|
1 | | -4.70 |
| 1 | +4.71 |
2 | 2 |
|
3 | | -- Added: Civilian east Asian types from CFP and CUP mods, by longtimegamer |
4 | | -- Added: Some fighting vehicles are now available via airdrop if d_with_airdrop == 2 (ammo truck, APC, MRAP), by longtimegamer |
5 | | -- Added: 2.16 overrideHazeQuality is set to VeryLow in description.ext (check https://community.bistudio.com/wiki/Description.ext#overrideHazeQuality ) |
6 | | -- Added: Faction for CUP Russian Ground Forces Winter, by longtimegamer |
7 | | -- Added: Faction Russian Armed Forces Summer (woodland/jungle), by longtimegamer |
8 | | -- Added: ION PMC Security Detail as INDFOR unit types, by longtimegamer |
9 | | -- Added: AI enhanced RPG attack on players when d_ai_aggressiveshoot == 2, by longtimegamer |
10 | | -- Added: Chance for sniper positions in tall buildings (not just overall max elevation), by longtimegamer |
11 | | -- Added: More initial viewdistance options, by longtimegamer |
12 | | -- Added: Destroyed vehicles persist until end of target when d_ai_persistent_corpses == 0, by longtimegamer |
13 | | -- Added: Server parameter to disable Domination weapon and inventory management (d_disable_dom_weapon_mgmt, "Disable Domination weapon and inventory management" in server lobby), by longtimegamer |
14 | | -- Added: Server parameter "extra" isle defense includes AA if d_WithIsleDefense == 2, by longtimegamer |
15 | | -- Added: Server parameter to enable or disable randomized guard and patrol groups to allow more administrator control over the number of enemy units, by longtimegamer |
16 | | -- Added: Notify the players when there are no parajump restrictions, by longtimegamer |
17 | | -- Added: Civilian cars parked closely together, less intersections blocked, some car types severely damaged, by longtimegamer |
18 | | -- Added: Faction Islamic State updated vehicles, updated infantry AT, by longtimegamer |
19 | | -- Added: Pylon loadout change for spawned drones |
20 | | -- Added: Rabbit rescue will announce if a player killed the rabbit, by longtimegamer |
21 | | -- Changed: Added new 2.18 scripting commands and scripting command changes |
22 | | -- Changed: AI group respawn times increased again |
23 | | -- Changed: Better messages if farp/mash position is too close to base or slope is too steep |
24 | | -- Changed: Filtering out handleDamage firing when no damage occurs and fake head hits |
25 | | -- Changed: JSDF Overhauled data for 4.69, by schalldampfer |
26 | | -- Changed: Additional no-HUD support, by longtimegamer |
27 | | -- Fixed: d_sum_camps > 0 before spawning target clear, by longtimegamer |
28 | | -- Fixed: Do not show virtual arsenal 3dmarker, flagpole beacon when streaming friendly or server-forced no-HUD, by longtimegamer |
29 | | -- Fixed: Statusbar rank did not show General |
30 | | -- Fixed: Unloaded static weapons created partially underground, by longtimegamer |
31 | | -- Fixed: Do not show airdrop message if streamfriendly is enabled, by longtimegamer |
32 | | -- Fixed: If tower under radio got deleted (for whatever reason) main target mission did not end |
33 | | -- Fixed: If an air taxi was also a vehicle available as bonus vehicle (side mission or main target bonus) player without enough points could not enter it when database is available |
34 | | -- Fixed: All mission start air vehicles at base can now be flown if you have 0 points (if database is enabled) |
35 | | -- Fixed: Proper random movement during "rabbit rescue" event, by longtimegamer |
36 | | -- Fixed: Small variation in direction of spawned civilian cars, by longtimegamer |
37 | | -- Fixed: Spawning a UAV is only available away from the the MHQ when d_enable_extra_cas == 1, by longtimegamer |
38 | | -- Fixed: Minor bug when spawning civilians and group limit is reached, by longtimegamer |
39 | | -- Fixed: Air Drop Aircraft map marker should be Air Drop Zone, by longtimegamer |
40 | | -- Fixed: If maintarget votes are a tie then target is selected randomly, by longtimegamer |
41 | | -- Fixed: texts array was missing in the SPE version in description.ext class Params -> class d_MainTargets_num |
42 | | -- Fixed: The "Team Alpha MG Gunner" slot still had the vanilla A3 mg gunner class instead of the SPE class in the SPE GER version |
43 | | -- Fixed: If a unit is in Team Delta (engineer) and the class doesn't have the trait "engineer" it is added now (for example the SPE version had the problem) |
44 | | -- Fixed: Smokeshells were missing in the CUP versions |
45 | | -- Fixed: Using CUP UAV now instead of vanilla ones in the CUP blufor versions |
46 | | -- Fixed: Respawning at SQL in a vehicle after beeing unconscious caused the player to stand in the vehicle |
47 | | -- Updated: Added new SPE 1.1 classes and missing CfgRemoteExec entries |
48 | | -- Updated: Korean translation, by kkim |
49 | | -- Workaround: Zeus was not transfered to a logged in admin player object after respawn |
50 | | -- Workaround: If some 3rd party mod/addon kills a camp at the main target (happens with some bombs using setdamage) change the camp to captured so that the main target can end |
51 | | -- Opimizations (script profiling) |
| 3 | +- Fixed: Distribution to headless clients did not work at all anymore |
| 4 | +- Fixed: Currator status was gone after respawn |
| 5 | +- Fixed: Jail didn't work anymore ("Respawn" button disabled as long as a player is in jail to avoid further issues) |
| 6 | +- Fixed: Rollback fn_moduleCAS_guidedmissile.sqf to 4.69 to resolve problems with bomb drop skipping in a loop, by longtimegamer |
| 7 | +- Fixed: When creating an ambush group do not spawn an accompanying overwatch group, too many groups, by longtimegamer |
| 8 | +- Fixed: Do not create static, guard, patrol groups when preemptive event is running, by longtimegamer |
| 9 | +- Fixed: Some INDFOR groups did not have sniper, AT capabilities (RWR, ION, ION Arctic), by longtimegamer |
| 10 | +- Fixed: Disabled Dom menu UAV for DLCs withoutg UAVs (like SPE) |
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