Jump to content

klandestino

MIEMBRO E111
  • Posts

    299
  • Joined

  • Last visited

Everything posted by klandestino

  1. Alucinates tomas luft y muchas gracias por tu grandes aportes :birras: :grupo:
  2. Impresionante video sobre la calidad de este simulador en fase beta. :plas: http://www.youtube.com/watch?v=_VKR0TITd38#at=449 :grupo:
  3. Teneis que probar la pista americana :shock: , una pasada jajajaj :bravo: :grupo:
  4. Hay va el changelog de esta nueva actualizacion: FROM: Project Lead TO: Beta Users UNIT: Arma 3 Beta ACTIVITY: Game Update: 0.72 (Interface layout options, Steam invites, Fatigue feedback, Fixathon) SIZE: ~885 MB CHANGELOG DATA Added: Ability to set starting time of Defend Kamino (MP) Firing Drills: Automatic reload and resupply added upon restart (for lazy Mr. Endstar) Firing Drills: Now using symbology on selector targets Firing Drills: Ability to immediately quit at the end of CoFs added Firing Drills: CoF Green - updated to reflect changed magazines for sidearm Firing Drills: Times of day tweaked to match new Stratis configuration Firing Drills: Use of color was inconsistent for non-medal times Firing Drills: Restarting within a CP would leave the IGUI element active Firing Drills: Medal icon sometimes shown using Training rules Firing Drills: Added audio cue when going over the next medal time Firing Drills: Conversations all switched to radio again Showcase time of day tweaks to match Stratis sunrise configuration Showcase SCUBA now uses Titan launchers instead of RPG-42 "Interface Layout" configuration tool added to Game Options Added: More heads to select from in user profile Interface clock control replaced with an improved version in map, editor, briefings and tasks AI icons in role assignment screen are not deformed anymore< Fixed: Cargo cannot take control from commander Gunner and driver of class "Car" and its children now use optics to detect targets Tweaked collision damage to vehicles. They now should be a bit more resistant, mostly at lower speeds. Tweaking of wheels and suspension of both APCs (floating in air) Adjusted agility of helicopters Added parachutes to light helicopters Passengers of all helicopters are now able to eject and paradrop Added cargo parachutes for supports Fixed: It is no longer possible to get directly from flatbed / cargo space to cabin of Trucks and vice versa Adjusted radius of Zamak's destroyed wheels Zamak now has the correct wheels destroyed (by shooting) Doors of Mi-48 are closed by default now Fixed getting in UH-80 as pilot for more players simultaneously Gunners of UH-80 should be able to switch seats Added day camouflage variant of Ghost Hawk Weapons of CH-49 cargo no longer stick out of the roof Tweaked hit points of the CH-49 Mohawk Disabled levitation of the Strider's wheels Fixed glass on doors of Ifrit Green faction assault boat has its own texture Green faction has its SDV now Marid's crew should now abandon vehicle when all steerable wheels are gone Fixed: Marid should have correct names of weapons Fixed: Path to sounds of Speedboat Speedboat's water friction has been tweaked Engines of armed Strider hit points now have correct names Fixed: AMV map icon was too small Fixed: HEMTT exhaust right next to passenger head HEMTT now has correct destruction of cargo part Fixed: HEMTT windshield destruction Fixed: HEMTT various descruction issues Adjusted AH-9 missile burst for AI Basic collimator optics should have the same zeroing Iron sights of SOS optics now have correct zeroing Tweaked basic setting of the direction of grenade throws Fire mode switches are now animated for most weapons GM6 rate of fire has been adjusted Katiba variants are back Flares light intensity tweaked Changed magazine for Green faction pistol in equipment Aiming of the ACP-C2 has been adjusted ACP-C2 uses .45 magazines Fixed: ACP-C2 and Vermin should have sound suppressors for .45 ACP ammo (class muzzle_snds_acp) Improved ASRAAM behavior Tweaked recoils for Scorpion and Vermin Fixed: OPFOR Recon should have their weapons back Fixed: Tweaked dispersion of mortar shells Fixed: PCML and RPG-42 use unguided missiles Careless AI are no longer stuck in prone after crawling under an obstacle Parachuting soldiers are not sad anymore (death pose removed) Adjusted vulnerability of character heads OPFOR helmet heads-up displays retracted OPFOR recon units inventory loadouts changed to match their BLUFOR recon counterparts Weight and capacity of all uniforms, vests and bags overhauled into one logical, balanced and gradually scaling norm, where bags of the same type and / or purpose should share corresponding values with minor side unique differences. Fixed: OPFOR Recon inventory loadout Adjusted Stratis' world coordinates (affects time of day effects) Fixed: No units on certain Sites Animal Sites enabled Animal Sites generation reworked into a function Animal Sites MP support added Changed: Minefield Site now rotates all mines in the direction of the Site module Fixed: Support type no longer available without any usable providers (Supports module) Fixed: Script error messages caused by Supports module (http://feedback.arma3.com/view.php?id=11326) Added: Dialog for custom init code for virtual providers in Supports module Added: Dialog for custom supply crate init code for supply drop in Supports module Added: Custom HQ parameter for Support Requester module Added: HQ now informs you if you have new supports available (when using the Supports module). You can disable these reports by using BIS_SUPP_reportNewSupports = false; Added: "Create diary record" module now allows adding a briefing entry to sides of synchronized units and to all playable units (the same options as "Create task" module have). This should simplify MP mission configuration. Added: Module for setting a group callsign, can be found in "Group Modifiers" category. Fixed: Units created BIS_fnc_spawnGroup