Arma 3
HBQ_SpawnSystem
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Update: 23 Jan, 2024 @ 12:16am
by Q

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

Update: 18 Jan, 2024 @ 5:45am
by Q

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

Update: 17 Jan, 2024 @ 1:57pm
by Q

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.

Update: 16 Jan, 2024 @ 4:02pm
by Q

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.

Update: 15 Jan, 2024 @ 2:28am
by Q

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.

Update: 13 Jan, 2024 @ 3:07pm
by Q

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

Update: 12 Jan, 2024 @ 8:07am
by Q

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

Update: 9 Jan, 2024 @ 4:59pm
by Q

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

Update: 21 Dec, 2023 @ 6:27pm
by Q

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

Update: 21 Dec, 2023 @ 2:41am
by Q

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