Thema: Slx mod
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Alt 18.08.2010, 07:53   #5 (permalink)
Blackland
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Registriert seit: 23.11.2005
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Version 2.2 ist mittlerweile erhältlich und wie ich heute (in Verbindung mit dem aktuellen OpA-Betapatch) feststellte, nutzt die KI die Gebäude (innen) sowohl zum Angriff, als auch bei der z.B. anschließenden Säuberung.

Changelog 1.9997 - 2.2:

- Fixed: Many bugs/missing features in MP. Lots of testing for desync and performance for limiting effects (dropped weapons, blood, gibs).
- Fixed: SLX_Wounds bugs from sqf conversion. SLX_Wounds_Hit MP error. Respawn reset vars. Wounded marker text. Minor bleeding with new lower min bleed rate.
- Fixed: A2 female voice error.
- Fixed: Calls to new SLX_Wounds format in GL3, player surrender anim, vehicle effects.
- Changed: No visible dragged vehicle cargo.
- Converted SLX_Wounds to sqf. Improved performance and fixed some possible MP bugs.
- Fixed some A2/OA standalone errors.
- MP compatible dead/object transport code.
- Wheeled APC smoke launching on hit/damage.
- Fixed some eject bugs with flow of near ally players and wounded in vehicles, and wounded/dead cargo loading/unloading action.
- Limited GL3 radio check/info share instances and removed allowfleeing set. AIs should ambush more correctly, send radio updates faster at the right time, and run smoother.
- AI change tire only when just one is damaged.
- Tweaked AI steering more for better convoys.
- Made groups in stealth not go in buildings at start.
- Fixed auto AI weapon pickup after wounding/capture.
- People standing on buildings should stay put for ambushes.
- GL3 stealth groups will go to combat when everyone has been spotted.
- Objects with fuel cargo will explode when burned.
- Made people that recover from being critically injured still look injured.
- Added tank recoil when firing cannon with tracer rounds.
- Fixed rare pickup weapon error.
- Fixed tank shell damage.
- Increased AT launcher use probability.
- Removed ArmA2 island dependency for OA only use.
- Added optional ArmA2 only backwards compatability addon.
- Added turn in for M1A2 TUSK loader.
- Give radios doesn't need GL3.
- Optimized talk and garrison wait.
- Added incoming missile tank smoke and "incoming" shouts if shooter is known.
- Fixed play move/action locality execs. Much more netcode efficient.
- Fuel explosion effect goes over network.
- Fixed dropped weapon array input and output over network.
- Added spawn skill addon to make spawned units have skills according to their loadout and rank.
- Made object/dead dragged cargo stay in vehicles until unloaded.
- Fixed excessive suppression effects starts when under function lag.
- Less Mk19/AGL AI dispersion for less friendly fire.
- Fixed rare script errors in AI dodge and GL3 garrison.
- Added max instance limits to shot effects, AI dodge, trace effects, and blood drops to avoid script lag in large scale scenarios.
- Fixed critical wounding happening from light wounds.
- Optimization in GL3 and blood drops.
- Fixed probability so AI AH1s use missiles/rockets/guns reliably.
- Tweaked tank movement to try making tanks keep their hull armor pointed towards the enemy.
- Made GL3 garrison ignore groups waiting for a trigger.
- Optimizations to findcover. Runs faster/less stutters in game but puts out more text to arma2.rpt.
- Better tank and air sensors.
- More low skill cannon dispersion.
- Added more screaming.
- Tweaked AI accuracy.
- Kneel rifle raise/lower toggle fixed.
- Fixed RPK ROF.
- Possibly fixed healed enemies getting shot.


€: In Verbindung mit JSRS-Sound in Takistan kommt das schon krass.
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