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Tactical Battlefield - A PvP Modification

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could be one of the best reasons to buy, by far the most underrated and underexposed mod for arma 3

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any plans to add Burnes's tanks to TacBF?

also, since there's only one official server currently, and not a single unofficial server (except that Chinese one, that doesn't count), a question begs to be asked: do you forbid people from opening their own servers or something? or does nobody care about the mod to open even a single additional server?

it would have been nice to have an alternative to the official server that seems to be running missions based on Chernarus almost exclusively.

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any plans to add Burnes's tanks to TacBF?

... or does nobody care about the mod to open even a single additional server?

No not at all, there is nothing to stop people running their own server. It is commonly asked and the analysis shows that currently, it isn't worthwhile to host too many servers, (probably 2 for now), since it spreads the players across different servers and it is difficult to start the server off with players, but once it starts people flow in. There are other factors too. The game works best with more players, so spreading them out doesn't help the game much.

We expect it to take off even more in the coming months, especially with the upcoming mod and mission updates and plans. At which point, I hope to see a couple more servers regularly playing. This is already indicated with the server population doubling in the past few months and spreading out across multiple time zones, meaning even more players get to play TacBF.

Regarding Burne's Tanks, the team will certainly have a look and see what it is like, what is needed and whether it is practical. It certainly looks interesting. Half the players want lots of addons, but the other half do not like finding/updating all the addons constantly. We will see. Once we get onto Steam, it will be a lot easier.

========================================================

In anticipation of the upcoming v3.11 TacBF mod release, here are some details about it.

Change Log:

The expected Change Log for it is now available. Or view the copied Change Log below.

Proposed released date:

We might be releasing a public beta, like v3.10.3+ in the next 2 days (Thu 9 Apr - Fri 10 Apr), followed by v3.11 some days later, or something similar.

The reason for the uncertainty is due to the concurrent release of Arma 3 Update, plus CBA Update plus TacBF Update.

Go to TacBF v3.11 Update - expected soon for more info.

Change log (for upcoming v3.11):

