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Everything posted by deadlyfishes
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UPDATE April 16, 2022 - 1: v2.2.1 + Infantry Assault missions expanded to +5 more possible locations + A2G Helo missions expanded to +5 more possible locations + Fixed an issue where some kill and/or hit events were not properly triggering the notification (message + sound) to the player. + Improved the kill notification to the player when destroying a ground unit. The message will now transcribe the randomly chosen dialogue in the sound clip. + Added unique voice clips and message notifications for killing enemy infantry. + Friendly ground battalion groups will now have their unique callsign/name applied to their actual physical group in-game, rather than just being named via the text notification. + Friendly CAP reinforcement aircraft groups will now have their unique callsign/name applied to their actual physical group in-game, rather than just being named via the text notification. + Enemy CAP elite squadron (A2A Hard Mission) aircraft groups will now have their unique callsign/name applied to their actual physical group in-game, rather than just being named via the text notification. + Added 2 new FARPs to the map with working troop pickup and logistics functions (CTLD). These have been placed in strategic locations to reduce RTB transit times for refueling, rearming, repairing or any other logistics functions (CTLD) for helos. + Change default CTLD troop pickup smoke color to white. + Fixed an issue where disabling CTLD/CSAR would cause script errors. + Friendly CAP reinforcements will now RTB after patrolling around the CAP spawn zones to their initial home airbase or carrier and delete themselves a few minutes after landing to save on resources. + RAT Carrier Aircraft (on maps and eras with carriers) will return to home carrier after patrolling a randomly chosen single CAP waypoint (a2a_wpt_1/2/3/4 etc...). + Fixed an issue where ground missions could be stacked via the F10 - Mission Spawning Menu + Fixed an issue A2A/ZEUS Helo spawn routes, and the auto A2A Helo mission spawn not working when optionally enabled. + Fixed Random Air Traffic (RAT) aircraft not spawning on NTTR map. + Fixed an issue where tanker callsigns were not set correctly. + Fixed an issue where tanker TACAN beacons were not working. + Global active mission zone detection optimized for better performance - Detection is now initiated when units are destroyed or when destroy commands via zeus are initiated. + Added drawn active mission zone circles with mission name label on F10 Map. This can be optionally be disabled. + Added drawn friendly air support requests circles with blue text label on F10 Map. This can be optionally be disabled. + Added drawn tanker tracks on F10 Map with text info box that include; Tanker name, tanker type, tanker callsign, tanker tacan channel, tanker frequency. This can be optionally be disabled. + Added drawn AWACS tracks on F10 Map with text info box that include; AWACS name, AWACS type, AWACS frequency. This can be optionally be disabled. + Added carrier info box on F10 Map. This can be optionally be disabled.
- 186 replies
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UPDATE April 16, 2022 - 1: v2.2.1 + Infantry Assault missions expanded to +5 more possible locations + A2G Helo missions expanded to +5 more possible locations + Fixed an issue where some kill and/or hit events were not properly triggering the notification (message + sound) to the player. + Improved the kill notification to the player when destroying a ground unit. The message will now transcribe the randomly chosen dialogue in the sound clip. + Added unique voice clips and message notifications for killing enemy infantry. + Friendly ground battalion groups will now have their unique callsign/name applied to their actual physical group in-game, rather than just being named via the text notification. + Friendly CAP reinforcement aircraft groups will now have their unique callsign/name applied to their actual physical group in-game, rather than just being named via the text notification. + Enemy CAP elite squadron (A2A Hard Mission) aircraft groups will now have their unique callsign/name applied to their actual physical group in-game, rather than just being named via the text notification. + Added 2 new FARPs to the map with working troop pickup and logistics functions (CTLD). These have been placed in strategic locations to reduce RTB transit times for refueling, rearming, repairing or any other logistics functions (CTLD) for helos. + Change default CTLD troop pickup smoke color to white. + Fixed an issue where disabling CTLD/CSAR would cause script errors. + Friendly CAP reinforcements will now RTB after patrolling around the CAP spawn zones to their initial home airbase or carrier and delete themselves a few minutes after landing to save on resources. + RAT Carrier Aircraft (on maps and eras with carriers) will return to home carrier after patrolling a randomly chosen single CAP waypoint (a2a_wpt_1/2/3/4 etc...). + Fixed an issue where ground missions could be stacked via the F10 - Mission Spawning Menu + Fixed an issue A2A/ZEUS Helo spawn routes, and the auto A2A Helo mission spawn not working when optionally enabled. + Fixed Random Air Traffic (RAT) aircraft not spawning on NTTR map. + Fixed an issue where tanker callsigns were not set correctly. + Fixed an issue where tanker TACAN beacons were not working. + Global active mission zone detection optimized for better performance - Detection is now initiated when units are destroyed or when destroy commands via zeus are initiated. + Added drawn active mission zone circles with mission name label on F10 Map. This can be optionally be disabled. + Added drawn friendly air support requests circles with blue text label on F10 Map. This can be optionally be disabled. + Added drawn tanker tracks on F10 Map with text info box that include; Tanker name, tanker type, tanker callsign, tanker tacan channel, tanker frequency. This can be optionally be disabled. + Added drawn AWACS tracks on F10 Map with text info box that include; AWACS name, AWACS type, AWACS frequency. This can be optionally be disabled. + Added carrier info box on F10 Map. This can be optionally be disabled.
