Arma 3
O&T Expansion Eden
Mostrando 11-20 de 111 aportaciones
< 1  2  3  4 ... 12 >
Actualización: 17 JUN a las 5:59 a. m.

FIXED:
🛠 V3S Wreck hood was non functional
🛠 fail Export to SQF due Can Collide no support getter value for vanilla checkbox
🛠 MX close shot sounds variants was under same range and volume settings
🛠 CTRG Plate Carrier Rig Mk.3 vest name was wrong
🛠 Threat settings on M-302 (civilian variant of CH-49 Mohawk)
🛠 Rope break in-air and cargo drop in-air used wrong sounds for all helicopters in vanilla Arma 3 → https://feedback.bistudio.com/T192204
🛠 Several video-objects in world scene was give glitches on screens of objects (long delay in loop still presents)


UPDATED:
⭮ Tank shells (from 105 to 125 mm) now use a better sound, previously they used the sound for artillery free-fall shells → https://feedback.bistudio.com/T191737
⭮ V3S Wreck doors now can be switched via Eden Editor attributes
⭮ Underberral grenade laucher cloud effects on shot (in vanilla no any effects)
⭮ Footsteps sound characteristics are standardized to Tanoa era: 25-50m → 30-60m hearing range
Vermin SMG 9 mm was only change the dispersion (0.131% → 0.116%) from the vanilla's Vermin SMG .45 ASP: now -10% mass, inertia 30% → 20%, aim transition speed 1.4 → 1.6, dexterity 1.7 → 1.8
⭮ All sound suppressors in Arma 3 have the same values ​​of projectile characteristics changeing. This mod suppressors parameters were changed: initSpeed, hit, typicalSpeed, dispersionCoef, recoilCoef, recoilProneCoef, inertia. Vanilla suppressors have not been changed.
⭮ name Carrier Patrol Rig (Green), previously was Carrier Lite (Green, Light)
⭮ Ramps and door of vanilla helicopters now plays sound from ramp(door) position not center of helicopter


ADDED:
+ Сompatible with muzzle and optic slots ASDG Joint Rails mod
+ weapon accessory Flashlight (max) Weapon mounted light working at maximum power output. increased light range and light intensity, light and flare visible during day time
+ weapon accessory Vermin SMG .45 ACP Flashlight (max)
+ weapon accessory Pistol Flashlight (max)
+ weapon accessory Flashlight EOD (max)
+ Ability to enable user actions with vehicles doors using a checkbox in Object's Specific Attribute or manual variable switch → Switch variable to false on supported vehicle to show user actions. _myVehicle setVariable ['Globe_Disabled_Ramp',true] _myVehicle setVariable ['Globe_Disabled_Ramp',false]
+ Checkbox Disable actions - Doors on supported vehicles to enable doors user actions
+ 4x FFV (Fire From Vehicle) positions for door seats on UH-80 Ghosthawk → if doors are open
+ 2x FFV positions for door seats on PO-30 Orca → if doors are open
+ 3x FFV positions for door seats on CH-49 Mohawk → if doors are open
+ map marker Railway Station
+ map marker Artillery position
+ sound object Vehicle Enginecollection of all Arma 3 vehicles egine sounds, variants selectable in Object's Specific Attribute
+ sound object Turbine (Noise)
+ sound object Turbine (Tone)
+ inventory item Medikit (Civilian)same as vanilla military medkit but difirent 3d model and a little heavier
+ sound object Flies
+ sound object Mosquitoes3 variants of mosquitoes sound in Object's Specific Attributes
+ new Eden Editor attribute CheckboxArray0 supports array value, will get first value from array
+ Combat Fatigues (MTP) (Tee, Weathered)
+ To-108 DaryaalOPFOR's variant of A-143 Buzzard (L-39 Albatros) Twin Cannon 30mm primary
+ Twin Cannon 30mmsame as 20mm gun pod but 30mm, shot sound is unused 30mm cannon shot from Jets DLC CfgWeapons: Twin_Cannon_30mm; CfgMagazine: PylonWeapon_260Rnd_30mmHE_shells, PylonWeapon_260Rnd_30mmMP_shells, PylonWeapon_260Rnd_30mmAP_shells, PylonWeapon_260Rnd_30mmAPFSDS_shells; Vanilla ammo class used: B_30_HE, B_30_MP, B_30_AP, B_30_APFSDS
+ To-108 Daryaal to Close Air Support (CAS) module vehicle list
+ sound object Sirens
+ sound object Railgun
+ sound object Servomotor
+ sound object Alarms
+ MIM-145 Surface-to-Surface works same as Mk41 VLS
+ S-750 Surface-to-Surface works same as Mk41 VLS
+ External Fuel TankVehicles can refuel in 4m radius with 300 points, destroyable
+ External Fuel Tank (No Fuel)
+ CH-49 Mohawk (Unarmed)version of Mohawk with animation of the rear ramp with attached turret w/o weapon (weapons not implemented by Arma 3 devs). Removed rear passengers-gunners, by default it spawns with three armed gunners-passengers on doors: two machine gunners and one grenadier
+ AAF unit Helicopter Crew (Grenadier)is a crew of CH-49 Mohawk (Unarmed)
+ AAF unit Helicopter Crew (Autorifleman)is a crew of CH-49 Mohawk (Unarmed)
+ NATO unit Guard Duty (Grenadier)with new vanilla illum flares and this mod equip


