Changelog: v2.4.28 - Fixed: Error Rebel Condition - Fixed: Rare Error with group Formation - Added: Option to make stuck Vehicles leave Convoy v2.4.27 - New: Reset AI condition v2.4.27 - New: Option to enter Variablename for spawned Groups to reference them in other Scripts. - New: Improved Move to Areas and Follow Objects - New: Separate options for Following (not in Areasoption anymore) - New: Spottermodule: Required Knowledge option - New: Option to enable Civilian AI - New: custom Exitcondition for AmbientAnimations/Sounds - Improved: Transport Vehicles now wait until the Area around Vehicle is clear before returning to base (to prevent stupid AI casulties) - Fixed: Return to base condition is now working even when Group has not yet reached Targetpos - Fixed: React to Fire works with Dynamic AI now - Fixed: Patroling Groups could not be CARELESS - Fixed: Spawning Infantry in Buildings with Waves was broken - Fixed: Several minor things !!! Caution when updating HBQ: If you have used Areas for following Objects you need to edit your old missions and enter the Follow object(s) and triggers in the new section "Follow Object" v2.4.26 - Fixed: Automatic Spawnpositions for Planes and Helis works better now. v2.4.25 - Fixed:Take Cover was broken - Fixed: React to Fire was not working with reset AI options. v.2.4.24 - Fixed: Vehicles sometime got stuck when spawned on uneven terrain. Now Vehicles spawn 10cm above ground to prevent this. - Improved: Improvement to Unstuck Units option. - Changed: When Vehicles spawn in Waves a Security Spawnradius is now set automatically to prevent Vehicles spawn on other Vehicles. - Improved: Planes wont take off automatically when Generate Waypoints is turned off. They Wait for Orders like Engage or CAS. v2.4.23 Fixed: if RTB delay is 0 secondary Targetpos did not work Fixed: Some Fixes with Assaultspeed (leaders would stop moving) v2.4.22 - Fixed: Engagement now works with Naval Troop transports. - Fixed: Some problems with ambient Animations if you dont enable Static AI. (now it takes care of Static AI automatically) - Fixed: Infinite Vehicle Ammo did trow an error. - Fixed: Uncrewed Planes could spawn in Air. - Fixed: Problem with Dynamic Simulation (Now dynamic Simulation is waiting until Vehicles and Crew have spawned completly) v2.4.21 - Fixed: Rearming function was not working correctly - Fixed: Supply vehicles now reach the supported vehicles better as they will wait for them. V2.4.2 - New: Vehicle Appearance settings are now supported. (Textures and other settings you set in the Garage) - Fixed: Helicopters did not despawn with delete at targetposition. - Changed: Repeating Trigger cooldown is now capped to minimum 60 seconds to avoid low repeating intervalls. V2.4.1 - Fixed: Error message in Supply Vehicles function V2.4.0 - New: Ambient Voicesystem : You can enter your own soundclasses or choose premade soundsets. When a player comes near a unit random sounds or dialogs will be played. This first version comes with some custom Voicedialogs for Military, Civilian and Insurgents. It is planed to add more Custom AI Voices and Dialogs to make your missions more immersive. - New: You can now syncronize Triggers to each Moveposition to activate each Moveposition by triggers. - New: Mines and Buildings can be synced and spawned now. - New: Spawn on Roads option (Automatic Spawnpositions) - New: Hit and Run option: Groups will disengage after the group shot a certain amount of bullets and engage again after a time. - New: If you set Flying Altitude to -1 Planes/Helicopters will follow the exact path of movepositions Altitude. - New: Suppression can now infuence AI Courage and Aiming Skill (new CBA-Setting). - New: Flee when Player Near - New: Prevent Paradroping Units from dying from collisions mid Air. (optional) - New: More Ambientanimations added to presets for more randomization. - New: You can Enter AreaMarkerName(s) for Automatic Spawnpositions now. - New: Multiple SpawnCenters are now possible. For each Wave a random Spawncenter will be choosen. - New: Demomission: Lots of new examples for the New Features - New: Civil Rebels can also be Vehicles now. - New: Condition field to turn Civilians into Rebels. - New: Code Field when Group encounters Enemies. - New: Kill when no Player near option (in Performance options) - New: Land at targetposition (replaces the need to place Targetpos in the Air or on the ground) - New: Option to activate Dynamic Simulation Triggering of units. - New: CBA setting for Dynamic Simulation. - Improved: More Randomizations for Ambient Animations presets. - Improved: Combat Landing (now considers nearby Trees, Buildings and Terrain to prevent colliding) - Improved: Combat Landing is faster now and also possible in lower flight altitudes. - Improved: some improvements to Airtransport engagment - Improved: Fleeing Units will now hide/Despawn in the nearest Building and not in random building. - Improved: Stay Near Leader Function - Improved: AmbientAnimation Sit on Chairs (now creates chairs if not present and uses ACE Sit Framework if ACE loaded) - Improved: CAS: CAS Vehicles will now Cancel CAS missions when out of Fuel or out of Ammo. - Improved: CAS: Laserguided missiles now consider Lasertarget of Spotters. - Changed: Some changes in naming and categorizing Return to base options - Changed: Some default module settings are changed (like Automatic Cone Angle is now 360 by default) - Changed: Balancing Feature is now renamed to Reinforcements (describes it better) - Changed: RTB Trigger is now a Condition field. - Changed: Kill Trigger is now a Condition field. - Changed: Wave Stop Trigger is now a Condition field. - Fixed: Fleeing of vehicles works better now. - Fixed: LambsTask ASSAULT did not allways work correctly - Fixed: Helicopter paradrop works better now. - Fixed: Units in parachutes can now be killed by shooting at them. - Fixed: fixes in the ambient animations presets that would stutter or jump. - Fixed: Suppression Cover on civilians did trow an error - Fixed: Suppression Cover On dedicated Server sometimes units would flicker. - Fixed: Suppression Cover: works better on Headless clients now. - Fixed: Suppression Cover: was not combatible with ambient animations - Fixed: Suppression Cover: CBA settings CoverDistance did not work - Fixed: Shutup feature did not work very well. - Fixed: Units and vehicles can now be spawn on ships or other objects on water without getting killed. - Fixed: Airtransport engagment will not paradrop when airvehicle is at low altitude but land - Fixed: Speedlimit did only get applied to last spawned vehicle. - Fixed: Balancing (Reinforcements) would spawn the First group even with Balancing criteria not met. - Fixed: Automatic Spawnpositions works better now. - Fixed: Fleeing got improved and fixed in various ways. - Fixed: SupportVehicles did not support anymore after being Unstuck. - Fixed: other minor fixes and improvements - Fixed: CAS Vehicle now returns more reliable when Hit. - Fixed: Planes would not land. - Fixed: CAS can now be called from UAVs. - Fixed: Dynamic Simulation setting now also works for spawned Items and Vehicles to improve performance Note: Options that take some CPU power are now marked with (p). Please use these options only on as many groups as your CPU can handle. In my tests I had no real performance hits but if you have a weaker PC you should consider limiting the amount of groups that have these features enabled. V2.3.9 - New: Generate Waypoints option (if disabled the spawnposition is the Targetposition) - New: Suppression Distance (Suppression Cover Minimum Distance) - New: Cover Distance - New: CBA settings for all React to Fire options (Suppression Cover) - Fixed: Issue with Suppression Cover Time where somtimes Units would jump. - Fixed: Stay near leader and Suppression Cover is now compatible. - Improved: Units find better Cover now (Suppression Cover Time) - Improved: Suppression Cover: Groups form Line formation more reliable - Improved: Performance of Forcemove function which is used by Suppression Cover and Stay near Leader - Changed: Normal Debug shows much less informations now. (you need to enable Detailed Debug in Modules to get more Info now) V2.3.81 - Changed: Takecover when suppressed was replaced by Suppression-Cover-Time parameter - Added: CBA setting for Suppression Cover Time - Fixed: Fixed an Issue which caused Units to jump to another Position sometimes with Suppression Cover and Stay near Leader option. v2.3.8 - New: Take Cover When Suppressed (This makes suppression of enemies much more effective and more realistic. It also slows down movement when suppressed) - Improved: Keep Stance is easier to setup now. V2.3.72 - Fixed: Holdfire distance did not work very well - Changed: Holdfire distance will now be permanent (after 3 Minutes in Fight Holdfire will get activated again) V2.3.71 - Fixed: Coherent Convoy did not work with Optimized Spawnmethod and long group spawn delay (Optimized Spawnmethod is disabled for Convoyspawns) - Improved: Stuck Vehicles in Convoy will get unstucked now. - Improved: Convoyvehicles that stay behind for too long will get excluded from convoy and Return to base. - Improved: Convoy now has a Collision protection system which prevents cars from crashing into front car. - Fixed: Convoy and Wavespawn works now - Fixed: Wavespawn and Singlegroup works now - Fixed: Forceside and Singlegroup works now V2.3.7 - New: Flee Condition - New: Flee Position - New: Static AI at Targetposition - New: Reset AI when Player Near - New: Reset AI when Enemies Discovered - New: Keep Convoy Coherent option (lead vehicle will adapt speed to wait for slow vehicles) - Changed: Removed Flee to Secondary Targetposition (was replaced by new Flee options) - Changed: Removed module as Fleeposition option (was replaced by Fleeposition object) - Changed: Units that where Attacked will continue Simple Partol after fight. - Improved: Ignore Enemies function is working more reliable now. - Improved: Convoymode works much better now. - Improved: Engage when enemy near from Trooptransports works better now. - Improved: With Optimized Spawnmethod deactivated Spawns happen now faster. - Fixed: Artillery with Disabled Autonoumous AI is fixed. - Fixed: Guard and Patrol is now compatible. V2.3.61 - Fixed: Plane CAS Ai was broken - Fixed: Trigger Radius did not work after some time. v2.3.6 - New: Condition Code to start Spawner without Trigger - Fixed: Several issues with Vehicle Support - Fixed: Vehicle Support works now on dedicated Server and Headless Clients - Fixed: Vehicle Support working with Unstuck - Fixed: Fuel Consumtion Rate working with Unstuck v2.3.5 - New: Support Vehicle System: Repair,Fuel,Ammo (Supply other Vehicles in Range automatically) - New: CAS: Total Missiles Options (Can be Resupplied) - New: Infinit Ammo option for Vehicles. - Improved: various Improvements on the CAS system - New: Example in Demomission added: In the Southeast of Altis is an Example of the new Support Vehicle System. v2.3.4 - Fixed: Error when spawning Items in Buildings on some modded Maps. v2.3.3 - New: Server Debug v2.3.2 - Improved: Performance of Combatlanding (Tradeoff: Combatlanding can now only work on Terrain not on Buildings or Ships) - New: Option for Dynamic Use of Gun attachments (Light,IRLaser) v2.3.1 - Fixed: Error in Stay NearLeader - Fixed: Hearing Skill did not work in Multiplayer v.2.3 - New: New Options for Stay Near Leader (Tight Formation, Loose Formation) - New: Hearing Distance Feature - New: InfoSharing Feature - Improved: Stay Near Leader reworked. v2.2.9 - Fixed: Error with Stay Near Leader option v2.2.8 - New: Custom Initcode for Vehicles - Fixed: Issue with Balancing (Max Friendlies) when no enemies in Zone - Fixed: Problem with Wavescount sometimes did not work. - New: Compatibility with KAT.