Arma 3
Carrier Strike [Alpha]
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Uppdatering: 6 aug @ 21:49

# Alpha Version v0.10.0

## Added
### Commander Abilities
- Added first iteration of commander abilites
- Commander Menu (accessed using Y by default)
- Scan
- Local only static scan of the map revealing locations of enemy units
- Artillery
- Artillery strike at location on map
- Commander Voting
- Apply, Resign, or Mutiny for the Commander role

## Changed
- Restructured systems - now inherits from base system
- String Localizaion

Uppdatering: 6 jul @ 14:09

# Alpha Version v0.9.2

- Added traits based on inventories upon spawning.
- Medikit = medic
- ToolKit = engineer
- MineDetector = explosiveSpecialist
- Added ability to toggle AI globally or for each team

Uppdatering: 27 jun @ 19:34

# Alpha Version v0.9.1

- Increased range of 3D markers for reactors
- Move seeding notification to server
- Moved Silo UI Enable check to client
- Added Vanilla version of Porto
- Added custom textures for CSAT version of Mora and Littlebird

Uppdatering: 25 jun @ 22:31

# Hotfix v0.9.0.1

- AI: Fixed issue where silo priority was not being sorted

Uppdatering: 24 jun @ 0:16

# Alpha Version v0.9.0

- Added map: CarrierStrike_Porto_CUP
- Requires CUP Terrains
- Optimized AI system, now 60% faster on heavy frame
- Added ability to name respawn positions
- Changed default code for AddVehicle module as an example of how to access params
- Default UI when seeding now shows silos as blocked, then unblocked
- Moved seeding notifications from client to server
- Added a fix to a bug in BI's respawn menu (thx charles_b._punchington)
- Silo array is now automatically sorted when added to the silo control system
- Updated Malden maps
- Now uses the name Monte, which is where the battlefield is located
- Updated Stratis maps
- Now uses the name Marina Bay, which is where the battlefield is located
- Removed Altis map
- Needs to be reevaluated based on size of battlefield
- If using description_shared.ext, you now have to use the macros LOADSCREEN and OVERVIEWPICTURE to define the loading image

Uppdatering: 22 jun @ 13:34

# Alpha Version v0.8.0

- Added AI Systems
- AI will now fill player slots (still keep AI disabled in description.ext)
- Each group has their own personality (Neutral, Offensive, Defensive, Chaotic)
- AI will sort silo locations by priority algorithm
- AI will use vehicles nearby (independent AI can steal your vehicles so beware!)

Uppdatering: 14 jun @ 23:08

# Alpha Version v0.7.5

- Added CUP Versions of Maps:
- Malden (Small)
- Altis (Medium)
- Stratis (Small)
Note: These will only show if CUP vehicles is loaded (which in turn requires CUP Units, etc). In the future, CUP terrains will also be required for CUP map implimentation

- Fixed wrong side attribute for some vehicles on all maps

Uppdatering: 14 jun @ 20:55

# Alpha Version v0.7.4

- Changed Respawn Loadout System
- Now can have up to 100 tiers
- Needs a description definition defining how many tiers
- #define LOADOUT_TIERS 3
- Tiers unlocked evenly as carriers take damage
- For instance, 3 tiers, unlocks happen at 66% hp and 33% hp
- When defining respawn inventories, you now need a side property and a tier property. No longer functions off of classname
- side = 0; // 0: Opfor, 1: Blufor, 2: GUER
- tier = 1; // Tiers up to 100
- ModuleAddTurret: Fixed issue with destroy percent property

Uppdatering: 13 jun @ 15:13

- Fixed CfgMissions.hpp

Uppdatering: 13 jun @ 15:11

- Fixed CfgMissions.hpp