Releases: Antistasi-Ultimate-Community/A3-Antistasi-Ultimate
Releases · Antistasi-Ultimate-Community/A3-Antistasi-Ultimate
v11.9.8
New Factions:
N/A
Faction Updates:
N/A
Localization:
N/A
New Maps:
N/A
Map Updates:
N/A
New Features:
N/A
Fixed:
Fixes releasing carried uncon body
- Fix UAV side check on DS (#867)
This fixes the ability to garage manned UAVs when on a dedicated server
- Fix bad copy-paste / var name in fn_initObject (#868)
- Fix saving of utility items [fuel depot / drum, repair station, etc] (#869)
- Fix all "slUniform" to "slUniforms" (#871)
Arms Dealer:
N/A
Changes:
N/A
Parameters:
N/A
v11.9.7
New Factions:
Faction Updates:
- Added more cargo nodes for CUP and fixed some missing vehicles. Added SFP cargo nodes. (#694)
- Added cargo nodes for many APCs, MRAPs, Armored vehicles and helicopters for CUP. Added SFP (Swedish Forces Pack) vehicles cargo nodes.
- German names and currency (#756)
- Added list of German names and surnames, and this list is given to factions with German origin (all GM, CUP BW, BWA3). Also custom currency for Weferlingen maps set to Deutsche Mark.
- AMF Update and Rework (#760)
- Updates AMF French Army factions for compatibility with latest AMF mod update. General rework of the factions to use new and / or renamed assets and swapped R3F dependency with NIArms.
- R3F is no longer a dependency. NIArms is added as a dependency.
- Project RACS Template Updates (#765)
- General rework of PRACS RACS and SLA templates to fix missing classes, add new weapons and vehicles, and fix the flag textured.
- WS update (#775)
- Many factions will now use additional vehicles from Western Sahara when loaded
- NorAF Temperate Update (#785)
- Minor updates to Flex7103 Norwegian Armed Forces faction due to recent update
- Logistics: BWMod (#787)
- Adds logistics cargo nodes for BWMod vehicles
- Logistics: RHUSF MH-9M and its submodels (#789)
- Adds logistics cargo node for RHS MH-6M
- Missing logistics for RF vehicles (#772)
- Adds cargo loading nodes for the missing Reaction Forces vehicles
- Logistics: UK3CB SUV 4x4 (#786)
- Fixes for cargo nodes for all variants of 4x4 SUV in 3CBF
- Give SMGs to every tier of Aegis NATO troops (#802)
- Adds SMGs to Aegis factions, should prevent issues with some units spawning without primary weapon
- Logistics: RHSUSF Stryker vehicle (#805)
- Cargo nodes added to RHS Strykers to allow cargo loading
- Misc OPTRE template updates and fixes (#815, #831, #846)
- Misc bugfixes for lombakkan crisis (#847)
- Add static AA weapon to CUP ACW Raven PMC rebel faction (#841)
Localization:
- Localization added for #729 (Parameters to disable virtual and physical artillery)
- Localization for addActions for buyable items (#776)
- localization for carry, rotate, pack, unpack object and building placer and open doors actions.
- Turkish translations (#807)
- Turkish translation added and/or updated for most of the mod
- Russian localization fixes (#771)
New Maps:
Map Updates:
- Add support for flag and ammo crate manual placement markers (#735)
- Mainly for map creators / porters to manually control flag and ammo / loot crate placement
- Fixes flag placement on Lingor (changes flag position for Airports 1, 2, 5, and 6) so they're not in the middle of the runway or otherwise inopportune locations
New Features:
- No flag yoinking (#649)
- Introduces a new (experimental) way to include more attackers/defenders into above outnumbering calculation by using a configurable radius around the flag to search for instead of or in addition to using the marker size.
- Lockpicking for small groups (#737)
- Added lockpick items (single- or multi-use) usable by non-engineer players. Lockpick kits can be bought from arms dealer or spawned in Zeus.
- Antistasi Zeus Units (#681)
- Adds Antistasi units, vehicles, groups, and support modules to Zeus
- Shows up in Zeus as
[A3U] Occupants,[A3U] Invaders,[A3U] Rebels,[A3U] Rivals,[A3U] Civilians- Builder improvements continued (#767)
- Objects can be placed on top of another
- Adds decorations (misc small decor items) and chemlights boxes as builder boxes
- Prevents buildable objects from having weird collision interactions with other objects while placing them in build mode
- Reworks menus to organize buildable items in sub-menus
- Teardown mode (#768)
- This PR introduces "teardown mode" which needs to be activated when on base to suppress the hold-action prompts you get all around the base when glancing at a built object. The "Destroy" hold-action will only show if teardown mode is on.
