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Invade & Annex DLC Maps Version History & Feedback thread


Norris

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Changelog for 3.4.05

 

- [Fixed] Typo

- [Fixed] Briefing for rescue pilot mission

- [Fixed] Destroyer not despawning on completion

 

- [Tweaked] Radio tower subobj can now spawn on all maps

- [Tweaked][Cam Loa Nam] Missing AK ammo added to arsenal

- [Tweaked][Cam Loa Nam] RKG-3 has been added to the arsenal

 

- [Added][Cam Loa Nam] More AOs

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I gotta say, I'm really missing the night fighting, with flare illumination, so had a bit of a play in editor... Would it be possible to 
Add the RTO backpacks as limited to just JTAC and squad leaders
Add the Radio Supports module via Eden
Add to/create the attached to the descriptions.ext file

Result should mean anyone with a radio backpack can bring up the radio supports menu, with the following limitaions
The Aircraft list only allows the seahorse to spawn in and drop 4 short lived flares in a line (5 min reuse timer)
The Artillery list only allows an 8 round burst of 105mm illum rounds on a 2 min reuse timer (~6 mins of illumination and with the call in delay it works out to about a 4min reuse timer allowing some coverage of both main AO and side)

 

description.ext

Edited by Nibbs
ext file from Mikeforce had a bug in it - the RTO xm177 pack classname was wrong
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  • 2 weeks later...

Changelog for 3.4.06

 

- [Added] Disclaimer message when entering a CAP/CAS/FSG asset

- [Added] Cleanup of player spawned drones when UAV disconnects

- [Added][Altis] Fortifications for garrisoned building

 

- [Fixed] Anti-Air Artillery Prio cleanup

- [Fixed] Destroyer sidemission spawning on land

- [Fixed] Position finding function parameters

- [Fixed] Milita Camp sidemission ending prematurely

 

- [Tweaked] Main AO fortifications set to invulnerable

- [Tweaked] Repair/Refuel/Unflip vehicle actions

- [Tweaked] Taru Pod attachment

- [Tweaked] Destroyer sidemission

- [Tweaked] SubObj Tanksection spawning

- [Tweaked] Main AO garrison faction based on AO type

- [Tweaked] Mission positioning blacklist functionality

- [Tweaked] Airframe pylon function

- [Tweaked][Altis] Rewards list

- [Tweaked][Altis] Allow AT to pick up LAT launchers

 

- [Removed][Altis] Ability to slingload the Taru Pods at FOB Guardian

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  • 3 weeks later...

Changelog for 3.4.07

 

- [Added] Disclaimer message when opening UAV Terminal
- [Added] Chance for ATGMs on UAVs
- [Added] Next AO hint and spawn delay
- [Added] Revive actions for medical vehicles
- [Added] Backend Discord functionality
- [Added][Altis] Mainbase teleporter to docks
- [Added][Altis] Main AO SubObj Mortar Team
- [Added][Altis] Main AO SubObj AA Fortification
- [Added][Altis] Main AO SubObj AAA Fortification

 

- [Fixed] Sidemission Destroyer not despawning
- [Fixed] Downed player medical icon Z position

 

- [Tweaked] Sidemission SecureAsset holdaction range
- [Tweaked] Enemy CAS jet type probability
- [Tweaked] Abandoned vehicles moved to spawnpoint get health and fuel
- [Tweaked] Repair/Refuel actions
- [Tweaked] Supplycrate contents and drop actions
- [Tweaked][Altis] Main AO garrisoned building set to indestructible
- [Tweaked][Altis] Helicopter respawn delay increased (2 -> 5 min.)
- [Tweaked][Altis] Main AO SubObj Comms nearObjects range
 

- [Removed] Deprecated defines

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As the M72 LAW is non-reloadable, could it be changed so it can be put in a backpack, so AT can carry more than 1 without a vehicle(and without stealing enemy AT), (this also means M72 HEAT is not needed in the arsenal, as it's useless. (or more AT added to the arsenal for AT, stuff you can carry multiple of :- )

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  • 1 month later...