  1. UI: User Interface:
  2. Changed: MapClick menu now shows a red dot to clearly indicate the position a menu option will use. (Eg: for spot enemy.)
  3. Changed: Legend: new mouse-over sliding dialog/HUD used.
  4. Changed: Colours: changed various dialog colours
  5. Changed: Icons: Changed various menu/message icons.
  6. Changed: Inventory Dialog: You can now "Press F1 for Roles" on Inventory dialog, if it is at Armaments. It shows this as a message above Inventory dialog.
  7. Changed: various Configuration menus were reshuffled
  8. Changed: added mission/briefing name to: ROE dialog, Scoreboard, Squad Management, End Game display, Briefing.
    UI: Interaction detection HUD:
  9. Added: A new HUD will appear before trying to interact with an object.
    It also provides the object name, plus indicates which key to use to interact, plus draws a line to the detected object.
    This feature can be configured to be turned off or limited to main base only, so it should not interfere with combat.
    The feature has several benefits: it teaches new players, it indicates when you are close enough to an object and when the object is "known" to the player, it shows the object name and required key. (In Arma 3, you can right-click an object to reveal it to the player.)
  10. Fixed: At start of mission, all nearby vehicles and ammo crates are revealed ("detected"), to allow menus to appear automatically. (This already exists for respawn.)
    UI: Flag list:
  11. Added: Flag list: Various screens now show the current zone flags, as a list of mini flag images.
    They also indicate their letter designation (eg: [ B ]), plus which flags are attack/defend flags with an icon beside them.
    The Flag list is shown on: screen as a message when a zone is captured, Scoreboard, Map screen, End Game screen.
    UI: Briefing screen:
  12. Changed: Briefing now closes with any key.
  13. Added: Briefing->Roles/Gear list (for both teams), intended to allow teams to know what weapons each team has access to and also helps mission makers & players easily view the current set up.
  14. Changed: added player faction & flag to briefing pages.
  15. Changed: Zone Vehicles List for Briefing & Map Tooltips
    * Combined all identical vehicles into 1 line with combined [11+] player counts on same line
    * Added vehicle icons to each vehicle type
  16. Added: TI: Show alternate TI (thermal imaging) settings for all affected vehicle/MW types, to ensure all players know about it per mission.
    UI: Game Play Messages & Sounds:
  17. Added: Message: useful warning messages now appear when ticket values reach certain levels.
  18. Added: Dubbing: various actions now play a suitable dubbing sound to relevant players.
    Such as: deploying a RP, player arriving at nearby RP, time running out, destruction of (some) friendly objects.
  19. Changed: Prevent various systems spamming messages.
    (Some systems not fixed yet.)
  20. Changed: HO: Upon friendly destruction of HO, show destroyer''s name too.
  21. Changed: respawn dialog: A&D messages: "No tickets left!" changed to "No team tickets!",
    to help avoid confusion that RP/HO tickets might be zero too.
  22. Changed: used more localized text, for some RPs/HOs scripts.
  23. Changed: new asset deployment checking messages (RPs, etc).
  24. Changed: Scoring messages will now be on by default. You can turn it off via Configuration->More->Disable score message.
  25. Request menu: added options (under "Say >" menu) for: Affirmative, Negative, Repeat Last.
  26. Added: Spot menu: option "Incoming artillery".
    UI: End Game Reason:
  27. Added: End game result: the final End Game screen will now also include the reason why the game was completed. (For extra info, see Additional Information.)
    Vehicles:
  28. Fixed: Toolkits were never getting added to cars and jeeps, for use by repair system.
  29. Changed: you can now tow RDS D30 artillery guns and RDS ZU23 Anti-air guns.
  30. Changed: GPS: it will now automatically show every time you enter driver/commander seat
  31. Changed: GPS: you can now zoom the GPS using your +/- keys ("TimeInc"/"TimeDec" keys).
  32. Changed: Vehicle respawn: now shows zone identifier in message "Vehicle is now available at [<zone>]"
  33. Fixed: Vehicle respawn: Player count check to spawn vehicle was wrong.
    It used minimum count of both sides, instead of using just the opposition side (relative to vehicle side), giving the high player side a double advantage.
  34. Fixed: GPS Vehicle Tracking Markers: are not removed sometimes after destruction. (untested)
  35. Changed: Updated "Vehicle Inspect" menu option. It now shows: more damage states, predicts repair time and shows vehicle ammo.
    Mounted Weapons (Static):
  36. Fixed: It was not loading mounted weapon contents properly. (Adanteh to expand detail.)
  37. Fixed: Replacement magazine for mounted weapon backpack ammo was not detected properly. (Adanteh to expand detail.)
    Rally Points:
  38. Added: RP: Rearm: You may now rearm you primary weapon''s basic magazines and medic gear from any Rally Point.
    Limited to once every 6 minutes. This excludes: GL rounds, secondary weapon ammo, mines, etc
  39. Changed: HO/RP models tweaked.
  40. Changed: HO Backpack picture now shows "H.O." on it, (to help identify it in Inventory dialog).
  41. Changed: Some parts of RP system re-coded, to fix various issues.
    Gear:
