Arma 3
HBQ_SpawnSystem
Viser 111–120 av 163 bidrag
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Oppdatering: 18. jan. 2024 @ 5.45

v.1.6.2
- New: Callsigns are now supported. If you give synced groups a callsign they will spawn with that callsign now.
- Improved: Initialization on Missionstart is a bit faster now

Oppdatering: 17. jan. 2024 @ 13.57

v.1.6.1
- Fixed: Performance Problem with Delete Security Distance

- Changed: Follow Group: if you enter the name of a HBQ_Spawner module the Groups will follow the closest group that was spawned by that spawner module.

- Changed: Engage when Enemy near is now a numerical input where you set the Distance of Engagement.

- Fixed: Follow Group works with Vehicles now.

- Fixed: Loitering now works with Vcom

- Fixed: "Engage when Enemy near" works now with Vehicles and Planes and Airtransports.

Oppdatering: 16. jan. 2024 @ 16.02

v.1.6.0
- New: Follow Group: If you Enter the name of a group (Variablename) spawned groups will follow this group after reaching the Targetposition.
- Changed: Secondary Targetposition: If you enter the Name of a group the groups will follow the group.
- Changed: if you sync a Driver or Pilot of a vehicle instead of the Vehicle it will now also get considered a vehicle. I made this so the Setup also works if you accidentially sync the driver instead
of a vehicle which happens sometimes. So this is a security feature for these cases.

Oppdatering: 15. jan. 2024 @ 2.28

v1.5.2
- Fixed: Now Headless clients also work when they connect later in mission or if HCs get disconnected
and reconnect. If the choosen HC is not available the Groups will spawn on Server.

Oppdatering: 13. jan. 2024 @ 15.07

v1.5.1
- Fixed: Engage when Enemy in Range: works now with combinded APC tactic. APCs with troops will engage together.

Oppdatering: 12. jan. 2024 @ 8.07

v1.5.0
- NEW: Task Cancel Trigger (for Patrol/Guard/LambsTask/TakeCover/StaticAI)

- NEW: Secondary TargetPosition (position where Groups move to after a Task is Canceled)

- NEW: Flee to Scondary Targetposition: If Enabled groups will stop fighting and flee to the secondary Targetposition (when Cancel Trigger activates). Units get deleted when reaching the secondary Targetposition.

- NEW: Reset AI when fired Near: When units hear shots fired in a distance of 150 Meters (even friendly shots) all AI Features are enabled that have been disabled by other options like Static AI or Hold Fire. This is good to syncronize several groups to move again as soon as one shot is fired.

- NEW: Zone Trigger: If you enter the name of a Trigger, the Volume of the Trigger will be used instead of the Zone Radius.

- NEW: Engage when Enemy in Range: Engagement will be started as soon as an Enemy is within the Task radius even if the TargetPosition is not reached yet. Transports will also disembark and Engage.

- NEW: Option to Disable Vcom Skills.

- NEW: Updated Demomission to showcase the new Features.

and more:
- Changed: Renamed Exit Static on suppression
- Improved: Max. Group Separation
- Fixed: Spawn in Formation
- Fixed: Problem with Lambs Task Reset
- Minor Fixes and tweaks

Oppdatering: 9. jan. 2024 @ 16.59

v1.4.3

-Fixed: An Issue with Stoptrigger in combination with Balancing where the stoptrigger would not really stop the spawns in some cases.
-Fixed: Small Debug fix

Oppdatering: 21. des. 2023 @ 18.27

v1.4.2
-Fixed: Simplepatrol was broken in some cases.
-Improved: improvements to Max. Group Separation

Oppdatering: 21. des. 2023 @ 2.41

v.1.4.1
-New: ACE AI unconscious toggle. If disabled ignore ACE AI Unconscious feature for spawned Groups. AI will never go unconscious but die.
-Improved: Max. Group Separation is now more reliable

Oppdatering: 19. des. 2023 @ 21.22

v.1.4.0
-New: CBA Settings (!! This Version adds CBA Dependency)
-New: Automatic Difficulty Scaling
You can define the amount of players the Mission is designed for. When only half of the Target players is playing each Spawn will only
happen with a probability of 50%. For critical Spawns you can set the
probability in Modules to 100 to ensure spawning disregarding Automatic Difficulty Scaling.

-New: Use Custom Loadout Option
Now you can choose if Units should spawn with custom loadouts or not.
(If you dont need custom loadouts you should disable this option as Spawning happens with little less lags.)

-New: You can now enter a Min and Max vallue in Groups per Wave to
further Randomize Wave spawns.

-New: Improved Spawning Performance (Less FPS Drop when Units Spawn)

- Fixed: Unit Budget was broken in some cases.