Arma 3
Hcoll AI Pods and spawning
11 sonuçtan 1 ile 10 arası gösteriliyor
< 1  2 >
Güncelleme: 24 Mar @ 10:57
Güncelleyen: [THC] Cunamo

Added key for servers

Güncelleme: 21 Tem 2024 @ 2:45
Güncelleyen: [THC] Cunamo

steam is refusing to update so im trying again

Güncelleme: 21 Tem 2024 @ 2:01
Güncelleyen: [THC] Cunamo

Patched bug

Güncelleme: 20 Tem 2024 @ 8:38
Güncelleyen: [THC] Cunamo

Fixed the "spawn with crew" option

Güncelleme: 8 Nis 2024 @ 9:10
Güncelleyen: [THC] Cunamo

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

Güncelleme: 30 Mar 2024 @ 4:31
Güncelleyen: [THC] Cunamo

Güncelleme: 30 Mar 2024 @ 4:21
Güncelleyen: [THC] Cunamo

see last patch, packager didnt do its job

Güncelleme: 30 Mar 2024 @ 3:54
Güncelleyen: [THC] Cunamo

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

Güncelleme: 10 Nis 2023 @ 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.

Güncelleme: 29 Mar 2023 @ 14:14

Added custom icons to the modules to make things more clear