  42. Changed: medic: limits: Only medic role can now have many medic items.
  43. Fixed: Backpacks were getting excessively dropped around Armaments, blocking interaction.
    Voting menus:
  44. Changed: End Mission voting: now limited to once per 10 minutes, instead of every 1 minute.
  45. Changed: End Mission voting: now shows the progress of all votes periodically during the vote. Also ends voting if all players have voted.
  46. Changed: End Mission voting: Changed to use majority win plus 50% total participation, (rather than majority plus 33% of your votes).
  47. Changed: Menus: Console Commands: Added player voting console commands to be executed via menus, or sometimes it just shows what to type. WIP, untested in MP.
    General:
  48. Added: Basic AI now works on S&D game mode too, not just A&S, A&D. (For practice.)
  49. Fixed: AI would not start moving, due to script bug in last release.
  50. Added: FPS comparison tracking functions. (Adanteh to expand detail.)
  51. Added: Map Bookmarks menu: accessible when you click the map to open the menu.
    Admin menus:
  52. Changed: Menus: Split admin menu into 2 sub-menus: "Admin >", which is available to admin during MP, and "Admin (dev) >" which is only for SP or MP with debug mode on.
  53. Added: Menus: admin menus feature, which allows admin to preview various weather or game date/time settings, then synchronise it to all clients/server.
  54. Changed: Menus: Altered admin menus to allow: admin console commands to be executed via menus, or sometimes it just shows what to type. WIP, untested in MP.
    General changes - for Mission Designers:
  55. Added: "Show briefing screen" to Config menu, for mission makers to preview their briefings on screen easier.
  56. Added: Mission makers can now add "{HIDDEN}" anywhere in the zone name text, to hide the marker, but still allow the zone name to appear. (There is an existing "HIDDEN" feature too, which is different.)
  57. Fixed: destructible objects: Zone Objects can now be for 'West' side too.
    Settings - for Mission Designers:
  58. Changed: magazineLimitations can now be specified in the mod configs too,
    under ICE >> gear >> magazineLimitations.
  59. Added: Towing configuration settings can now be added for various trailers/mounted weapons (statics) and towing vehicles via both mission and mod configs.
    This is achieved by setting a variable "ICE_side" to west on the object in the Initialization field.
    This is intended for destructible object used in objectives.
  60. Added: All game modes now show briefingName instead of mission STR_TB_briefingName in: Loading/End game screen. Remove old string from stringTable.xml.
  61. Added: Magazine Exclusions: You can now exclude specific magazine classes, and/or specify base classes.
  62. Added: setting: class FO {minEnemyZoneDist = 1000;};.
    This will indicate the area your team cannot build an FO, which is close to the enemy zones. (For extra info, see Additional Information.)
  63. Added: Ability to specify collection of items as mounted weapon crate contents. (Adanteh to expand detail.)
  64. Changed: FO contents now uses same settings system as Mounted Weapon supply. (Adanteh to expand detail.)
  65. Changed: Allows completely turning off: Medic system, Wind Ballistics system, Tooltip systems in mission. (Adanteh to expand detail.)
    Boundary Settings Preview - for Mission Designers:
  66. Added feature: "Adjust build boundary values" in editor/SP mode (under "Show Build Boundaries" menu).
    It allows you to preview & adjust boundary values (zone min/max spacing/distance settings) via the menu, then visualise the changes via the markers on the map. This helps determine suitable accurate values.
    A couple options not usable unless a FO/RP/HO is added first, or unusable in some cases, like caches.
    Message tags - for Mission Designers:
  67. Added substitutable codes for briefing files. (For a list of codes and extra info, see Additional Information.)
    General bugs:
  68. Fixed: Outside region of map was fixed from near black to gray.
    This now allows the grid lines and grid references to be clearly read against the gray, plus helps when designing bases outside of border, plus helps view ALL black waypoint lines, base boundary markers and so on. (BIS, why is it black?)
  69. Fixed: Reset ear plugs setting upon respawn.
  70. Fixed: ROE: ROE list was getting erased each time a JIP player joined.
  71. Dev: Fixed: major server bug: nil TB_sup_setting_openVehicleTypes var causing 100,000+ lines of errors in server log per mission.
  72. Fixed: Map tooltips improved.
  73. Fixed: HO: Upon abandoning a HO, it was not deleting the object.
  74. Fixed: Markers: Bug showing enemy base name for your base (for '%3' in zoneList.hpp).
  75. Fixed: various dialog list icon colours were black since last Arma 3 update.
    These have been fixed back to normal/white colour.
    It affected: Base Deployment, Squad Management, etc.
  76. Fixed: Many player and group attributes were not being automatically sent to JIP player.
    This is apparently due to Arma 3 setVariable not broadcasting to JIP players at all/certain times.
    Now it manually broadcasts that information. It mostly affects Squad Management.
  77. Fixed: mineMarker: script bug
    General tweaks:
  78. Changed: Made resting your weapon beside objects a bit more flexible, angle-wise.
  79. Changed: Much internal code restructuring.
  80. Changed: Some optimisation started.

