Arma 3
Blastcore Murr Edition(TT Version)
Showing 11-20 of 43 entries
< 1  2  3  4  5 >
Update: 16 Jul @ 12:03pm

The damage values in the config files for the 2000lb, 1000lb, 500lb, and 250lb bombs have been set to 0 (previously, they were set to very low values, but for the 250lb bomb, this could still cause damage beyond the intended range controlled by the script). This prevents unintended damage outside of the scripted logic—excess damage could lead to unintended deaths, and since the addForce function sometimes fails to affect dead units, this would cause issues where those killed wouldn’t be launched by the blast wave.

The execution code of the blast wave script has also been updated. Now, as soon as the explosion occurs, units are almost instantly launched by the shockwave, with virtually no visible delay.

Update: 16 Jul @ 2:21am

Reorganized the dependency relationships between CfgPatches classes and optimized the execution speed of the explosion damage scripts for the 250lb, 500lb, 1000lb, and 2000lb bombs, reducing the delay between the explosion and the moment personnel are blasted away by the shockwave.

Update: 15 Jul @ 8:49am

Removing the JSRS dependency has caused many users to experience missing sounds for the 250lb, 500lb, 1000lb, and 2000lb bombs. I'm unable to solve this issue without the dependency, so I've decided to reintroduce the JSRS requirement. Sorry — can't please everyone.

Update: 15 Jul @ 7:25am

The blast wave effects for infantry from 2000lb, 1000lb, 500lb, and 250lb bombs have been redesigned using Arma 3’s PhyX engine interface functions. (These functions are highly unstable when used on vehicles, so for now, vehicle blast wave effects remain unchanged.) Infantry now respond much more strongly to shockwaves with ragdoll physics.

Additionally, the lethal radius for personnel has been increased to 1.5 times the original value for all four bomb types. The original radius remains the guaranteed kill zone, while the additional 0.5x distance applies a linearly decreasing damage effect (from a value of 1 down to 0). Personnel within this extended area will also enter an unconscious state for a period of time.

Update: 14 Jul @ 9:23am

Made some small adjustments to the 250lb and 155mm explosions — they now look fuller.

Update: 14 Jul @ 2:10am

Fix the issue of incorrect vehicle exhaust smoke after the update.

Update: 14 Jul @ 12:56am

I’ve removed the dependency on JSRS. The version I use has this dependency, but the released version doesn’t. So every time I updated the mod, I kept forgetting to remove the JSRS dependency. Sorry about that, everyone — it’s fixed now.

Update: 14 Jul @ 12:10am

Optimized the explosion effects of cluster bombs — now the explosions of low-yield cluster bombs can be fully rendered without causing particle disappearance.

Update: 13 Jul @ 8:48am

Fixed the explosion effects of the 500lb bombs to make the particles appear denser.
Removed the CBA settings option (but CBA is still required as a dependency).
Eliminated most of the error messages that appeared in the RPT file (these errors did not show up during gameplay).
Resolved the "ca\misc\fuelcan.p3d not found" error that occurred when only this mod and the vanilla game were loaded.

Update: 11 Jul @ 2:07am

Optimized the particle effects for bullets of various calibers hitting different surfaces. The visuals might not look as good now, but it definitely saves a lot of FPS.