(ACE unconcious option works now with KAT Medical) - Improved: Code cleanup v.2.2.7 - Fixed: A potential performance problem with Ambientanimations. - Fixed: A Problem with Combatlanding and Vcom. v.2.2.6 - New: Rebel Probability (Playernear): When a player is near a Civilian there is a probability he turns Enemy. - Minor Changes in Tooltip Help - Fixed: Critical Error (Turrets where broken in last update) - Fixed: a small issue with Balancing an Unconsious Units. - Fixed: Some modded unarmed Vehicles would be considered Armed by HBQ - Fixed: Force Side did not work correctly with Waves. - Fixed: Potentional Error that sometimes was Causing an Error that synced units did not get registered quick egnough (on very bussy Servers or with many Mods installed) - Changed: Triggerradius is not triggered by Pilots anymore. Only Groundunits can trigger when using triggerradius. v2.2.5 - New: Force Side option (lets you choose the Side Units will spawn in) - New: Dynamic AI: option to include Pilots. - Changed: if Vehicle Crewed is off Planes and Helis will now spawn on Ground by default. - Fixed: When using a custom Spawncenter in AutomaticSpawnpositions the Balancing Zone will move with the defined Spawncenter. So if you enter a players name here the balancing will take the Player position as Zone Center. v2.2.4 - Fixed: LambsTask Garrison (Teleport) now teleports in Random Buildings - Changed: Suppression Threshold of 0 will now disable it. (was -1 before which was confusing) - Added: Lambs Task Garrison now supports settings for Exitconditions (Supression threshold and Fired near.) v.2.2.3 - Fixed: Error with Stay near Leader in combination Combatlanding. - Fixed: Vehicle Fuelconsumtion now works on dedicated server. v2.2.2 - New: "Stay near Leader" is now a Checkbox and gets calculated automatically.(Minumum Leaderdistance is now calculated considering Groupsize and formation) - New: Combat Landing for Helicopters (Faster landing with low profile.) - Fixed: Problems with Stay near Leader and Assaultspeed. - Fixed: Problem with Balancing and Fleeing - Fixed: Units unmounting when Transporter moves to Area. - Fixed: Units dont unmount anymore when No Targetposition is defined or targetposition is very close. v2.2.1 - Fixed: Several Fixes and Optimizations for Engagement and more. - New: Added Example in Demomission for Engagement with Transports and Paradrops - New: Engage Radius Variation v2.2.0 - Improved: Overall Improvments and Fixes to Engagement - New: Engangement mode "FLANK" - New: Engangement Threshold - New: CBA settings for Engangement Radius and Threshold - New: Engagement will work now constantly and not only on first engagement. - New: Lambs Danger Artillery option - New: Lambs Garrison Teleport option. v2.1.91 - Fixed: Errors when using DynamicAI and SoldierFSM mod. v2.1.9 - Improved: DynamicAI now does not disable Group functions so AI Mods that control Group behaviour still work even when DynamicAI disabled Units. This way DynamicAI still works with Mods like SquadFSM or HAL NR6. - New: DynamicAI AI Radius: Now there is two options for Dynamic AI. One for Player distance and One for AI distance. AI distance also considers AI enemies and not only players. So when AI comes near enemy AI it will be enabled again. - Changed: Unstuck Distance for Vehicles is doubled now. - Fixed: Unstuck Vehicles works better now. v2.1.8 - New: Better HAL NR6 Support - Fixed: Issue with Balancing Trigger v2.1.7 - New: DCO SquadFSM Mod Support - New: LAFS Mod Support (Light AI Fire Support) v2.1.6 -Fixed: Several issues with Rearming Feature. -Fixed: MovetoArea works with Transports now. -Fixed: Transported Units dont go prone when unloading anymore -Changed: Debug Colors Improved (Combatmode added) Demomission: - New: Example for Rearming in Demomission - New: Example for Lootboxes in Demomission - New: Example for Spawning when player near - New: Another Example for Move to Areas in Demomission v2.1.5 -HotFix: Another Headless Client Hotfix. (Dynamic AI was not working with Headless Client) v2.1.4 -HotFix: Spawning on Headlessclient was broken in last Update. v2.1.3 - New: SpawnItems : If you sync only an item like a loadoutbox the Spawner will work in ITEM mode and spawn only the Synced Item. Can be used with automatic spawnpositions and prefer hidden to spawn loot boxes in buildings for example. Also works with Life time and Waves etc. - Fixed: Sometimes Units would not spawn in Transport Vehicles. v2.1.2 - New: Debug Colors for Ammo state - Fixed: Some problems with AI Rearm - Fixed: Error with Leader Distance - Fixed: Teamleader do ream now too. v2.1.1 - New: CBA setting for no Ammo flee time - Improved: Debug Colors show Units rearming - Fixed: Error with getting compatible Magazines function. (AI Rearm) - Fixed: Rearming compatible with Keep Leader distanz now. - Fixed: Unstuck does not unstuck Incapacitated Units anymore v2.1.00 - New: AI Rearming System (only Infantry for now) - New: Flee if Ammo Low option - New: ACE Damagethreshold Option - Improved: Performance of combined APC engagement. - New: Variable to monitor overall HBQ Proceccing Time of all HBQ functions. (HBQ_PROCESSINGTIME : Proccecing time for all HBQ Functions in ms) v2.0.95 - Fixed: Problem with Triggerradius in combination with Repeatdelay - Improved: Several little optimizations in Code. v2.0.94 - New: Balancing: Damaged Vehicles option (pause Spawns when too many Vehicles are damaged) - Improved: ForceBalancing: Vehicles are wheighted depending on their Power. Here is a list of how the Force is Calculated: Infantry man = 1 Powerpoint Vehicle = 1 Powerpoint plus Crew count Armedvehicle = 2 Powerpoints plus Crew count Airvehicle = 4 Powerpoints plus Crew count. - Improved: Optimized Performance of Balancing - Fixed: Problem with Balancing if no Enemies is in Zone - Fixed: Problem with Balancing and Wavescount v2.0.93 - New: Waves Count Option - New: Unstuck: The Kill Stucked Feature was replaced by this much better Unstuck function. You can define a radius. When no player is within this radius around a stuck Unit/Vehicle it will get unstuck ( by deleting and recreating it at a slightly different position.) - New: Detailed Debug: Now you can enable Detailed debugging if you want even more debug Informations while the default Debug will now show less informations. - Fixed: Very small groups dont flee now when Groupsize is enabled for fleeing. At least one Unit must die in order to make small group flee. v2.0.92 - New: Delete/Kill Abandoned Vehicles v2.0.91 - Fixed: Alive Virtualization - Added: Example for Assault speed in Demomission v2.0.9 - New: Assault Speed Option Groups assault the Targetposition not paying much attention to other fights around them (Caution it makes groups fast but vulnerable ). - Improved CAS system. - Fixed: LambsTask Assault now compatible with Leaderdistance Feature v2.0.8 - Improved: Some improvements for the Stay in Areas/Follow Objects Feature v2.0.7 - New: Option to reset AI at Targetposition - Fixed: Debug AutomaticSpawnposition marker Radius was wrong. - Fixed: Issue with Ignore Enemies and Hold Fire Distance - Fixed: Issue with Keep Leader distance and Paratroops - Changed: Rearranged Engage Options - Changed: Removed Exit on Suppresion Option (Now you just need to set Suppression Threshold. You can still disable it by setting threashold to -1) v2.0.6 - New: TriggerRadius supports now Automatic Spawnpositions - New: Option to include Pilots for any Near Player Checks. - Improved: more precice vehicle placement when spawned near other Objects to avoid exploding when spawning. Like in tranches. - Fixed: For Balancing the Independent Faction relation is considered now. (Independent can be hostile or not depending on Faction relation setting) - Fixed: SpawnSequrity Radius issue. v2.0.5 -New: Close Combat Skillmultiplier: Multiplier for Skills when Units are near Players (within 50 Meters). v2.0.4 - Hotfix: Error on Startup - Fix: Static AI will not keep looking in their Spawnorientation - Fix: With Keep Stance and Fleeing - New: Modulposition as Fleeposition v2.0.3 -Improvements: Some Performance optimizations - New: Completly reworked Ambient Animations - New: Optional Drop Weapon when fleeing. - New: Panic Chance (Fleeing groups) v2.0.2 - Added: CBA setting for DynamicAI Radius v2.0.1 -Improvements: Some Performance optimizations v2.0.0 - New: AI Debugging (Changes Color of Units depending on Debugmode) Debugmodes: AI State,Morale,Skill,Suppression,AImods - New: Complete new Retreatig/Fleeing System with some new Features. (Flee Chance,Flee Ratio,Desert Chance,Hide Radius) - New: Infantry spawn prone to make spawns less vissible to players. - New: Kill Stucked Units Option - New: Courage Skill overwrite option in Module - New: Aim Skill overwrite option in Module - New: Skillmultipler option (to scale skill per module) - Changed: Reworked Skillsystem (compatible with Vcom now) - Changed: Reorganized some Options for better UI. - Changed: Renamed Stoptrigger. Its now called "Cancel Waves Trigger". - Changed: Balancing Options rearanged. - Changed: Reorganized Skill Settings. - Changed: Debug Options rearanged. - Changed: Renamed Rush to Targetpos (its now "Ignore Enemies") - Changed: AI now reacts if suppressed when Dynamic AI is active. - New: Dynamic AI: now also en-/disables AI Mods - Fixed: Stay Near Leader feature improved (feature is disabled near buildings to prevent wall clipping) Also Performance is optimized. - Fixed: Dynamic AI: Static AI is now considered. - Fixed: Dynamic AI: Works with "Ignore Enemies" - Fixed: Units Flee now to their Spawnposition again - Fixed: Engage Near Enemies works with Static AI now. - Updated Documentation v1.9.82 - Improved: Vehicles dont stop at every Waypoint anymore. Vehicle movement is much smoother now. - Waypoint Limit per group increased to 15. v1.9.81 -Changed: Spawnmodules can now share the same Vehicles (You can sync one vehicle to several Modules. -Changed: Custom Vehicle Loadout is no turned off by default. v1.9.80 - New: Idle Animations - New: Dynamic Ai Features: Improve Performance by only enabling AI Features when Players are near. - Fixed: Unit orientation now works with Singlegroup Option - Changed: When group Engages Raycast is now enabled automatically. v1.9.76 -Fixed: Cancel Delay was not working with Secondary Targetpos v.1.9.75 - Fixed: Ace Unconsicous option works now also in singleplayer - Fixed: Balancing: Max unconsious vallue now works correctly with set to 1. 