- Teardown mode is only available to engineers and can only be toggled if within HQ marker area.
- Logistics: Cargo can block turrets (turn out seats) (#804)
- Added functionality for cargo loaded in vehicles to block vehicle turrets in addition to cargo seats. Only implemented (in this PR) for turn-out seats in some CUP APCs.
- CBA settings to skip intro stuff (#808)
- Adds CBA settings to enable (or not) client init messages (e.g. "You have selected the commander role..." or "ACE items added to arsenal...") and to enable (or not) the intro orbiting UAV animation thing.
- Settings are stored in profileNamespace instead of missionNamespace so players can individually make their own decisions. Default settings (both enabled) do not change anything from how it currently is.
- Added HUMONGOUS builder box (#809)
- Adds new large builder box with a $15k budget that can only be transportable via logistics system (cannot be carried / dragged by players)
- Receive help from any nearby friendly units (#561)
- Downed AI (rebel and enemy) can now request help from any friendly AI near them, even if not in their own squad. Max distance configurable in parameters.
- HQ vehicle spawn helper (#828)
- Adds entity to build box to control where vehicles spawn within a rebel garrison, similar to the AI assembly area sign. Vehicles spawned when creating high command or emplacement squads will now spawn near this entity if it exists, or fallback to legacy spawning logic.
Fixed:
- Better NVG dud(!?) detection (#575)
- Should improve the detection of cosmetic-only items in the NVG slot
- UK3CB requirement in RHS US Army Arid (#762)
- Removed weapons in RHS US Army Arid template that required 3CBF
- Underwater action for boxes in Airdrop mission (#774)
- Boxes dropped from planes (e.g. catch airdrop mission) should now get the action to salvage them if dropped in water
- don't break resourceCheck with no miladmins (#777)
- resource check loop should no longer break when a map has no good military administration buildings. Should prevent issues where players do not gain rank, money, HR, campaign does not update, and everything else that happens every 10min doesn't happen.
- "Buildings" inherited from ThingX loaded, but never saved again (#780)
- Should fix issue where some types of items built with the base builder didn't persist after multiple saves / loads (e.g. terrain manipulator objects)
- Small config fix for plane loadouts (#783)
- fixes minor issues in code formatting for plane loadouts
- Better radio detection (#793)
- Changed detection code to determine whether units have a radio to work in more cases.
- GM config fixes size reduction (#795)
- Internal config rework to minimize file size, misc config fixes for GM vehicles, and allows AAF faction to use GM vehicles without needing to load GME mod
- fnc_addVehicle double check (#796)
- should make garaging vehicles even more reliable
- Fix rectangular marker corner detection (#797)
- Should fix issues with spawning logic for objects in corners of rectangular-shaped zones
- Fix tower's turret and civ traffic placements (#798)
- Should fix issues with turrets too close to edge of towers and civ vehicles occasionally blowing up due to collisions on spawn
- Fix antenna's posture (#799)
- Ensure radio towers are oriented vertically instead of angled on sloped terrain
- Removed weird gray border in "unloadvehicle.paa" image (open arsenal for vehicle) (#801)
- More resilient rival building finding (#803)
- Reworked building selection logic for rival cell leader placement. Should allow rival missions in more towns including completely ruined towns, and prevent mission from not fully executing / spawning when suitable building can't be found.
- Prevent addVehicle from adding garage box itself (#810)
- The garage box can no longer be garaged
- Fixes issue reported in [Bug]: Garbage Clean deletes the vehicles added to friendly sites (#825)
- Look in staticsToSave, too, before cleaning vehicles (#827)
- Avoid game startup RPT spam about undefined variable revealedZones (#814)
- Always store param presets in profileNamespace (#840)
- Fixes parameter presets not saving / loading correctly on DS
- Unused variable cleanup and fallbacks in fn_resourcecheck (#819)
- Internal mod cleanup and variable initialization / checking to prevent weird situations from breaking resource check loop
- Terrain smoother adjustments (#813)
- Should prevent weird terrain artifacts (holes / trenches) from being created when using terrain smoother items from builder box
- Fix stringtables again (#844)
- Remove tags in stringtables to prevent RPT spam and fix tooltip for self-revive methods parameter
- Check for player having any toolkit for lockpick speed increase (#842)
- lockpicking speed increase will now apply when player has any of the toolkits defined in templates / supported by AU, not just the Vanilla toolkit
- Incorrect instantiation of _travTime in CASApproach (#848)
- Fix wrong classname used for some rebel template flags (#854)
- Fixes issues with rebel flags not being created at captured zones due to bug in faction templates
- Various fixes after #549 and #751 (#849)
- Fixes misc lingering bugs in enemy air QRF routines
Arms Dealer:
- Update weap...
v11.9.6
New Factions:
N/A
Faction Updates:
Localization:
N/A
New Maps:
N/A
Map Updates:
N/A
New Features:
- Receive help from any nearby friendly units (#561)
- Downed AI (rebel and enemy) can now request help from any friendly AI near them, even if not in their own squad. Max distance configurable in parameters.