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UPDATE April 16, 2022 - 1: v2.2.1 + Infantry Assault missions expanded to +5 more possible locations + A2G Helo missions expanded to +5 more possible locations + Fixed an issue where some kill and/or hit events were not properly triggering the notification (message + sound) to the player. + Improved the kill notification to the player when destroying a ground unit. The message will now transcribe the randomly chosen dialogue in the sound clip. + Added unique voice clips and message notifications for killing enemy infantry. + Friendly ground battalion groups will now have their unique callsign/name applied to their actual physical group in-game, rather than just being named via the text notification. + Friendly CAP reinforcement aircraft groups will now have their unique callsign/name applied to their actual physical group in-game, rather than just being named via the text notification. + Enemy CAP elite squadron (A2A Hard Mission) aircraft groups will now have their unique callsign/name applied to their actual physical group in-game, rather than just being named via the text notification. + Added 2 new FARPs to the map with working troop pickup and logistics functions (CTLD). These have been placed in strategic locations to reduce RTB transit times for refueling, rearming, repairing or any other logistics functions (CTLD) for helos. + Change default CTLD troop pickup smoke color to white. + Fixed an issue where disabling CTLD/CSAR would cause script errors. + Friendly CAP reinforcements will now RTB after patrolling around the CAP spawn zones to their initial home airbase or carrier and delete themselves a few minutes after landing to save on resources. + RAT Carrier Aircraft (on maps and eras with carriers) will return to home carrier after patrolling a randomly chosen single CAP waypoint (a2a_wpt_1/2/3/4 etc...). + Fixed an issue where ground missions could be stacked via the F10 - Mission Spawning Menu + Fixed an issue A2A/ZEUS Helo spawn routes, and the auto A2A Helo mission spawn not working when optionally enabled. + Fixed Random Air Traffic (RAT) aircraft not spawning on NTTR map. + Fixed an issue where tanker callsigns were not set correctly. + Fixed an issue where tanker TACAN beacons were not working. + Global active mission zone detection optimized for better performance - Detection is now initiated when units are destroyed or when destroy commands via zeus are initiated. + Added drawn active mission zone circles with mission name label on F10 Map. This can be optionally be disabled. + Added drawn friendly air support requests circles with blue text label on F10 Map. This can be optionally be disabled. + Added drawn tanker tracks on F10 Map with text info box that include; Tanker name, tanker type, tanker callsign, tanker tacan channel, tanker frequency. This can be optionally be disabled. + Added drawn AWACS tracks on F10 Map with text info box that include; AWACS name, AWACS type, AWACS frequency. This can be optionally be disabled. + Added carrier info box on F10 Map. This can be optionally be disabled.
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UPDATE March 17, 2022 - 1: TTI SP v2.2.0 + Added AH-46D Apache Module + Changed all player/client slots to CJTF Blue coalition for more customizability and flexibility with liveries. + Color-coded edition mission zone colors and triggers. + Added "Cold War" mission era + Improved enemy A2A engagement behavior; Missile engagement range for enemy AI will launch missiles based on threat assesment. Additionally their ROE is set to free to ensure that they are able to acquire targets on their own. + Added enemy vehicle reinforcements to be deployed using convoy templates to active A2G Missions randomly, this can optionally be changed in the settings. + Added enemy vehicle reinforcements to be deployed using convoy templates to active A2G Infantry Assault Missions randomly, this can be changed in the settings. + Added new unique voice clips and notifications added for the new randomized enemy reinforcement events. + Added friendly armored ground battalion that attacks ground mission objectives. You can change the ground battalion units within the mission editor and you can configure several options of the ground battalion offensive within the mission settings. Ground battalion "air support" callouts are included along with map markers. + New sounds added for friendly troops deployment + New sounds added for friendly armored battalion deployment + New sounds and "dialogue" added to A2A Hard Missions. The mission now consists of "enemy ace squadron bandits". They are essentially adversary ace pilots with unique voice lines and callsigns that will taunt you when they spawn and will sign off with a special voice line when they are defeated. Similar to the "ACAP" missions on TTI Multiplayer. + A single-use (5 minute) smoke marker will be deployed when troops or ground battalion requests air support on their position to avoid friendly fire. + Added config options to have SAM and AAA units at A2G Helo/Infantry assault missions. By default there are no SAM/AAA units set to spawn at these missions. + Added new templates lists/spawning pool list for SAM EASY and SAM HARD for more flexibility with SAM site types. + Added config option to change how many SAM sites appear at random SAM spawns + Added config option to change CTLD simulated crate hover time to pick up a crate + Added config option to show kill feed notifications (sound + message) when enemy AI kills a player. This option is on by default. + Added a fail-safe function that force drops troops from the helo if it is taking too long to land at the objective. + Removed "templated" tankers and AWACS units from the editor map. + A2A Friendly backup units that are spawned via F10 Menu are now randomized, you can change the spawning pool of these friendly backup units in the A2A settings. + A2A Friendly backup notification message and sound are improved; "Mission command" will request a fighter backup, and each friendly A2A backup has a unique call sign and voice clip when they spawn. + A2A Friendly backup now has new options to spawn from ground, US carrier or RU carrier (when carriers are available). + A2A Friendly backup are now auto-spawns that can optionally be disabled in the settings + Friendly AI aircraft will now trigger a voice line/notification when they are shot down. + Some aircraft spawns have coalition specific liveries to be more identifiable. (Example; the RED coalition F/A-18C will have the aggressor livery applied) + Adjusted WW2 default spawning pool ground units + Adjusted WW2 and Korean War default spawning pool ship units + Adjusted WW2 default convoy units + Adjusted cruising altitude of WW2 enemy A2A spawns. + WW2 (free assets) Flak18 and Bofors AA ground units now spawn in pairs instead of single units. + Enemy bombers now spawn as a two-ship instead of a single-ship + Fixed an issue where bombers were improperly spawning on the "CPS" trigger zones instead of one of the "CPS_bomb" trigger zones. + Added new units to zeus spawning database and spawning pools (added for both blue and red): Unarmed Vehicles: red_ua_zil135 red_ua_tz22_kraz red_ua_atz60_maz red_ua_atz5 red_ua_aa8 red_ua_liaz_bus Armored Vehicles: red_ar_pt76 red_ar_mephisto Ships: red_ship_la_combattante SAMS: red_aa_sam_nasams Aircraft: red_cap_su24mr red_cap_su24m red_cap_su17m4 red_cap_mig27k red_cap_ajs37 red_cap_su34 red_bombing_su34
