Arma 3
Resist
Showing 11-20 of 29 entries
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Update: 23 Dec, 2015 @ 1:37pm

POTENTIAL FIX: AAF tanks in Options None should now be less prone to fleeing from combat.

Update: 23 Dec, 2015 @ 1:24pm

FIXED: Dozens of corrections and fixes for Russian localization - massive thanks to Spartan-117, for his time and effort.

Update: 21 Dec, 2015 @ 12:37pm

POTENTIAL FIX: Second Varsuk tank not moving in Options None.

Update: 21 Dec, 2015 @ 4:57am

FIXED: Incorrect French string for Road's End intro video.

Update: 21 Dec, 2015 @ 2:49am

FIXED: Judgement Night error when finishing Options None with the EBR equipped.

FIXED: Finishing missions without primary weapon led to non-existent primary weapon in following cutscene animations. Now, player will always be assigned a simple rifle with one round of ammunition in subsequent mission (we assume Coleridge has scavenged a firearm from somewhere).

ADDED: Backpacks to crates in Options None.

Update: 19 Dec, 2015 @ 3:10pm

FIXED: Rifle at one of the cache locations in Judgement Night was spawning below ground.

POSSIBLE FIX: Failsafe added to task trigger.

Update: 18 Dec, 2015 @ 2:53pm

FIXED: Script error stack in Options None.

FIXED: Flare burning sound had incorrect path.

FIXED: Script error for Romeo's door sound in Judgement Night.

Update: 17 Dec, 2015 @ 12:14pm

TWEAKED: Crash site scene in Judgement Night (crater clipping with helicopter).

Update: 17 Dec, 2015 @ 8:47am

FIXED: Mission titles.

Update: 17 Dec, 2015 @ 8:38am

FIXED: Duplicated SQFs removed from Approaching Thunder.

FIXED: Knight's no longer trying to escape the helicopter in Essential Requisite.

FIXED: Mission names not showing on map screen.