrected: AAF was not attacking FIA mortar squads.
- FIA Reinf should be back.
- More small bugfixes on transfer scripts.
- Slightly increased HR gain on tax income.
- When LAW is unlocked, FIA AT will spawn with them (if not TITAN). Militiamen will spawn with a single shot of their retired RPG.
- Slight change to undercover so far away units didn't update properly their knowsabout values.
- Fixed small "actionception" as Transfer action was not getting deleted when the driver went out of any truck.
- FIA Garrisons will stay on their respective zones.
- Added some more ACE stuff to the default arsenal.
- Added some bipods and UAV terminals as unlockable to the Arsenal system.
- FIA garrisons won't steal your vehicles.
- FIA roadblocks will despawn on deletion.
- City support change on each kill is back.
- When geting undercover, FIA AI wont lose magazines of their secondary weapon.
- AAF supply convoys on FIA cities will be created only if they can gain some ammount of support.
- Server sided garbage clean to avoid BattleEye issues.
- More static AAF garrisons, less prone to abandon their positions to seek FIA.
- Some measures against spamclick on garrison add options.
- Applied enemy distance criteria for garrison add options.
- Fixed: On rearm script units were searching for NV googles even when they had one.

Update: Feb 20, 2016 @ 1:30pm

- Changed mousewheel action deletion command to avoid ACE conflict with explosive placement module.
- Fixed: Disabled HC usage by accident.
- Extended transfer scripts for vests and other containers content, and hopefully solved the remaining bugs.

Update: Feb 19, 2016 @ 7:30am

19/02/16 0.18.7 Alpha
- NEW SIDEMISSION: Ambush CSAT SpecOp Team. Belongs to Assassination mission types and depends on AAF Observation Post proximity.
- NEW FEATURE: Arty now has "barrage mode" which will cover with rounds a line between two markers set by the player.
- NEW FEATURE: Arty module now supports more ammotypes and ask the player which he wants to use (smoke barrages are very effective).
- NEW FEATURE: International press. Journalists spawn sometimes (depend on NATO and CSAT values) in zones, killing them will affect external powers support.
- IMPORTANT: Introduced another mission fail, endmission condition: eight cities got destroyed by CSAT.
- IMPORTANT: AAF may rebuild radio towers.
- IMPORTANT: To allow transfer to HQ Ammobox now player can place the items in the vehicle ammobox with no need of having a vehicle around.
- IMPORTANT FOR ACE USERS: AI controls feature is disabled if ACE is on due to ACE way of manage damage.
- IMPORTANT: Unautorized mods script introduced. If ASR AI, MCC or ALIVE are detected mission will be over, on server, or clients or both.
- IMPORTANT: AAF now has also Unarmed Helis on patrol duty all around the island. Both road and air patrols will report any FIA contact they spot.
- High NATO level will make spawn two MLRS instead of one when asking for artillery support.
- Mission was not ending with victory in MP.
- Solved all bugs of scripts using (allPlayers - hcArray) like the Skip 8 hours and others.
- Undercover AI will lose Undercover if they pick a weapon.
- Protected a bit more the Save system so no bugged variables get saved, which leads to ruin the future sessions.
- Bit more delay on disable simulation of empty vehicles in order to make them spawn in normal positions.
- Halved NATO Ammobox content
- Foot soldiers shouldn't spawn in problematic areas when fast travel.
- Lowered to 350 mts some Undercover checks.
- CSAT Artillery is back.
- Campfire damage won't bother us again while controling AI.
- Being succesful in a Money convoy mission will affect NATO and repsective City supports negatively in the same way a Bank Robbery mission.
- Undercover AI will lose status when planting mines in the same way it works for players.
- Changed (lightened) conditions to lose undercover when a player fires a weapon or plants a mine.
- Lowered a bit snipers aiming skill.
- No skill bonus for AAF attacking forces (they had the defending bonus).
- "Transfer Ammobox to Truck" action will only appear if the player is the truck driver and only to that player. No AI will be able to use that option, even controlled AI.
- Most of the mousewheel actions now cannot be ordered to an AI or done while controlling AI.
- AAF Road patrols made HC compatible.
- Better placement of AAF Observation Post trucks as some of them were exploding.
- Workarounded UPSMon errors on the respawn module.
- Markers for small zone AAF patrols are now MP Local to the server or HC.
- Corrected small bugs on ammunition transfer scripts.
- Ammotruck Missions now have a few units wandering around to avoid the quick truck stealing trick.
- Increased chance of AAF counterbattery actions.
- Removed error flooding .rpt regarding mouseclick sounds on dialogs.
- Capped upper limit for aiming accurancy on AI to 0.35 no matter what AAF or FIA skill level. Exception: Marksmen and Snipers.
- Defensive AAF skills were not being modifiend depending on class.
- HCs were marked as detected even when none was present.

