Arma 3
HBQ_SpawnSystem
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Mis à jour le : 14 nov. 2023 à 5h28
par Q

v.1.2.1
- New: SpawnPropability (to randomize your mission even further)
- New: Trigger Radius: Only Spawn when enemy enters a zone around the Spawnposition
- New: When you place the last Moveposition in the Air, Helis and Planes dont try to land but stay Airborne.
- New: Raycast option (This option will halt raycasting calculations for all groups which don't contain any local entities. Units, that are not in a group with at least one local member, will not check visibility of other units. This will cause, that remote units will not have updated knowsAbout and it will save some CPU time. See also BI Wiki: disableRemoteSensors)

- Changed: Removed Groupsettings (Skill,Stance,Combatbehaviour,Combatmode,Speedmode).
These settings are now read from the Synced groups.
IMPORTANT!!! You might need to adjust old Missionfiles and make these settings in the Synced Groups now.
-Fixed: Simple Patrol with only one Moveposition works now
-Fixed: Airvehicles get despawned now when returned to base
-Fixed: Error with Landingzone creation
-Fixed: Vehicles now work with Delete on Targetposition
-Fixed: Issue with Random Groups and Groupsize -1
-Fixed: some little things
-Fixed: Some code optimization

Mis à jour le : 10 nov. 2023 à 1h00
par Q

v.1.2.0
- New: Fast Disembark option: Units will disembark much quicker
- New: Vehicle Crew Loadouts supported now
- New: Vehicle Loadout support
- New: Ace Cargo Transport (Vehicles can transport and drop custom Supplyboxes. ACE must be loaded)
- New: Cargo Paradrop
- New: Option to disable Custom VehicleLoadout
- New: Fuel Consumtion setting for Spawned Vehicles
- New: If you have more than one group synced a random group will spawn
- Changed: Group size can now be set to -1 (The exact amount of units like the syned Group will spawn.)
- Changed: You can now also enter only one Number in Group size (eg. 5 will set groupsize to exact 5 Units)
- Fixed a bug where Helis would not return to base and just keep hovering
- Fixed: On Some maps modded Vehicles would not start moving.
- Fixed: Flickering Units when Spawned with optimized Spawnmethod
- Changed: Default Forces Balancing is set to -1 (Disabled)
- Changed: Code Restructuring/Optimization
- Changed: Removed Random Units option (not necesarry anymore)

Mis à jour le : 30 oct. 2023 à 6h04
par Q

v.1.1.1
- Changed: I had to change the Initcode Variable _this. Instead of using " _this" you now need to use "spawnedGroup" to reference the Group.

Mis à jour le : 27 oct. 2023 à 3h29
par Q

v.1.1.0
- New: Helicopter and Planes Spawning
- New: Air Troop Transports
- New: Air Para Drops
- New: Engagemode URBAN (Engage from Urban Areas)
- Changed: When Guard is enabled and the Task Radius is below 10, Units will move to a 360 Formation and hold position until Task reset Delay is over. Vehicles will also stop moving

Mis à jour le : 17 oct. 2023 à 18h24

-Fixed a little Type that caused an error. Sorry for that.

Mis à jour le : 17 oct. 2023 à 17h39

v1.0.5
- New: Ships and Naval Transport (Now you can make ships land and disembark troops)
- New: Max. Total KI Count (If the Maximum number of Total KI (players excluded) in the Mission reaches this Vallue the Spawns will pause.
- Changed: Default Wave Unit Budget is now 50 (no prevent accidently infinite Spawns)
- Demomission Updated (Includes an Example for Naval Transport)

Mis à jour le : 12 oct. 2023 à 4h21

- Another Hotfix (Static Weapons did not spawn in the last Version)

Mis à jour le : 12 oct. 2023 à 0h56

-Fix of the last Fix ;-)

Mis à jour le : 11 oct. 2023 à 7h05

-Fixed one small error in the Logfile.

Mis à jour le : 11 oct. 2023 à 2h00

v.1.0.2
- Changed: little change on Static Exit
- Fixed: Vehicle are not considered for Balancing
- Fixed: Balancing Debug Info fixed.
- Fixed: TCL option was not working correctly
- Fixed: Balancing Damaged Units works with ACE Medical and Vanilla now