Arma 3
Hcoll AI Pods and spawning
Näytetään 1–10 / 11
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Päivitys: 24.3. klo 10.57
tekijältä [THC] Cunamo

Added key for servers

Päivitys: 21.7.2024 klo 2.45
tekijältä [THC] Cunamo

steam is refusing to update so im trying again

Päivitys: 21.7.2024 klo 2.01
tekijältä [THC] Cunamo

Patched bug

Päivitys: 20.7.2024 klo 8.38
tekijältä [THC] Cunamo

Fixed the "spawn with crew" option

Päivitys: 8.4.2024 klo 9.10
tekijältä [THC] Cunamo

Made the hiding of units optional to support scouting ahead without triggering the POD.

Päivitys: 30.3.2024 klo 4.31
tekijältä [THC] Cunamo

Päivitys: 30.3.2024 klo 4.21
tekijältä [THC] Cunamo

see last patch, packager didnt do its job

Päivitys: 30.3.2024 klo 3.54
tekijältä [THC] Cunamo

Fixed a bug where the spawn module would spawn a group both on activation and deactivation of the trigger.

Päivitys: 10.4.2023 klo 4.30

Added: AiPod can now be set to only enable synced objects when on a repeatable trigger, not disable them on trigger deactivation.
Added: AiPod can now be told not to disable the synced objects at mission start.
New Module: AiPod Inverted, this module works in opposite to the AiPod, disabling on trigger activation and (optionally) enabling on trigger deactivation.

These new features combined with the new module will allow you to enable and disable units based on 2 different triggers/conditions. Example: Units become enabled when players are detected in an area, and are disabled when the players are X distance from the area. this would allow you to have reinforcements come in, but have them be disabled if the players leave before they get there.

Päivitys: 29.3.2023 klo 14.14

Added custom icons to the modules to make things more clear