Update: Feb 4, 2016 @ 2:22pm

04/02/16 0.18.6 Alpha
- IMPORTANT: Now AAF may want to send supply convoys to FIA cities to gain support.
- IMPORTANT: Radio service does not matter to AAF to perform big attacks, only the small ones.
- IMPORTANT: Raised up to 10 Kmts Airports attack radius.
- No more ugly marker following the traitor when he escapes.
- Now Prisoner Rescue missions may happen in Outposts too, which will make them much more easy.
- NATO bonuses for accomplishing Prisoner Rescue missions set on the same as Evac Refugees missions.
- Doubled chance of automatic missions as it was very low.
- City support functions optimised for missions.
- Small counterattacks were not despawning until death in some cases.
- POWs should get unstuck now when liberated.
- Removed error trying to give a squadmate name to a rescued POW.
- A bit lower Aiming Skill bonus for Snipers/Marksmen.
- Corrected amount needed to unlock NVG and Laser designators.
- FIA Reinforcements were not spawning in some cases.
- AAF Outposts now have big groups instead of mid sized.
- Improved Arty accurancy on defending mortars. They are as deadly as attacking ones now.
- AAF will never pass skill 13, instead of that they will spend money on vehicles.
- When player is unconscious, camera will point to the supporting AI if available and coming, if not, will point to the player.
- AAF will sometimes use satchels to kill units fortified in buildings.
- Hopefully corrected some UPSMon errors.
- Steal Static option got lost. We have it back again.

Update: Feb 2, 2016 @ 2:40pm

02/02/16 0.18.5 Alpha
- Removed debug message on Arty module.
- Removed bug which stopped small counterattacks.
- Fixed QRF on Ammo Logistics missions.
- On Logistic Supplies missions, AAF will be more attracted to go on investigate the supply truck same as civvies do.

Update: Feb 2, 2016 @ 1:00pm

02/02/16 0.18.4 Alpha
- IMPORTANT: New arty system. Select an arty squad on the HC bar (no matter if NATO) and hit SHIFT + Y. Map click on the arty target, select number of rounds (if not enough, arty will shot all they have), wait for the kaboom.
- IMPORTANT: NATO Arty now joins to the HC bar, with no driver even on MRLS etc.
- IMPORTANT: More effective QRF AAF attacks. They are not allways zone based, can be position based, so they may attack mortar batteries or reinforce ambushed convoys.
- Arsenal unlocking requirements will be shown everytime a player opens the Ammobox.
- Arsenal minimum unlocking count has been raised for some assets.
- Reorganised briefing notes to make them more intuitive.
- Arty strikes now force spawn of zones if target position is close enough, which will allow to really bombard real units from more distance than the spawn distance.
- Corrected bug which not allowed reconquer of lost territory.
- Corrected bug on some minimum unlocking requirements.

Update: Feb 1, 2016 @ 1:16pm

01/02/16 0.18.3 Alpha
- Automated undercover when entering a vehicle.
- Corrected error on arsenal management.
- Updated and improved special keys function.
- Improved a bit road search radius for parked vehicles in order to avoid error flooding in .rpt.
- Enemy AI no longer makes civilians spawn on FIA cities except CSAT punish. Less units in map --> better performance.

Update: Jan 31, 2016 @ 12:43pm

31/01/16 0.18.2 Alpha
- IMPORTANT: Amounts required to unlock anything will depend on how much of that type FIA has unlocked. Factories will decrease that amount.
- IMPORTANT: Added Earplugs function with END key, thanks to Manko. Disabled when ACE is present.
- Marker deleted in case of disconnected player in player markers module.
- NATO CAS changed by a direct control of the NATO Air Squad under HC module. This is much less problematic than the CAS modules.
- Disabled mortar trucks will make mortars stick to their positions and not make stupid things.
- AAF tries to save funds to have tanks and planes if possible, more chances to see tanks.
- Fixed: Vehicles were not deleting from garage when tha player picks one.
- Fixed: Players couldnt rejoin the commander career after resigning of it by clicking in the proper button.
- Bulletproofed personal variables on respawn.
- Automated sidemissions now have a 25% chance to be created.
- Increased enemy knowledge of player to lose undercover on vehicle (off road) and foot (dressing/showing weapons)