Arma 3
Sentinel - Outbreak - Esseker Edition
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Update: 13 Jun, 2016 @ 3:07pm

-= New in version 1.05 =-

* Edited Game Logics and Triggers to make the mission compatible with Eden/Apex, the mission should now appear in the scenario list again.

* Added a new Bandit camp at the junk yard, South of Petlov Grad.

* Added a few more spawns to account for the new locations in the most recent version of Esseker.

* Changed the waypoint for the UN Helo to make it more likely to land on the roof of the hospital.
The drawback is that it sometimes turns it's engines off after touching down which isn't as realistic, given the scenario.

Update: 2 Oct, 2015 @ 10:45am

-= New in version 1.03 =-

* Added new base units and textures to the infected to make them look like they're more suitably well clothed for a temperate environment.

* Added a trigger to fully repair the escape helicopter after it's been fixed and refuelled by the player, so that the annoying master warning alarm is disabled.

Update: 27 Sep, 2015 @ 1:46pm

-= New in version 1.02 =-

* Added more bandanas and sunglasses for the Bandits, and made some of them spawn without hats and bandanas to add more variety.

* Added a few more entries into the init.sqf file to trip a lot of the trigger conditions on mission start to false, this is the default trigger condition state and I normally don't need to define it in the init file but people running the game with the -ShowScriptError start parameter were constantly being spammed with undefined condition error messages.
This doesn't have any effect on gameplay and was more of an annoyance for the people that have this start parameter as default - usually modders or mission makers and their testers.

Update: 9 Sep, 2015 @ 5:25pm

-= New in version 1.00 =-

* Added the ability for the player to sit down and rest, which will slowly heal minor injuries (damage to the player must be less than 33%). First Aid kits must still be used to treat any serious injuries first, otherwise the player will not be able to heal when they try to rest. You know you are healing when you see the word 'resting' in the top right corner of the screen, this fades away when back at full health.

* Changed the trigger of how and where the infected will spawn to match the one used in the Altis Edition.

* Made some more changes to the original scripting so that the infected will not spawn closer than 50M away from the player, this should help reduce the amount of them that magically appear within the player's field of view, especially when in open areas with very few trees and buildings present.

* Increased the infected's chase distance by 20M to take into account the slightly longer spawning range, and also the fact that they're still well within what would be considered human spotting distance.

* Added more items to the random loot spawns, including one of the new plate carriers with upper arm/deltoid and neck protection.

Update: 19 Aug, 2015 @ 9:03am