Arma 3
SCO Solo - SP Enhancements
Showing 1-10 of 33 entries
< 1  2  3  4 >
Update: 4 Oct @ 11:03am

SCOsolo Ver 0.7.3— Patch Notes

Swapped out the radio sounding MEDIC ogg - for a much much better sound file.

Update: 4 Oct @ 10:53am

Ver0.7.2

Update: 3 Oct @ 4:21pm

Ver0.7.1

Update: 3 Oct @ 3:15pm

SCOsolo Ver 0.7.0— Patch Notes

Added a custom sound file to call "MEDIC" when launching the medic script.

Update: 3 Oct @ 1:08pm

SCOsolo Ver 0.6.8— Patch Notes

Changed the version number to override the cache.

Update: 3 Oct @ 12:47pm

SCOsolo v0.6f— Patch Notes

OK - so now I have two separate logic paths - if your running SOG_AI you are not using the hard STOP vanilla uses - therefore I don't need to remove the medic from the group to process the move and treatment of the squad. So this path keeps the squad intact.

For those not running SOG_AI - I changed the logic - so the medic leaves the players group entirely - so it can clear the hard STOP vanilla uses - does its treatment - then returns to the same spot in the players squad that it had left from.

Both the moves seem smooth and quiet now - please let me know if you experience any issues.

Update: 3 Oct @ 11:15am

SCOsolo v0.6e— Patch Notes

Fix for Vanilla - medic no longer barks redundant commands and responds properly.

Update: 1 Oct @ 12:59pm

SCOsolo v0.6d— Patch Notes

Didn't realize the beep sound I chose was part of ACE - in order to break that dependency - created my own custom beep sound and included it in the MOD. Sound no longer coming from ACE.

Update: 30 Sep @ 12:27pm

SCOsolo v0.6c— Patch Notes

Didn't realize the beep sound I chose was part of ACE - in order to break that dependency - created my own custom beep sound and included it in the MOD. Sound no longer coming from ACE.

Update: 30 Sep @ 7:59am

VOID