Releases: Kolmain/Evolution-A3
Releases · Kolmain/Evolution-A3
Release Candidate 6
#Change log
- Tasks moved to new 3D BIS tasks.
- Fixed demo charge only on radio tower, was invulnerable from last patch.
- Players can now recruit all units, depending on rank. (Fixed only rifleman recruitable)
- PVTs+ can now operate support assets.
- You can now enable/disable persistence.
- Added 2D check for OPFOR Orcas, should stop them from flying to AO and staying.
- Removed unlimited paradrops, would eventually overload server. Paradrops now stop with radio tower destruction.
- Small bug fixes.
- Performance improvements.
Now available on STEAM Workshop:
http://steamcommunity.com/sharedfiles/filedetails/?id=441868055&searchtext=Evolution
Release Candidate 5
#Change log
- Tasks moved to BIS_fnc_setTask, now are JIP friendly.
- Players are no longer revived with a duplicate backpack.
- Briefing added, needs formatting to be corrected.
- Medics no longer require medical trucks to deploy MASH.
- Changed kill handlers to MPKilled
- Added additional sidemissions
- Reworked code for Officers and Radio Tower
- Radio Towers are not destroyable again after the last patch (takes 2 charges)
- Fixed AI recruiting only riflemen
- Back end bug fixes
- BI Group management working, access via 'U'
- Added Marksmen DLC weapons
- Privates get access to basic launchers
- Now available on STEAM Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=441868055&searchtext=Evolution
Release Candidate 4
Changelog:
-Virtual Arsenal is now be working in multiplayer.
-Player markers added
-Fixed player respawn notification spam
-Player controlled AI no longer die when player dies
-Various back end bug fixes
Release Candidate 3
Changelog:
-R3F disabled by default, enable in mission parameters (less stuff to load while rapid testing)
-Added backup normal inventory system, can't get VA to work in MP yet.
-Fixed AI unit recruiting on multiplayer
-Various back-end optimizations
-Tasks are working now for Side-missions
-Tasks are working now for main-missions
-Blufor vehicles now respawn at their current location, wrecked.
-MHQ will respawn at base if destroyed
Release Candidate 2 Hotfix
Changelog:
-Loadout saving mid air during paradrop fixed
-Swapped doMove for addWaypoint, should resolve Orcas staying in AO <-- please confirm.
-Added per-rank AI recruiting in both quantity and units available
-Added check to make sure to kick pilots out only if on ground
-Removed duplicate events and ensured scripts run at mission launch
Release Candidate 2
-Weapon progression should now be working
-All player functions should be accessible on first spawn
-MASH/FARP should heal units nearby automatically/repair vehicles that are on the helipad
-New MASH/FARP compositions
-Removed armory officer, added ammo crate at spawn
-Comms menu should no longer be duplicated on respawn
-BI Jukebox should not repeat on respawn
-MASH/FARP Respawn point should be removed on action of placing new MASH/FARP
-R3F Logistics added as parameter
Release Candidate 1.5 Hotfix
Github ruined a lot of code so I went in and fixed some things.
CHANGELOG
-Spawn area now has a respawn point
-Additional mission parameters added
-Weapons are by default rank restricted <---- BROKEN ATM! Set to disabled in mission parameters!
-New MASH/FARP compositions
-Removed armory officer, added ammo crate at spawn
Release Candidate 1
Compiled mission PBO for RC1, exported as MPMission but can be played singleplayer as well. All intended features should be working 100%. Convoys are still buggy and some additional cleanup code between main objectives needs to be added.
Development 1
Unzip to C:\Users\Users\My Documents\ArmA 3 Other Profiles\Profile\missions.