Arma 3
HBQ_SpawnSystem
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更新:2024年1月23日 @ 0時16分
更新者:Q

v.1.6.3
-New: Stay in Area: You can Enter Area Markernames (separeted with Comma). Spawned Units will not leave these Markerzones. Can be canceled with Task Cancel Trigger

更新:2024年1月18日 @ 5時45分
更新者:Q

v.1.6.2
- New: Callsigns are now supported. If you give synced groups a callsign they will spawn with that callsign now.
- Improved: Initialization on Missionstart is a bit faster now

更新:2024年1月17日 @ 13時57分
更新者:Q

v.1.6.1
- Fixed: Performance Problem with Delete Security Distance

- Changed: Follow Group: if you enter the name of a HBQ_Spawner module the Groups will follow the closest group that was spawned by that spawner module.

- Changed: Engage when Enemy near is now a numerical input where you set the Distance of Engagement.

- Fixed: Follow Group works with Vehicles now.

- Fixed: Loitering now works with Vcom

- Fixed: "Engage when Enemy near" works now with Vehicles and Planes and Airtransports.

更新:2024年1月16日 @ 16時02分
更新者:Q

v.1.6.0
- New: Follow Group: If you Enter the name of a group (Variablename) spawned groups will follow this group after reaching the Targetposition.
- Changed: Secondary Targetposition: If you enter the Name of a group the groups will follow the group.
- Changed: if you sync a Driver or Pilot of a vehicle instead of the Vehicle it will now also get considered a vehicle. I made this so the Setup also works if you accidentially sync the driver instead
of a vehicle which happens sometimes. So this is a security feature for these cases.

更新:2024年1月15日 @ 2時28分
更新者:Q

v1.5.2
- Fixed: Now Headless clients also work when they connect later in mission or if HCs get disconnected
and reconnect. If the choosen HC is not available the Groups will spawn on Server.

更新:2024年1月13日 @ 15時07分
更新者:Q

v1.5.1
- Fixed: Engage when Enemy in Range: works now with combinded APC tactic. APCs with troops will engage together.

更新:2024年1月12日 @ 8時07分
更新者:Q

v1.5.0
- NEW: Task Cancel Trigger (for Patrol/Guard/LambsTask/TakeCover/StaticAI)

- NEW: Secondary TargetPosition (position where Groups move to after a Task is Canceled)

- NEW: Flee to Scondary Targetposition: If Enabled groups will stop fighting and flee to the secondary Targetposition (when Cancel Trigger activates). Units get deleted when reaching the secondary Targetposition.

- NEW: Reset AI when fired Near: When units hear shots fired in a distance of 150 Meters (even friendly shots) all AI Features are enabled that have been disabled by other options like Static AI or Hold Fire. This is good to syncronize several groups to move again as soon as one shot is fired.

- NEW: Zone Trigger: If you enter the name of a Trigger, the Volume of the Trigger will be used instead of the Zone Radius.

- NEW: Engage when Enemy in Range: Engagement will be started as soon as an Enemy is within the Task radius even if the TargetPosition is not reached yet. Transports will also disembark and Engage.

- NEW: Option to Disable Vcom Skills.

- NEW: Updated Demomission to showcase the new Features.

and more:
- Changed: Renamed Exit Static on suppression
- Improved: Max. Group Separation
- Fixed: Spawn in Formation
- Fixed: Problem with Lambs Task Reset
- Minor Fixes and tweaks

更新:2024年1月9日 @ 16時59分
更新者:Q

v1.4.3

-Fixed: An Issue with Stoptrigger in combination with Balancing where the stoptrigger would not really stop the spawns in some cases.
-Fixed: Small Debug fix

更新:2023年12月21日 @ 18時27分
更新者:Q

v1.4.2
-Fixed: Simplepatrol was broken in some cases.
-Improved: improvements to Max. Group Separation

更新:2023年12月21日 @ 2時41分
更新者:Q

v.1.4.1
-New: ACE AI unconscious toggle. If disabled ignore ACE AI Unconscious feature for spawned Groups. AI will never go unconscious but die.
-Improved: Max. Group Separation is now more reliable