Arma 3
Blastcore Murr Edition(TT Version)
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更新:7 月 17 日 @ 上午 3:24
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the effective distance of all custom light sources has been increased to 4000 meters, and their attenuation rate over distance has been reduced to provide smoother falloff. Additionally, several new entries labeled "TT Recommended" have been added to the game's Video Settings menu. These options offer higher values than the vanilla game, pushing close to the engine's limits to achieve enhanced visual effects. Of course, if you feel it's too much for your system, you're free to choose other options.

更新:7 月 17 日 @ 上午 3:21
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更新:7 月 17 日 @ 上午 3:11
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更新:7 月 16 日 @ 下午 12:03
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The damage values in the config files for the 2000lb, 1000lb, 500lb, and 250lb bombs have been set to 0 (previously, they were set to very low values, but for the 250lb bomb, this could still cause damage beyond the intended range controlled by the script). This prevents unintended damage outside of the scripted logic—excess damage could lead to unintended deaths, and since the addForce function sometimes fails to affect dead units, this would cause issues where those killed wouldn’t be launched by the blast wave.

The execution code of the blast wave script has also been updated. Now, as soon as the explosion occurs, units are almost instantly launched by the shockwave, with virtually no visible delay.

更新:7 月 16 日 @ 上午 2:21
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Reorganized the dependency relationships between CfgPatches classes and optimized the execution speed of the explosion damage scripts for the 250lb, 500lb, 1000lb, and 2000lb bombs, reducing the delay between the explosion and the moment personnel are blasted away by the shockwave.

更新:7 月 15 日 @ 上午 8:49
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Removing the JSRS dependency has caused many users to experience missing sounds for the 250lb, 500lb, 1000lb, and 2000lb bombs. I'm unable to solve this issue without the dependency, so I've decided to reintroduce the JSRS requirement. Sorry — can't please everyone.

更新:7 月 15 日 @ 上午 7:25
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The blast wave effects for infantry from 2000lb, 1000lb, 500lb, and 250lb bombs have been redesigned using Arma 3’s PhyX engine interface functions. (These functions are highly unstable when used on vehicles, so for now, vehicle blast wave effects remain unchanged.) Infantry now respond much more strongly to shockwaves with ragdoll physics.

Additionally, the lethal radius for personnel has been increased to 1.5 times the original value for all four bomb types. The original radius remains the guaranteed kill zone, while the additional 0.5x distance applies a linearly decreasing damage effect (from a value of 1 down to 0). Personnel within this extended area will also enter an unconscious state for a period of time.

更新:7 月 14 日 @ 上午 9:23
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Made some small adjustments to the 250lb and 155mm explosions — they now look fuller.

更新:7 月 14 日 @ 上午 2:10
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Fix the issue of incorrect vehicle exhaust smoke after the update.

更新:7 月 14 日 @ 上午 12:56
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I’ve removed the dependency on JSRS. The version I use has this dependency, but the released version doesn’t. So every time I updated the mod, I kept forgetting to remove the JSRS dependency. Sorry about that, everyone — it’s fixed now.