Mod News KW25

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  • Hallo Zusammen,

    es geht weiter mit den Mod News!

    In den letzten 3 Wochen sind folgende Mod Updates veröffentlich worden:





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    3den Enhanced
















    Update vom 23.06.2018


    v3.0
    *added*
    - credits (Menu Strip -> About 3den Enhanced ->
    Credits...) Shows all contributors. If I forgot about someone please
    let me know.
    - added tool to log map grid position to clipboard



    *changed*
    - some base defines clean up
    - Right-clicking on a group icon will now also show "Garrison Buildings..."
    - Log 3den Entity ID is now available for all Eden entities
    - Conditions for context menu entries were improved e.g, "Log Positions (3D) won't show for markers"
    - improved save loadout attribute (code) //Needs testing!
    - improved code (save loadout)
    - improved code (introText)
    - improved code (visual settings)
    - improved code (establishing shot)
    - updated localisation
    - new mod logo/icon
    - OnPreviewDebug - Player was not able to edit objects in Zeus interface



    *removed*
    - obsolete function





    BI Forum | Download









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    PLP Markers
















    Update vom 23.06.2018



    Updated to v0.9b


    - Added: PLP ASSET Airport 3
    - Added: PLP ASSET Airport Tower
    - Added: PLP ASSET Artillery (Mobile)
    - Added: PLP ASSET Artillery (Missile)
    - Added: PLP ASSET Crate
    - Added: PLP ASSET Grenade Launcher
    - Added: PLP ASSET Kodiac
    - Added: PLP ASSET Launcher (AA)
    - Added: PLP ASSET Melee
    - Added: PLP ASSET Shed
    - Added: PLP ASSET Viewpoint
    - Added: PLP CIVIL Bar
    - Added: PLP CIVIL Building
    - Added: PLP CIVIL House
    - Added: PLP CIVIL Light Tower
    - Added: PLP CIVIL Shed
    - Added: PLP CIVIL Stadium
    - Added: PLP OBJ Chest
    - Added: PLP OBJ Dollar
    - Added: PLP OBJ Hexagon
    - Added: PLP OBJ Hexagon
    - Added: PLP OBJ Flag A
    - Added: PLP OBJ Flag B
    - Added: PLP OBJ Medical
    - Fixed: PLP CIVIL Commercial zone




    BI Forum | Download






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    ADV - ACE CPR
















    Update vom 22.06.2018




    • MPROVED: isResurrectable should always return true if only ace_medical_inCardiacArrest is true.

    • IMPROVED: removed superfluous check for ace_medical_enableRevive.

    • IMPROVED: variables will be set to nil instead of false. Might mitigate issues. Don't know...

    • IMPROVED: added check for inReviveState OR inCardiacArrest.




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    Achilles
















    Update vom 22.06.2018


    Changelog
    Spoiler anzeigen

    Modules
    New



    Advanced Hint (= readded vanilla training hint module). #294



    Revised



    Artillery Fire Mission:
    Feature: Precision option. #321
    CAS - Bomb Strike
    Fix: Was terribly inaccurate even for vanilla planes. #314
    Damage Buildings:
    Fix: Did not work on certain dedicated servers. #303
    Spawn units (reinforcement):
    Fix: Armed aircrafts were distracted by enemies.
    Fix: Some CUP planes did not work (started on the floor rather than in air).
    Feature: HALO option for planes.
    Teleport Player:
    Feature: Additional Option: none, include vehicle or HALO (new).
    Note: HALO will move the player 3000 m above the location, move his backpack ventral and add a chute.
    Copy Mission SQF:
    Fix: Minor script error. #185



    Attribute windows
    Revised



    Name
    Fix: Name was not changed for ACE3. #300
    Fix: Undefined variable error (by @DeliciousJaffa). #311



    Waypoints
    Revised



    Paradrop (also applies to the key-binding and reinforcement module)
    Fix: Chute openning animation is smoother. #321
    Feature: AI accounts to a certain extend for paradrop displacment according to fitted functions.
    Change: Paradroopers won't open their chute immediately at high altitude (>120 m) => HALO. #321



    Settings
    Revised



    Faction filter
    Change: The faction filter is available agian.





    BI Forum | Download






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    Hebontes

















    Update vom 16.06.2018


    The terrain is approx 18x18 kilometers with propably 15x15 kilometers of
    actual land mass. It consists of 18 shooting ranges, 4 infantry ranges,
    12 shooting ranges for armored troops, a hand grenade range and a range
    for anti-tank weapons. Between all of these ranges is the actual
    proving ground. Sattelite Map and Hightmap are all made from scratch and
    completely fictional. We are working with XCam from Silola to place
    the objects.
    Additional Objects to fit the scenery are made by ourselves, like range
    control towers, signs, shooting range fictional houses and wrecks.



