Releases: ARCOMM/ARCMT
Releases · ARCOMM/ARCMT
Version 1.3.3.291
CHANGE LOG SUMMARY
CHANGED:
- Phantom 5-8 are now called Raven 1-4
- Default loadouts updated (credit to Lawson)
Version 1.3.2.285
CHANGE LOG SUMMARY
ADDED:
- New CUP terrains to sandbox configuration
CHANGED:
ARC_fnc_garrisonBuilding
no longer disables AI auto-combat
Version 1.3.2.283
CHANGE LOG SUMMARY
ADDED:
- Mortar teams
- 8 groups per side, each group contains a leader, gunner and assistant
- Loadout names: leader
mtrl
, gunnermtrg
and assistantmtra
- 'Game Master' player slot
- Will still need to use Mars to log into Zeus
FIXED:
- ACRE audio breaking when entering/exiting spectator (possible fix)
CHANGED:
- Overhauled spectator virtual unit creation
- Creates one less unit for the player, resulting in more control for the "rejoin mission" event handler
- Overhauled reinforcement system to utilise above change
- Added
_broadcast
parameter toARC_fnc_paraDrop
andARC_fnc_ambientAA
for local execution
REMOVED:
- onSpectatorRespawn event handler
Version 1.3.1.277
CHANGE LOG SUMMARY
CHANGED:
- Reinforcement system now uses new Mars admin menu
- Some functions now able to be executed locally with global effects
Version 1.3.0.266
CHANGE LOG SUMMARY
ADDED:
- ARC_fnc_garrisonBuilding function
- If you want a town filled with AI in buildings, you can simply place a bunch of AI groups in the town and place the following code into each group leaders' init box:
[this, nil, this, 100, 0, false] call ARC_fnc_garrisonBuilding;
- If you want a town filled with AI in buildings, you can simply place a bunch of AI groups in the town and place the following code into each group leaders' init box:
- ARC_fnc_resetPosition function (available in Map > ARCMF > Debug)
- This is used for when you get Arma'd and need your position reset to a safe location nearby
- Support for multiple radios of the same type to be added to a unit
- In
config.hpp
where you define radios, if you want "co" to have 2 148's then simply add "co" twice such asAN_PRC_148[] = {"co", "co"};
- In
- Kerama map sandbox support
CHANGED:
- Majority of scheduled code has been converted to per-frame handlers; in layman's terms, faster loading times and higher FPS
- TF47 launchers replaced with RHS equivalent
FIXED:
- Empty briefing sections were being shown
- Sandbox spawning in ocean
- "splash.paa not found" in mission selection screen
- Possible fix for spectator unit list keyboard search (when pressing "d" for example, should no longer jump you to first unit matching letter)
REMOVED:
- Various unused functions
- AI unit caching system (unused, doesn't work, utterly pointless)
- Loadout notes
Version 1.2.10
CHANGE LOG SUMMARY
ADDED:
- Client-side weapon safety option (ARCMF > Debug)
- Added extra parameters to
ARC_fnc_ambientAA
REMOVED:
- Zeus briefing (doesn't work)
Version 1.2.9
CHANGE LOG SUMMARY
CHANGED:
- Updated to new
mission.sqm
format in 1.60
Version 1.2.8
CHANGE LOG SUMMARY
CHANGED:
- Limited AI magazines
- "Safe Start" renamed to "Briefing"
FIXED:
- "Briefing Time" hint got stuck after being turned off
Version 1.2.7
CHANGE LOG SUMMARY
ADDED:
- Both ACR maps from Arma 2 added to sandbox config
REMOVED:
- Map Favslev from sandbox config
Version 1.2.6
CHANGE LOG SUMMARY
ADDED:
- New map Favslev to sandbox configuration