DELETED:
- Unused Eden Editor previews data files of characters of different races due to not supporting the functionality of creating previews to set a personality other than "default"
- Akhanteros Rebels faction Eden Editor previews data files
- Eden Editor previews data files on hidden Government Loyalists faction
- Eden Editor previews data files of Gallery Labeles
~4.2 mb of data gone
- Akhanteros Rebels faction (class names hidden no errors expected)
- Characters SFX due som characters sounds are global sice Arma 3 v2.20
- plaseholder images from video-objects → ~3.9 mb of data gone
- textures of not implemented pistol → ~1.5 mb of data gone

Actualización: 17 ABR a las 7:18 a. m.

FIXED:
🛠 Katiba assault rifle used wrong recoil preset for prone stance (due vanilla config mistake) FT- https://feedback.bistudio.com/T190398
🛠 AI Units with MRAAWS cannot shoot HE rounds at hostile inf (due vanilla config mistake)
🛠 AI Units with RPG-42 cannot shoot HE rounds at hostile inf (due vanilla config mistake)
🛠 AI Units with Vorona cannot shoot HE rounds at hostile inf (due vanilla config mistake)
🛠 Zamak MRL had no threat, as if it were a civilian vehicle (due vanilla config mistake) FT- https://feedback.bistudio.com/T138393
🛠 The game didn't use the full collection of sound tails for the supersonic bullet cracks (due vanilla config mistake)
🛠 Silencer tail sounds was extremely quiet ~3% volume (except interrior one) because they used sound settings for silencer shots not echo which are much louder. The game didn't provide a separate sound setting for the silenced tails at all, so I took setting from DayZ
🛠 MSBS 6.5 mm did not have tail sounds when fired with a silencer (due vanilla config mistake)
🛠 Game was using the wrong tail sounds for the ASP-1 Kir 12.7 mm (due vanilla config mistake)
🛠 Sounds of tension of Livonian wooden structures did not work because they depended on the strength of the rain (due vanilla config mistake)
🛠 Surfaces types on Tanoa were not define sound for characters movements FT- https://feedback.bistudio.com/T190719
🛠 Trees of Livonia played 2 rain sound versions at the same time
🛠 Wind of Tanoa urban area played 2 sound versions at the same time (low wind and high wind)
🛠 Air Conditioning Unit [on] was forgotten to complete
🛠 Sphere (Eden) and Sphere (Eden, Floor) were in the wrong category
🛠 Extreme cloud quality settings reduced to 192 (default 256) due glitch at specific player camera angles FT- https://feedback.bistudio.com/T175798 Discord- https://discord.com/channels/105462288051380224/105466848958513152/1312792979911610368
🛠 Type in show condition value for random yaw checkbox


UPDATED:
⭮ Adjusted the volume of the shooting bell and the Livonia chapels again to avoid sound overload
⭮ Adjusted hearing distance for spawned dogs
Cloth On the Wind now plays sound even wind level low
⭮ Sound objects spawned on object via Eden Editor attributes now correctly more correctly oriented relative to the object centre
⭮ Environmental sounds from Oldman update was changed: now only one object will play sounds to avoid spamming when a lot sound-source object near to player