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UPDATE March 17, 2022 - 1: TTI SP v2.2.0 + Added AH-46D Apache Module + Changed all player/client slots to CJTF Blue coalition for more customizability and flexibility with liveries. + Color-coded edition mission zone colors and triggers. + Added "Cold War" mission era + Improved enemy A2A engagement behavior; Missile engagement range for enemy AI will launch missiles based on threat assesment. Additionally their ROE is set to free to ensure that they are able to acquire targets on their own. + Added enemy vehicle reinforcements to be deployed using convoy templates to active A2G Missions randomly, this can optionally be changed in the settings. + Added enemy vehicle reinforcements to be deployed using convoy templates to active A2G Infantry Assault Missions randomly, this can be changed in the settings. + Added new unique voice clips and notifications added for the new randomized enemy reinforcement events. + Added friendly armored ground battalion that attacks ground mission objectives. You can change the ground battalion units within the mission editor and you can configure several options of the ground battalion offensive within the mission settings. Ground battalion "air support" callouts are included along with map markers. + New sounds added for friendly troops deployment + New sounds added for friendly armored battalion deployment + New sounds and "dialogue" added to A2A Hard Missions. The mission now consists of "enemy ace squadron bandits". They are essentially adversary ace pilots with unique voice lines and callsigns that will taunt you when they spawn and will sign off with a special voice line when they are defeated. Similar to the "ACAP" missions on TTI Multiplayer. + A single-use (5 minute) smoke marker will be deployed when troops or ground battalion requests air support on their position to avoid friendly fire. + Added config options to have SAM and AAA units at A2G Helo/Infantry assault missions. By default there are no SAM/AAA units set to spawn at these missions. + Added new templates lists/spawning pool list for SAM EASY and SAM HARD for more flexibility with SAM site types. + Added config option to change how many SAM sites appear at random SAM spawns + Added config option to change CTLD simulated crate hover time to pick up a crate + Added config option to show kill feed notifications (sound + message) when enemy AI kills a player. This option is on by default. + Added a fail-safe function that force drops troops from the helo if it is taking too long to land at the objective. + Removed "templated" tankers and AWACS units from the editor map. + A2A Friendly backup units that are spawned via F10 Menu are now randomized, you can change the spawning pool of these friendly backup units in the A2A settings. + A2A Friendly backup notification message and sound are improved; "Mission command" will request a fighter backup, and each friendly A2A backup has a unique call sign and voice clip when they spawn. + A2A Friendly backup now has new options to spawn from ground, US carrier or RU carrier (when carriers are available). + A2A Friendly backup are now auto-spawns that can optionally be disabled in the settings + Friendly AI aircraft will now trigger a voice line/notification when they are shot down. + Some aircraft spawns have coalition specific liveries to be more identifiable. (Example; the RED coalition F/A-18C will have the aggressor livery applied) + Adjusted WW2 default spawning pool ground units + Adjusted WW2 and Korean War default spawning pool ship units + Adjusted WW2 default convoy units + Adjusted cruising altitude of WW2 enemy A2A spawns. + WW2 (free assets) Flak18 and Bofors AA ground units now spawn in pairs instead of single units. + Enemy bombers now spawn as a two-ship instead of a single-ship + Fixed an issue where bombers were improperly spawning on the "CPS" trigger zones instead of one of the "CPS_bomb" trigger zones. + Added new units to zeus spawning database and spawning pools (added for both blue and red): Unarmed Vehicles: red_ua_zil135 red_ua_tz22_kraz red_ua_atz60_maz red_ua_atz5 red_ua_aa8 red_ua_liaz_bus Armored Vehicles: red_ar_pt76 red_ar_mephisto Ships: red_ship_la_combattante SAMS: red_aa_sam_nasams Aircraft: red_cap_su24mr red_cap_su24m red_cap_su17m4 red_cap_mig27k red_cap_ajs37 red_cap_su34 red_bombing_su34
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UPDATE March 17, 2022 - 1: TTI SP v2.2.0 + Added AH-46D Apache Module + Changed all player/client slots to CJTF Blue coalition for more customizability and flexibility with liveries. + Color-coded edition mission zone colors and triggers. + Added "Cold War" mission era + Improved enemy A2A engagement behavior; Missile engagement range for enemy AI will launch missiles based on threat assesment. Additionally their ROE is set to free to ensure that they are able to acquire targets on their own. + Added enemy vehicle reinforcements to be deployed using convoy templates to active A2G Missions randomly, this can optionally be changed in the settings. + Added enemy vehicle reinforcements to be deployed using convoy templates to active A2G Infantry Assault Missions randomly, this can be changed in the settings. + Added new unique voice clips and notifications added for the new randomized enemy reinforcement events. + Added friendly armored ground battalion that attacks ground mission objectives. You can change the ground battalion units within the mission editor and you can configure several options of the ground battalion offensive within the mission settings. Ground battalion "air support" callouts are included along with map markers. + New sounds added for friendly troops deployment + New sounds added for friendly armored battalion deployment + New sounds and "dialogue" added to A2A Hard Missions. The mission now consists of "enemy ace squadron bandits". They are essentially adversary ace pilots with unique voice lines and callsigns that will taunt you when they spawn and will sign off with a special voice line when they are defeated. Similar to the "ACAP" missions on TTI Multiplayer. + A single-use (5 minute) smoke marker will be deployed when troops or ground battalion requests air support on their position to avoid friendly fire. + Added config options to have SAM and AAA units at A2G Helo/Infantry assault missions. By default there are no SAM/AAA units set to spawn at these missions. + Added new templates lists/spawning pool list for SAM EASY and SAM HARD for more flexibility with SAM site types. + Added config option to change how many SAM sites appear at random SAM spawns + Added config option to change CTLD simulated crate hover time to pick up a crate + Added config option to show kill feed notifications (sound + message) when enemy AI kills a player. This option is on by default. + Added a fail-safe function that force drops troops from the helo if it is taking too long to land at the objective. + Removed "templated" tankers and AWACS units from the editor map. + A2A Friendly backup units that are spawned via F10 Menu are now randomized, you can change the spawning pool of these friendly backup units in the A2A settings. + A2A Friendly backup notification message and sound are improved; "Mission command" will request a fighter backup, and each friendly A2A backup has a unique call sign and voice clip when they spawn. + A2A Friendly backup now has new options to spawn from ground, US