1 means Spawns get delayed when 1 unit is unconsious. -Fixed: Player is now still Spotter after respawning. v1.9.74 - Fixed: Helicopter would not allways land at the correct targetposition (invisible Helipad was created at wrong position) v1.9.73 - Fixed: Combined APC/Infantry Engagement now works correctly with Vcom - Fixed: Simple Patrol in Transportmode does not unload troops anymore. - Fixed: Simple Patrol: More than on Waypoint will now be considered. - Fixed: Engage when enemy near works now correctly in APC/Infantry combined attack - Changed: Convoy setup is now simpler (No need to set Formation and Single Group anymore) v1.9.72 - Small Fix with Guard and Return to base. v1.9.71 - Fixed: Error with Keep leader distance on Headless Clients. - Fixed: Trigger Radius Feature did not work in some cases. - Fixed: Random Spawn Radius: Does now also work for Infantry v1.9.7 - New: Custom Code on Targetposition: Enter code that gets executed when group reaches Targetposition - New: Knowledge required: If you use "Engage when Enemy is near" you can now choose to require Knowledge of enemies. - New: Search & Destroy: You can now choose to use a Search & Destroy Waypoint on tagetposition. - Improved/Fixed Convoy feature - Fixed: Cancel Task delay (Starts counting on Targetposition now) - Fixed several small but anyoing bugs. v1.9.61 - CargoTransport: Dropped Cargo will have a Chemlight when dropped in nighttime. - Cargo Transport will transport Cargo closer to player/defined object now. v1.9.60 - New: Single Group: All Units will spawn into one group. This way you can have several Vehicles in one Group with formation. Also its better sometimes to spawn several single static units into one group because of performance reasons. This option is also making it possible to spawn Convoys. - New: Convoy Separation: You can now create Convoys with the Singlegroup option together with Convoy Separation. The order in which you sync the vehicles of a convoy to the module plays a role. An example setup is included in the Demomission. -Improved Automatic Spawnpositions: If you enable Prefer Hidden units will now spawn better in Buildings. With this setting you can now populate a City with Units ocupying Buildings with little effort. v1.9.53 - Improved Automatic CAS - CAS now also Attacks Infantry with Missiles in Automode - Automatic CAS is now more Aggressive v1.9.52 -New: Balancing Only consider Own. If enabled only friendly units spawned by this module are considered. This way you can keep a certain amount of units of a kind in an area if you use this together with the Maxfriendly settings. - Changed: CAS Vehicles will now also attack Infantry with Missiles. - Fixed: Helis would not return after CAS v1.9.51 -New: Prefer Hidden Spawn. When using Automatic Spawnpositions the function will prefer Spawnpositions in Buildings or in Forest to prevent spawning in open fields (For immersion reasons). - Changed: You can now enter a min,max radius for automatic Spawnpositions (comma separated). A Random Vallue between min and max will be choosen for each spawn. - Fixed an issue where sometimes Cargo transport would not return to base after Cargo has been delivered. - Fixed: Still Helicopters would sometimes explode with Custom Pylons on CAS Missions. - Fixed some issues with Artillery Spread an Shelldelay. v.1.9.5 - New: Kill Trigger: Trigger to despawn all Units spawned with this Module. - New: SpawnCenter: Define a Player or Object as Spawncenter for Automatic Spawnpositions to allways spawn enemies around the Player - Changed: Infantry Units that get despawned because of Lifetime or Killtrigger will now Lay down before getting despawned. -New: Examples for new Features added to Demomission. v1.9.41 - New: Missiles Delay. Choose at which frequency Missiles/Bombs are fired. -Fixed: Some Modded Planes/Helis did not work as CAS Planes -Fixed: CAS Missiontime now works. -Fixed: Using Custom Pylons would sometimes destroy Plane when missle/Bomb fired. -Fixed: Planes fire now more than only one Missiles/Bombs when using Custom Pylons - Improved: Greatly improved Custom Pylon CAS. Planes wait for better Fireposition and Shoot only when Target in Front of Plane/Heli. v1.9.4 - New: Static Weapon Teams will now disassable and reassemble Weapons when ordered to another Area or Object - Fixed various small things. v1.9.3 -Changed: ExitStaticShotsNear is now a Number. You can set a distance in which Shots near will be considered (Max distance is 70 Meters). - Mortargroups now deploy Mortars when called for a Strike. - Some minor Fixes. v1.9.2 - Fixed: Groups in 360 Formation will now exit correctly from a guardtask if canceldelay is over. v1.9.1 -New: Support for more vehicle Parameters like Fuel,Damage,Ammo and ACE Logistics Settings. You can now spawn Medical Vehicles or Fueltransport with custom Ace Settings you make in the Editor. - New: Scripting: functions and Variables to customize your HBQ mission in game with scripting. This is all documented in the documentation PDF. -Fixed: Problem with Units would not flee to their spawnlocation. v.1.9.0 - New: Spotter/Artillery/Mortars/CAS System for AI and Player Spotters. (You can assign Spotters that can order Artillery Strikes or CAS if they find a valid target. You have tons of options how and when Spotters should call for Support. The Spotter System works for AI AND Players. It is recommended to set "Hold fire distance" for AI spotters so they dont engage and stay stealthy. - New: Deploy Static Weapons at Targetposition - New: Examples for Artillery in Demomission - New: Groups can now also follow Groups (leaders) with the Areas Option. - New: Detailed Global Skillsettings (CBA) - Improved Networktraffic with HCs when Trigger Fires multiple Spawners at once -Fixed: Sometimes Helis would not move anymore when damaged. v1.8.3 -New: Areas can now also be Objects. This way you can make units follow players for example. You can also use this in combination with Cargo transport to order supply by helicopter or Trucks to your location. Groups will follow the Object until another AreaTrigger is triggered or Return to Base is enabled. -New: Area Trigger now support StaticAI: This way you can spawn Static Groups and when an Area/Object is triggered groups start to move exiting their Static state - New: Now when a group reaches an Area/Object the Tasks on Targetpos will get executed. So you can let groups make a random patrol at an area for example. Basically the Area/Object now is considered the new Targetposition