ADDED:
+ Mosquito near player now plays quiet 'mosquito' sound
+ Houseflies near player now plays quiet 'housefly' sound
+ Honey bees near player now plays quiet 'honey bee' sound
+ Beetles near player now plays quiet 'beetle' sound
+ Added parameter numberOfDoors for config of V3S Wreck to function BIS_fnc_3DENAttributeDoorStates can work - open, close and lock doors via Eden Eden object's special attributes
+ Portable Helipad Light [off]
+ Portable Helipad Light (Blue) [off]
+ Portable Helipad Light (Green) [off]
+ Portable Helipad Light (Red) [off]
+ Portable Helipad Light (White) [off]
+ Portable Helipad Light (Yellow) [off]
there is User Action to enable. Check object's specific Eden Editor attributes, action can be removed.

+ Tents now play a "sparce" rain sound, an intermediate state between "no rain" and "light rain"
+ Character movements adjust_(stand_side / stand_to_kneel / kneel_to_stand / prone_down) on soft surfaces (mud, gravel, dirt, grass, sand and forest) now plays separated sound the 'dirt' one. The sounds were recorded for the game but were not defined in the configuration.
+ Ability to select sound FX of Air Conditioning Unit [on] via Eden Editor object's specific attributes (Data Terminal / Air Conditioning Unit / No Sound)
+ Data Terminal sound object (Effects → Sounds)
+ Wire Fence sound object (Effects → Sounds)
+ Wind Turbine sound object (Effects → Sounds)
+ Wind noice for Caesar BTT
+ New checkbox Can Collide in Eden Editor object's special attributes. Executes the script command "_this setPhysicsCollisionFlag _value;". On by default. Disable to prevent other objects from colliding with the selected object (the object will still have collisions on terrain surface and water).
+ map marker Weather (Rain)
+ map marker Weather (Day, Clear)
+ map marker Weather (Day, Cloudy 1)
+ map marker Weather (Day, Cloudy 2)
+ map marker Weather (Day, Cloudy 3)
+ map marker Weather (Day, Stormy)
+ map marker Weather (Night, Clear)
+ map marker Weather (Night, Cloudy 1)
+ map marker Weather (Night, Cloudy 2)
+ map marker Weather (Night, Cloudy 3)
+ map marker Weather (Night, Stormy)
+ Cargo Container (Medium, Blue, Damaged)
+ Cargo Container (Medium, Military Green, Damaged)
+ Cargo Container (Medium, Orange, Damaged)
+ Cargo Container (Medium, Light Green, Damaged)
+ Cargo Container (Medium, Cyan, Damaged)
+ Cargo Container (Medium, Damaged) [IDAP]
+ Cargo Container (Medium, VR, Damaged)
+ HEMTT Transport Pod (Medical)
+ HEMTT Transport Pod (Medical, Damaged)

+ F/A-181 Black Wasp II wreck
+ To-201 Shikra wreck
+ A-149 Gryphon wreck
+ AH-9 Pawnee & MH-9 Hummingbird Wreck
+ PO-30 Orca Wreck
+ AH-99 Blackfoot Wreck
+ Mi-48 Kajman Wreck
+ UH-80 Ghost Hawk Wreck
+ WY-55 Hellcat & WY-55 Czapla Wreck
+ A-164 Wipeout Wreck
+ To-199 Neophron Wreck
+ Caesar BTT Wreck
+ V-44 X Blackfish Wreck
+ Y-32 Xi'an Wreck
+ CH-67 Huron Wreck
+ Mi-289 Taru Wreck
+ Mi-280 Taru (Fuel) Wreck
+ Mi-280 Taru (Cargo) Wreck
+ IFV-6c Panther, CRV-6e Bobcat & IFV-6a Cheetah Wreck
+ ZSU-39 Tigris Wreck
+ BTR-K Kamysh Wreck
+ FV-720 Mora & FV-720 Odyniec Wreck
+ MBT-52 Kuma Wreck
+ M2A1 Slammer, M5 Sandstorm MLRS & M4 Scorcher Wreck
+ T-100 Varsuk, 2S9 Sochor & T-100X Futura Wreck
+ AWC 301 Nyx (AT) & AWC 302 Nyx (AA) Wreck
+ AWC 304 Nyx (Autocannon) Wreck
+ AWC 303 Nyx (Recon) Wreck
+ T-140 Angara Wreck
+ HEMTT Box Wreck
+ HEMTT Fuel Wreck
+ HEMTT Wreck
+ HEMTT Transport Wreck
+ Tempest Wreck
+ Tempest (Device) Wreck
+ Tempest Fuel Wreck
+ Tempest Repair Wreck
+ Van (Ambulance) Wreck
+ Van (Transport) Wreck
+ Van (Cargo) Wreck
оn some objects you can change the texture, check the Eden Editor object's specific attributes