carrier or RU carrier (when carriers are available). + A2A Friendly backup are now auto-spawns that can optionally be disabled in the settings + Friendly AI aircraft will now trigger a voice line/notification when they are shot down. + Some aircraft spawns have coalition specific liveries to be more identifiable. (Example; the RED coalition F/A-18C will have the aggressor livery applied) + Adjusted WW2 default spawning pool ground units + Adjusted WW2 and Korean War default spawning pool ship units + Adjusted WW2 default convoy units + Adjusted cruising altitude of WW2 enemy A2A spawns. + WW2 (free assets) Flak18 and Bofors AA ground units now spawn in pairs instead of single units. + Enemy bombers now spawn as a two-ship instead of a single-ship + Fixed an issue where bombers were improperly spawning on the "CPS" trigger zones instead of one of the "CPS_bomb" trigger zones. + Added new units to zeus spawning database and spawning pools (added for both blue and red): Unarmed Vehicles: red_ua_zil135 red_ua_tz22_kraz red_ua_atz60_maz red_ua_atz5 red_ua_aa8 red_ua_liaz_bus Armored Vehicles: red_ar_pt76 red_ar_mephisto Ships: red_ship_la_combattante SAMS: red_aa_sam_nasams Aircraft: red_cap_su24mr red_cap_su24m red_cap_su17m4 red_cap_mig27k red_cap_ajs37 red_cap_su34 red_bombing_su34
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UPDATE March 17, 2022 - 1: TTI SP v2.2.0 + Added AH-46D Apache Module + Changed all player/client slots to CJTF Blue coalition for more customizability and flexibility with liveries. + Color-coded edition mission zone colors and triggers. + Added "Cold War" mission era + Improved enemy A2A engagement behavior; Missile engagement range for enemy AI will launch missiles based on threat assesment. Additionally their ROE is set to free to ensure that they are able to acquire targets on their own. + Added enemy vehicle reinforcements to be deployed using convoy templates to active A2G Missions randomly, this can optionally be changed in the settings. + Added enemy vehicle reinforcements to be deployed using convoy templates to active A2G Infantry Assault Missions randomly, this can be changed in the settings. + Added new unique voice clips and notifications added for the new randomized enemy reinforcement events. + Added friendly armored ground battalion that attacks ground mission objectives. You can change the ground battalion units within the mission editor and you can configure several options of the ground battalion offensive within the mission settings. Ground battalion "air support" callouts are included along with map markers. + New sounds added for friendly troops deployment + New sounds added for friendly armored battalion deployment + New sounds and "dialogue" added to A2A Hard Missions. The mission now consists of "enemy ace squadron bandits". They are essentially adversary ace pilots with unique voice lines and callsigns that will taunt you when they spawn and will sign off with a special voice line when they are defeated. Similar to the "ACAP" missions on TTI Multiplayer. + A single-use (5 minute) smoke marker will be deployed when troops or ground battalion requests air support on their position to avoid friendly fire. + Added config options to have SAM and AAA units at A2G Helo/Infantry assault missions. By default there are no SAM/AAA units set to spawn at these missions. + Added new templates lists/spawning pool list for SAM EASY and SAM HARD for more flexibility with SAM site types. + Added config option to change how many SAM sites appear at random SAM spawns + Added config option to change CTLD simulated crate hover time to pick up a crate + Added config option to show kill feed notifications (sound + message) when enemy AI kills a player. This option is on by default. + Added a fail-safe function that force drops troops from the helo if it is taking too long to land at the objective. + Removed "templated" tankers and AWACS units from the editor map. + A2A Friendly backup units that are spawned via F10 Menu are now randomized, you can change the spawning pool of these friendly backup units in the A2A settings. + A2A Friendly backup notification message and sound are improved; "Mission command" will request a fighter backup, and each friendly A2A backup has a unique call sign and voice clip when they spawn. + A2A Friendly backup now has new options to spawn from ground, US carrier or RU carrier (when carriers are available). + A2A Friendly backup are now auto-spawns that can optionally be disabled in the settings + Friendly AI aircraft will now trigger a voice line/notification when they are shot down. + Some aircraft spawns have coalition specific liveries to be more identifiable. (Example; the RED coalition F/A-18C will have the aggressor livery applied) + Adjusted WW2 default spawning pool ground units + Adjusted WW2 and Korean War default spawning pool ship units + Adjusted WW2 default convoy units + Adjusted cruising altitude of WW2 enemy A2A spawns. + WW2 (free assets) Flak18 and Bofors AA ground units now spawn in pairs instead of single units. + Enemy bombers now spawn as a two-ship instead of a single-ship + Fixed an issue where bombers were improperly spawning on the "CPS" trigger zones instead of one of the "CPS_bomb" trigger zones. + Added new units to zeus spawning database and spawning pools (added for both blue and red): Unarmed Vehicles: red_ua_zil135 red_ua_tz22_kraz red_ua_atz60_maz red_ua_atz5 red_ua_aa8 red_ua_liaz_bus Armored Vehicles: red_ar_pt76 red_ar_mephisto Ships: red_ship_la_combattante SAMS: red_aa_sam_nasams Aircraft: red_cap_su24mr red_cap_su24m red_cap_su17m4 red_cap_mig27k red_cap_ajs37 red_cap_su34 red_bombing_su34
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UPDATE March 17, 2022 - 1: TTI SP v2.2.0 + Added AH-46D Apache Module + Changed all player/client slots to CJTF Blue coalition for more customizability and flexibility with liveries. + Color-coded edition mission zone colors and triggers. + Added "Cold War" mission era + Improved enemy A2A engagement behavior; Missile engagement range for enemy AI will launch missiles based on threat assesment. Additionally their ROE is set to free to ensure that they are able to acquire targets on their own. + Added enemy vehicle reinforcements to be deployed using convoy templates to active A2G Missions randomly, this can optionally be changed in the settings. + Added enemy vehicle reinforcements to be deployed using convoy templates to active A2G Infantry Assault Missions randomly, this can be changed in the settings. + Added new unique voice clips and notifications added for the new randomized enemy reinforcement events. + Added friendly armored ground battalion that attacks ground mission objectives. You can change the ground battalion units within the mission editor and you can configure several options of the ground battalion offensive within the mission settings. Ground battalion "air support" callouts are included along with map markers. + New sounds added for friendly troops deployment + New sounds added for friendly armored battalion deployment + New sounds and "dialogue" added to A2A Hard Missions. The mission now consists of "enemy ace squadron bandits". They are essentially adversary ace pilots with unique voice lines and callsigns that will taunt you when they spawn and will sign off with a special voice line when they are defeated. Similar to the "ACAP" missions on TTI Multiplayer. + A single-use (5 minute) smoke marker will