Arma 3
co40 Domination! Blufor [4.73]
Showing 101-110 of 170 entries
< 1 ... 9  10  11  12  13 ... 17 >
Update: 2 Jan, 2018 @ 2:50pm

3.78
*please note* domination-custom.ini has changed, please replace it!

- Added: Malden version based on the AAF version by Lelik (great version btw)
- Added: Altis Carrier version (players can teleport from the carrier to the main Altis airfield and back to the carrier; all extra vehicles are spawned on the airfield except carrier planes)
- Changed: Set velocity of paratroopers to the velocity of the transport aircraft
- Changed: A MHQ can now be deployed on a building too. Players and other stuff no longer spawns on the ground but in the correct height behind/beside the MHQ
- Fixed: Drawing of various 3D icons (texts, like Virtual Arsenal, MHQ x, repair points) is now using the correct height and no longer draws only a little bit above ground
- Changed: Respawn is now also possible again on aircraft carriers
- Changed: Switched from playActinNow "Die" to switchMove "AinjPpneMstpSnonWrflDnon" for players when they are unconscious (hopefully solves a problem with error no unit issue)
- Fixed: Stupid typo in playerdisconnected (which is only used to write player data to the SQL DB)
- Fixed: Adding player to Zeus curator objects did use player scripting command instead of correct object reference variable on the server
- Fixed: In the IFA3 version a vanilla A3 vehicle was dropped in para drop instead of a jeep
- Changed: In the TT version players of a team which has solved the sidemission now get score added (same as the whole team gets for solving a sidemission)
- Fixed: Set correct velocity of spawned AI planes
- Added: BIS Dynamic Groups (Squad Mgmt) can now be disabled in server lobby ("With BIS Dynamic Groups (Squad Mgmt)")
- Fixed: Selecting leader of group was using groupOwner on clients instead of server
- Fixed: Intro camera target height was wrong (did not work on carrier, read, player higher than ground level)
- Fixed: Helicopters have problems spawning on the carrier (placed in the editor or after respawn; they fly straight up into the air and then explode on the carrier)
- Fixed: d_additional_respawn_points had some serious troubles like not working at all and similar
- Added: Better support for chopper MHQ
- Changed: Replaced MHQ1 in the Carrier and Malden version with an unarmed Hellcat
- Fixed: If a placed object got destroyed the wrong reference was used (object instead of string representation of the object), broke spawning mash for example (thx to Haz for reporting)
- Fixed: Size of map custom mark (thx to Haz)
- Changed: Removed distance check for vehicle crews on map draw (player names were only rendered on the map when the player was less than 3500 meters away)
- Fixed: Drawing on GPS is working again (hopefully BI won't change it anymore). Names are now also drawn on GPS
- Fixed: Heli lift does now also work on a carrier
- Changed: Object viewdistance now also gets changed when a player changes the viewdistance via Dom UI (object viewdistance is normal viewdistance + 100)
- Changed: Removed thundershort soundfile and replaced it with ingame thunder_2 sound

Update: 12 Apr, 2017 @ 12:19pm

3.74
- Fixed: AI CAS plane gets no longer deleted immediately when it can not move anymore (destroyed, pilot dead, etc)
- Fixed: Dying while parachuting could result in constant radial blurr on screen (BI bug)
- Changed: Check if player is medic is no longer done via var name but with getUnitTrait "Medic" (also true for revive when only medics can revive)
- Fixed: Enemy AI vehicles should no longer explode during creation when something goes wrong (wrong spot because of setpos command)
- Fixed: Additional respawn points did not work at all (d_additional_respawn_points)
- Changed: If SQL database is available and auto save is enabled also save progress to database after sidemission is finished (till now only after main target got cleared)
- Fixed: Major problem with the algorithm which created the main target positions. It could pick up the wrong target if one werent a city but a village (instead of Aggelochori Kavala was chosen)
- More optimizations

Update: 1 Apr, 2017 @ 5:59am


3.73
- Fixed: Don't draw MHQ lettering when a MHQ is in the air
- Changed: AI in static weapons has no longer skill 1 but random skill
- Fixed: Two Chernarus sidemissions still had an old variable name (sm 2 and 19)
- Fixed: One steal plane sidemission in the IFA3 version did not spawn a plane

Update: 21 Mar, 2017 @ 3:04pm

3.72
- Fixed: Non existing macro caused script error in sidemission 22 in the Chernarus version
- Fixed: CAS did not work at all in the IFA3 version
- Fixed: Missing engineer unit in the IFA3 version added again
- Fixed: Various Winter Chernarus problems because of missing mapSize config entry in the Winter Chernarus config
- Fixed: Major bug in updating the sql database when updating an existing mission progress (invalid number of inputs)

Update: 18 Mar, 2017 @ 3:22am

3.71
- Fixed: Parajump at base did not work in the IFA3 version (vehicles without cargo positions were not supported)
- Fixed: Script error in airai script
- Fixed: Some Team Bravo units still had Team Alpha in role description in the IFA3 version

