+ Red bombing zone markers will stay on map until the last bomb has been dropped and has exploded. + Bomb zone size is random, as are the number of bombs being dropped per zone (which is relative to the bomb zone size). (not just a red circle that pops up on map, then explosions. On map "warn" you that the area will be bombed and to move away from the area + Random calculations for bomb zone location s are now more random, based on map grid size and current playable area (multi step custom routine). My " Bombing Run" script has been ported to a multi player environment (server side), with some code/routine optimization and enhancements. then drops a care package out and flies off into the distance. The helicopter open s the rear door whilst tilting backwa rds. + Changed the delivery method to a cargo helicopter. + Custom flare/smoke with any RGB color combination possible (no smoke grenades here!).Ĭare Package Delivery. + Random calculations for care package drop location s are now more random, based on map grid size and current playable area (multi step custom routine). My " Care Package Run" script has been ported to a multi player environment (server side), with some code/routine optimization and enhancements. What is this progress you may be asking?.
![arma 3 server restart script arma 3 server restart script](https://bytex.market/resources/images/products/storepage/ytmii9iog4yp9ib5mmmw_img_27.png)
Needless to say, things are progressing rather quickly after another big
![arma 3 server restart script arma 3 server restart script](https://i.ytimg.com/vi/8nOWKWWIslU/maxresdefault.jpg)
Tests in a multi player environment on a dedicated Arma 3 server for my own " Last Man Standing " mission/mod. Weeks I have been 'tinkering' away within the Arma 3 editor and running