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You guys have been busy, looks like great features/fixes :)

Hopefully todays update will give me a few more fps in MP - trying to stay positive - so I can rejoin the fun!

/KC

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Hopefully todays update will give me a few more fps in MP - trying to stay positive

:tempt: Optimist :pray:

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thanks for taking the time to answer my questions :o regarding those tanks, they seem like a very good fit for TacBF

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Only limited optimization this time around I'm afraid gentlemen. The team is still very short on code monkeys, and that is a horrible, horrible, job to do..

Our official server was delayed in getting updated to the new patch, but it has been done now. As far as we know TacBF 3.10.1 is functioning just fine with the new patch and the new 3.11 should be out soon as Doc said.

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TacBF revision 3.11.0 has been released 16 Apr 2015.

If there are any problems found in the release, expect an update to follow in the coming days to correct it.

There are some fairly significant changes to this release.

  • TacBF is now also available on Steam. See here for details.
  • banner_browse_workshop.jpg
  • This update is now compatible with latest version of @CBA_A3, which uses updated KeyBinding functions.
    You will likely need to reassign your TacBF keys.
  • This update should now be compatible with latest version of @task_force_radio.
  • Many fixes were made.
  • Some new features and improvements were added.
  • Many features and additions were added for Mission Makers, so expect to see those features applied to existing missions soon.
  • Some existing features were changed.

For a full list of changes, view the Change Log.

Download:

Known issues:

Upon starting Arma or a mission, you might see the following pop-up error messages.

  • Script spawning\fn_ObjectsGrabber.sqf not found.
  • Cannot open object rds_staticw\spg9\og9.p3d
  • No entry 'bin\config.bin/CfgWeapons.defaultItem1'.

We might be able to solve some of them through mission changes, but others will either require updates to the 3rd party addons, or another update to TacBF in future.

Additions to the 3.11 change log:

Some additional important changes were made during the final week prior to release.

  • Optimisation:
  • Changed: Performance has been noticeably enhanced with the changes made in this release. You may get as much as 10 FPS extra.
    Even more systems now uses optimised loop handlers. This was achieved by replacing while loops with CBA_fnc_addPerFrameHandler.
    Now that we have some better understanding on how to improve this aspect, more optimisation changes will be made in the next major release.
    Weapon Resting:
  • Changed: Weapon Resting system is now off by default, due to new A3 resting system, but can be turned on via mission settings (for now).
    Squad Radar HUD:
  • Added: 2 icons will show on your Squad HUD, for your nearest attack and defend objective.
    Gear:
  • Added: RP/TRP/HO: Rearm: You may now rearm you primary weapon''s basic magazines from any RP/TRP/HO.
    Limited to once every 10 minutes.
    This excludes: GL rounds, secondary weapon ammo, mines, medic gear, etc
  • Fixed: Gear: medic: Only medic role can now have many medic items.
    General:
  • Changed: S&D: HO: You may now deploy a cache at compromised caches. It was removed last release, but proven too unsuitable.
  • Added: AI: AI can now also teleport to assets: FO/RP/TRP/HO.
    Vehicles:
  • Fixed: mirrors: made TB mirrors work/align slightly better for RHS vehicles.
    Admin menus:
  • It seems the new admin weather/time system may not work, since it now seems server will auto try to synchronise with all clients, which breaks the current concept.
    Technical changes:
  • Changed: CBA: Apply new CBA keybinding code and version checking.
  • Changed: Cargo / drop system now has it''s own keybind entry (Default Tab)
  • Added: Localization for RP/HO placement, plus First Aid.
  • Added: Messages: Author is now shown beside mission name on Scoreboard screen.
  • Changed: All towing positions updated for A3, RDS and RHS.
  • Added: Cargo settings for RHS, RHS, Vanilla A3 and Iron Front to mod configs
    Settings - for Mission Designers:
  • Fixed: HO: maxCacheDist setting is now properly scaled. The radius was often too small to deploy a HO nicely.
  • Fixed: Mission dev: Zone names: using %1,%2,%3,%4 substitutions, should now work again.
  • Changed: Settings: magazineLimitations can now be specified in the mod configs too, under ICE >> gear >> magazineLimitations.
  • Added: Setting to disallow picking up enemy TFAR radios
    General bugs:
  • Fixed: Assets: Deploying assets (like HO) had bug allowing them to be deployed too close to each other.

