Arma 3
Dynamic Recon Ops - Altis
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Update: Oct 10, 2016 @ 11:06am

  • Exposed revive options for full customisation - available as MP lobby parameters
  • Enable/disable option for respawn - available as an MP lobby parameter
  • Respawn positions reduced to a single 'team' position as spawning outside the AO could lead to unwanted results and seems relatively unnecessary
  • Team respawn position is dynamic and based on recent locations the group has passed through
  • Position selection respawn menu removed to allow compatability with disabled respawns, replaced with freecam spectator mode
  • Disabled respawn scenarios will use spectator mode but with no tickets available to respawn to allow dead players to watch the remainder of the mission if desired

Update: Oct 8, 2016 @ 4:03pm

  • Fixed incorrect revive value

Update: Oct 8, 2016 @ 9:31am

  • On team respawn position added
  • Fixed AI units respawning with incorrect loadouts

Update: Oct 7, 2016 @ 9:52am

  • R34P3R's revive removed
  • BIS Revive added
  • BIS Respawn added
  • Dedicated server support added
  • Reworked AO building garrisons, distribution will favour areas around objectives, garrisons have a chance to patrol between buildings

Update: Sep 27, 2016 @ 11:06am

  • Intel should now avoid spawning on rooftops
  • Transport helicopters added to starting vehicle list, but will not spawn randomly if not selected
  • Last four player slots, if occupied by AI, are disabled by default on startup as this scenario has been balanced with 4 player units in mind. It is still possible to add back the 4 disabled units for groups of 8 total.
  • Further reduced number of enemies spawned with Realism setting
  • Player group AI units told to turn their lasers/flashlights on
  • Replaced expensive, complex loadout changing script with newly fixed setUnitLoadout function - loadout changes in the lobby menu will now happen much faster
  • Added failsafe for factions with no valid voices - CUP voices seem to have disappeared from CfgVoices, this will give side appropriate voices based on the Arma 3 default factions
  • teamSwitch enabled when revive is disabled

Update: Sep 17, 2016 @ 2:54am

  • POW task now uses APEX style hold action for unbinding hostage
  • POW and HVT tasks could sometimes fall outside the estimated position marker, now corrected
  • Reactive defend/escort task would always assign the "Escort" title, now is either "Defend" or "Escort" as appropriate

Update: Sep 16, 2016 @ 2:45pm

  • Corrected random chance value for reactive task

Update: Sep 16, 2016 @ 11:55am

Recon task system added:

  • Added point recon task - reach a location in the AO
  • Added route recon task - perform a patrol along a road in the AO
  • Added ranged recon task - observe a location from distance
  • Added ranged recon task modifier - chance for regular tasks to be obscured by a recon task initially that must be completed to discover the real task

Reactive task system added:
  • Chance to spawn a new task on completing all regular tasks
  • Approaching HVT task added
  • Approaching vehicle task added
  • Defend/Escort friendly squad task added

Other fixes and additions:
  • Split 'Action' difficulty into Normal and Hard modes. Normal is the same as the previous Action difficulty and is the default setting, Hard is similar but with somewhat increased enemy accuracy. Actual values are subject to change based on feedback.
  • Renamed 'Milsim' difficulty to 'Realism', otherwise remains identical
  • Increased time for extract heli to arrive
  • Fixed bug with transport boat positioning
  • "Move!" action added to all civilian units, will make them run away roughly in the direction the player is facing

Update: Sep 1, 2016 @ 2:19pm

  • Added option for custom selection of ground insertion vehicle

Update: Aug 30, 2016 @ 12:16pm

  • Factions were spawning units from multiple subcategories
  • Enemy faction subcategory random choice is now weighted based on how many units are in that subcategory (e.g. recon, viper subcategories are less somewhat likely to be chosen over regular infantry)
  • Power relay destruction objective improved
  • Limited number of AI that can spawn on building-based objectives
  • Only the first selected custom AO location would be used
  • Nudge action for boats had too small a radius for use with armed speedboats
  • Improved some text on the briefing