be deployed when troops or ground battalion requests air support on their position to avoid friendly fire. + Added config options to have SAM and AAA units at A2G Helo/Infantry assault missions. By default there are no SAM/AAA units set to spawn at these missions. + Added new templates lists/spawning pool list for SAM EASY and SAM HARD for more flexibility with SAM site types. + Added config option to change how many SAM sites appear at random SAM spawns + Added config option to change CTLD simulated crate hover time to pick up a crate + Added config option to show kill feed notifications (sound + message) when enemy AI kills a player. This option is on by default. + Added a fail-safe function that force drops troops from the helo if it is taking too long to land at the objective. + Removed "templated" tankers and AWACS units from the editor map. + A2A Friendly backup units that are spawned via F10 Menu are now randomized, you can change the spawning pool of these friendly backup units in the A2A settings. + A2A Friendly backup notification message and sound are improved; "Mission command" will request a fighter backup, and each friendly A2A backup has a unique call sign and voice clip when they spawn. + A2A Friendly backup now has new options to spawn from ground, US carrier or RU carrier (when carriers are available). + A2A Friendly backup are now auto-spawns that can optionally be disabled in the settings + Friendly AI aircraft will now trigger a voice line/notification when they are shot down. + Some aircraft spawns have coalition specific liveries to be more identifiable. (Example; the RED coalition F/A-18C will have the aggressor livery applied) + Adjusted WW2 default spawning pool ground units + Adjusted WW2 and Korean War default spawning pool ship units + Adjusted WW2 default convoy units + Adjusted cruising altitude of WW2 enemy A2A spawns. + WW2 (free assets) Flak18 and Bofors AA ground units now spawn in pairs instead of single units. + Enemy bombers now spawn as a two-ship instead of a single-ship + Fixed an issue where bombers were improperly spawning on the "CPS" trigger zones instead of one of the "CPS_bomb" trigger zones. + Added new units to zeus spawning database and spawning pools (added for both blue and red): Unarmed Vehicles: red_ua_zil135 red_ua_tz22_kraz red_ua_atz60_maz red_ua_atz5 red_ua_aa8 red_ua_liaz_bus Armored Vehicles: red_ar_pt76 red_ar_mephisto Ships: red_ship_la_combattante SAMS: red_aa_sam_nasams Aircraft: red_cap_su24mr red_cap_su24m red_cap_su17m4 red_cap_mig27k red_cap_ajs37 red_cap_su34 red_bombing_su34
- 186 replies
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- 1
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UPDATE March 17, 2022 - 1: TTI SP v2.2.0 + Added AH-46D Apache Module + Changed all player/client slots to CJTF Blue coalition for more customizability and flexibility with liveries. + Color-coded edition mission zone colors and triggers. + Added "Cold War" mission era + Improved enemy A2A engagement behavior; Missile engagement range for enemy AI will launch missiles based on threat assesment. Additionally their ROE is set to free to ensure that they are able to acquire targets on their own. + Added enemy vehicle reinforcements to be deployed using convoy templates to active A2G Missions randomly, this can optionally be changed in the settings. + Added enemy vehicle reinforcements to be deployed using convoy templates to active A2G Infantry Assault Missions randomly, this can be changed in the settings. + Added new unique voice clips and notifications added for the new randomized enemy reinforcement events. + Added friendly armored ground battalion that attacks ground mission objectives. You can change the ground battalion units within the mission editor and you can configure several options of the ground battalion offensive within the mission settings. Ground battalion "air support" callouts are included along with map markers. + New sounds added for friendly troops deployment + New sounds added for friendly armored battalion deployment + New sounds and "dialogue" added to A2A Hard Missions. The mission now consists of "enemy ace squadron bandits". They are essentially adversary ace pilots with unique voice lines and callsigns that will taunt you when they spawn and will sign off with a special voice line when they are defeated. Similar to the "ACAP" missions on TTI Multiplayer. + A single-use (5 minute) smoke marker will be deployed when troops or ground battalion requests air support on their position to avoid friendly fire. + Added config options to have SAM and AAA units at A2G Helo/Infantry assault missions. By default there are no SAM/AAA units set to spawn at these missions. + Added new templates lists/spawning pool list for SAM EASY and SAM HARD for more flexibility with SAM site types. + Added config option to change how many SAM sites appear at random SAM spawns + Added config option to change CTLD simulated crate hover time to pick up a crate + Added config option to show kill feed notifications (sound + message) when enemy AI kills a player. This option is on by default. + Added a fail-safe function that force drops troops from the helo if it is taking too long to land at the objective. + Removed "templated" tankers and AWACS units from the editor map. + A2A Friendly backup units that are spawned via F10 Menu are now randomized, you can change the spawning pool of these friendly backup units in the A2A settings. + A2A Friendly backup notification message and sound are improved; "Mission command" will request a fighter backup, and each friendly A2A backup has a unique call sign and voice clip when they spawn. + A2A Friendly backup now has new options to spawn from ground, US carrier or RU carrier (when carriers are available). + A2A Friendly backup are now auto-spawns that can optionally be disabled in the settings + Friendly AI aircraft will now trigger a voice line/notification when they are shot down. + Some aircraft spawns have coalition specific liveries to be more identifiable. (Example; the RED coalition F/A-18C will have the aggressor livery applied) + Adjusted WW2 default spawning pool ground units + Adjusted WW2 and Korean War default spawning pool ship units + Adjusted WW2 default convoy units + Adjusted cruising altitude of WW2 enemy A2A spawns. + WW2 (free assets) Flak18 and Bofors AA ground units now spawn in pairs instead of single units. + Enemy bombers now spawn as a two-ship instead of a single-ship + Fixed an issue where bombers were improperly spawning on the "CPS" trigger zones instead of one of the "CPS_bomb" trigger zones. + Added new units to zeus spawning database and spawning pools (added for both blue and red): Unarmed Vehicles: red_ua_zil135 red_ua_tz22_kraz red_ua_atz60_maz red_ua_atz5 red_ua_aa8 red_ua_liaz_bus Armored Vehicles: red_ar_pt76 red_ar_mephisto Ships: red_ship_la_combattante SAMS: red_aa_sam_nasams Aircraft: red_cap_su24mr red_cap_su24m red_cap_su17m4 red_cap_mig27k red_cap_ajs37 red_cap_su34 red_bombing_su34
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Switch to OpenBeta, that is the build of DCS I am supporting for this mission
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If you want to select something that is stacked you have to press LEFT ALT + LEFT Click, to pull up a list of stacked units. This will select that specific unit. Additionally, you can copy paste it outside of the stack elsewhere and drag it back onto the carrier.
