Arma 3
co40 Domination! Blufor [4.73]
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Update: 24 Aug, 2018 @ 5:22pm

3.98
ATTENTION: The following mission.sqm files have changed: Chernarus, Winter Chernarus, Takistan and Sahrani

- Changed: The camp number is now written near an enemy camp at the maintarget on the map and above the camp in 3D
- Fixed: Script error in engtrigfnc
- Fixed: When ace was enabled and CUP or RHS was used Virtual Arsenal was showing all weapons instead of 3rd party mods weapons only
- Fixed: It could happen that the number of the enemy inf barracks did not match the number of inf barracks internally used (-1 left)
- Fixed: When a player was unconscious in the CUP versions he was standing and not lying uncon on the ground (game breaker :/)
(missing "xr_respawn" marker, please replace the CUP mission.sqm files or add an empty "xr_resp_marker" marker in an area where nothing happens)
- Fixed: Don't show rappel AI action anymore when the AI units are in action
3.98a
- Fixed: CUP planes do use mixed arrays for positions in Transportpylon config ({0.11, "0.12+0.2"})
- Changed: You can exclude magazines from the pylon loadout now (see CfgVehicles.hpp in mission root folder)
- Added: Board with server rules (only on the Blufor Altis version which has a little bit different base layout)

Update: 23 Aug, 2018 @ 2:18pm

3.97
- Fixed: Server artillery scripts were using player scritping command instead of the correct player variable reference
- Changed: Arty operators can now cancel arty strikes (does not cancel salvoes already on the way)
- Fixed: Engineer repair and refuel capabilities are now only restored if the player is in base and not everytime he/she gets revived or respawns somewhere
- Changed: There are now 2-4 enemy AI inf barrack buildings and enemy AI groups respawn randomly at one of them (as long there is a brrack building left)
- Changed: If old engineer handling is enabled show the number of seconds an engineer has to wait till he can repair at base again
- Changed: A wreck chopper pilot now gets 20 points for bringing a wreck to the wreck repair point (if database is found or in ranked mode)
- Fixed: Various issues with wreck lifting (like Release Wreck action not going away)
- Changed: AI airtaxi is now available in all versions except TT for all players (one taxi for all players)
- Changed: Removed Special Purpose Suit from Virtual Arsenal uniforms when player is on Blufor side
- Changed: Show the number of seconds a player has to wait before he/she can deploy/undeploy a MHQ again
- Changed: It is now possible to remove entries from Virtual Arsenal by either code or classname (d_remove_from_arsenal in x_init\fn_preinit.sqf)
- Changed: If database is found and player has a score higher than 500 remove auto kick from air vehicles after 30 seconds
- Added: Dynamic pylon loadout editor. Just enter a plane or chopper which supports it while it doesn't move and engine is out at base and you get the action menu.
For UAVs just walk to the UAV and use the hold action outside the UAV
- Fixed: CAS plane rocketlauncher should now also work for dynamic loadout planes (like RHS A10 or SU25)
- Changed: Respawn scripts for vehicles...
- Give the vehicle a unique var name in the editor. The var name has to start with d_add_vec_
- You can add the following setVariable options to the init line of the vehicle in the editor:
* this setVariable ["d_respawn_delay", 100]; // default is 300, if you use -1 the vehicle respawns almost immediately if destroyed
* this setVariable ["d_respawn_fuelcheck", false]; // if true, the vehicle respawns with the same fuel it had when it was destroyed, default true
* this setVariable ["d_respawn_liftit", true]; // The vehicle can now be lifted by a lift chopper
* this setVariable ["d_respawn_icon_text_col", ["n_support", "Vec 1", "ColorWhite"]]; // Adds a marker, text to the marker and a color for the marker to the vehicle
(for available markers check the following page: https://community.bistudio.com/wiki/cfgMarkers )
* this setVariable ["d_empty_respawn", 10]; // The vehicle will respawn after a specific time when no player was nearby (only available when d_respawn_delay != -1
- Added: Advanced rappeling from Duda
- Fixed: Map drawing on GPS map (yet again)
- Optimized: Map drawing, do only draw map icons and markers if they are actually visible
- Changed: Replaced side mission bonus vec jet and attack chopper classes with the ones which support dynamic (pylon) loadout (including CUP)
- Fixed: Do not immediately trigger refuel in engineer full mode when vehicle fuel ammount is under 1
and many more fixes and optimizations