instead of the original Last waypoint - New: Area Trigger also work with Static AI now. So you can have static AI stand still but when an Area Trigger is triggered groups will move to Active Area/Object. -Fixed: When groups have an Engagement (with Task on Target Position or Engage when Enemy near) they will now proceed moving to Active Areas or Objects after the engagement is finished. - New: Initcode for Cargo Items. You can enter Code that is executed on the Cargo Item. - Fixed: Cargotransport by Car now also works without ACE - Fixed: Areas and Areatriggers can now also be entered with Spaces in the Array. Spaces will get filtered out now to prevent mistakes. - Added: Example setups in DemoMission v1.8.2 - Some Optimizations under the Hood - Fixed: Some functions did not exit properly v1.8.1 - Fixed: urgent Fix with Balancing in combination with Triggerradius and Player security Distance that could cause massive spawns in some situations. - Updated Demomission with example for Area Triggers v1.8.0 - New: Area Triggers: You can Enter Triggernames (separated with Comma). The amount and order of Triggers need to match the amount and order of Areas you entered above. Trigger(s) will enable the Area(s) defined above. If you leave it blank Units will move to the closest Area. Groups will move to the latest activated Area. This way you can controll with triggers where groups move. An Example is added to the Demo Mission. - Added: Quickstart PDF - Minor Fixes v.1.7.1 -New: Allow Damage supported now. If you disable Damage on synced units or vehicles the spawned vehicles/units will not be Destructable -Changed: Default Vallue for Civilian HideChance is set to 0 now - Minor Fixes/Tweaks v.1.7.0 -New: Keep Stance: Units will keep their Stance and dont go prone when in danger. Suppression Threshold will be considered when you enable Reset AI on Suppression. If a Unit is Suppressed more than the threashold it will change stance again. -New: Safe SpawnPosition Radius: Radius around the Spawnposition where a safe position is searched. This helps to prevent Vehicles Exploding when spawned to close to an obstacle. 0 = Disabled. Vehicles will spawn at the precice location of the Spawnposition object. - Fixed: Problem with Garbage Collection - Various small Fixes v.1.6.3 -New: Stay in Area: You can Enter Area Markernames (separeted with Comma). Spawned Units will not leave these Markerzones. Can be canceled with Task Cancel Trigger v.1.6.2 - New: Callsigns are now supported. If you give synced groups a callsign they will spawn with that callsign now. - Improved: Initialization on Missionstart is a bit faster now v.1.6.1 - Fixed: Performance Problem with Delete Security Distance - Changed: Follow Group: if you enter the name of a HBQ_Spawner module the Groups will follow the closest group that was spawned by that spawner module. - Changed: Engage when Enemy near is now a numerical input where you set the Distance of Engagement. - Fixed: Follow Group works with Vehicles now. - Fixed: Loitering now works with Vcom - Fixed: "Engage when Enemy near" works now with Vehicles and Planes and Airtransports. v.1.6.0 - New: Follow Group: If you Enter the name of a group (Variablename) spawned groups will follow this group after reaching the Targetposition. - Changed: Secondary Targetposition: If you enter the Name of a group the groups will follow the group. - Changed: if you sync a Driver or Pilot of a vehicle instead of the Vehicle it will now also get considered a vehicle. I made this so the Setup also works if you accidentially sync the driver instead of a vehicle which happens sometimes. So this is a security feature for these cases. v1.5.2 - Fixed: Now Headless clients also work when they connect later in mission or if HCs get disconnected and reconnect. If the choosen HC is not available the Groups will spawn on Server. v1.5.1 - Fixed: Engage when Enemy in Range: works now with combinded APC tactic. APCs with troops will engage together. v1.5.0 - NEW: Task Cancel Trigger (for Patrol/Guard/LambsTask/TakeCover/StaticAI) - NEW: Secondary TargetPosition (position where Groups move to after a Task is Canceled) - NEW: Flee to Scondary Targetposition: If Enabled groups will stop fighting and flee to the secondary Targetposition (when Cancel Trigger activates). Units get deleted when reaching the secondary Targetposition. - NEW: Reset AI when fired Near: When units hear shots fired in a distance of 150 Meters (even friendly shots) all AI Features are enabled that have been disabled by other options like Static AI or Hold Fire. This is good to syncronize several groups to move again as soon as one shot is fired. - NEW: Zone Trigger: If you enter the name of a Trigger, the Volume of the Trigger will be used instead of the Zone Radius. - NEW: Engage when Enemy in Range: Engagement will be started as soon as an Enemy is within the Task radius even if the TargetPosition is not reached yet. Transports will also disembark and Engage. - NEW: Option to Disable Vcom Skills. - NEW: Updated Demomission to showcase the new Features. and more: - Changed: Renamed Exit Static on suppression - Improved: Max. Group Separation - Fixed: Spawn in Formation - Fixed: Problem with Lambs Task Reset - Minor Fixes and tweaks v1.4.3 -Fixed: An Issue with Stoptrigger in combination with Balancing where the stoptrigger would not really stop the spawns in some cases. -Fixed: Small Debug fix v1.4.2 -Fixed: Simplepatrol was broken in some cases. -Improved: improvements to Max. Group Separation v.1.4.1 -New: ACE AI unconscious toggle. If disabled ignore ACE AI Unconscious feature for spawned Groups. AI will never go unconscious but die. -Improved: Max. Group Separation is now more reliable v.1.4.0 -New: CBA Settings (!! This Version adds