Changelog for 3.4.09

 

- [Added] Respawn vehicle admin option
- [Added] Sidemission Destroy Weapons Shipment: Officers/SQLs/TLs now drop intel
- [Added][Altis] Main AO faction randomization

 

- [Fixed] Enemy F.A.R.P not spawning any CAS helis
- [Fixed] CAS heli patrol script
- [Fixed] Prio Depot destruction timer

 

- [Tweaked] Size of Settings menu increased
- [Tweaked] Hotkey for Settings menu (Custom control 'Use Action 20')
- [Tweaked] Vehicle engine shut off when player dies/disconnects
- [Tweaked] Aiming coefficient lowered to 70% of Vanilla
- [Tweaked] SubObj Depot holdaction distance increased
- [Tweaked] Enemy fleeing value set to 0 (disabled)
- [Tweaked][Altis] F.O.B H-Barrier and helipads adjusted
- [Tweaked] Sensor and datalink settings for vehicles
- [Tweaked] Sidemission reward weight and blacklist
- [Tweaked] Backend code for how factions are handled
- [Tweaked] Backend code for how enemy groups and vehicles are spawned
- [Tweaked] Sidemission Destroyer cleanup code

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  • 4 weeks later...

Changelog for 3.4.10
 

- [Added] Mk21 Centurion mounted Mora
- [Added] Workaround for respawn GUI not loading at mission start

- [Fixed] Sidemission Free IDAP cleanup
- [Fixed] Main AO remaining enemy logic
- [Fixed] Main AO name

- [Tweaked] Normalize Enhanced Rewards magazine count
- [Tweaked] Garrison building blacklist
- [Tweaked] Enemy group compositions
- [Tweaked] Chemlight attach/detach actions

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I'm just online now playing the destroyer mission, and as well as grenades being lethal through walls (which I'm assuming is my fault for assuming they wouldn't be) the ai seem to be able to see straight through it, so they were constantly shooting, even if I was at the other end of the destroyer, and because of this, about half, if not more, of the ai were killed by each other's grenades, as they throw them into walls they don't see, but the grenades do.

I guess this is an arma problem, but it may help to remove grenades from troops on the ship, or change how it's placed.

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  • 1 month later...

Changelog for 3.4.11
 

 

- [Added] Ability for Snipers, Marksmen and Autoriflemen to cut grass - [Added] Earplug attenuation

- [Added] Pilot airframe limitations

- [Added] Pilot role duty description on join

- [Added] Ability to load supplybox at Base/FOB helipads (Huron/GH/Orca/Hellcat)

 

- [Fixed] Main AO SubObj Comms HQ made invincible

- [Fixed] Prio mission marker cleanup

- [Fixed] Main AO SubObj Mortar attacking nearby Base/FOBs

 

- [Tweaked] Backend logging

- [Tweaked] Show asset disclaimers each session

- [Tweaked] Arsenal items for Prairie Fire DLC v1.1

- [Tweaked] Increased Grayhawk UAV respawn timers

- [Tweaked] AI patrol function

- [Tweaked] Mission params and global variables

- [Tweaked] Disable simulation when CAP/CAS disclaimer shown

- [Tweaked] Show CBRN sidemission threat meter only if exposed

- [Tweaked] Use sidemission Secure Asset vehicle as reward

 

- [Removed] Unused functions

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  • 4 weeks later...

Changelog for 3.4.12
 

 

- [Fixed] A149 Gryphon CAS classification
- [Fixed] Supplybox helipad loading


- [Tweaked] Decouple Loadouts, Arsenal and Rewards from map type
- [Tweaked] Consolidate map specific assets
- [Tweaked] Dead body ejection from vehicles
- [Tweaked] Tasks and Notifications
- [Tweaked] Mission spawn distance blacklist
- [Tweaked] MainAO SubObj Comms position finding

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  • 1 month later...