DELETED:
-

Actualización: 13 MAR a las 7:08 a. m.

FIXED:
🛠 All interrior engine burst sounds was play in 3D instand of 2D due error in vanilla configuration
🛠 Most vehicles did not use the full collection of wheel and track sounds due error in vanilla configuration
🛠 The sound of vehicle collision might not work in some cases due error in vanilla configuration
🛠 Engine sound of T-100 Varsuk (T-100X Futura) was not working at all due error in vanilla configuration
🛠 Script error on AT mine attach of AR-2 Plaka
🛠 Stone sounds for some small objects did not work due error in vanilla configuration

UPDATED:
⭮ Explosion effect for throwable and drone-drop AT Mine
⭮ Mine carray drones now updating dummy 3d objects (mines) with correct mine

ADDED:
+ Road Signs (City) of Tanoa 58 pcs.
+ Sounds on mine drop of AR-2 Plaka, AR-2 Darter (Mine Dispenser) and Tayran AR-2 (Mine Dispenser)
+ Empty Road Sign (Cities) 1
+ Empty Road Sign (Cities) 2
+ Zamak MRL Cluster
+ M5 Sandstorm MLRS Cluster
+ New available mine APERS 'Spider' for AR-2 Darter (Mine Dispenser)
+ New weapon RPG-42 Mosafer A-1 modified RPG-42 Alamut, integrated rangefinder
+ Player camera feedback (CamShakeExplode, CamShakeHit) on AT Mine explosion up to 160 meters

DELETED:
-

Actualización: 10 MAR a las 5:22 p. m.

Reverted due major error on missions

Actualización: 10 MAR a las 7:49 a. m.

assest with « * » will available only loaded this mod with RHS AFRF

UPDATED:
⭮ Explosion effect for throwable and drone-drop AT Mine
⭮ Mine carray drones now updating dummy 3d objects(mines) with correct mine

ADDED:
+ Road Signs (City) of Tanoa 58 pcs.
+ Sounds on mine drop of AR-2 Plaka, AR-2 Darter (Mine Dispenser) and Tayran AR-2 (Mine Dispenser)
+ Empty Road Sign (Cities) 1
+ Empty Road Sign (Cities) 2
+ Zamak MRL Cluster
+ M5 Sandstorm MLRS Cluster
+ New available mine APERS 'Spider' for AR-2 Darter (Mine Dispenser)
+* TM-62M (Throwable)
+* New available mine TM-62M for AR-2 Darter (Mine Dispenser)
+* New available mine PTM-1 for AR-2 Darter (Mine Dispenser)
+* New available mine PFM-1 for AR-2 Darter (Mine Dispenser)
+* New available mine PMN-2 for AR-2 Darter (Mine Dispenser)
+* New available mine APERS 'Spider' for AR-2 Darter (Mine Dispenser)

FIXED:
🛠

DELETED:
-

Actualización: 5 FEB a las 4:26 a. m.

FIXED:
🛠 Civilian helicopters from this mod inherited threat settings from their military counterparts
🛠 Dummy object of AR-2 Plaka and AR-2 Darter could not be deleted in some cases
🛠 AR-2 Plaka and AR-2 Darter (Mine Dispenser) could not be rearmed

UPDATED:
⭮ Rotation (Random) tooltip corrections + new info
⭮ Dublicated this mod vehicles removed from Virtual Garage
⭮ Name of 'Attach' logic-object, new if 'Attach Synced Objects'

ADDED:
+ AR-2 Darter (Mine Dispenser) → can drop the deployed mines (as they placed by unit or artillery claster), can be arm: 1 pcs. AT Mine or 4 pcs. APERS Mines
+ Rotation (Random, Once) → (new context menu 'transform' action) same as checkbox from attributes, but sets the value once
+ UI picture to Pylons Settings menu of AR-2 Plaka and AR-2 Darter (Mine Dispenser)

DELETED:
- Countermeasures from M-3000 → civilian version of PO-30 Orca

Actualización: 3 FEB a las 8:08 a. m.