CBA Dependency) -New: Automatic Difficulty Scaling You can define the amount of players the Mission is designed for. When only half of the Target players is playing each Spawn will only happen with a probability of 50%. For critical Spawns you can set the probability in Modules to 100 to ensure spawning disregarding Automatic Difficulty Scaling. -New: Use Custom Loadout Option Now you can choose if Units should spawn with custom loadouts or not. (If you dont need custom loadouts you should disable this option as Spawning happens with little less lags.) -New: You can now enter a Min and Max vallue in Groups per Wave to further Randomize Wave spawns. -New: Improved Spawning Performance (Less FPS Drop when Units Spawn) - Fixed: Unit Budget was broken in some cases. v.1.3.5 Critical HotFix!!! -Fixed: If you play Missions that where Build with an older Version of HBQ an Error would spam the log EVERY FRAME. Which produced Gigabytes of Data. I am very sorry this did happen. Please update before you play old Missions...(You still need to Change the Holdfire Distance to -1 if you want old missions to behave like before. Otherwise AI will not Engage if no Enemies are within this range.) The setting was set to 100 before and did not work correctly. Now everything works as expected. v.1.3.4 !! Warning: with this Version you need to edit the Hold Fire Distance in old Missions. You need to disable it by setting it to -1 if you dont want this feature. The New default is -1. But old Versions have 100 as default. Sorry for the Inconvinience. -Fixed: Various compatibility issues with some HBQ Feature combinations. Now TakeCover, HoldFire Time, HoldFire Distance, Ignore Enemies, Static AI work in all combinations correctly. -Fixed: Take Cover works now much better if there is Battles nearby. -Fixed: Take Cover: Group goes in Line Formation more reliably now. -Fixed: Better Compatibility with Vcom Waypoint generation. -Fixed: Sometimes Retreating caused a Unit to get stuck (when Vcom or LambsDanger is used). Now these Units get killed automatically when they dont move for 10 Seconds. Happens rarly but was anyoing when it happend. - Changed: Rearanged some Options for better organisation of Attributes. -New: New Examples in the Demomission to showcase the new Features. v.1.3.3 -Fixed: Some Fixes with Join Groups -Fixed: Some Fixes with Group Separation v.1.3.2 -New: Max. Group Separation Maximum Distance Units have to their Teamleader to keep Groups more coherent during fights. This solves a long standing Problem with Arma AI separating Teams too much (Teamleader Kamikaze). A good Vallue is between 30-40 Meters. Dont make the Vallue to small if you have big groups. v.1.3.1 -New: Join Groups. If enabled retreating Units will Join near Friendly Groups within a radius of 100 Meter v.1.3.0 -New: Retreat Option If a Group is decimated to this Size the Group will Retreat. Units will switch Civilian and run to near Buildings or back to the SpawnPosition and get Despawned. v.1.2.92 - Fixed: Removed unnecesarry Global Variables - Fixed: You can now sync Units to multiple Spawn Modules - Fixed: A Check Function would not exit and run infinitly v.1.2.91 -Fixed: An Error in RPT log when Unit gets deleted that does not exits anymore. v.1.2.9 -Changed: Improved Debug Messages -Changed: Renamed "ignore Enemies" to "Rush to Target Position" -Fixed: Issue with Balancing -Fixed: When Planes return to base they dont land on near Airfields anymore. -Fixed: Rush to Target Position now works on vehicle crews -Fixed: 3cb Faction Loadouts are supported now v.1.2.8 -New: Checks Delay: Delay (Seconds) for any Checks like Player Security Distance or Balancing Checks. Set Lower if you need Spawns to happen at more precise Timings. Set higher to get Performance Increase. In some Cases this vallue gets scaled depending on searchradius. Larger radius get checked less. - Fixed: Repeated Trigger now works correctly. There where some issues I fixed and everything should work like exspected now. v.1.2.7 - Changed: now up to 10 Movepositions per Path are posible (was 6 before) - Changed: Delete MovePositions now is called "Garbage Collection". now deletes really all connected Movepositions to optimize Serverperformance even more. Improved the overall function and is now enabled by default. - Fixed: An error with Take Cover function that was introduced in the last update. - Fixed: Raycast option is now Functional. v.1.2.6 - New: Debug Circles around spawnpositions to show Player Security Distance - Changed: Performance optimization with Player Security Distance - Fixed: now APCs keep moving also when Disembarked Group is dead. - Fixed: Error with PlayerSecurity distance - Changed: more precice Vehicles Placement v.1.2.5 - New: Min FPS (Only Spawn when Server FPS is higher than set) - New: Zulu Headless Client Blacklisting support - New: Security Checks and warnings if a Spawner potentially spawns infinite amount of Units (Happend last night in the Operation of my Unit ;-)) - New: Warning message to Admins when AI count is very high for over 10 Minutes. (This is a security feature for Admins to be able to spot potential Server overload early). - New: Separated Despawn Security Radius (You can now have separeted security Radius for Spawning and Despawning) v.1.2.4 - New: Spawn in Formation (Disabled by default) Only use when Units spawn in open field. For spawning in Buildings or tight spaces you need to disable this) - New: Airvehicles Loiterradius (sets a loitering Radius on last Wayoint) - New: Separate Init Code for Vehicles Crew Groups - Fixed: Spawndelay was broken in last version - Fixed: A bug where Crewmembers of big Cargoplanes would also parajump - Improved: Spawning Positioning for Infantry and Planes v.1.2.3 - New: Repeating