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Ah okay thanks for the info. Have you tried re-installing the modules you own? Deleting the module completely and then re-installing it?
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This crash in SP only is a bit peculiar, would you mind sharing the miz that gives you this error? It's an older mission for sure since I've made a few updates, or at least I'm planning to release a new update soon.
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Just updated to TTI Las Vegas v2.1.01 for hotfix: UPDATE January 29, 2022 - 2: v2.1.01 HOTFIX - Fixed an issue with random air traffic script not working because of Moose airbase name change in framework. Random air traffic now functional again.
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I made an update to the missions today, see my changelog post above. I made it so that these A2G missions not occur too heavily in the urban areas. You can edit the "shape" or move entirely of the mission zones with the wpt markers on mission zones if you'd like, it should be self-explanatory when you look at the mission zones.
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UPDATE January 29, 2022 - 1: v2.1.0 + Added more config options to turn off mission map markers. + Convoy map marker now updates with every intel request or every 5 minutes automatically. + Added new SFX and text messages to play/display to the specific player who made the kill on a ground unit, air unit or a friendly unit. These can be turned off in the settings as well. + Added new SFX and text messages to play/display when friendly infantry units take on casualties. A map marker is also created. This feature can be optionally disabled. + Added a 'Global Kill feed' that displays a message and plays a sound with kill information to all players on the map as follows: [Player Name + Aircraft Type > Weapon Used > Unit Name Destroyed] This occurs a few seconds after the initial message so that the player who made the shot does not get barraged by several messages. This can be optionally disabled. + EWRS updated to now show the correct unit measurements automatically depending on your aircraft. Example: If you fly the Su-33, EWRS measurement units will display measurements in METRIC (Km, meters). You can still change to Imperial (nm, feet) if you'd like. + Added new commands to create smoke, illumination flares, signal flares via the Zeus Map Marker system (See read me tutorial or in-game briefing for more details.) + Ensured that the "drop troops here" works with or without the "-" previously required to initiate a map marker command. + Added Mission Enhancer Package by daemon1808: Mission Enhancer Package (M.E.P) allows you to enhance an existing mission giving you the ability to request support assets in a immersive way during the mission. You can request SEAD missions, AC130 Strikes, Buddy lase, Recon target area, etc easily through the F10 radio menu. Video tutorials and information of this script package here: https://forums.eagle.ru/topic/289944-mission-enhancer-package-a-mod-for-request-live-support-during-a-mission/ https://www.digitalcombatsimulator.com/en/files/3320007/ https://www.youtube.com/watch?v=uJnD8q6sPwk + Removed "templated a2a pathing" units to clean up the editor map a bit. You can now move around the "a2a_wpt" map markers to decide the paths a2a enemy flights will take. You can also change bombing waypoints for bombers that spawn and attack. + Turned off friendly reports for aircraft spawned in via Random Air Traffic Script + Adjusted A2G mission spawn areas to not be completely inside highly dense urban areas. Most spawns will be partially in highly dense urban areas if any at all. + Added the option within the mission editor to edit the aircraft "Backup Friendly CAP" type/weapons that is spawned via the F10 Menu under "Air to Air Reinforcements" - The menu name will change depending on the type chosen for these aircraft. (If you make the airfield backup CAP template unit to be an Su-27, it will say "Su-27 Backup" in the menu dynamically.) + Moved the "Debug" menu to the root F10 - Other menu + Moved the "Air to Air Reinforcements CAP" menu to the root F10 - Other menu
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UPDATE January 29, 2022 - 1: v2.1.0 + Added more config options to turn off mission map markers. + Convoy map marker now updates with every intel request or every 5 minutes automatically. + Added new SFX and text messages to play/display to the specific player who made the kill on a ground unit, air unit or a friendly unit. These can be turned off in the settings as well. + Added new SFX and text messages to play/display when friendly infantry units take on casualties. A map marker is also created. This feature can be optionally disabled. + Added a 'Global Kill feed' that displays a message and plays a sound with kill information to all players on the map as follows: [Player Name + Aircraft Type > Weapon Used > Unit Name Destroyed] This occurs a few seconds after the initial message so that the player who made the shot does not get barraged by several messages. This can be optionally disabled. + EWRS updated to now show the correct unit measurements automatically depending on your aircraft. Example: If you fly the Su-33, EWRS measurement units will display measurements in METRIC (Km, meters). You can still change to Imperial (nm, feet) if you'd like. + Added new commands to create smoke, illumination flares, signal flares via the Zeus Map Marker system (See read me tutorial or in-game briefing for more details.) + Ensured that the "drop troops here" works with or without the "-" previously required to initiate a map marker command. + Added Mission Enhancer Package by daemon1808: Mission Enhancer Package (M.E.P) allows you to enhance an existing mission giving you the ability to request support assets in a immersive way during the mission. You can request SEAD missions, AC130 Strikes, Buddy lase, Recon target area, etc easily through the F10 radio menu. Video tutorials and information of this script package here: https://forums.eagle.ru/topic/289944-mission-enhancer-package-a-mod-for-request-live-support-during-a-mission/ https://www.digitalcombatsimulator.com/en/files/3320007/ https://www.youtube.com/watch?v=uJnD8q6sPwk + Removed "templated a2a pathing" units to clean up the editor map a bit. You can now move around the "a2a_wpt" map markers to decide the paths a2a enemy flights will take. You can also change bombing waypoints for bombers that spawn and attack. + Turned off friendly reports for aircraft spawned in via Random Air Traffic Script + Adjusted A2G mission spawn areas to not be completely inside highly dense urban areas. Most spawns will be partially in highly dense urban areas if any at all. + Added the option within the mission editor to edit the aircraft "Backup Friendly CAP" type/weapons that is spawned via the F10 Menu under "Air to Air Reinforcements" - The menu name will change depending on the type chosen for these aircraft. (If you make the airfield backup CAP template unit to be an Su-27, it will say "Su-27 Backup" in the menu dynamically.) + Moved the "Debug" menu to the root F10 - Other menu + Moved the "Air to Air Reinforcements CAP" menu to the root F10 - Other menu