Changelog for 3.4.13

 

- [Added] Functions for commonly used snippets

 

- [Fixed] Automatic Pilot Grounding mechanics

- [Fixed] Added missing surface type for grass cutting

 

- [Tweaked] Aircraft seat restrictions

- [Tweaked] Main AO SubObj Comms tower despawn

 

- [Removed] Mk82 unguided bombs from all air loadouts

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Changelog for 3.4.14

 

- [Added] Boats at Terminal docks (available with F.O.B Guardian)

- [Added] Reward section for F.O.B Guardian

 

- [Fixed] Shikra classed as CAP asset

- [Fixed] Supplybox loading for Base/F.O.B helipads

- [Fixed] Disable ViV loading of rewards with UAV attached turrets

- [Fixed] Urban sidemission location selection

 

- [Tweaked] Default enemy awareness set to AWARE

- [Tweaked] Award asset selection

- [Tweaked] Retextured non-NATO asset alpha color

- [Tweaked] Enemy jet weighted towards CAS loadouts (except for Shikra Stealth)

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  • 1 month later...

Changelog for 3.4.15


- [Added] New vehicle servicing functionality

- [Added] Prio mission SAM

- [Added] Prio mission Rocket Artillery

 

- [Fixed] Side mission Secure Asset reward handler

 

- [Tweaked] Main AO garrison building blacklist

- [Tweaked] Prio mission Depot destruction

- [Tweaked] Main AO Sub Goalkeeper

- [Tweaked] CSAT group composition

- [Tweaked] Prio mission F.A.R.P

 

- [Removed] A few Main AOs

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  • 2 months later...

Changelog for 3.4.16

 

- [Added] RemoteExec function filters

- [Added] Ability for pilots to unlock co-pilot seat for passengers

- [Added] Armed Xi'an Infantry transport reward

- [Added] F/A-181 Black/ Wasp II CAP reward

- [Added] Prio Mission: Shore bombardment Relay station
- [Added] Side Mission: Lost convoy

- [Added] Persist player loadouts between sessions

- [Added] Kart to FOB Guardian

 

- [Fixed] Vehicle servicing not fixing all hitpoints

- [Fixed] Vehicle servicing not handling attached turrets

- [Fixed] CAS Buzzard not having 20mm gun

- [Fixed] Vehicle servicing action for Blackfish VTOLs

- [Fixed] Capture progress counter

- [Fixed] Garrisoning of houses without defined positions

- [Fixed] Object duplication when spawning Destroyer

 

- [Tweaked] Revive action condition on medical vehicles

- [Tweaked] Heal and Revive actions on Arsenals

- [Tweaked] Headless client transfer functions

- [Tweaked] Every mission unit now gets handled by Headless client

- [Tweaked] Base teleportation

- [Tweaked] Vehicle service now shows time remaining (MM:SS)

- [Tweaked] UAV servicing condition (engine now allowed on)

- [Tweaked] Field repair now fixes Xi'an fans to 75%

- [Tweaked] Spartan/Admin Tools reworked

- [Tweaked] Prio Mission: SAM

- [Tweaked] Prio Mission: Rocket Artillery

- [Tweaked] Switched Green RPG42 for Hex (DLC restriction)

- [Tweaked] LOADS of under-the-hood changes

- [Tweaked] BLU_F default loadouts

- [Tweaked] Main AO selection algorithm

- [Tweaked] AO reinforcement behaviour

- [Tweaked] Prio Mission Depot and F.A.R.P tasks

- [Tweaked] Main AO thread shutdown process

- [Tweaked] Cleanup/Stats/Weather script

- [Tweaked] Revive system

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Changelog for 3.4.16 Hotfix 2

 

- [Fixed] Setting vehicle emission control breaking service pads
- [Fixed] Teleport to FOB Marathon transfers you to FOB Martian
- [Fixed] Loadout restrictions not being applied when exiting Arsenal
- [Fixed] Supply box loading at helipads broken
- [Fixed] Side Mission Destroyer units spawning in the water
- [Fixed] Base AA available to UAV Operator
- [Fixed] Task synchronization broken

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  • 4 weeks later...

