Arma 3
Antistasi - Warlords of the Pacific
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Update: May 28, 2018 @ 5:43pm

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 @ 8:05am

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 @ 4:31pm

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 inestead 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 @ 4:50pm

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 @ 7:26am

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 @ 3:38pm

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: Apr 22, 2018 @ 4:09pm

0.12.2 14/04/2018 ALPHA

- NEW FEATURE: Now you may transport your wounded teammate to some truck / offroad to be healed by friendly medics or at HQ.
- More bulletproofing of garrisonUpdate.sqf
- Heal and Repair will affect unconscious units.
- Mounting a vehicle while carryng a teammate wont have weird effects.
- Being carried in a vehicle will delay the time to get bledout.
- Simplified to DRY coding ability to fight and ability con conquer / defend, with greater performance checks.
- NATO wont attack cities under SDK influence.
- SDK wont gain influence when the RT is on CSAT hands.

Update: Apr 12, 2018 @ 3:50pm

0.12.1 12/04/2018 ALPHA

- Added new Tanks DLC SDK Armed cars (AT and LMG).
- Purchased vehicles will have players name in the plate.
- Bulletproofed garrison update scripts to avoid fatal errors.
- STatic weapons shouldnt spawn fallen, thanks to Sparker.
- CAS Planes wont spawn on QRF and some major attacks (yes for bomb runs).
- Better spawn points for SDK vehicle squads.
- Reduced a bit distance checks for garage, player recruit and vehicle purchase.
- Added LoW DLC civ van as possible spawn.
- Stronger Radio Tower effect on Civ Support on each tick.

Update: Apr 8, 2018 @ 4:04pm

0.12.0 05/04/2018 ALPHA

- IMPORTANT: Added dynamic headless client resource assignation. Antistasi will try to balance the AI load on HC platforms so the idle-est one will spawn AI.
- IMPORTANT: Added unlimited Headless Client support, default mission has 3 HCs but you may just edit the mission and add as many HCs as you have.
- FFAA: Added FFAA mod compatibility. Spanish soldiers will replace FIA units.
- Corrected: No more conquest missions in forests.
- Improved helmet detection no matter the mod you use and affecting undercover (if it has some armor, you will lose undercover status).
- SDK AI will spawn with random helmets under certain skill levels.
- Corrected bugs in reinforcements script.
- Corrected bug in Destroy mission request.
- Scripted some timeout to avoid some vehicle smoke parties.
- Reenabled QRF when players are far from original bases.
- Paperboxes and some ACE stuff wont get persistent saved when near HQ
- Fixed SDK roadblocks / watchposts on persistent load.
- Paratroopers shouldnt paradrop in water.
- No more QRF paratroopers without parachute :)