IvosH_cz 134 Posted December 14, 2018 Update 2.02 - 15.12.2018 Improved AI respawn mechanics, AI units now always spawn on the best position closest to the fight, ready to attack and follow leader. Spoiler Respawn mechanics: - Is game in the second phase? Fight for FOB NO (next line) / YES >> Is AI unit defender YES >> respawn at FOB and defend - Check if anybody is alive YES / NO >> Look for best respawn position. Captured sector, FOB. - Check if squad leader is alive. YES / NO >> Look for another teammate who is alive. - Is leder (teammate) in the vehicle, YES / NO >> respawns 100m behind leader (teammate) position and get back to the formation. - Check what type of the vehicle. - If it's APC, TANK, ATTACK HELI it looks only for available seats for commander, gunner, driver. (Assumes it's fighting, and he is needed on these positions) - If it's CAR, TRUCK, BOAT, TRANSPORT HELI it looks for any empty seat. (Assumes he travels somewhere) - Is there empty seat available, NO / YES >> AI unit respawns in the vehicle. - Is it land vehicle NO / YES >> Is vehicle moving YES / NO >> respawns 100m behind vehicle position and get back to the formation. - If no conditions were met then Look for best respawn position. Captured sector, FOB closest to the fight. Share this post Link to post Share on other sites
IvosH_cz 134 Posted December 20, 2018 WARMACHINE ZARGABAD is now available. Merry christmas Arma folks and Enjoy intense CQB. Share this post Link to post Share on other sites
IvosH_cz 134 Posted December 24, 2018 WARMACHINE CHERNARUS WINTER available on Steam. Enjoy freezing fights in the winter Chernarus.Steam Workshop 1 Share this post Link to post Share on other sites
IvosH_cz 134 Posted January 7, 2019 Update 2.03 - 7.1.2019 Ticket bleed system changed. Holding majority of the sectors reduces opponents respawn tickets(1st. phase). If attackers capture enemy FOB, then defender’s tickets start bleeding. (2nd phase). Game duration shortened. Adjusted dusk, dawn and fog parameters for all terrains. Added proper supply boxes for RHS mod. Fixed camouflage for RHS AFRF cars. Player(AI unit) now respawn with ammunition for rocket launcher. (RHS mod) Scripts, functions optimisation, bugs fixes. Share this post Link to post Share on other sites
IvosH_cz 134 Posted January 14, 2019 Update 2.1 - 14.1.2019 Autonomous AI system improved. If it's "Enabled, use vehicles", then AI use APC, Truck in the 1st phase and Tank in 2nd phase of the game. Respawn system reworked from the ground up. Now works well with or without Autonomous AI enabled. AI choose best position to respawn, support players and occupy available seats in the vehicles.(Driver, Gunner, Commander) Adjusted amount of the respawn tickets. 1st phase (Sector control) is now longer, 2nd phase (Fight for FOB) is shorter. Briefing updated. Share this post Link to post Share on other sites
IvosH_cz 134 Posted January 26, 2019 Update 2.11 - 24.1.2019 Added 3rd person view options in the mission generator - Enabled - Available only in the vehicle - Disabled Added option to set up revive - Enabled, FAK or Medkit is required - Disabled Debug console is now enabled for admin and server host. Hint messages adjusted. Share this post Link to post Share on other sites
IvosH_cz 134 Posted February 5, 2019 Update 2.12 - 5.2.2019 If Player (leader) respawns on the mission begining at the FOB, all AI squad members respawn at the FOB as well. Teleports (flags at the FOB, BASE and runway) now teleport whole squad, if player is a squad leader. Share this post Link to post Share on other sites
IvosH_cz 134 Posted February 8, 2019 WarMachine Altis for RHS mod is now available Update 2.13 - 9.2.2019 Added WarMachine Altis for RHS mod. Fixed interference between 1st 3rd person view in incapacitated state (markers.sqf) Share this post Link to post Share on other sites
IvosH_cz 134 Posted February 14, 2019 WARMACHINE Lythium - RHS is here Enjoy 1 Share this post Link to post Share on other sites
