Arma 3
HBQ_SpawnSystem
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Actualización: 26 JUL 2024 a las 3:31
por Q

v2.1.3
- New: SpawnItems : If you sync only an item like a loadoutbox the Spawner will work in ITEM mode and spawn only the Synced Item. Can be used with automatic spawnpositions and prefer hidden to spawn loot boxes in buildings for example. Also works with Life time and Waves etc.

- Fixed: Sometimes Units would not spawn in Transport Vehicles.

Actualización: 23 JUL 2024 a las 14:44
por Q

v2.1.2
- New: Debug Colors for Ammo state
- Fixed: Some problems with AI Rearm
- Fixed: Error with Leader Distance
- Fixed: Teamleader do ream now too.

Actualización: 22 JUL 2024 a las 15:31
por Q

v2.1.1
- New: CBA setting for no Ammo flee time
- Improved: Debug Colors show Units rearming
- Fixed: Error with getting compatible Magazines function. (AI Rearm)
- Fixed: Rearming compatible with Keep Leader distanz now.
- Fixed: Unstuck does not unstuck Incapacitated Units anymore

Actualización: 22 JUL 2024 a las 8:23
por Q

v2.1.00
- New: AI Rearming System (only Infantry for now)
- New: Flee if Ammo Low option
- New: ACE Damagethreshold Option
- Improved: Performance of combined APC engagement.
- New: Variable to monitor overall HBQ Proceccing Time of all HBQ functions. (HBQ_PROCESSINGTIME : Proccecing time for all HBQ Functions in ms)

Actualización: 21 JUL 2024 a las 9:18
por Q

v 2.0.95
- Fixed: Problem with Triggerradius in combination with
Repeatdelay
- Improved: Several little optimizations in Code.

Actualización: 20 JUL 2024 a las 20:50
por Q

v2.0.94
- New: Balancing: Damaged Vehicles option (pause Spawns when too many Vehicles are damaged)

- Improved: ForceBalancing: Vehicles are wheighted depending on their Power. Here is a list of how the Force is Calculated:
Infantry man = 1 Powerpoint
Vehicle = 1 Powerpoint plus Crew count
Armedvehicle = 2 Powerpoints plus Crew count
Airvehicle = 4 Powerpoints plus Crew count.

- Improved: Optimized Performance of Balancing

- Fixed: Problem with Balancing if no Enemies is in Zone

- Fixed: Problem with Balancing and Wavescount

Actualización: 18 JUL 2024 a las 19:41
por Q

v2.0.93
- New: Waves Count Option

- New: Unstuck: The Kill Stucked Feature was replaced by this much better Unstuck function. You can define a radius. When no player is within this radius around a stuck Unit/Vehicle it will get unstuck ( by deleting and recreating it at a slightly different position.)

- New: Detailed Debug: Now you can enable Detailed debugging if you want even more debug Informations
while the default Debug will now show less informations.

- Fixed: Very small groups dont flee now when Groupsize is enabled for fleeing. At least one Unit must die in order to make small group flee.

Actualización: 16 JUL 2024 a las 13:56
por Q

v2.0.92
- New: Delete/Kill Abandoned Vehicles

Actualización: 16 JUL 2024 a las 5:09
por Q

v2.0.91
- Fixed: Alive Virtualization
- Added: Example for Assault speed in Demomission

Actualización: 15 JUL 2024 a las 14:08
por Q

v2.0.9
- New: Assault Speed Option
Groups assault the Targetposition not paying much attention to other fights around them (Caution it makes groups fast but vulnerable ).

- Improved CAS system.

- Fixed: LambsTask Assault now compatible with Leaderdistance Feature