Update: 16 Mar, 2017 @ 1:33pm

3.70
ATTENTION: mission.sqm files of ALL versions were changed!!!!

- Added: IFA3Lite version
- Changed: It is now possible to have more than one side on the player side in the normal versions (for example WEST and GUER groups)
- Added: Dynamic Simulation (it's possible to disable it in server parameters, default is on)
- Added: External database support (extDB3) including saving mission progress (and autosave and autoload also available, check initServer.sqf)
- Fixed: Correct "is swimming" check for leader in teleport/revive respawn
- Fixed: Air AI units did not move to a new main target
- Fixed: Uncon Draw3D was using player position instead of positionCameraToWorld [0,0,0]
- Fixed: Two common sidemission files were still using outdated variable names so that the missions didn't end (Chernarus only) and sidetrafo was completely missing in cfgfunctions file
- Fixed: Wrong path to particle resource in winter weather script
- Fixed: Don't add a camo net when a player deploys a MHQ which is kindOf Air (if camo net is enabled)
- Changed: You can now disable main target bonus vehicles or side mission bonus vehicles or both together in the server lobby
- Fixed: Disabled near own side soldier check for artillery targets in the CUP versions as it always reported friendlies even though no own soldiers were near the target (bug in CUP?)
- Fixed: Group could already be nil in handleDisconnect before beeing used in remoteExec
- Changed: Ships/boats can now also only be entered as driver with a specific rank in the ranked version (can be changed in x_initcommon.sqf, d_ranked_a select 8)
- Changed: In the ranked version players can now also enter vehicles in a cargo position even if their rank doesn't allow them to access other positions
- Added: A kbTell message (sidechat) is now displayed when a MHQ gets destroyed
- Changed: In the ranked version you need rank Corporal now to enter a static weapon (MG, GMG, mortar)
- Added: The main target respawn groups (those are not the aerial reinforcements brought in by chopper or plane) can now be disabled in the lobby
- Fixed: Issue where destroyed trains and trafo stations did not trigger end of sidemission (Chernarus version) (hopefully fixed)
- Changed: Domination now uses the new engine group cleaning introduced in A3 1.67 and no longer a FSM
- Added: Main target marker alpha value can now be changed in fn_preinit with d_e_marker_color_alpha, it's now 0.8 instead of 1
- Fixed: n's are back in hint/sidechat messages :)
- Changed: If "MT Tower Satchels only" is set to "No" a main target radio tower can be destroyed by any weapon now (and not only by satchels)
- Changed: If "no parachute jump flags" is enabled then "parachute from base" is no longer disabled
- Fixed: Air AI units should no longer spawn near main targets if a main target is close to the border of a map
- Changed: Relaxed streaming, removed black screen when Streaming friendly UI was enabled and message which showed up every now and then on the bottom of the screen.
Read, streaming and Youtube video upload now allowed BUT only it is not monetized (the non-commercial license is still valid that virtually 99,999999% of all the other user content made for A3 uses too)
- Fixed: Camps at main targets now really do no longer spawn close to each other and the radio tower (if there is enough space at a main target)
- Optimized: Ambient life (rabbits, snakes, etc) is now disabled!
- Fixed: In ranked mode it is no longer possible to load Virtual Arsenal loadouts with CTRL-O (which was some kind of cheating)
- Changed: Updated Spanish and Portuguese translation by Linux
- Changed: CAS planes now use machinegun and rockets
- Fixed: Stratis version was using a CUP Takistan sidemission breaking the sidemission system
- Added: It is now also possible to have a normal vehicle wreck transport (no choppers available in WW2 mod IFA3). Simply drive with the wreck vehicle to the wreck, an action menu to load the wreck should appear!
- Added: Spectate other players from flag at base
- Fixed: Side mission 17 in the CUP Chernarus version had a wrong variable reference (_officer instead of d_soldier_officer)
- Fuxed: If a player blocked artullery and disconnected artillery stayed blocked
- Fixed: Admin dialog did not work in a hosted environment
- Fixed: d_WreckMaxRepair for bonus vehicles was not applied to bonus vehicles in the non TT version
- Added: A loged in admin or host can now end a side mission manually (admin dialog)
- Fixed: Isle patrols should now spawn at least 2000m away from players
- Added: Japanese translation by aki_hat
- Added; Korean translation by Axion
- Fixed: Ammo load at base did not work for CRV in opfor Altis version
- Added: 3D text over MHQ
- Fixed: Players should no longer die when respawning at base (in revive mode)
- Fixed: Replaced the IED factory main target mission building with a correct factory building
- Changed: Reduced size of stringtable.xml
- Added: You can now press M for map dialog, N for nightvision and P for players dialog in revive spectating dialog
- More optimizations

KNOWN ISSUES:
- In the IFA3Lite version the artillery on your own side won't fire when a player requested an arty strike.
Neither doArtilleryFire nor commandArtilleryFire work with the either IFA3 mortars or the BM21...

(There are no versions between 3.64 and 3.70)

Update: 13 Dec, 2016 @ 1:00am

3.64e
- Fixed: Yet another script error in spectating scripts :(

Update: 10 Dec, 2016 @ 6:37am

3.64d
- Fixed: Script error in spectating scripts (wrong version chosen where lbSetColor index is still missing)

Update: 10 Dec, 2016 @ 5:45am

3.64c
- Changed: Better check for nightvision goggles (finds third party NV goggles too)
- Changed: Turn on NVgoogles after revive (if nvg was on before)
- Fixed: Artillery script was broken (script error)

Update: 9 Dec, 2016 @ 12:20pm

3.64b
- Fixed: Changeleader was messed up (calling d_fnc instead of xr_fnc, etc)
- Fixed: Target clear still broken
- Fixed: Main target mission object was not deleted when it wasn't a unit