- HQ vehicle spawn helper (#828)
- Adds entity to build box to control where vehicles spawn within a rebel garrison, similar to the AI assembly area sign. Vehicles spawned when creating high command or emplacement squads will now spawn near this entity if it exists, or fallback to legacy spawning logic.
Fixed:
- Always store param presets in profileNamespace (#840)
- Fixes parameter presets not saving / loading correctly on DS
- Unused variable cleanup and fallbacks in fn_resourcecheck (#819)
- Internal mod cleanup and variable initialization / checking to prevent weird situations from breaking resource check loop
- Terrain smoother adjustments (#813)
- Should prevent weird terrain artifacts (holes / trenches) from being created when using terrain smoother items from builder box
- Fix stringtables again (#844)
- Remove tags in stringtables to prevent RPT spam and fix tooltip for self-revive methods parameter
- Check for player having any toolkit for lockpick speed increase (#842)
- lockpicking speed increase will now apply when player has any of the toolkits defined in templates / supported by AU, not just the Vanilla toolkit
- Incorrect instantiation of _travTime in CASApproach (#848)
Arms Dealer:
N/A
Changes:
- Combat landing script adjustments (#549)
- fine tuning to air vehicle approaches and reduced amount of fastroping
- Hakon's Garage parity update AU 11.9 / Community 3.11
- Ports the following changes from Official Antistasi Community version of Garage for APL-ND compliance
- official-antistasi-community#3815: Fix garage static mounting not working on DS
- official-antistasi-community#3800: Ammo Rework (only the garage parts)
- official-antistasi-community#3818: Make HR Garage work in SP (only the garage parts)
- official-antistasi-community#3824: Reduce vehicle state and make it work for any parked rebel vehicle (only the garage parts)
- official-antistasi-community#3823: Make UAVs garageable (replaces previous AU hack)
- official-antistasi-community#3838: Various pylon fixes involving use of getAllPylonsInfo (only the garage parts)
Parameters:
- Receive help from any nearby friendly units (#561)
- Name: Allow AI to revive friendly unconscious units outside their squad within a set distance | Location: Experimental Parameters | Description: When enabled, if downed AI cannot be revived by any unit within their own squad, other friendly units within this many meters will attempt to revive them. AI will not revive units of another side.
v11.9.5-hotfix.0
v11.9.5
Version 11.9.5
New Maps:
Localization:
- Russian localization fixes #771
Features/Changes:
- Additional Parameters Functionality and Misc SetupGUI Updates #666
- Parameter presets
- Add support for parameter dependencies and lock conditions
- Misc fixes for parameter dependencies and conditions
- Don't override params with preset value when loading existing save
- Allow hangar population if inside the outpost #800
- Added functionality to populate hangars with planes if they are inside the outposts marker.
- Moved teardown mode toggle from scroll-menu to rebel+commander menu #829
- Paradrop adjustments #751
- Changed drop sequence, water checks, physics
- Make builder boxes make sense #812
- Cosmetic changes to build proxy boxes; relation between build price and proxy size fixed
- Consolidate duplicated UI code / use inheritance more
Fixed:
v11.9.4
New Factions:
N/A
Faction Updates:
- Missing logistics for RF vehicles (#772)
- More missing vehicles added
- Give SMGs to every tier of Aegis NATO troops (#802)
- Adds SMGs to Aegis factions, should prevent issues with some units spawning without primary weapon
- Logistics: RHSUSF Stryker vehicle (#805)
- Cargo nodes added to RHS Strykers to allow cargo loading
Localization:
- Turkish translations (#807)
- Turkish translation added and/or updated for most of the mod
New Maps:
N/A
Map Updates:
- Add support for flag and ammo crate manual placement markers (#735)
- Mainly for map creators / porters to manually control flag and ammo / loot crate placement
- Fixes flag placement on Lingor (changes flag position for Airports 1, 2, 5, and 6) so they're not in the middle of the runway or otherwise inopportune locations
New Features:
- Antistasi Zeus Units, Groups, Vehicles, Modules (#681)
- Fixes issues with civilian units, adds civilian vehicles, fixes rival crews, and adds modules for spawning Occupant or Invader supports and converting an independent-side group to high command group
- Builder improvements continued (#767)
- Adds even more base decoration objects, prevents buildable objects from having weird collision interactions with other objects while placing them in build mode. Reworks menus to organize buildable items in sub-menus.