Triggers works now - New: Parameter to set a minimum Trigger delay (To prevent repeated Triggering in short intervals) - Changed: Rearanged some Parameters that when in the Waves Category as these also Effect non Wave Spawns. v.1.2.2 - Fixed: Headless Clients work now correctly with HBQ spawning v.1.2.1 - New: SpawnPropability (to randomize your mission even further) - New: Trigger Radius: Only Spawn when enemy enters a zone around the Spawnposition - New: When you place the last Moveposition in the Air, Helis and Planes dont try to land but stay Airborne. - New: Raycast option (This option will halt raycasting calculations for all groups which don't contain any local entities. Units, that are not in a group with at least one local member, will not check visibility of other units. This will cause, that remote units will not have updated knowsAbout and it will save some CPU time. See also BI Wiki: disableRemoteSensors) - Changed: Removed Groupsettings (Skill,Stance,Combatbehaviour,Combatmode,Speedmode). These settings are now read from the Synced groups. IMPORTANT!!! You might need to adjust old Missionfiles and make these settings in the Synced Groups now. -Fixed: Simple Patrol with only one Moveposition works now -Fixed: Airvehicles get despawned now when returned to base -Fixed: Error with Landingzone creation -Fixed: Vehicles now work with Delete on Targetposition -Fixed: Issue with Random Groups and Groupsize -1 -Fixed: some little things -Fixed: Some code optimization v.1.2.0 - New: Vehicle Crew Loadouts supported - New: Vehicle Loadout supported - New: Ace Cargo Transport (Vehicles can transport and drop custom Supplyboxes. ACE must be loaded) - New: Cargo Paradrop - New: Option to disable Custom VehicleLoadout - New: Fuel Consumtion setting for Spawned Vehicles (can be heavy on Network Traffic depending on player count and Itemscount. So only use when you want to) - New: Fast Disembark option: Units will disembark much quicker - New: If you have more than one group synced a random group will spawn - Changed: Group size can now be set to -1 (The exact amount of units like the syned Group will spawn.) - Changed: You can now also enter only one Number in Group size (eg. 5 will set groupsize to exact 5 Units) - Fixed a bug where Helis would not return to base and just keep hovering - Fixed: On Some maps modded Vehicles would not start moving. - Fixed: Flickering Units when Spawned with optimized Spawnmethod - Changed: Default Forces Balancing is set to -1 (Disabled) - Changed: Code Restructuring/Optimization - Changed: Removed Random Units option (not necesarry anymore) v.1.1.1 - Changed: I had to change the Initcode Variable _this. Instead of using " _this" you now need to use "spawnedGroup" to reference the Group. v.1.1.0 - New: Helicopter and Planes Spawning - New: Air Troop Transports - New: Air Para Drops - New: Engagemode URBAN (Engage from Urban Areas) - Changed: When Guard is enabled and the Task Radius is below 10, Units will move to a 360 Formation and hold position until Task reset Delay is over. Vehicles will also stop moving v1.0.5 - New: Ships and Naval Transport now supported (Now you can make ships land and disembark troops) - New: Max. Total KI Count (If the Maximum number of Total KI (players excluded) in the Mission reaches this Vallue the Spawns will pause. (-1 = no Limit)) - Changed: Default Wave Unit Budget is now 50 (no prevent accidently infinite Spawns) - Demomission Updated v.1.0.2 - Changed: little change on Static Exit - Fixed: Vehicle are not considered for Balancing - Fixed: Balancing Debug Info fixed. - Fixed: TCL option was not working correctly - Fixed: Balancing Damaged Units works with ACE Medical and Vanilla now v1.0.1 - Fixed: Patrols work with RTB now - Fixed: Take Cover works better now - Changed: Consolidated Patrol Radius with Taskradius V1.0.0 NEW: - Guard Task: Group will stay in the Area of the TargetPosition (within Task Radius) Especially useful if you use AI mods like Lambsdanger or Vcom which whould make AI change Positions.) - Player Watch Direction check - Units Budget: Module will stop Spawning if Unit Budget is depleted - Headless Client support (choose on which location groups Spawn) - Custom Layouts: Layouts that you customize on Linked units will be used. - New Vehicle options: Locked: When Vehicles are locked Crew does not disembark on fire. Speedlimit: When vehicles are under fire the speedlimit is reset. - Ignore Enemies: Turns of the ability to spot and target any Enemies. Good if you want the group to reach their Target no matter what. Also Disables other AI mods temporarly until unit gets suppressed. - Suppression threshold: When a unit gets suppressed more than this it will not ignore enemies anymore. 0 means no suppression is needed. 1 means Full suppression is needed to Engage the Enemy - Custom Init code option that gets executed when a group spawns. - Option to disable/enable Optimized Spawning Method - Delete Movepositions Option - Reworked Balancing to make the settings more clear - Shut Up! (Spawned Units dont talk. ) - Consolidated some of the ResetDelay Parameters (if you have used them please check if its still set right for your mission. -Engage Tactics options Changed. Please check in old Mission files too. Sorry about that but I had to clean up parameters. - Added TCL support - When a Vehicle gets attacked the Vehicle Speed limit is now reset so the vehicle can drive fast again. - Completly redone Example Mission (in Workshop and in Mod Folder) FIXED: - Renamed "support by Fire" to "Take Cover" - APC troop transport fixed - General Tweaks and Improvements - Problem where Sometimes Groups would not reach the TargetPosition - Groups get internaly deleted when empty now - Units Spawn directly into Formation