Version 1.15
Improvements to loadout validation (filtered Arsenal vs captured equipment)
Additional Backpacks to the Arsenal
Content Update
- Added Rahmadi to the rotation
Version 1.12
Removed AFAR Script
Added ACRE2 Radios to the Arsenal
Adjusted player slots to accommodate ACRE2-enabled chain-of-command (added Company-level Staff, Platoon-level Staff for Watchman Platoon, moved Infidel-1 to Company Staff, added Air Assets Lead to Company Staff)
Server-level...
Version 1.11
Various smaller tweaks particularly for supporting scripts
Integrated the following maps into the rotation : Bukovina, Bystrica, Chernarus (Summer + Winter), Desert and Desert Island, Everon. More maps will follow.
Double feature today.
Version 1.10
Added infantry-based Side Objective fall-backs for Sectors in rugged terrain (for example, terrain elevation in N-W Altis might preclude the deployment of a set of Communication Towers and instead a Communications Team with Radio Backpacks are deployed)...
Version 1.9
Increased Parachute Self-Insert starting altitude to 1000m
Integrated Grimes Revive Script for handling incapacitation from wounds
Increased frequency of home base clutter cleanup
Server-side changes
- Decreased base AI skill associated with current Custom mission difficulty
Version 1.7
- Refined the placement of the Parachute Self-Insertion point (should avoid inserting players over water, leading them to swim to the nearest shore) (should take care of the problem you encountered Burton.P)
Version 1.4
Enemy forces will refrain from straying too far away from the active Sector during combat
A-10 equipped with unguided bombs. Testing the viability as an alternative to unguided rockets, as the rocket motors of unguided rocket salvos impair the visibility of the pilot quite a bit.
Version 1.3
Addressed an issue preventing players from fielding reloadable rocket launchers.
Addressed an issue preventing players from using optics with switchable modes (such as a Holosight + G33 combo).
Yes, the original preset had a placeholder name. Thank you to Sypolt.R for spotting it and correcting the file.
Also, regarding the optional mods, presently none are included and this is something we are keen to collect feedback on.
Do note, the more optional mods we pile on, the longer the...
As I said. I need to do my homework on how can scripts influence ACE Pylons/FIR Missile rack.
This is because between RHS Air to Ground Weapons, the ACE generic Hellfires/Mavericks and FIR Weapons there is potentially a compromise to be found. I'm pretty sure the ACE stuff caps out at 6km for...
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