Edited by Dr_Eyeball

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Guest

New version frontpaged on the Armaholic homepage.

================================================

We have also "connected" these pages to your account (Dr_Eyeball) on Armaholic.

This means in the future you will be able to maintain these pages yourself if you wish to do so. Once this new feature is ready we will contact you about it and explain how things work and what options you have.

When you have any questions already feel free to PM or email me!

** Note: since this is a project on which more people are working we will contact you in the future to discuss how you want this to be setup on Armaholic.

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Thanks for you hard work Eyeball & Co!

Looking forward to try it out tomorrow and hopefully I can gain a few FPS.

/KC

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It appears that the latest version on PWS is not given a propper version number or it doesnt work for some other reason.

PS. Are the official server patched already?

Edited by Bumgie

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It appears that the latest version on PWS is not given a propper version number or it doesnt work for some other reason.

PS. Are the official server patched already?

1. Same for me, I cannot see new version on PWS.

2. Yes, it was updated yesterday.

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Also I always get a complaint when I join the server that I am using an old version of TFAR even tough it is the latest.

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TacBF revision 3.12.0 hot-fix has been released 24 Apr 2015.

Good news. A v3.12.0 hot-fix update has been completed and is now available for download by the usual methods, (with the usual delays for 3rd party sites).

There last update (v3.11.0) broke some of the fundamental aspects of the game play. We hope this v3.12.0 hot-fix update corrects most of those problems and allows you to further explore some of the new features instead.

  • TacBF was updated on Steam Workshop too.
    See here for details on how to install or trigger a download.
  • About a dozen fixes were made, primarily to fix the issues listed in Bug Report 3.11 topic.
  • A new Bug Report 3.12 topic has been created ready for reporting any new or old bugs.

Download:

Change Log:

For the most accurate list of changes for v3.12, view the Change Log.

  1. Features:
  2. Added: Mission developers: respawning: Allow MW's to use vehicle respawn variables and rules.
  3. Fixed: Mission developers: briefings: briefings can now be created without using <br /> and instead just use normal linefeed as line breaks.
  4. Added: TFR channel was not being automatically restored after taking an instant kit, like crewman/pilot/engineer/SL.
    General bugs:
  5. Fixed: JIP: synchronise player & group variables from all players with JIP client. Arma 3 doesn't seem to do this reliably.
    This synchronised about 8 variables: language, player kit, squad name, squad details, FT leader, FT group/colour, SL value, locked group, locked FT's.
  6. Fixed: Could not unload wheels from vehicles (always)
  7. Fixed: Could not unload vehicle ammo from VSP (often)
  8. Fixed: TFR channel was not being automatically restored after changing kits
  9. Fixed: Could not deploy RP (often, multiple problems)
  10. Fixed: Initialisation has been changed, which should fix some of the earlier init problems.
  11. Fixed: objectGrabber.sqf error message prevented.
  12. Fixed: repair vehicles script bug
  13. Changed: Base Protection is now limited to checking for mortar/artillery fire, until next update.
    Workarounds for some unfixed bugs:
  14. Not Fixed: RP is still not destructible by gun-fire, but for now, a grenade will destroy it.
  15. Not Fixed: Unresolved weird bugs: There might still be some issues with the "weird" bugs, where we do not know the cause yet.
    For most of these bugs, respawning or rejoining the server can workaround the problem, until we fix them.

