Arma 3
HBQ_SpawnSystem
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Update: 23 feb 2024 om 16:38

v.1.9.0
- New: Spotter/Artillery/Mortars/CAS System for AI and Player Spotters. (You can assign Spotters that can order Artillery Strikes or CAS if they find a valid target.
You have tons of options how and when Spotters should call for Support. The Spotter System works for AI AND Players.
It is recommended to set "Hold fire distance" for AI spotters so they dont engage and stay stealthy.

- New: Deploy Static Weapons at Targetposition
- New: Examples for Artillery in Demomission
- New: Groups can now also follow Groups (leaders) with the Areas Option.
- New: Detailed Global Skillsettings (CBA)

- Improved Networktraffic with HCs when Trigger Fires multiple Spawners at once

-Fixed: Sometimes Helis would not move anymore when damaged.

Update: 1 feb 2024 om 3:50

v1.8.3

-New: Areas can now also be Objects. This way you can make units follow players for example.
You can also use this in combination with Cargo transport to order supply by helicopter or Trucks to your location. Groups will follow the Object until another AreaTrigger is triggered or
Return to Base is enabled.

-New: Area Trigger now support StaticAI: This way you can spawn Static Groups and when an Area/Object is triggered groups start to move exiting their Static state

- New: Now when a group reaches an Area/Object the Tasks on Targetpos will get executed. So you can let groups make a random patrol at an area for example. Basically the Area/Object now is considered the new Targetposition instead of the original Last waypoint

- New: Area Trigger also work with Static AI now. So you can have static AI stand still but when an Area Trigger is triggered groups will move to Active Area/Object.

-Fixed: When groups have an Engagement (with Task on Target Position or Engage when Enemy near) they will now proceed moving to Active Areas or Objects after the engagement is finished.

- New: Initcode for Cargo Items. You can enter Code that is executed on the Cargo Item.


- Fixed: Cargotransport by Car now also works without ACE

- Fixed: Areas and Areatriggers can now also be entered with Spaces in the Array. Spaces will get
filtered out now to prevent mistakes.

- Added: Example setups in DemoMission

Update: 29 jan 2024 om 20:48

Fixed: ACE dependency removed.

Update: 29 jan 2024 om 7:52

v1.8.2
- Some Optimizations under the Hood
- Fixed: Some functions did not exit properly

Update: 28 jan 2024 om 19:18

Update: 28 jan 2024 om 18:52

v1.8.1
- Fixed: urgent Fix with Balancing in combination with Triggerradius and Player security Distance that could cause massive spawns in some situations.

- Updated Demomission with example for Area Triggers

Update: 27 jan 2024 om 4:33

v1.8.0

- New: Area Triggers: You can Enter Triggernames (separated with Comma). The amount and order of Triggers need to match the amount and order of Areas you entered above. Trigger(s) will enable the Area(s) defined above. If you leave it blank Units will move to the closest Area.
Groups will move to the latest activated Area. This way you can controll with triggers where groups move. An Example is added to the Demo Mission.

- Added: Quickstart PDF

- Minor Fixes

Update: 24 jan 2024 om 14:16

v.1.7.1
-New: Allow Damage supported now. If you disable Damage on synced units or vehicles the spawned
vehicles/units will not be Destructable

-Changed: Default Vallue for Civilian HideChance is set to 0 now

- Minor Fixes/Tweaks

Update: 23 jan 2024 om 17:59

v.1.7.0

-New: Keep Stance: Units will keep their Stance and dont go prone when in danger. Suppression Threshold will be considered when you enable Reset AI on Suppression. If a Unit is Suppressed more than the threashold it will change stance again.

-New: Safe SpawnPosition Radius: Radius around the Spawnposition where a safe position is searched. This helps to prevent Vehicles Exploding when spawned to close to an obstacle. 0 = Disabled. Vehicles will spawn at the precice location of the Spawnposition object.

- Fixed: Problem with Garbage Collection

- Various small Fixes

Update: 23 jan 2024 om 0:16

v.1.6.3
-New: Stay in Area: You can Enter Area Markernames (separeted with Comma). Spawned Units will not leave these Markerzones. Can be canceled with Task Cancel Trigger