IvosH_cz 134 Posted February 22, 2019 Beware, US troops and Russian armed forces just landed on Malden! WARMACHINE Malden for RHS mod is now available. Share this post Link to post Share on other sites
IvosH_cz 134 Posted March 3, 2019 UPDATE 2.14 - 3.3.2019 Added FORTIFICATION system. Squad leader can build fortification Added LEAVE LEADER POSITION (Actions menu) - To leave the squad leader position. Modified files: onplayerrespawn.sqf initPlayerLocal.sqf diary.sqf cfgFunctions.hpp fn_leaderactions.sqf fn_fortification.sqf Share this post Link to post Share on other sites
mulcibre 0 Posted March 9, 2019 Hi! Is it possible to increase the number of players/bots on each side to 32 from 16, or vary the vehicle types available? Thanks for the hard work on this mod, it plays very well! Share this post Link to post Share on other sites
IvosH_cz 134 Posted March 17, 2019 UPDATE 2.15 - 18.3.2019 Mission generator Added Ticket bleed - Disabled/Enabled. Reduces enemy tickets by holding majority of the sectors and capturing FOB as a attacker. Added Time limit - Disabled/45 minutes/60 minutes/75 minutes. Maximal duration of the game Changed finding the position for vehicles and units. Prevent spawning inside the rocks. Less errors when creating the mission. Area of operation for Infantry mission increased. Autonomous AI system now affects AI units placed by Zeus as well. Respawn mechanics improved. Respawn positions at the sector is randomized to prevent spawn killing. Fortifications can be placed on top of the rocks, upper floors and roofs of the buildings. Arsenal - Added laser designator for RHS factions. Edited files: onPlayerRespawn.sqf start.sqf aoButton.sqf cancelButton.sqf createAO.sqf ao.sqf timerStart.sqf dialog.hpp dialog.sqf hint.sqf markers.sqf cfgFunctions.hpp fn_firstSpawn.sqf fn_aiStart.sqf fn_respawnEH.sqf fn_progress.sqf fn_timer.sqf fn_flagDelete.sqf fn_aiMove.sqf fn_arsInit.sqf 1 Share this post Link to post Share on other sites
IvosH_cz 134 Posted March 18, 2019 Heads up marines. Prepare for a new mission(s). Chernarus Redux awaits You. 1 Share this post Link to post Share on other sites
IvosH_cz 134 Posted April 4, 2019 Breaking news. On Tanoa archipelago was noticed activity of the unknown military forces. The US government has decided to send USMC troops to investigate the area. WARMACHINE Tanoa for RHS mod is here. Good luck, marines. UPDATE 2.16 - 4.4.2019 Added WARMACHINE Tanoa for RHS mod (USAF vs AFRF) Added new autonomous AI selection. Now you can choose from 4 variants. 1. Disabled - Only AI units lead by the player join the battle. 2. Enabled, infantry - All AI units join the battle and don't use vehicles. 3. Enabled, use vehicles - AI units start and use vehicles created at the BASE. AI units will board and drive vehicles to targets. 4. Enabled, add vehicles - All AI units join the battle. Manned Vehicles are created at the Sectors and FOB. Recommended, if AI units have problems with driving. Changed mission generator default settings. Fixed respawn system. AI units didn't respawn in the vehicles. Code optimisation. 1 1 Share this post Link to post Share on other sites
IvosH_cz 134 Posted April 17, 2019 It's world war 2 and battle for Tobruk begins. Enjoy the WARMACHINE Tobruk - GER vs UK for the IFA3 mod. 1 Share this post Link to post Share on other sites
IvosH_cz 134 Posted April 23, 2019 UPDATE 2.17 - 23.4.2019 Fixed script error for "Full spectrum warfare". Removed transport helicopter combat support. "Autonomous AI: Enabled, add vehicles" added more vehicle types for spawned vehicles. 1 Share this post Link to post Share on other sites
IvosH_cz 134 Posted May 1, 2019 WW2 WARMACHINE Staszow - GER vs RUS is here. Enjoy 1 Share this post Link to post Share on other sites
IvosH_cz 134 Posted May 10, 2019 US troops advance towards Neaville, Wermacht is decided to stop the enemy at all cost.WARMACHINE Neaville is here. Good luck soldier. 1 Share this post Link to post Share on other sites
IvosH_cz 134 Posted June 13, 2019 WARMACHINE Neaville WW2 gameplay 1 Share this post Link to post Share on other sites