Arma 3
HBQ_SpawnSystem
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Update: 13 Mar, 2024 @ 6:01pm
by Q

v1.9.60
- New: Single Group: All Units will spawn into one group. This way you can have several Vehicles in one Group with formation. Also its better sometimes to spawn several single static units into one group because of performance reasons. This option is also making it possible to spawn Convoys.

- New: Convoy Separation: You can now create Convoys with the Singlegroup option together with Convoy Separation. The order in which you sync the vehicles of a convoy to the module plays a role. An example setup is included in the Demomission.

-Improved Automatic Spawnpositions: If you enable Prefer Hidden units will now spawn better in Buildings. With this setting you can now populate a City with Units ocupying Buildings with little effort.

Update: 12 Mar, 2024 @ 8:24pm
by Q

v1.9.53
- Improved Automatic CAS
- CAS now also Attacks Infantry with Missiles in Automode
- Automatic CAS is now more Aggressive

Update: 11 Mar, 2024 @ 2:59pm
by Q

v1.9.52
-New: Balancing Only consider Own. If enabled only friendly units spawned by this module are considered. This way you can keep a certain amount of units of a kind in an area if you use this together with the Maxfriendly settings.

- Changed: CAS Vehicles will now also attack Infantry with Missiles.

- Fixed: Helis would not return after CAS

Update: 8 Mar, 2024 @ 4:04pm
by Q

v1.9.51

-New: Prefer Hidden Spawn. When using Automatic Spawnpositions the function will prefer Spawnpositions in Buildings or in Forest to prevent
spawning in open fields (For immersion reasons).

- Changed: You can now enter a min,max radius for automatic Spawnpositions (comma separated). A Random Vallue between min and max will be choosen for each spawn.
- Fixed an issue where sometimes Cargo transport would not return to base after Cargo has been delivered.

- Fixed: Still Helicopters would sometimes explode with Custom Pylons on CAS Missions.

- Fixed some issues with Artillery Spread an Shelldelay.

Update: 7 Mar, 2024 @ 2:01am
by Q

v.1.9.5
- New: Kill Trigger: Trigger to despawn all Units spawned with this Module.
- New: SpawnCenter: Define a Player or Object as Spawncenter for Automatic Spawnpositions to allways spawn enemies around the Player
- Changed: Infantry Units that get despawned because of Lifetime or Killtrigger will now Lay down before getting despawned.

-New: Examples for new Features added to Demomission.

Update: 6 Mar, 2024 @ 8:05am
by Q

v1.9.41
- New: Missiles Delay. Choose at which frequency Missiles/Bombs are fired.
-Fixed: Some Modded Planes/Helis did not work as CAS Planes
-Fixed: CAS Missiontime now works.
-Fixed: Using Custom Pylons would sometimes destroy Plane when missle/Bomb fired.
-Fixed: Planes fire now more than only one Missiles/Bombs when using Custom Pylons
- Improved: Greatly improved Custom Pylon CAS. Planes wait for better Fireposition and Shoot only when Target in Front of Plane/Heli.

Update: 5 Mar, 2024 @ 2:46pm
by Q

v1.9.4
- New: Static Weapon Teams will now disassable and reassemble Weapons when ordered to another Area or Object

- Fixed various small things.

Update: 4 Mar, 2024 @ 11:45am
by Q

HotFix

Update: 4 Mar, 2024 @ 6:56am
by Q

v1.9.3
-Changed: ExitStaticShotsNear is now a Number. You can set a distance in which Shots near will be considered (Max distance is 70 Meters).
- Mortargroups now deploy Mortars when called for a Strike.
- Some minor Fixes.

Update: 1 Mar, 2024 @ 6:05am
by Q

v1.9.2
- Fixed: Groups in 360 Formation will now exit correctly from a guardtask if canceldelay is over.