Arma 3
Dynamic Combat Ops - Altis
Ergebnisse 11–20 von 39
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Update: 5. Aug. 2017 um 2:25

  • 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

Update: 2. Juli 2017 um 4:41

  • 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

Update: 28. Juni 2017 um 9:51

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

Update: 23. Juni 2017 um 3:06

  • 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

Update: 17. Juni 2017 um 2:55

  • 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

Update: 16. Apr. 2017 um 1:31

  • 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

Update: 31. März 2017 um 5:44

  • 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

Update: 20. März 2017 um 12:19

Hotfix:

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

Update: 19. März 2017 um 2:40

  • Modified reset AI action until BIS addresses an issue with AI action commands - reset action can now be used by aiming at the stuck unit and opening the action menu

Update: 18. März 2017 um 6:42

Friendly reinforcements:

  • Players will receive reinforcements once platoon strength has been significantly depleted
  • Reinforcements will be added to high command for group leader
  • Reinforcements will continue to arrive periodically until the player side is back up to strength
  • Reinforcement groups will only cover infantry and infantry insertions as vehicles already respawn at base

Other changes:
  • Only one cache object now needs to be destroyed to complete cache tasks
  • Task cancel options added again for appropriate tasks
  • Enemies will now retreat to the nearest uncaptured sector if their numbers fall low enough
  • Task guarding enemy numbers now affected by AI multiplier
  • Reinforcing enemy numbers now affected by AI multiplier
  • Unit traits for player group added back (units will be able to use medikits and toolkits regardless of class)
  • Fixed: Secure route tasks would not be assigned (could cause mission to not end and Bravo platoon to not attack)