Changelog for 3.4.17

 

- [Added] Zeus vehicle customization hotkey (LShift+C)
- [Added] Anyone can now pick up enemy assault rifles in the field
- [Added] LAT/AT can now pick up enemy launchers in the field
- [Added] Any backpack can now be pickup in the field
- [Added] Extra MX rifles to vehicle inventories


- [Fixed] Side Mission Free IDAP task clean up
- [Fixed] Supply box spawning and clean up
- [Fixed] Side Mission Secure asset reward unlocking
- [Fixed] GhostHawk turret unlock/lock
- [Fixed] Derp Revive divide-by-zero condition


- [Tweaked] Side Mission Lost Convoy
- [Tweaked] Default loadouts
- [Tweaked] Prio SAM disable UAV hacking
- [Tweaked] HC xfer function
- [Tweaked] Curator placed unit/object handlers

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  • 2 weeks later...

Invade & Annex 3.4.18 Change log:

 

- [Added] AdminChannel addition in Zeus tools

- [Added][Cam Loa Nam] PF 1.2 assets and equipment

- [Fixed] TK auto kicking

- [Fixed] Reward spawning RE issue

- [Fixed][Cam Loa Nam] Teleport to Carrier

- [Tweaked] Conditional HC transfer

- [Tweaked] Kill messages

- [Tweaked] Field Repair/Refuel actions

- [Tweaked] Zeus checking function

- [Tweaked] Vehicle respawn script logging

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  • 2 weeks later...

Changelog for 3.4.19

 

- [Added][Cam Lao Nam] FOB Dolphin
- [Added] Memorial for Mikael


- [Fixed][Cam Lao Nam] Pilot and Carrier teleports

 

- [Tweaked] RemoteExec whitelist
- [Tweaked][Cam Lao Nam] Unit loadouts
- [Tweaked][Cam Lao Nam] Main base moved
- [Tweaked][Cam Lao Nam] Randomize jet loadouts
- [Tweaked][Cam Lao Nam] Rewards
- [Tweaked][Cam Lao Nam] Derp Revive damage thresholds
- [Tweaked][Altis] FOB Heli spawns
- [Tweaked] Derp Revive variable reset

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  • 2 months later...

Changelog for 3.4.20

 

- [Added] Parachute script (see in game FAQ)

- [Tweaked][Altis] Main AO persistance has been turned on (Cam Lao Nam already had this)
- [Tweaked] AOs will now favour heading towards FOBs
- [Tweaked] 2 hunters at main base were changed to striders
- [Tweaked] Vehicle unflip script (requires 1 person but takes 10 seconds now)
- [Tweaked] On low player count (less than 10)
    - No AA vehicles or AA teams will spawn in AO (AA infantry can still spawn garrisoned in buildings)
    - A maximum of 10 (instead of 15) buildings will be garrisoned in the AO
    - Only the inner 20% (instead of 50%) of the AO will contain garrisoned units

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  • MidnightRunner changed the title to Invade & Annex DLC Maps Version History & Feedback thread (Prairie Fire & Western Sahara)

Muh arsenal suggestions for western sahara.

DLC adds a bunch of weapons but not much of them in the arsenal. As the DLC is PMC focused why not get the whole PMC experience.

 

Class names in hidden content.

 

Suppressors & misc for suggested weapons (admittedly I have not checked if they are already in or not but putting them anyway)

Spoiler

suppressor_h_lxws

suppressor_h_arid_lxws

suppressor_h_khaki_lxws

suppressor_h_lush_lxws

suppressor_h_sand_lxws

suppressor_h_snake_lxws

 

acc_flashlight

 

For machine gunner

Spoiler

normal and compact version and its ammo in black, desert and snake: 

LMG_S77_lxWS

LMG_S77_Desert_lxWS

LMG_S77_Compact_lxWS

LMG_S77_Compact_Snakeskin_lxWS

 

100Rnd_762x51_S77_Green_lxWS

100Rnd_762x51_S77_Red_lxWS

100Rnd_762x51_S77_Yellow_lxWS

100Rnd_762x51_S77_Green_Tracer_lxWS

100Rnd_762x51_S77_Red_Tracer_lxWS

100Rnd_762x51_S77_Yellow_Tracer_lxWS

 

For grenadier, SL, etc that get GL's

Spoiler

TUBES

In black, snake & tan (ammo should already be in, putting pellet here in case its not)

glaunch_GLX_lxWS

glaunch_GLX_snake_lxWS

glaunch_GLX_tan_lxWS

 