- Logistics: Cargo can block turrets (turn out seats) (#804)
- Added functionality for cargo loaded in vehicles to block vehicle turrets in addition to cargo seats. Only implemented (in this PR) for turn-out seats in some CUP APCs.
- CBA settings to skip intro stuff (#808)
- Adds CBA settings to enable (or not) client init messages (e.g. "You have selected the commander role..." or "ACE items added to arsenal...") and to enable (or not) the intro orbiting UAV animation thing.
- Settings are stored in profileNamespace instead of missionNamespace so players can individually make their own decisions. Default settings (both enabled) do not change anything from how it currently is.
- Added HUMONGOUS builder box (#809)
- Adds new large builder box with a $15k budget that can only be transportable via logistics system (cannot be carried / dragged by players)
Fixed:
- Better radio detection (#793)
- Changed detection code to determine whether units have a radio to work in more cases.
- GM config fixes size reduction (#795)
- Internal config rework to minimize file size, misc config fixes for GM vehicles, and allows AAF faction to use GM vehicles without needing to load GME mod
- fnc_addVehicle double check (#796)
- should make garaging vehicles even more reliable
- Fix rectangular marker corner detection (#797)
- Should fix issues with spawning logic for objects in corners of rectangular-shaped zones
- Fix tower's turret and civ traffic placements (#798)
- Should fix issues with turrets too close to edge of towers and civ vehicles occasionally blowing up due to collisions on spawn
- Fix antenna's posture (#799)
- Ensure radio towers are oriented vertically instead of angled on sloped terrain
- Removed weird gray border in "unloadvehicle.paa" image (open arsenal for vehicle) (#801)
- More resilient rival building finding (#803)
- Reworked building selection logic for rival cell leader placement. Should allow rival missions in more towns including completely ruined towns, and prevent mission from not fully executing / spawning when suitable building can't be found.
- Prevent addVehicle from adding garage box itself (#810)
- The garage box can no longer be garaged
Arms Dealer:
N/A
Changes:
- Code changes for feature donations/extenders (#770)
- Internal code rework to standardize macros and make porting CBA-standardized code easier, changes to some logging calls, and new events system for extenders to hook into.
Parameters:
N/A
v11.9.3
New Factions:
- Aegis Chernarus Defense Force 2035 (#769)
Faction Updates:
- German names and currency (#756)
- Added list of German names and surnames, and this list is given to factions with German origin (all GM, CUP BW, BWA3). Also custom currency for Weferlingen maps set to Deutsche Mark.
- AMF Update and Rework (#760)
- Updates AMF French Army factions for compatibility with latest AMF mod update. General rework of the factions to use new and / or renamed assets and swapped R3F dependency with NIArms.
- R3F is no longer a dependency. NIArms is added as a dependency.
- Project RACS Template Updates (#765)
- General rework of PRACS RACS and SLA templates to fix missing classes, add new weapons and vehicles, and fix the flag textured.
- WS update (#775)
- Many factions will now use additional vehicles from Western Sahara when loaded
- NorAF Temperate Update (#785)
- Minor updates to Flex7103 Norwegian Armed Forces faction due to recent update
Localization:
New Maps:
N/A
Map Updates:
N/A
New Features:
- Antistasi Zeus functionality now also features Zeus modules to call in Occupant and Invader supports (e.g. airstrike, artillery, etc), along with misc bug fixes
- Genericize A3U Zombies for any civ template (#710)
- Adds functionality to use any civilian faction with a new "Zombie mode"
- To use, ensure you have Webknight's Zombies and Creatures mod and enable the parameter for zombie mode under experimental params. Then, select any civilian faction you'd like in the faction selection UI.
- Builder improvements continued (#767)
- Objects can be placed on top of another
- Adds decorations (misc small decor items) and chemlights boxes as builder boxes
- Teardown mode (#768)
- This PR introduces "teardown mode" which needs to be activated when on base to suppress the hold-action prompts you get all around the base when glancing at a built object. The "Destroy" hold-action will only show if teardown mode is on.