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TacBF revision 3.13.0 has been released 24 May 2015.

Good news. A v3.13.0 update has been completed and is now available for download by the usual methods, (with possible short delays for 3rd party sites).

This release was severely delayed due to many, many technical problems, plus a crashed hard drive.

It is hoped that this release brings TacBF back to a stable release.

The "optimisation changes" are due in the next release (or 1-2 months, whichever is longer).

  • TacBF was updated on Steam Workshop too.
    See here for details on how to install or trigger a download.
  • Several small features were added, many fixes were made, plus much restructuring was done..
  • A new Bug Report 3.13 topic has been created ready for reporting any new or old bugs.

Download:

Change Log:

For the most accurate list of changes for v3.13, view the Change Log.

Expand Spoiler button, to view entire change log:

  • UI: (trivial)

  1. Added: Button "TACBF KEYBINDS" & dialog "Keybinds" for keybinds updating added, under Arma 3 main menu (Esc). (Intended for servers that do not use CBA, but works when CBA is used as well.)
  2. Changed: detectObjects: show name instead of type, if object is a person.
  3. Changed: Updated zone markers to use profile set side colours
  4. Changed: Dialog title background colours now use the color set via Arma 3 Game Options.
    Change your colour via: Configure->Game->Colors->>[Menu, Background]. I suggest a green colour shade. ([Title Text] does not seem to work yet in A3.)
    General changes:
  5. Fixed: end game: if game ended due to reaching time limit, instead of providing the end game reason as "Game time limit reached.", it would say one of the other reasons, like: "Losing team's tickets reached zero." instead, which was wrong. This is now fixed.
  6. Added: fast view distance keys: Ctrl+Shift+1/2/3/0 will now change view distance to: min/medium/max/flying.
    For pilots, the land drawing distance is doubled, but there is no object draw distance advantage, so do not worry about that.
    The intention of this is to help the performance slightly during slow periods during the game, until further coding optimisation is completed. During fast periods, you may not notice any benefit.
  7. Added: "Cleanup wreck" option in interaction menu for wrecks, (when in safe zones only).
  8. Added: "Push" option for helicopters now allowed (to get them unstuck in safe zones).
    Squad Management:
  9. Fixed: Major: Fire Team assignment was not working (for last 3 months).
  10. Fixed: Major: Script error: since v1.44 A3 update.
    Vehicles (plus Mounted Weapons, Towing):
  11. Fixed: Autohide vehicle GPS when sling load assistant is shown
  12. Fixed: Short game freeze when attaching trailer
  13. Changed: If mounting a mortar or artillery weapon while in base, you will be ejected with a message. This is to help reduce ROE message spam (for now).
    RP/HO/FO unusable bugs:
  14. Changed: Major: Assets: RP/HO/FO box are now indestructible by gun fire damage. You must use the Interact menu with the object to destroy it. This may not be a permanent change.
    This prevents the RP/HO destruction bug, where placement of a RP/HO near bushes/obstacles/tower_bases, would pass the object through the obstacle, resulting in damage and destruction.
    This prevents the FO container destruction bug, where transport of a HO via vehicle, could result with the FO container being destroyed and unsuable, but still present.
    This should prevent the FO container destruction bug, where after unpacking a FO, the FO container (at some stage) becomes destroyed and unsuable, but still present.
  15. Fixed: Major: RP/HO was spawning on ground level, which would not work inside any buildings or on higher levels. Instead it would spawn in the floor/foundation then get damaged and destroyed, then disappear.