Update: 1 Aug, 2018 @ 1:31pm


3.96
ATTENTION: The following mission.sqm files have changed: Altis, Malden, Carrier Altis, Opfor Altis, Tanoa, Tanoa TT, Blufor RHS and Opfor RHS

- Fixed: Undefined variable d_rscspect_on when using player and admin spectate causing massive RPT spam, fix by Auge103
- Changed: In the carrier version it is now possible to end a "bring something back to base" side mission at the air base too (and not only on the carrier)
- Fixed: It could happen that a camp marker had the same name as the previous one
- Changed: Turn on NVgoggles again if a player opened Virtual Arsenal with NV on (if goggles are still available)
- Changed: Show also seconds for time to wait till next parajump from base/farp and not only minutes
- Changed: When creating a vehicle at a MHQ or FARP find a correct empty vehicle position in a 50m radius
- Added: A message is now written to the server rpt and a hint is shown when a player shoots at a MHQ vehicle
- Changed: Add 10 points when reviving a player instead of just 2 (please change manually in dom_settings table if you use a sql DB)
- Changed: Better uav respawn handling
- Fixed: Show correct name of additional respawn point or farp instead of position when selecting a respawn pos in revive dialog
- Fixed: Typo in fn_uncon_oneframe.sqf
- Changed: Additional respawn points are now sorted by name
- Changed: Vehicles will now respawn with correct pylons and animations (for example changed in editor via pylon editor or garage)
- Improved: Better position handling for vehicle spawning (findEmptyPosition)
- Added: Encore update destroyers to carrier
- Added: Base sabotage. Enemy will drop in assault soldiers with satchels and attack your base. Disabled by default, can be enabled by server lobby params (d_with_base_sabotage)
- Changed: Score gets subtracted if a player dies and a SQL database is available (you have to change server lobby param d_sub_kill_points)
- Changed: If a SQL database is available score gets subtracted when a player calls CAS, calls an air taxi, calls in artillery, creates a vehicle (at MHQ for example),
calls an air drop, calls a UAV at MHQ, makes a parajump from base, opens fake UAV at MHQ, builds a FARP (check d_ranked_a)
- Changed: If database is available infantry player inside the main target area get more points when killing AI (inf only outside vehicles)
- Added: New sidemission type send data with data terminal
- Added: New sidemission type destroy earthquake device
- Added: New sidemission type destroy SAM site
- Added: New sidemission type destroy weapon cache (by Lelik)
- Added: New sidemission type destroy support vehicles
- Changed: Activated naval mines sidemissions again (Altis, Malden and Tanoa)
- Fixed: Various Malden sidemissions (wrong markers for direction used and wrong localization strings)
- Fixed: Don't create sandstorm over water
- Fixed: getBonus bugged out when a side mission bonus vehicle was a carrier based plane
- Fixed: Sidemission 7 on Malden causing broken create armor script because of missing second marker
- Changed: Nicer UI above capture camps (circle and no longer just text)
- Fixed: Script error when script didn't find new camp position
- Fixed: Tanoa TT version Little Birds did explode at mission start
- Fixed: Don't kick player AI out of a static weapon or parachute if d_ai_alone_in_vehicle is enabled (only available with ai mode)
- Fixed: Wrong string to select arty vecs in the TT version