1Rnd_Pellet_Grenade_shell_lxWS

 

GL versions of other suggested rifles

arifle_VelkoR5_GL_lxWS

arifle_VelkoR5_GL_snake_lxWS

 

SLR GL

arifle_SLR_V_GL_lxWS

arifle_SLR_GL_lxWS

 

1Rnd_40mm_HE_lxWS

1Rnd_50mm_Smoke_lxWS

1Rnd_58mm_AT_lxWS

 

General rifles

Spoiler

Galat ARM

arifle_Galat_lxWS

arifle_Galat_worn_lxWS

 

Velko

arifle_Velko_lxWS

arifle_VelkoR5_lxWS

arifle_VelkoR5_snake_lxWS

 

35Rnd_556x45_Velko_reload_tracer_green_lxWS

35Rnd_556x45_Velko_snake_reload_tracer_green_lxWS

35Rnd_556x45_Velko_reload_tracer_red_lxWS

35Rnd_556x45_Velko_snake_reload_tracer_red_lxWS

35Rnd_556x45_Velko_reload_tracer_yellow_lxWS

35Rnd_556x45_Velko_snake_reload_tracer_yellow_lxWS

35Rnd_556x45_Velko_tracer_green_lxWS

35Rnd_556x45_Velko_snake_tracer_green_lxWS

35Rnd_556x45_Velko_tracer_red_lxWS

35Rnd_556x45_Velko_snake_tracer_red_lxWS

35Rnd_556x45_Velko_tracer_yellow_lxWS

35Rnd_556x45_Velko_snake_tracer_yellow_lxWS

50Rnd_556x45_Velko_reload_tracer_green_lxWS

50Rnd_556x45_Velko_snake_reload_tracer_green_lxWS

50Rnd_556x45_Velko_reload_tracer_red_lxWS

50Rnd_556x45_Velko_snake_reload_tracer_red_lxWS

50Rnd_556x45_Velko_reload_tracer_yellow_lxWS

50Rnd_556x45_Velko_snake_reload_tracer_yellow_lxWS

50Rnd_556x45_Velko_tracer_green_lxWS

50Rnd_556x45_Velko_snake_tracer_green_lxWS

50Rnd_556x45_Velko_tracer_red_lxWS

50Rnd_556x45_Velko_snake_tracer_red_lxWS

50Rnd_556x45_Velko_tracer_yellow_lxWS

50Rnd_556x45_Velko_snake_tracer_yellow_lxWS

 

SLR

arifle_SLR_V_lxWS

arifle_SLR_D_lxWS

arifle_SLR_V_camo_lxWS

arifle_SLR_lxWS

 

20Rnd_762x51_slr_desert_lxWS

20Rnd_762x51_slr_lxWS

20Rnd_762x51_slr_desert_reload_tracer_green_lxWS

20Rnd_762x51_slr_reload_tracer_green_lxWS

20Rnd_762x51_slr_desert_tracer_green_lxWS

20Rnd_762x51_slr_tracer_green_lxWS

30Rnd_762x51_slr_desert_lxWS

30Rnd_762x51_slr_lxWS

30Rnd_762x51_slr_reload_tracer_green_lxWS

30Rnd_762x51_slr_desert_tracer_green_lxWS

30Rnd_762x51_slr_desert_reload_tracer_green_lxWS

30Rnd_762x51_slr_tracer_green_lxWS

 

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OK, my two cents.

Thank you DAMO *swoons*.

Perhaps instead of CSAT use the Sahara DLC opfor... it's light infantry with a scattering of armoured assets... the lack of high value vics it's offset by high calibre weapons on infantry so it's a different play style.  Also we fight CSAT on EU1 so change of map change of enemy?  Not sure how much of a pain that is to implement though.

Arsenal requests;

  • contractor desert outfits.
  • SLRs
  • SA77 (the funky DLC AR).
  • Gallils for recon?
  • Sahara desert combat helmets.

 

Wills end on classnames when not completely goosed.

 

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