    HEBONTES - NATO/AAF Military training ground | Download








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    Advanced Combat Radio Environment 2
















    Update vom 22.06.2018


    Changelog
    This update brings the following features to ACRE2, with a strong focus on vehicle gameplay that includes vehicle racks and an overhauled intercom system emulating VIC-3 functionality.
    Spoiler anzeigen




    Vehicle Racks (requires ACE3 Interaction Menu)


    Vehicle racks are back to ACRE2. The use of racked radios translates into longer transmission ranges due to their increase in power and the use of larger antennas. The current system supports the following racks:


    AN/VRC-103 for the AN/PRC-117F
    AN/VRC-110 for the AN/PRC-152
    AN/VRC-111 for the AN/PRC-148
    AN/VRC-64 for the AN/PRC-77
    SEM90 for the SEM70 (with GUI interface)



    Overhauled Vehicle Intercom (requires ACE3 Interaction Menu)



    The new intercom system integrates with the vehicular radios, allowing transmit and receive functionality to seats without physical access to the racks. In addition, it brings support for multiple intercom networks and the ability to tweak intercom volume among other features.



    Together with intercom, comes the infantry phone feature, which allows members of mechanized infantry to communicate through the intercom system with the crew inside an armored vehicle.



    External/Shared Radios (requires ACE3 Interaction Menu)



    It is now possible to share radios with other comrades without the need of giving them. This works for personal, backpack radios and vehicular radios.



    API



    API functions that deal with vehicular radios have been added for mission makers. Namely:



    acre_api_fnc_addRackToVehicle
    acre_api_fnc_areVehicleRacksInitialized
    acre_api_fnc_getMountedRackRadio
    acre_api_fnc_getVehicleRacks
    acre_api_fnc_getVehicleRacksPreset
    acre_api_fnc_initVehicleRacks
    acre_api_fnc_isRackRadioRemovable
    acre_api_fnc_mountRackRadio
    acre_api_fnc_removeRackFromVehicle
    acre_api_fnc_setVehicleRacksPreset
    acre_api_fnc_unmountRackRadio






    Improvements



    A new version is not exempt of optimizations, improvements and fixes, like the signal calculation fix after the 1.82 update. Translations have also received some attention although 100% localization is not yet accomplished.





    BI Forum | Download









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    Lesh's Towing Mod 1.0
















    Update vom 16.06.2018


    Changelog


    - Added Arma 3 DLC vehicles to the configurations
    - Added ability to tow vehicles that are manned by other players or AI
    Added debug function to determine the locations of tow points
    ([vehicle] call LESH_towing_fnc_debug and [vehicle] call
    LESH_towing_fnc_removeDebug)
    - Added ability to define tow points on runtime for specific
    vehicles (this will override config values if those exists) which can be
    used to add the ability to tow something that doesn't have configs or
    override something where it is slightly off
    - Added custom setDirection function to allow rotation around any
    point of the vehicle instead of [0,0] in model space (makes bigger
    planes work better)
    - Improved the towing function to use a slightly better speed calculation
    - Removed the optionals (most were already integrated and they don't really play nice with the workshop)




    BI Forum | Download






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    CF_BAI - Dynamic AI skill adjustment for better balancing
















    Update vom 15.06.2018



    CF_BAI is an Artificial Intelligence mod that adjusts the skills based on the thickness of the foliage around the unit. AI in woodland will have their skills reduced by configurable amounts to compensate for the games poor balance of spotting and accuracy when a lot of obscuring objects are present. This allows the game to be balanced better without resorting to each mission having its own skill settings.





    BI Forum | Download








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    Redd'n'Tank Vehicles
















    Update vom 12.06.2018




    - Added Gepard 1A2
    - Added all wreck models, they can be found under "empty->wrecks->Redd'n'Tank Wrecks"
    - Added empty Milan tube, can be found under "empty->things->objects"
    - Readded static Milan
    - Readded Milan to Marder and Fuchs
    - Changed static Milan model and Marder Milan model to Tanks model
    - Fixed "Fix GetIn Bug" user action radius was 25 meters, now its 5 meters


    Version 1.4.86
    - Fixed some texture issues on Gepard 1A2



    Redd'n'Tank Vehicles | Download









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    Project Zenith
















    Update vom 10.06.2018



    Alpha 1.7
    Update texture path error in 416's
    SIGNED :)




    BI Forum | Download





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