FIXED:
🛠 In 2019, when Livonia was released, the ambient sounds for Tanoa were completely replaced with Livonian ones due to the erroneous identical class names
🛠 Some other Livonia environmental sounds fixed

UPDATED:
⭮ Tooltip to random object rotate checkbox

ADDED:
+ AR-2 Plaka → FIA-Darter version carrying one AT mine with hand grenade fuze (4 sec). Drop work as plane bombing (pylon system).

DELETED:
-

Actualización: 31 ENE a las 10:38 a. m.

hotfix №1

FIXED:
🛠 Missing objects after mod→vanila class switch

UPDATED:


ADDED:
+

DELETED:
-

Actualización: 31 ENE a las 5:31 a. m.

FIXED:
🛠 Radio News Music function of FM Radio was not work correctrly (damage holder)

UPDATED:


ADDED:
+

DELETED:
-

Actualización: 31 ENE a las 3:37 a. m.

FIXED:
🛠 Sound errors on Air Horn use
🛠 Vanilla errors in Livonia environmental sounds
🛠 Minor errors from .rpt logs

UPDATED:
⭮ Map Marker fucntion now check object is Small Item, Garbage or Helper to stop work on this minor objects (or if object is invisible)
⭮ Map Marker fucntion now check object is hidden to stop work
⭮ Translations for powerline objects
⭮ Ability to set yaw of lamps for Portable Lights (Single/Double) (-Defunct versions only)
⭮ Ability to set pitch of lamps for Portable Lights (Single/Double) (-Defunct versions only)

