Arma 3
Aquerr's Bombs
Se afișează 1-10 din 17 intrări
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Actualizare: 18 oct. @ 10:46

Release 1.7.0:
- Eden Keypad module that does not contain a bomb. Can be used for other things like doors, containers etc. Contains an option to specify a code that will be executed on entering correct code. Currently, cannot be connected a trigger.
- Eden Explode module. To make scripted explosions. Can be connected to a trigger.
- Translations for keypad buttons
- Bugfixes

Actualizare: 25 aug. @ 4:45

Release 1.6.1:
- Added description information to EDEN modules telling that bombs and explosives objects should not be local objects and simple objects.
- Fixed an action initialization error that ocurred when ACE was not present

Actualizare: 16 aug. @ 7:31

Release 1.6.0 (Reupload with removed debug mode):
- Explode zeus module. This module lets you create an explosion on an object or any place in the world. Can be delayed. For example, you can make an airplane or a house explode in 30 seconds.
- All bombs can now be configured to require EOD (ACE)/Explosive specialist (Vanilla) trait or having certain items by the player to defuse the bomb. By default no items are required and EOD trait is not needed.
- Small bugfixes.

Actualizare: 16 aug. @ 7:29

Release 1.6.0:
- Explode zeus module. This module lets you create an explosion on an object or any place in the world. Can be delayed. For example, you can make an airplane or a house explode in 30 seconds.
- All bombs can now be configured to require EOD (ACE)/Explosive specialist (Vanilla) trait or having certain items by the player to defuse the bomb. By default no items are required and EOD trait is not needed.
- Small bugfixes.

Actualizare: 12 aug. @ 13:30

Release 1.5.3:
- EDEN modules now understand connected triggers and will initialize the bomb when trigger activates. Simply sync your trigger with the module and make it server only. :)
- All EDEN modules now executes on the server side to increase performance.
- Fixed wire bomb error on multiple defusal tries.
- Fixed shot/explosion vulnerable objects not being registered for JIP players when class/global way was used.

Actualizare: 1 aug. @ 5:14

Release 1.5.2:
- Added mod public key

Actualizare: 28 iul. @ 23:43

Release 1.5.1:
- Fixed not working disabled "Should Beep" property.

Actualizare: 2 iul. @ 5:04

Release 1.5.0:
- Added Morse code bomb (currently with very minimalistic GUI). This bomb let's you specify an encoded message that will be beep-ed to the player. The player must then enter a solution message. Both can be anything, a word or a full meaning... as long as they are alphanumeric characters from International Morse Code (consisting of 26 letters and 10 numerals + whitespace). Case insensitive.
- Code confirmation button for keypad bomb.
- Added max defusal attempts before bomb explodes (breaking change... sorry about that, you need to re-configure your scripts)
- Added option to remove shot/explosion vulnerabiltiy on defuse.
- Zeus interface bomb icons. All bombs created with the mod have now an icon in Zeus interface so that Zeus can easily see where the bombs are.
- Dedicated server fixes (all logic runs now on the server machine in hosted and dedicated environments)
- JIP player fixes
- Other general fixes and improvements

If you are creating bombs via triggers, make sure to run triggers on server side only.
Wiki will be updated in 24h.

Actualizare: 27 mai @ 2:22

Release 1.4.0:
- Memory bomb with interface
- New keypad bomb interface
- Removed ACE dependency
- Code modularity (for devs and mission makers)
- General improvements

This update contains some breaking changes and all your existing modules in a mission may require to be readded.

Actualizare: 23 apr. @ 1:29

Release 1.3.1:
- Fix explosion not being triggerd on entering wrong digit