Arma 3
Dynamic Combat Ops - Takistan
Mostrando 11-20 de 31 aportaciones
< 1  2  3  4 >
Actualización: 5 AGO 2017 a las 2:28 a. m.

  • Added ACE options to startup menu (courtesy of Ledere)
  • Cache tasks will not choose Apex cache objects if Apex is not detected
  • Reactive destroy vehicle tasks now fire if all vehicles are destroyed, not their crews
  • Improved startup faction checks
  • Improved how JIP players receive current tasks
  • Fixed: Respawn options for AI were reversed
  • Players are unreadied if they open the arsenal during Team Planning menu

Actualización: 2 JUL 2017 a las 4:44 a. m.

  • Made user chosen base position check slightly less stringent
  • Fixed: Factions with no group data would not be able to spawn infantry, sides would never become hostile
  • Vehicle driver turrets will now have their ammo refilled at the base resupply point

Actualización: 28 JUN 2017 a las 9:55 a. m.

  • Added more stringent filtering to chosen and random base positions
  • Fixed: Helicopter transports would not transport

Actualización: 23 JUN 2017 a las 3:11 a. m.

  • Fixed: MP client loadout tags in Team Planning menu would show unit name rather than loadout
  • Fixed: Helicopter pilots operating under manual fire would lose all weapons except for minigun upon rearm
  • Slightly reduced enemy counts
  • Reinforcements added to high command

Actualización: 17 JUN 2017 a las 3:09 a. m.

Actualización: 17 JUN 2017 a las 3:01 a. m.

  • Added Team Planning menu revamp
  • Expanded player slot number to 12
  • Unlocked all faction and advanced faction combinations
  • Added potential airbase locations to the map - placing your base within the marked bounds of these locations will ensure any planes chosen will be spawned at the correct runway position
  • Added new helicopter transport support scripting
  • Added enemy defended emplacements
  • Added knowledge based tasks that appear when targets are discovered
  • Enemy forces will send periodic air and armoured attacks once total strength is significantly depleted
  • Enemy force are now given a pool of resources that will be depleted as they send reinforcements
  • Sector sizes increased, number of total possible grid squares decreased
  • Added command style options: 'Platoon commander' uses the previous high command functionality while 'Cog in battle' will make all AI forces act independently
  • Enemy vehicles can now be grouped as convoys
  • Removed eliminate HVT task
  • DLC filtering for some vehicle types (though it appears the new Jets DLC vehicles do not currently return a required value)
  • Fixed: Team leader would receive many empty high command groups
  • Fixed: JIP players would not join the player group
  • Fixed: Finding closest uncaptured sector did not work on dedicated servers
  • Reduced chance for AA/AT enemy infantry

Actualización: 16 ABR 2017 a las 1:34 a. m.

  • Planes are now accessible in the platoon menu - remember to place your base near a runway if you'd like to use them!
  • Loadout switcher fixes brought over from DRO
  • Random option added to support choices
  • Random option added to crewing types
  • Refit trigger will now affect respawned vehicles
  • Better vehicle respawn positioning
  • Fixed advanced factions not giving the full faction complement
  • Allowed pilots and crew to be chosen as classes
  • MCC4 support added

Actualización: 31 MAR 2017 a las 11:21 a. m.

Hotfix:

  • Player units had incorrect variables on startup

Actualización: 31 MAR 2017 a las 5:46 a. m.

  • Loadout switcher fixes and improvements brought over from DRO
  • Reset AI options returned to their intended usage following BIS hotfix (select stuck AI unit with F1-10, find their reset option in command menu 6)
  • Fixed spectator mode and added freecam

Actualización: 20 MAR 2017 a las 12:21 p. m.

Hotfix:

  • Player units in MP would receive a 'Reset AI' action