Update: 27 May, 2018 @ 3:44am

3.95
- Fixed: Rewrote deleting AI only groups on player side for UAVs (even Zeus placed) again when with AI is enabled, works now, I promise!
- Fixed: Huge VTOL vehicles like Blackfish no longer explode when beeing spawned as sidemission reward
- Changed: VR uniforms removed from BI Virtual Arsenal
- Fixed: If "Parachute from base" is disabled then also disable it at additional respawn points like farps
- Added: New server lobby parameter "Add action menu "Spawn vehicle" to FARPs:", default is Yes
- Changed: If database is available add extra points (default 3) to the player who placed a mash if another player heals at that mash
- Changed: If database is available add extra points (default 10) to players who were at the side mission (same points as in ranked mode, added to player total score; not available for all sidemissions)

Update: 26 May, 2018 @ 5:15am

3.94
- Changed: New server lobby param d_no_mortar_ar "Mortar bag packs in Virtual Arsenal", default no, means no mortar in VA
- Fixed: Use correct position for barracks building fake ruin
- Fixed: Island patrols did not work on headless client
- Improved: Rope attachement points for helilift by Auge103
- Fixed: Stupid "I forgot to remove a copy and paste text" in x_server\x_f\fn_getbonus.sqf which completely broke it (mission breaker :/)
- Fixed: Do not delete UAV invisble crews when with AI is enabled, makes player placed drones work again

Update: 20 May, 2018 @ 3:51am

3.93
- Fixed: When With AI is enabled do not delete UAV AI
- Changed: ace arsenal disabled in ranked mode
- Fixed: Convoy side mission was broken (thx @auge103)
- Fixed: When High Command groups on the player side are available do not delete them when with AI is enabled
- Fixed: Used wrong mission files so 3.92 was still reporting version number 3.91
- Fixed: Respawning on the Carrier in the carrier version was broken
- Fixed: Do not delete Zeus placed groups which are friendly to the player side

Update: 13 May, 2018 @ 10:58am

3.92
- Changed: The following is available either in ranked mode or/and if extDB3 with a SQL database is running (uses points from d_ranked_a)
* Players get extra score for transporting others
* Players get extra score when they are near a main target when it gets cleared
* Players get extra score for reviving another player
* Players get extra score for destroying a radio tower, capturing a camp and solving a main target sidemission
- Fixed: For whatever reason it can happen that when a player calls in artillery that arty vehicles at base shoot at each other resulting in the arty caller beeing blamed for shooting at the arty vecs
- Fixed: dom_params2 was not filled with params thus making a hotfix release necessary :/

Update: 11 May, 2018 @ 4:42am

3.91
ATTENTION: Domination.sql file (execute with Heidi) and domination-custom.ini file have changed!!!!
You can also delete dom_params table in the Domination sql database, a new one gets created called dom_params2 (run the server once to fill it)