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UPDATE January 29, 2022 - 1: v2.1.0 + Added more config options to turn off mission map markers. + Convoy map marker now updates with every intel request or every 5 minutes automatically. + Added new SFX and text messages to play/display to the specific player who made the kill on a ground unit, air unit or a friendly unit. These can be turned off in the settings as well. + Added new SFX and text messages to play/display when friendly infantry units take on casualties. A map marker is also created. This feature can be optionally disabled. + Added a 'Global Kill feed' that displays a message and plays a sound with kill information to all players on the map as follows: [Player Name + Aircraft Type > Weapon Used > Unit Name Destroyed] This occurs a few seconds after the initial message so that the player who made the shot does not get barraged by several messages. This can be optionally disabled. + EWRS updated to now show the correct unit measurements automatically depending on your aircraft. Example: If you fly the Su-33, EWRS measurement units will display measurements in METRIC (Km, meters). You can still change to Imperial (nm, feet) if you'd like. + Added new commands to create smoke, illumination flares, signal flares via the Zeus Map Marker system (See read me tutorial or in-game briefing for more details.) + Ensured that the "drop troops here" works with or without the "-" previously required to initiate a map marker command. + Added Mission Enhancer Package by daemon1808: Mission Enhancer Package (M.E.P) allows you to enhance an existing mission giving you the ability to request support assets in a immersive way during the mission. You can request SEAD missions, AC130 Strikes, Buddy lase, Recon target area, etc easily through the F10 radio menu. Video tutorials and information of this script package here: https://forums.eagle.ru/topic/289944-mission-enhancer-package-a-mod-for-request-live-support-during-a-mission/ https://www.digitalcombatsimulator.com/en/files/3320007/ https://www.youtube.com/watch?v=uJnD8q6sPwk + Removed "templated a2a pathing" units to clean up the editor map a bit. You can now move around the "a2a_wpt" map markers to decide the paths a2a enemy flights will take. You can also change bombing waypoints for bombers that spawn and attack. + Turned off friendly reports for aircraft spawned in via Random Air Traffic Script + Adjusted A2G mission spawn areas to not be completely inside highly dense urban areas. Most spawns will be partially in highly dense urban areas if any at all. + Added the option within the mission editor to edit the aircraft "Backup Friendly CAP" type/weapons that is spawned via the F10 Menu under "Air to Air Reinforcements" - The menu name will change depending on the type chosen for these aircraft. (If you make the airfield backup CAP template unit to be an Su-27, it will say "Su-27 Backup" in the menu dynamically.) + Moved the "Debug" menu to the root F10 - Other menu + Moved the "Air to Air Reinforcements CAP" menu to the root F10 - Other menu
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UPDATE January 29, 2022 - 1: v2.1.0 + Added more config options to turn off mission map markers. + Convoy map marker now updates with every intel request or every 5 minutes automatically. + Added new SFX and text messages to play/display to the specific player who made the kill on a ground unit, air unit or a friendly unit. These can be turned off in the settings as well. + Added new SFX and text messages to play/display when friendly infantry units take on casualties. A map marker is also created. This feature can be optionally disabled. + Added a 'Global Kill feed' that displays a message and plays a sound with kill information to all players on the map as follows: [Player Name + Aircraft Type > Weapon Used > Unit Name Destroyed] This occurs a few seconds after the initial message so that the player who made the shot does not get barraged by several messages. This can be optionally disabled. + EWRS updated to now show the correct unit measurements automatically depending on your aircraft. Example: If you fly the Su-33, EWRS measurement units will display measurements in METRIC (Km, meters). You can still change to Imperial (nm, feet) if you'd like. + Added new commands to create smoke, illumination flares, signal flares via the Zeus Map Marker system (See read me tutorial or in-game briefing for more details.) + Ensured that the "drop troops here" works with or without the "-" previously required to initiate a map marker command. + Added Mission Enhancer Package by daemon1808: Mission Enhancer Package (M.E.P) allows you to enhance an existing mission giving you the ability to request support assets in a immersive way during the mission. You can request SEAD missions, AC130 Strikes, Buddy lase, Recon target area, etc easily through the F10 radio menu. Video tutorials and information of this script package here: https://forums.eagle.ru/topic/289944-mission-enhancer-package-a-mod-for-request-live-support-during-a-mission/ https://www.digitalcombatsimulator.com/en/files/3320007/ https://www.youtube.com/watch?v=uJnD8q6sPwk + Removed "templated a2a pathing" units to clean up the editor map a bit. You can now move around the "a2a_wpt" map markers to decide the paths a2a enemy flights will take. You can also change bombing waypoints for bombers that spawn and attack. + Turned off friendly reports for aircraft spawned in via Random Air Traffic Script + Adjusted A2G mission spawn areas to not be completely inside highly dense urban areas. Most spawns will be partially in highly dense urban areas if any at all. + Added the option within the mission editor to edit the aircraft "Backup Friendly CAP" type/weapons that is spawned via the F10 Menu under "Air to Air Reinforcements" - The menu name will change depending on the type chosen for these aircraft. (If you make the airfield backup CAP template unit to be an Su-27, it will say "Su-27 Backup" in the menu dynamically.) + Moved the "Debug" menu to the root F10 - Other menu + Moved the "Air to Air Reinforcements CAP" menu to the root F10 - Other menu