  16. Fixed: Major: When using "Re-deploy existing SRP", RP was moved to ground level, which would not work inside any buildings or on higher levels and could end up under the foundations of the building.
    Medic System:
  17. Added: player names on map: it now shows [medic] beside medic players, to help find them.
  18. Changed: Default bleedout times changed, plus slower reset on bleedout time
    Technical changes:
    The summary details of these may not make sense to general players, nor be of interest to casual players.
    Mission Developers/Admins:
  19. Added: Object variable to enable/disable towing
  20. Fixed: Deletion of disallowed radios (TFAR)
  21. Fixed: Gear array: squadRatio field is now last (the 7th field, 5th number)
  22. Added: Debug: Teleport to rooftop command, (since BIS Splendid Camera does not do this).
  23. Added: Dev function for configuring towing offsets.
    Technical/Configuration changes:
  24. Added: Way to reset all TacBF-related profile settings under: Configuration > More > TacBF profile vars.
    Critical bug fixes:
  25. Fixed: Script errors: premature nil reference of TB_base_names & TB_base_identifiers.
  26. Fixed: Massive array bug: a 2 million item civilian array was sometimes generated when a civilian was detected in game and could occur regularly. (_players_civ pushback error)
    This could be one cause of particular slow downs experienced in game.
  27. Fixed: models: model of table with gear on top, had triangular shadow errors.
    Version Checks:
  28. Added: Popup when starting game when CBA is missing.
  29. Fixed: TacBF version check did not correctly identify a mismatch.
    There might be a problem where players using an old version might be able to join a v3.13 server. But they would experience many syntax errors due to it, so it would be unplayable.
    Cargo changes:
  30. Fixed: Automatic resupply of custom (RHS) MW Supply contents
    Vehicle configs:
  31. Changed: Updated 'real' vehicle names
  32. Added: Unarmed Namer APC variant (Known issue: Commander can not turn camera)
  33. Added: Towing offsets for all RHS Russian APCs and IFVs
  34. Added: Towing offset + capabilities for vanilla APCs
  35. Fixed: Fennek trailer offset
  36. Added: some new IFA3 mod support
    Vehicle textures:
  37. Added: Woodland texture for Namer APC and Cheetah AA
  38. Changed: Woodland texture for Fennek updated.
  39. Fixed: Woodland Fennek texture did not have a convoy cross
  40. Changed: Kamaz green truck made lighter, more in-line with RHS vehicles.
  41. Updated: Kamaz truck camo texture
  42. Added: Kamaz 5350 Camo texture
  43. Added: Green Kamaz 5350 Texture
    Internal code changes:
  44. Various @CBA support related changes. (KeyBinding, FlexiMenu, perFrame event handlers (EHs), keyDown EHs, functions). Details not listed.
  45. Changed: Reworked displayHandler system.
  46. Changed: Reworked perFrameHandler system.
  47. Changed: Reworked keyBinding system.
  48. Changed: Reworked all @CBA XEH postInit/preInit handling, (changed to use cfgFunctions init).
  49. Changed: Usage of stacked event handler. Details not listed.
  50. Fixed: lots of trivial fixes. Details not listed.
  51. Fixed: lots of code clean ups. Details not listed.
  52. Fixed: Default mass for FO containers (Required to be able to airlift these containers)

Edited by Dr_Eyeball

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Updated mod v3.13.0 available at withSIX. Download now by clicking:

banner-420x120.png

Hey TacBF team , you can upload updates or new mods to withSIX yourself now!

Make your own promo page, get the power to release your work at your own point of choosing.

To learn more, follow this guide.

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My main issue with this mod is on the servers to many vehicles spawn, which i feel reduces team work by allowing people to split up and do their own thing a lot easier. Also the ticket system seems very weird, but these things i'm finding off since I well came from project reality.

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