- Changed: Removed recapture main targets
- Changed: Server lobby params (class Params) through SQL DB with a much better and more flexible system
- Fixed: Don't run sandstorm script if player is unconscious
- Fixed: Sidemission cleanup routine broken when HC was enabled. Variable got not initialized on HC anymore after cleanup
- Added: New server lobby parameter "Use only mod weapons in Virtual Arsenal:" to disable mod only weapons in VA completely
- Fixed: Deliver sidemission vehicles can be lifted again
- Changed: Added more sleeps to move AI script and removed reveal for each AI unit, hopefully removes lags for some people (only gets called when With AI is enabled)
- Fixed: Do not delete the kbTell unit groups when With AI is enabled because then many sidechat kbTell messages are gone too.
- Added: New lobby parameter "Enemy AI vehicles can be air lifted:", default yes; if disabled no enemy AI vehicles can be airlifted
- Added: Use vehicle setVariable ["d_no_lift", true, true] to remove it from lifting. Even if a vehicle is initialized with setVariable ["d_liftit", true, true] it won't get lifted then
- Fixed: In the RHS version russians do speak russian now and not farsi :)
- Changed: Dom general settings like use params from sql database were moved to dom_settings table (run Domination.sql file first, with Heidi for example)
Settings available in SQL DB settings table: d_use_sql_settings, d_db_auto_save, d_reserved_slot (attention d_reserved_slot has changed to array), d_uid_reserved_slots,
d_uids_for_reserved_slots, d_cas_available_time, d_ranked_a, d_points_needed, d_points_needed_db, d_tt_points, d_set_pl_score_db
- Fixed: Sidemission units should no longer spawn in rocks
- Changed: Using player vehicle var name as references is broken if the game thinks that a player is a "Error: No unit", use allPlayers instead of d_player_entities (maybe one day BI will fix)
- Changed: Better check if a unit is a player as isPlayer scripting command returns false if a player is "Error: No unit"
- Changed: You no longer need to put the playable units var names into d_player_entities or d_entities_tt_blufor/d_entities_tt_opfor in x_init\fn_preinit.sqf anymore. The var names are still needed just not in those arrays anymore
- Changed: When ace is found use ace arsenal instead of BI virtual arsenal (works also for ranked mode except uniforms and items for now)
- Changed: Added ACE support for different medical items (by Boersencrash321)
- Added: Support for special rank "General"
- Fixed: Script error in fn_db_loadsavegame_server which broke bonus air positions (and probably others) when a DB save game was loaded
- Fixed: Better ace support for killed eventhandler (killer might be null because of ace medical system) by Auge103
- Changed: Player scores are now saved every few minutes to SQL DB (if extDB3 is enabled) instead of just when a player disconnects
- Fixed: Search intel was using wrong index for intel array because of a removed intel
- Changed: Deliver sidemission vehicle driver has to be a player now
- Changed: No longer automatic radio messages spam when with AI is disabled
and many more fixes and optimizations

Update: 10 Apr, 2018 @ 4:07pm

3.90
ATTENTION: ALL mission.sqm files have changed

ATTENTION: If you use a SQL database please remove the primary key (name) in the missionsave and missionsavett tables (otherwise you can't save a mission with the same name on different islands)!!!!

- Added: RHS Altis Blufor version
- Changed: You no longer need to add classes of vehicles which can be lifted by air lift to an array, it's done automatically now
- Changed: Use instigator instead of killer or shooter in "killed", "mpkilled" and "handleDamage" eventhandler where it makes sense
- Changed: Add 5 points score if a player destroys either the enemy inf barracks or the enemy mobile vehicles HQ
- Fixed: If number of main targets selected in the lobby exceeds main targets available reduce it to the correct number
- Changed: DB Top player list is now updated every 10 minutes (not all values as some values are only saved to DB when a player leaves the server)
- Changed: Made use of new scripting commands findIf and disableMapIndicators (set to [true (disableFriendly), true (disableEnemy), false (disableMines), false (disablePing)])
- Fixed: ACE medical items were not available in the ranked mode
- Fixed: Drop RHS vehicles by air drop and not default A3 vehicles
- Fixed: Additional unique (d_add_resp_points_uni) respawn points of other team got not removed in the TT version
- Changed: More generic ToolKit check for engineers
- Removed: Old ordered routes (like West, East, South, North) for a few islands and added new ordered route based on navigation algorithm for all islands, default now (still a little bit random)
- Added: USS Freedom carrier to normal Altis Blufor and Malden Blufor version (Wasp bonus aircraft will spawn on it)
- Fixed: When ace was used virtual arsenal was empty :/
- Added: RHS weapons for ranked mode (OPFOR and BLUFOR), thx to Bagram
- Fixed: When database params were used TT params got messed up
- Fixed: Prevent database mission loading when the mission is already running
- Fixed: Headless client unit was missing in the Malden version
- Fixed many bugs/problems/script errors during play testing. And also many more optimzations and other small fixes

Update: 10 Mar, 2018 @ 4:42am

3.89
- Fixed: Additional FARP objects (FARP placed by engineer player) were spawning in the air
- Fixed: Vehicle markers (MHQ, Lift choppers, etc) disappeared when players left a vehicle