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UPDATE January 29, 2022 - 1: v2.1.0 + Added more config options to turn off mission map markers. + Convoy map marker now updates with every intel request or every 5 minutes automatically. + Added new SFX and text messages to play/display to the specific player who made the kill on a ground unit, air unit or a friendly unit. These can be turned off in the settings as well. + Added new SFX and text messages to play/display when friendly infantry units take on casualties. A map marker is also created. This feature can be optionally disabled. + Added a 'Global Kill feed' that displays a message and plays a sound with kill information to all players on the map as follows: [Player Name + Aircraft Type > Weapon Used > Unit Name Destroyed] This occurs a few seconds after the initial message so that the player who made the shot does not get barraged by several messages. This can be optionally disabled. + EWRS updated to now show the correct unit measurements automatically depending on your aircraft. Example: If you fly the Su-33, EWRS measurement units will display measurements in METRIC (Km, meters). You can still change to Imperial (nm, feet) if you'd like. + Added new commands to create smoke, illumination flares, signal flares via the Zeus Map Marker system (See read me tutorial or in-game briefing for more details.) + Ensured that the "drop troops here" works with or without the "-" previously required to initiate a map marker command. + Added Mission Enhancer Package by daemon1808: Mission Enhancer Package (M.E.P) allows you to enhance an existing mission giving you the ability to request support assets in a immersive way during the mission. You can request SEAD missions, AC130 Strikes, Buddy lase, Recon target area, etc easily through the F10 radio menu. Video tutorials and information of this script package here: https://forums.eagle.ru/topic/289944-mission-enhancer-package-a-mod-for-request-live-support-during-a-mission/ https://www.digitalcombatsimulator.com/en/files/3320007/ https://www.youtube.com/watch?v=uJnD8q6sPwk + Removed "templated a2a pathing" units to clean up the editor map a bit. You can now move around the "a2a_wpt" map markers to decide the paths a2a enemy flights will take. You can also change bombing waypoints for bombers that spawn and attack. + Turned off friendly reports for aircraft spawned in via Random Air Traffic Script + Adjusted A2G mission spawn areas to not be completely inside highly dense urban areas. Most spawns will be partially in highly dense urban areas if any at all. + Added the option within the mission editor to edit the aircraft "Backup Friendly CAP" type/weapons that is spawned via the F10 Menu under "Air to Air Reinforcements" - The menu name will change depending on the type chosen for these aircraft. (If you make the airfield backup CAP template unit to be an Su-27, it will say "Su-27 Backup" in the menu dynamically.) + Moved the "Debug" menu to the root F10 - Other menu + Moved the "Air to Air Reinforcements CAP" menu to the root F10 - Other menu
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UPDATE January 29, 2022 - 1: v2.1.0 + Added more config options to turn off mission map markers. + Convoy map marker now updates with every intel request or every 5 minutes automatically. + Added new SFX and text messages to play/display to the specific player who made the kill on a ground unit, air unit or a friendly unit. These can be turned off in the settings as well. + Added new SFX and text messages to play/display when friendly infantry units take on casualties. A map marker is also created. This feature can be optionally disabled. + Added a 'Global Kill feed' that displays a message and plays a sound with kill information to all players on the map as follows: [Player Name + Aircraft Type > Weapon Used > Unit Name Destroyed] This occurs a few seconds after the initial message so that the player who made the shot does not get barraged by several messages. This can be optionally disabled. + EWRS updated to now show the correct unit measurements automatically depending on your aircraft. Example: If you fly the Su-33, EWRS measurement units will display measurements in METRIC (Km, meters). You can still change to Imperial (nm, feet) if you'd like. + Added new commands to create smoke, illumination flares, signal flares via the Zeus Map Marker system (See read me tutorial or in-game briefing for more details.) + Ensured that the "drop troops here" works with or without the "-" previously required to initiate a map marker command. + Added Mission Enhancer Package by daemon1808: Mission Enhancer Package (M.E.P) allows you to enhance an existing mission giving you the ability to request support assets in a immersive way during the mission. You can request SEAD missions, AC130 Strikes, Buddy lase, Recon target area, etc easily through the F10 radio menu. Video tutorials and information of this script package here: https://forums.eagle.ru/topic/289944-mission-enhancer-package-a-mod-for-request-live-support-during-a-mission/ https://www.digitalcombatsimulator.com/en/files/3320007/ https://www.youtube.com/watch?v=uJnD8q6sPwk + Removed "templated a2a pathing" units to clean up the editor map a bit. You can now move around the "a2a_wpt" map markers to decide the paths a2a enemy flights will take. You can also change bombing waypoints for bombers that spawn and attack. + Turned off friendly reports for aircraft spawned in via Random Air Traffic Script + Adjusted A2G mission spawn areas to not be completely inside highly dense urban areas. Most spawns will be partially in highly dense urban areas if any at all. + Added the option within the mission editor to edit the aircraft "Backup Friendly CAP" type/weapons that is spawned via the F10 Menu under "Air to Air Reinforcements" - The menu name will change depending on the type chosen for these aircraft. (If you make the airfield backup CAP template unit to be an Su-27, it will say "Su-27 Backup" in the menu dynamically.) + Moved the "Debug" menu to the root F10 - Other menu + Moved the "Air to Air Reinforcements CAP" menu to the root F10 - Other menu
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Heh, I think it's more of a personal preference to simulate attacking forces that are within captured cities or urban areas. I think I got kind of bored attacking units in open fields. Perhaps I could do a bit of both, with some of a single mission area being in urban areas with open areas as well.
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Easy enough to add modded units to spawning pools; you'll just need to put in the mission editor a LATE ACTIVATED red unit that you want to show uup in the spawning pools, and add their entry where you want, so in the A2A_EASY: list you'll take note of the template plane you made, take its group name and add it to the list: TemplateTable_EASY = { "your custom group name here", }
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Thanks for the info here. I'll see about re-evaluating the spawn areas. Additionally you can see in the mission editor how I "drew" the mission boundaries with the ground vehicle pathing, you could easily move the spawn zone circle with that unit to move/change the spawn areas for these missions for now and in future missions.
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AWACS isn't spawned in with a special method. It just exists on the map editor. If it got shot down, try and see if it is properly set to invincible or if you accidentally removed it.
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