- Teardown mode is only available to engineers and can only be toggled if within HQ marker area.
- Logistics: BWMod (#787)
- Adds logistics cargo nodes for BWMod vehicles
- Logistics: RHUSF MH-9M and its submodels (#789)
- Adds logistics cargo node for RHS MH-6M
Fixed:
- UK3CB requirement in RHS US Army Arid (#762)
- Removed weapons in RHS US Army Arid template that required 3CBF
- Missing logistics for RF vehicles (#772)
- Adds cargo loading nodes for the missing Reaction Forces vehicles
- Underwater action for boxes in Airdrop mission (#774)
- Boxes dropped from planes (e.g. catch airdrop mission) should now get the action to salvage them if dropped in water
- don't break resourceCheck with no miladmins (#777)
- resource check loop should no longer break when a map has no good military administration buildings. Should prevent issues where players do not gain rank, money, HR, campaign does not update, and everything else that happens every 10min doesn't happen.
- "Buildings" inherited from ThingX loaded, but never saved again (#780)
- Should fix issue where some types of items built with the base builder didn't persist after multiple saves / loads (e.g. terrain manipulator objects)
- Small config fix for plane loadouts (#783)
- fixes minor issues in code formatting for plane loadouts
- Logistics: UK3CB SUV 4x4 (#786)
- Fixes for cargo nodes for all variants of 4x4 SUV in 3CBF
Arms Dealer:
- General Arms Dealer update (#761)
- Updated configs to balance some pricing errors and removed some missing NIArms classes.
- FWA trader additions + price balance (#764)
- Balances FWA weapons against SOGPF & CUP and adds new weapons
- Adds handgun, launcher, and rifle grenade categories for FWA
- WS update (#775)
- Additional vehicles from Western Sahara added to dealer
Changes:
- Granular unit, vehicle (roadblock) creation (#763)
- Added granular unit tier spawning to many functions to allow some overlap between the succession of police/militia/military/elite units and vehicles.
- Changed the roadblock spawning logic. It now uses aggression to calculate the vehicle used, and war level to determine the garrison. The idea with "frontlines" is that they should have actual bunker checkpoints, and anything "inland" should be a mobile vehicular one.
- Emplacements in roadblocks (#779)
- Statics and vehicles will now also save when left near any rebel emplacement, except for watchposts. The statics and vehicles can have AI allowed or disallowed to use them, just like in any other zone.
- Introduce "canCouple" node flag to allow for multiple cargo planes (#790)
- adds additional functionality for developers to more precisely control logistics cargo nodes for vehicles
Parameters:
- Genericize A3U Zombies for any civ template (#710)
- Name: Antistasi Zombies | Location: Experimental Parameters | Description: See above.
v11.9.2
New Factions:
N/A
Faction Updates:
N/A
Localization:
N/A
New Maps:
N/A
Map Updates:
N/A
New Features:
N/A
Fixed:
- Bug in fn_zoneCountUnits causing enemies to not be able to retake zones
Arms Dealer:
- Update weapons dealer RHS config (#758)
- Some additional items added to RHS trader config (AK74m variants, 545x39 7N6M magazines, 9K38 and FIM92 magazines)
Changes:
N/A
Parameters:
N/A
v11.9.1
New Factions:
N/A
Faction Updates:
N/A
Localization:
N/A
New Maps:
N/A
Map Updates:
N/A
New Features:
N/A
Fixed:
- Should actually fix
fn_missionRequestbreaking when selecting conquest mission, causing Petros to stop giving missions automatically or when prompted.- A few misc fixes for AI grenadier loadouts causing some players to be unable to create or edit loadouts for grenadiers, and potentially causing some grenadiers to not get a loaded magazine for their primary weapon.
Arms Dealer:
N/A
Changes:
- Remove "Randomize Uniforms" button from commander menu since it doesn't actually do anything anymore
Parameters:
N/A
v11.8.8
New Factions:
N/A
Faction Updates:
N/A
Localization:
N/A
New Maps:
N/A
Map Updates:
N/A
New Features:
N/A
Fixed:
- Should actually fix
fn_missionRequestbreaking when selecting conquest mission, causing Petros to stop giving missions automatically or when prompted.- A few misc fixes for AI grenadier loadouts causing some players to be unable to create or edit loadouts for grenadiers, and potentially causing some grenadiers to not get a loaded magazine for their primary weapon.
Arms Dealer:
N/A
Changes:
- Remove "Randomize Uniforms" button from commander menu since it doesn't actually do anything anymore
Parameters:
N/A