were in the wrong order and of incorrect ranks. Added: "Headquarters" module, assigning HQ speaker with specific callsign for the given side. Added: Scripted event handler "ticketsExhausted" is now called when number of respawn tickets reaches 0. Fixed: Error messages when placing certain modules without input parameters Suffocating PP effects disabled for animals Fixed: Error in BIS_fnc_arrayShift (http://feedback.arma3.com/view.php?id=10276) BIS_fnc_endMission is now terminated when trying to trigger a good ending over a bad one Apart from "Synchronized Units" and "Groups of synchronize units", the "Create Task" module now offers new options - "Sides of synchronized units" and "All playable units" Entering Splendid Camera while in vehicle optics resulted in NVG / TI modes being black Removed: Ambient Combat module. It was a simple port from Arma 2 and it wasn't maintained anymore. Fix: respawnDelay entry was ignored when defined as a string, not as a number No more infinite clicking if space is held to skip titlecards or establishing shots No longer possible to press buttons other than Space and Esc while titlecards or establishing shots are playing Added: Respawn templates expanded by ability to define side specific templates using new description.ext params: respawnTemplatesWest, respawnTemplatesEast, respawnTemplatesGuer and respawnTemplatesCiv. When not found for player's side, existing respawnTemplates param is used instead. Added: In CfgFunctions, 'forced' entry allowed designer to execute a function on mission start, before units are initialized. The entry is now renamed to 'preInit', and new entry 'postInit' provides option to execute the function right after objects were initialized. Config definition parameter (_this select 7) in advanced hint function removed. No need for it anymore, function checks all config files now. Notifications now support independent definition of picture color and picture text color Introduced several variants (5 up from 1) of glass shard effects for destructible glass based on size and shape of windows Fixed: Selections of windows on airport control tower Fixed: Missing radio protocol sentence for Helicopter Attack "chopper destroyed" event Fixed: Mortar sound reload spectral edited CHANGED CLASSES ACP-C2 now uses 9Rnd_45ACP_Mag magazine and a new muzzle_snds_acp sound suppressor Vermin SMG now uses 30Rnd_45ACP_Mag_SMG_01 and 30Rnd_45ACP_Mag_SMG_01_tracer_green magazines and a new muzzle_snds_acp sound suppressor Green faction has received its SDV with class I_SDV_01_F Green faction has received its Supply create with class I_supplyCrate_F ENGINE Support for Steam friend invites / joins Added: Wind synchronization in MP Disabled loading screen when switching closing map Switching weapon modes doesn't require two key presses when the weapon info IGUI is hidden anymore AI use Thermal Imagery to detect enemy when available Removed warp when reloading in 3D optics Improved thread synchronization of object drawing Recognition of damaged part of body has been improved Fix and slight optimization of detection of Simul Weather optimization Fixed: Brightness of nearby objects in the first frame after map display is closed Fixed: Items disappearing during inventory operations Fixed: Unable to take weapons from non-local containers Fixed: MP: Unable to throw grenades after taking vest from ground Fixed: Magazine not being removed for other clients if a player loads it directly into their gun Fixed: When player tries to place a vest or uniform into a backpack from the ground, target backpack will be copied and stored on the ground Fixed: Headgear no longer displayed after leaving a multiplayer game Fixed: Players could not access vehicles that cannot move Fixed: Helicopters don't wait with another burst of CounterMeasures Fixed: Helicopter collective ascent / descent rates were not consistent among devices Fixed: GET IN waypoint - AI went for wrong seats in the helicopters Fixed: Icons and text outside of valid area in combo boxes, added ST_NO_RECT style support Fixed: Text alignment support for map icons Added: Scripting commands for tree interface control Fixed: Command enableEnvironment to toggle off all ambient wildlife Fixed: setAmmo command description Fixed: AI turn limitation while aiming Queda claro no? :bate: :grupo:
  5. Por el :joy: que le va a acompañar occam :lol2: ( que la cosaaa esta muuu maaaa )
  6. Tiki taka pim pam toma lacasitos...( esto es dentro de la mission :chulo: ) :grupo:
  7. El que cae seguro es el a-10.... :flyer: ( la de collejas que me van a caer ) :loco:
  8. Espectacular ... http://www.battlefield.com/es/battlefie ... r-gameplay :grupo:
  9. :shock: Estoi con zulu... (peazo pepinaco tiene er tio ete :wink: ) :grupo:
  10. Apuntarme en esa lista de una vez homeeeeeee :birras: :grupo:
  11. Esta mision.... corta pero intensa :? , no se por que me aparece el at descargado en el momento crucial aviendolo echo antes de subir al chopper ¿?, tema carro de combate, pues aparte que tenia una visual fatal fatal del vehiculo estaba en movimiento creo darle de costado, tambien decir mi error al no avisar del lanzamiento, sorry serpi :roll: y que decir de la entrada al granero (ejem, ejem ), no tenia que aver entrado si el primer binomio no pide refuerzos pero como teniamos la presion del chopper .... entrar girar y cañon taliban justo en la boca :shock: , rapida descarga del cargador sobre taliban (estilo revienta pecho de fonso) que estaba bajando se ya la bragueta... no coment ... y disparo en la cabeza del taliban miron... :grupo:
  12. Voi a tener que empezar a grabar mis misiones ..... :evil: PD: momentazo cuando revi se lanza en caida libre... :lol2: A tod@s una ronda en la cantina :birras: :bravo: :grupo:
  13. Faltara municion pero jierva pa uma no HEEEEEEE :bate: solo faltaron las :birras: :grupo:
×
×
  • Create New...

Important Information

Terms of Use