Arma 3
HBQ_SpawnSystem
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Update: 27 Oct, 2023 @ 3:29am

v.1.1.0
- New: Helicopter and Planes Spawning
- New: Air Troop Transports
- New: Air Para Drops
- New: Engagemode URBAN (Engage from Urban Areas)
- Changed: When Guard is enabled and the Task Radius is below 10, Units will move to a 360 Formation and hold position until Task reset Delay is over. Vehicles will also stop moving

Update: 17 Oct, 2023 @ 6:24pm

-Fixed a little Type that caused an error. Sorry for that.

Update: 17 Oct, 2023 @ 5:39pm

v1.0.5
- New: Ships and Naval Transport (Now you can make ships land and disembark troops)
- New: Max. Total KI Count (If the Maximum number of Total KI (players excluded) in the Mission reaches this Vallue the Spawns will pause.
- Changed: Default Wave Unit Budget is now 50 (no prevent accidently infinite Spawns)
- Demomission Updated (Includes an Example for Naval Transport)

Update: 12 Oct, 2023 @ 4:21am

- Another Hotfix (Static Weapons did not spawn in the last Version)

Update: 12 Oct, 2023 @ 12:56am

-Fix of the last Fix ;-)

Update: 11 Oct, 2023 @ 7:05am

-Fixed one small error in the Logfile.

Update: 11 Oct, 2023 @ 2:00am

v.1.0.2
- Changed: little change on Static Exit
- Fixed: Vehicle are not considered for Balancing
- Fixed: Balancing Debug Info fixed.
- Fixed: TCL option was not working correctly
- Fixed: Balancing Damaged Units works with ACE Medical and Vanilla now

Update: 9 Oct, 2023 @ 2:13pm

- Fixed: Patrols work with RTB now
- Fixed: Take Cover works better now
- Changed: Consolidated Patrol Radius with Taskradius


Update: 6 Oct, 2023 @ 6:59am

-Now the Version is the correct one.

Update: 6 Oct, 2023 @ 6:32am

- Guard Task: Group will stay in the Area of the TargetPosition (within Task Radius)
Especially useful if you use AI mods like Lambsdanger or Vcom which whould make AI change Positions.)
- Player Watch Direction check
- Units Budget: Module will stop Spawning if Unit Budget is depleted
- Headless Client support (choose on which location groups Spawn)
- Custom Layouts: Layouts that you customize on Linked units will be used.
- New Vehicle options:
Locked: When Vehicles are locked Crew does not disembark on fire.
Speedlimit: When vehicles are under fire the speedlimit is reset.
- Ignore Enemies: Turns of the ability to spot and target any Enemies. Good if you want the group to reach their Target no matter what. Also Disables other AI mods temporarly until unit gets suppressed.
- Suppression threshold: When a unit gets suppressed more than this it will not ignore enemies anymore. 0 means no suppression is needed. 1 means Full suppression is needed to Engage the Enemy
- Custom Init code option that gets executed when a group spawns.
- Option to disable/enable Optimized Spawning Method
- Delete Movepositions Option
- Reworked Balancing to make the settings more clear
- Shut Up! (Spawned Units dont talk. )
- Consolidated some of the ResetDelay Parameters (if you have used them please check if its still set right for your mission.
-Engage Tactics options Changed. Please check in old Mission files too.
Sorry about that but I had to clean up parameters.
- Added TCL support
- When a Vehicle gets attacked the Vehicle Speed limit is now reset so the vehicle can drive fast again.
- Completly redone Example Mission (in Workshop and in Mod Folder)
FIXED:
- Renamed "support by Fire" to "Take Cover"
- APC troop transport fixed
- General Tweaks and Improvements
- Problem where Sometimes Groups would not reach the TargetPosition
- Groups get internaly deleted when empty now
- Units Spawn directly into Formation