Arma 3
Hcoll AI Pods and spawning
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更新:3月24日 @ 10時57分
更新者:[THC] Cunamo

Added key for servers

更新:2024年7月21日 @ 2時45分
更新者:[THC] Cunamo

steam is refusing to update so im trying again

更新:2024年7月21日 @ 2時01分
更新者:[THC] Cunamo

Patched bug

更新:2024年7月20日 @ 8時38分
更新者:[THC] Cunamo

Fixed the "spawn with crew" option

更新:2024年4月8日 @ 9時10分
更新者:[THC] Cunamo

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

更新:2024年3月30日 @ 4時31分
更新者:[THC] Cunamo

更新:2024年3月30日 @ 4時21分
更新者:[THC] Cunamo

see last patch, packager didnt do its job

更新:2024年3月30日 @ 3時54分
更新者:[THC] Cunamo

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

更新:2023年4月10日 @ 4時30分

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.

更新:2023年3月29日 @ 14時14分

Added custom icons to the modules to make things more clear