thhamm 53 Posted December 6, 2014 New Version: 1.18 r14 (6.12.2014) Downloads: http://www.vsbw.de/~arma/ Changes: Fix AI comm not stopping when taking over from AI Transfer funds when switching from AI comm Fix AI only comm marker not shown Share this post Link to post Share on other sites
thhamm 53 Posted January 15, 2015 New Version: 1.18 r15 (15.1.2015) Downloads: http://www.vsbw.de/~arma/ Changes: Fix vehicles stuck in ground after spawn sometimes Order units to vacate area immediately when spawning at factories Rearrange Heli H positions in AI comm base Share this post Link to post Share on other sites
law-giver 190 Posted January 15, 2015 New Version: 1.18 r15 (15.1.2015)Changes: Fix vehicles stuck in ground after spawn sometimes Order units to vacate area immediately when spawning at factories Rearrange Heli H positions in AI comm base Thanks mate. ;) Share this post Link to post Share on other sites
thhamm 53 Posted January 15, 2015 (edited) not so fast. looks like i made it worse. :cryy: at least on the DEV branch. :( Edited January 15, 2015 by thhamm Share this post Link to post Share on other sites
thhamm 53 Posted January 15, 2015 New Version: 1.18 r16 (15.1.2015) Downloads: http://www.vsbw.de/~arma/ Changes: Not-so-hot fix vs. r15 ... :/ sry. Share this post Link to post Share on other sites
law-giver 190 Posted January 16, 2015 New Version: 1.18 r16 (15.1.2015)Changes: Not-so-hot fix vs. r15 ... :/ sry. LOL.........thanks mate. ;) Share this post Link to post Share on other sites
mazza 1 Posted January 24, 2015 Any chance of support for Bornholm map ?? :) :) Share this post Link to post Share on other sites
Muecke 114 Posted January 24, 2015 Have tested it ? How does the ai work with roads ? Enough space for bases ? Bridges, rivers ? Share this post Link to post Share on other sites
mazza 1 Posted January 25, 2015 Have tested it ? How does the ai work with roads ?Enough space for bases ? Bridges, rivers ? Personally I think that crCTI would run fine. Have used the ALIVE mod on the map and AI seem to work well. See for tour and http://makearmanotwar.com/entry/cSqVZaQRgQ#.VMSplf6Ud8E on make Arma not war Share this post Link to post Share on other sites
Muecke 114 Posted January 25, 2015 We should have a game on it. Share this post Link to post Share on other sites
thhamm 53 Posted January 28, 2015 (edited) New Version: 1.18 r20 (1.2.2015) Downloads: http://www.vsbw.de/~arma/ Changes since r16: Fix AI vehicle crews disembarking after spawn sometimes Fix AI boarding vehicles when they shouldn't AI Comm: Don't place factories on roads Don't eject TPDuty crew if idle for too long BuyMenu: Display vehicle icons instead of pictures, fix missing picture error A3: Tweak Cars/Trucks price calculation A3: Fix upgrade state icons not shown since 1.37 Minor fix when player is a renegade (after friendly fire) More minor fixes Edited February 1, 2015 by thhamm Share this post Link to post Share on other sites
thhamm 53 Posted February 4, 2015 (edited) New Version: 1.18 r21 (4.2.2015) Downloads: http://www.vsbw.de/~arma/ Changes: Don't start AI scripts if currently gunner or commander :icon_ohmygod: AI Comm: Directly attack all towns at script startup if enough money/towns Cleanups / Fixes Edited February 4, 2015 by thhamm Share this post Link to post Share on other sites
law-giver 190 Posted February 4, 2015 New Version: 1.18 r21 (4.2.2015)Changes: Don't start AI scripts if currently gunner or commander :icon_ohmygod: AI Comm: Directly attack all towns at script startup if enough money/towns Cleanups / Fixes As always, appreciated thhamm. ;) Share this post Link to post Share on other sites
thhamm 53 Posted February 7, 2015 LG, are you still playing this with A2? Share this post Link to post Share on other sites
law-giver 190 Posted February 7, 2015 (edited) LG, are you still playing this with A2? Yes mate, currently running on my villayer server. Although i haven't updated to v21, currently running v17. But i have downloaded v21 and people are playing crcti. I've been a fan of it since cleanrocks ofp version. I still have that as well. :D Edited February 8, 2015 by Law-Giver Share this post Link to post Share on other sites
mazza 1 Posted February 8, 2015 Is there a way of restriction the mission to run with Red Hammer USA and Russian vehicles only? Share this post Link to post Share on other sites
Muecke 114 Posted February 8, 2015 @mazza You can edit the initunittypes.sqf manually to write every single unit down. That is allot work to do. But there is a parameter which worked well in ArmA2 to choose factions. We need to give Kastenbier a massive motivation to make this work well in ArmA3. KB go KB go KB go :yay: Share this post Link to post Share on other sites