ADDED:
+ Eden Editor new Slider type SliderPortableLightPitch, value range: from -90 to 90 degree
+ Flagpole (Military)
+ Ability to set flag textures from Portable Flagpole to generic Flagpoles
+ Ability to switch flagpole textures to Military and Civilian type
+ Big target for vehicles
+ RPG-7 Rocket engine ignition effect
+ Lamp Flicker functionality to base lamps class, two types of flick: fast and slow. Added as Eden Editor object's specific attribute
+ Dome (White, Decal)
+ Dome (Big, Cage, Decal)
+ Dome (Big, Enter, Decal)
+ Dome (Big, Concrete, Decal)
+ Powerline Pole
+ Powerline Pole (Small)
+ Powerline Pole (Cable)
+ Powerline Pole (Transformer)
+ Powerline Pole (Lamp) [on]
+ Powerline Pole (Lamp) [off]
+ Powerline Pole (Junction)
+ Powerline Pole (Junction, End, v1)
+ Powerline Pole (Junction, End, v2)
+ Bridge (Concrete) Path for AI
+ Bridge (Concrete, Big) Path for AI
+ Bridge (Asphalt) Path for AI
+ Bridge (Highway) Path for AI
+ Skeet Clay (Part, Blue) 1
+ Skeet Clay (Part, Blue) 2
+ Skeet Clay (Part, Blue) 3
+ Skeet Clay (Part, Blue) 4
+ Skeet Clay (Part, White) 1
+ Skeet Clay (Part, White) 2
+ Skeet Clay (Part, White) 3
+ Skeet Clay (Part, White) 4
+ Skeet Clay (Part, Gray) 1
+ Skeet Clay (Part, Gray) 2
+ Skeet Clay (Part, Gray) 3
+ Skeet Clay (Part, Gray) 4
+ Skeet Clay (Part, Green) 1
+ Skeet Clay (Part, Green) 2
+ Skeet Clay (Part, Green) 3
+ Skeet Clay (Part, Green) 4
+ Skeet Clay (Part, Orange) 1
+ Skeet Clay (Part, Orange) 2
+ Skeet Clay (Part, Orange) 3
+ Skeet Clay (Part, Orange) 4
+ Skeet Clay (Part, Red) 1
+ Skeet Clay (Part, Red) 2
+ Skeet Clay (Part, Red) 3
+ Skeet Clay (Part, Red) 4
+ Skeet Clay (Part, Purple) 1
+ Skeet Clay (Part, Purple) 2
+ Skeet Clay (Part, Purple) 3
+ Skeet Clay (Part, Purple) 4
+ Metal Pole (Skeet, White)
+ Metal Pole (Skeet, Blue)
+ Metal Pole (Skeet, Gray)
+ Metal Pole (Skeet, Green)
+ Metal Pole (Skeet, Purple)
+ Metal Pole (Skeet, Red)
+ Lighthouse (Tall, No Light)
+ Concrete Pipe Wall (Old)
+ Concrete Wall (Small, 4 m, Old)
+ Concrete Wall (Small, 8 m, Old)
+ Tent Hangar (Damaged)
+ Barracks (New, Damaged)
+ Barracks (Camo, Damaged)
+ Solar Tower (Damaged)
+ Concrete Mixing Shed (Damaged)
+ Airport Control Tower (Damaged)
+ Stone House (Grey, Damaged)
+ Stone House (White, Damaged)
+ Stone House (Brown, Damaged)
+ Stone House (Small, Grey, Damaged)
+ Stone House (Small, Brown, Damaged)
+ Stone House (Small, White, Damaged)
+ Stone House (Big, Grey, Damaged)
+ Stone House (Big, White, Damaged)
+ Stone House (Big, Brown, Damaged)
+ Bungalow (Damaged)
+ House (Small, Abandoned, Damaged)
+ House (Small, White, Damaged)
+ House (Small, Yellow, Damaged)
+ House (Small, Stone, Damaged)
+ House (Abandoned, Damaged)
+ House (White, Damaged)
+ House (Yellow, Damaged)
+ House (Stone, Damaged)
+ Shop (Abandoned, Damaged)
+ Shop (White, Damaged)
+ Shop (Yellow, Damaged)
+ Shop (Stone, Damaged)
+ Shop House (Abandoned, Damaged)
+ Shop House (White, Damaged)
+ Shop House (Yellow, Damaged)
+ Shop House (Stone, Damaged)
+ House (Big, Abandoned, Damaged)
+ House (Big, White, Damaged)
+ House (Big, Yellow, Damaged)
+ House (Big, Stone, Damaged)
+ House (Large, Abandoned, Damaged)
+ House (Large, White, Damaged)
+ House (Large, Yellow, Damaged)
+ House (Large, Stone, Damaged)
+ Garage (New, Damaged)
+ Garage (Old, Damaged)
+ Pergola (Damaged)
+ Smokestack (No Light)
+ Smokestack (SIŁA Factory, No Light)
+ Smokestack (Metal, No Light)
+ Smokestack (Old, No Light)
+ Sign (Sponsor) hotel resort
+ Balloon (Part, White) 1
+ Balloon (Part, White) 2
+ Balloon (Part, Blue) 1
+ Balloon (Part, Blue) 2
+ Balloon (Part, Green) 1
+ Balloon (Part, Green) 2
+ Balloon (Part, Gray) 1
+ Balloon (Part, Gray) 2
+ Balloon (Part, Orange) 1
+ Balloon (Part, Orange) 2
+ Balloon (Part, Red) 1
+ Balloon (Part, Red) 2
+ Balloon (Part, Purple) 1
+ Balloon (Part, Purple) 2
+ Balloon (Air, Blue)
+ Balloon (Air, Gray)
+ Balloon (Air, Green)
+ Balloon (Air, Purple)
+ Balloon (Air, Red)
+ Balloon (Air, White)
+ Balloon (Water, Blue)
+ Balloon (Water, Gray)
+ Balloon (Water, Green)
+ Balloon (Water, Purple)
+ Balloon (Water, Red)
+ Balloon (Water, White)
+ Radar Complex (Antenna, No Hoops)
+ Portable Lights (Single, Defunct)
+ Portable Lights (Double, Defunct)

DELETED:
- Tanoan billboards created in the early stages of this mod's development have been hidden. Vanilla classes were unhide. All this made for the functionality of destroying power lines to work correctly.
- Tronos Castle parts created in the early stages of this mod's development have been hidden. Vanilla classes were unhide.
- Altis Stadium parts created in the early stages of this mod's development have been hidden. Vanilla classes were unhide.