Arma 3
[SP/MP]DUWS Unofficial v1.22
 This topic has been pinned, so it's probably important
Floyd Collins  [developer] 16 Feb, 2015 @ 2:07pm
Changelog
version 1.20:
Applied my patches on top of DUWS Modified 1.75 (this includes all on description page)
New stuff:
Manual zone placement (Click "Start-M" to manually place enemy zones) ported from DUWS-R
R3F Logistics updated
F35 request now checks for addon presence
Experimental support for AGM ("HEAL" function now should heal damage calculated by AGM_Medical support.
Some other stuff i can't remember.
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Floyd Collins  [developer] 18 Feb, 2015 @ 3:40pm 
Version 1.21:
AI mods like ASR AI and AGM AI should now not force your officer to run away from your base.
HEAL function now should support AGM Medical system in radio support (need more testing)
Some small bugfixes
Floyd Collins  [developer] 1 Mar, 2015 @ 4:00am 
version 1.22:
1. CP reward multiplier (applies to zone captures & mission rewards). Choose in start menu
2. Enemy unit multiplier - enemy squads will be multiplied by x1-5 (choose in start menu). 1 means no multiplying (default param). Please note: this feature requires pretty good CPU since there will be ALOT of units.
3. More support for AI mods, should now be compatible with ASR AI and VCOM (needs testing).
4. More transport in request menu - now with RHS vehicles (mods needs to be installed separately, and they're optional)
5. TAW View Distance script replaced with CH View Distance (saves info in profile, more control over object visibility)

And now for those who suffering from FPS drops due to large amount of units on map...
6. You can now enable ZBE unit cache in mission params (where you enable revive / etc) - it works in a very interesting way, "packing" whole squads in one squad leader (units can still be hit by artillery and etc), and "unpacking" them when there is enemies (players in our case) nearby, resulting in HUGE fps improvement without any gameplay effect. Try that, especially if you will run new enemy multiplier - you'll love it.

There is also some changes under the hood like code refactoring and etc, some bugfixes and so on...
Last edited by Floyd Collins; 1 Mar, 2015 @ 9:23am
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