Arma 3
Infiltration
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Uppdatering: 2 aug, 2019 @ 1:47

- Mission is now visible in Scenario menu again

Uppdatering: 2 aug, 2019 @ 1:43

- replaced download script

Uppdatering: 19 jan, 2019 @ 8:06

- removed NVGs from enemies
- added NVG to player
- tweaked daytime
- fixed helicopter

Uppdatering: 10 jul, 2016 @ 7:17

- various overhauls and tweaks

Uppdatering: 23 dec, 2015 @ 3:28

- improved scripts
- tweaked view distance
- tweaked music volume
- fixed bug where art1 & art2 would not be destroyed properly
- player now has got satches instead of c4
- changed alarm sound (old alarm sound was quite boring)
- improved briefing
- tweaked player detection

Uppdatering: 9 sep, 2015 @ 14:19

- added a skill dialogue which can be opened until 60 seconds after mission start. It allows you to customise the AI the way you like, and the values can be saved in a preset which is available in all my other missions.

Uppdatering: 15 jul, 2015 @ 12:05

- improved patrol waypoints - tweaked clickable markers in briefing

Uppdatering: 11 jul, 2015 @ 14:14

- various scripts changes
- added new task
- removed one task (merged it with a different one)
- added more patrols
- patrols and guards spawn randomly now. (probability of precence)
- patrols should now again patrol in save mode
- Overhauled briefing with clickable markers and more detailed description.

Uppdatering: 11 jul, 2015 @ 3:34

- many script tweaks
- more animals
- boat extraction improved (hopefully)
- performance improvement

known issues:

- bis_fnc_taskPatrol is currently not working as expected, patrols are in "aware mode" from the beginning of the mission. Will fix that as soon as I gathered more information about the issue.

Uppdatering: 4 feb, 2015 @ 15:11

- removed dogs entirely ( don't want any trouble with PETA :P)
- replaced some triggers with scripts
- waypoint improvements (should improve performance)