thhamm 53 Posted February 9, 2015 Yes mate, currently running on my villayer server. Although i haven't updated to v21, currently running v17. But i have downloaded v21 and people are playing crcti. I've been a fan of it since cleanrocks ofp version. I still have that as well. :D :D nice to hear, but thing is this: i'm almost blindly backporting changes i do for A3 into the A2 missions, without thoroughly checking, actually. just checking if it starts up ok and maybe run it an hour or so. but i haven't been playing it with OA quite a while. so just tell me if i broke stuff, especially things that come up after 2 or 3hrs of playing. :butbut: ---------- Post added at 09:12 PM ---------- Previous post was at 09:10 PM ---------- Is there a way of restriction the mission to run with Red Hammer USA and Russian vehicles only? that seems probable. :p ---------- Post added at 09:25 PM ---------- Previous post was at 09:12 PM ---------- New Version: 1.18 r22 (9.2.2015) Downloads: http://www.vsbw.de/~arma/ Changes: Add RHS factions to autolists (Use Factions West/East/Resistance parameters to enable) (Known issues: No Support vehicles for west, ignore it. No distinction between woodland/desert camos yet. Deal with it. :)) Share this post Link to post Share on other sites
law-giver 190 Posted February 10, 2015 nice to hear, but thing is this: i'm almost blindly backporting changes i do for A3 into the A2 missions, without thoroughly checking, actually. just checking if it starts up ok and maybe run it an hour or so. but i haven't been playing it with OA quite a while. so just tell me if i broke stuff, especially things that come up after 2 or 3hrs of playing. Yeah, will do! ;) Share this post Link to post Share on other sites
mazza 1 Posted February 11, 2015 :D nice to hear, but thing is this: i'm almost blindly backporting changes i do for A3 into the A2 missions, without thoroughly checking, actually. just checking if it starts up ok and maybe run it an hour or so. but i haven't been playing it with OA quite a while. so just tell me if i broke stuff, especially things that come up after 2 or 3hrs of playing. :butbut:---------- Post added at 09:12 PM ---------- Previous post was at 09:10 PM ---------- that seems probable. :p ---------- Post added at 09:25 PM ---------- Previous post was at 09:12 PM ---------- New Version: 1.18 r22 (9.2.2015) Downloads: http://www.vsbw.de/~arma/ Changes: Add RHS factions to autolists (Use Factions West/East/Resistance parameters to enable) (Known issues: No Support vehicles for west, ignore it. No distinction between woodland/desert camos yet. Deal with it. :)) Cool :) will try ...thanks :) Share this post Link to post Share on other sites
thhamm 53 Posted February 13, 2015 New Version: 1.18 r23 (13.2.2015) Downloads: http://www.vsbw.de/~arma/ Changes: Reworked Resistance/Towngroups/Civilian patrol behaviour Reworked Patrol Area Order Un-Fsck-Up completely fscked up Towngroup Reinforcement Script Fix statics abandoned because being stuck. Duh. AI Comm: Stop Transportduty vehicle spamming Cleanup abandoned Transportduty vehicles faster Share this post Link to post Share on other sites
thhamm 53 Posted February 14, 2015 (edited) New Version: 1.18 r25 (14.2.2015) Downloads: http://www.vsbw.de/~arma/ Changes since r23: Fix race condition when ejecting vehicle cargo Add a zero where there should have been one since 1864 Cleanup abandoned Transportduty vehicles faster A3: Reworked paradropping, players have to open chutes manually now A3: Add predefined support trucks if none in autolist A3: Split RHS US Faction into Woodland / Desert A3: Fix Player / AI Comm built autonomous statics non-functional Edited February 14, 2015 by thhamm Share this post Link to post Share on other sites
law-giver 190 Posted February 14, 2015 New Version: 1.18 r25 (14.2.2015)Changes since r23: Fix race condition when ejecting vehicle cargo Add a zero where there should have been one since 1864 A3: Reworked paradropping, players have to open chutes manually now A3: Add predefined support trucks if none in autolist A3: Split RHS US Faction into Woodland / Desertnup abandoned Transportduty vehicles faster A3: Fix Player / AI Comm built autonomous statics non-functional Thanks mate. ;) Share this post Link to post Share on other sites
mazza 1 Posted February 14, 2015 New Version: 1.18 r25 (14.2.2015)Downloads: http://www.vsbw.de/~arma/ Changes since r23: Fix race condition when ejecting vehicle cargo Add a zero where there should have been one since 1864 A3: Reworked paradropping, players have to open chutes manually now A3: Add predefined support trucks if none in autolist A3: Split RHS US Faction into Woodland / Desertnup abandoned Transportduty vehicles faster A3: Fix Player / AI Comm built autonomous statics non-functional :) :) Share this post Link to post Share on other sites