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Stamina cost for these actions has also been increased. Improved Ambient Lighting: Converted the Skylight to work with HDRI skyboxes, and removed the old Ambient Cubemaps. Design Intention: This is intended to make it harder to spot soldiers using deployables for cover. Added various types of additional cover to various central locations. Adjusted all Tallil map layers helicopter altitude threshold to be decreased from 400m to 300m. Updated Mestia AAS v2 this map layer now has an experimental darker than normal lighting/shadows. Reduced the damage from 1248 down to 960 to be in line with other LAT weapons. Arrows will appear on the Capture Progress Bar to indicate how quickly the point is being captured or lost. To halt their advance, a NATO carrier group has been . Fixed a minor visual issue with the M240 Helicopter Door Guns muzzle flash not moving with the gun. Updated ragdoll ankles to be stiffer, to create a more realistic death but also to prevent soldier feet from twisting up in weird unrealistic ways. Updated CAF TAPV Armored Cars woodland and desert texture with maple leaves for the syrup lovers. RAAS v02. This has increased both the visual quality and performance cost of particles. For more on the development and challenges we faced with this update see our pre-launch blog post (LINK URL). Fixed a minor issue with the camo netting frame extending through the floor, at grid G8-5-7. Both locations will now use the IFV icon. My suggestion? One squad leader is usually trying to pull the team together and getting yelled at by the other squad leaders, who are doing nothing productive, for losing everyone the game. Adjusted all Mutaha map layers helicopter altitude threshold to be decreased from 400m to 300m. At ease, Offworld Industries Changelog Amphibious Gameplay and Water Interaction This update primarily showcases amphibious functionality Summary Join the marine forces in amphibious assaults from ships off the coast. Fixed a minor visual issue with a garage door using plaster material instead of metal material on a garage west of the Blue Mosque POI. AAS . Updated landscapes are currently found on Manic-5, Mestia, Gorodok, Yehorivka, and Anvil. Updated the way armor meshes react to damage traces from explosions. Fixed a minor visual issue with the viewport texture on the RUS woodland BMP-2. Fixed an issue with tall buildings culling inapporpriately. Squad v2.15 will be released on Wednesday, April 13th at 19:00 UTC. Fixed a minor issue with the INS Hab lacking bullet collision on the backfaces. This is intended to help mitigate visual anomalies from high altitudes, as well as reduce abuse of excessive helicopter spotting by exploiting LODs/landscape render issues at high altitudes. Updated open-top / RWS vehicle turrets (those mounted on a pivot) to no longer pass damage to the vehicles hull. Fixed a minor issue with a shipping container that was blocking a doorway in grid G5-3-1. RAAS v08. Fixed an issue with open holes in rock meshes at the waterfall grid H3-9-4. No ticket gain from capturing flags (normally +60). Low is now much lower, and High/Epic is much higher. Fixed a long-standing UI issue with the diamond-shaped flag state indicator on the map, where the indicator was incorrectly blinking even when neither team was capturing the flag, giving players an incorrect impression about the current capture situation. Adjusted Sumari Seed v1 map layer increased tickets to 300/300 (was 100/100), increased round timer to 4 hours (was 2 hours), decreased startup timer to 30sec (was 60sec), increased forward spawn expiration to 15min (was 10min), removed ticket gain from capturing a flag (was +20 tickets), increased the mercy bleed rate. GB FV510 IFV was particularly susceptible to this issue. Adjusted GB FV107s HAT damage modifier. Capture speed will be shortened if one team has significantly more players in the point, relative to the other team. Added 2 new Gorodok RAAS layers with re-configured CP routes for improved variability and less predictable routes: Gorodok RAAS v6 (USA vs RU), CAF Gorodok RAAS v3 (CAF vs USA). Tessellation itself has also been significantly optimized. ATGM projectiles desync for other players that are not the gunner, however, what the gunner sees should be the actual synced projectile. Fixed a potentially exploitable issue with server fire projectile IDs. V2.12 also features extensive overhauls to some existing maps with Yehorivka and Gorodok getting significant updates including lighting updates and new geographic features. Fixed an issue with cliffs having a collision that is far off the actual terrain at grid G6-8-8. Optimized foliage by reducing the maximum number of non-visible foliage triangles allowed to be drawn at once. Alt-tabbing out of Squad during a loading screen freezes the Player (client). Fixed an issue with dithered temporal AA glass shaders. Cons: Very exposed / prominent position which is easy to target with area effect weapons. Updated 3D SL / FTL world markers placed through the T menu or by hotkeys to have a 1.2s cooldown. Added Dynamic Mesh Quality setting: Scales the quality of distant skeletal meshes, including soldiers, vehicles, and weapons. turret was disabled and therefore stabilisation was disabled. Fixed an issue with a wall sticking through a building at grid C4-2-4. The effect now smoothly fades in and out. Added camouflage nets to many deployables: Pillbox sandbags, HMG bunkers, HASCO bunkers, Indirect Fire Shelters, HABs. This, Player kit role icons are sometimes not being displayed on certain menu screens. Added 2 new Narva RAAS layers with re-configured CP routes for improved variability and less predictable routes: Narva RAAS v2 (USA vs RUS), CAF Narva RAAS v2 (CAF vs RUS). Fixed a minor issue with floating grass in the Tunnel. Squad v2.15 continues Squad's new release cadence, with our team working to provide more frequent updates as we move forward. Fixed a potentially exploitable issue with server vehicle hits to ragdoll soldiers. Most night layers are now brighter in general. Fixed a minor visual issue with a concrete doorway trench arch static which had an incorrect setup for LOD1 normal maps. Adjusted the protection zones on Tallil Skirmish v1 and v2 to be larger, to help mitigate issues with Main spawn camping. Fixed an issue with Kornet Emplacement, which was not taking HAT damage properly. . Fixed a vehicle spawner issue on Narva AAS v2, where at RUS Main a BRDM2/BTR82A spawns incorrectly, interacting with the Staging Phase bounding box. The team has also updated and replaced most particle VFX with improved visual fidelity and major performance optimizations. Fallujah Fixed a few locations in sewers that still allowed. The one exception is Fallujah, where shadow render distance has not been extended, pending more extensive map optimizations. Fixed a variety of foliage textures to help with brightness, saturation and some normals to prevent glowing foliage, due to materials with excessive subsurface brightness. Fixed issue with shiny roads on several maps. Initial Neutral flags have an additional 1.3x speed multiplier. Fixed an issue with a compound buildings floor and ceiling incorrectly displaying metal sheeting material at grid O5-5-1. This often happens when numerous players are spawning in at the same time This will be addressed in a future update. The Australian Faction was originally developed by the modding organization Midnight Interactive Pty Ltd. Offworld purchased the mod and has spent many months fine-tuning the artwork and mechanics. These are the 200 round box mags. RAAS v06. Skirmish v1. Corrected the helicopter pilots penalty to now only be counted as a single suicide penalty when crashing a helicopter, regardless of the amount of passengers involved. Now many of these faction setups will be displayed on individual lines, except for when a team has many of several vehicle types: IE Invasion layers with many Minsk bikes or Logis. Fixed a minor UI issue with the INS/MIL Modern Transport Pickup Truck being called Technical. Fixed a gameplay issue where in some circumstances, projectiles were dealing double damage to vehicles. Added a new experimental Tire Fire deployable for Insurgents. Fixed an issue with foliage popup at close distance. This feature is currently enabled on the following maps: Anvil, Gorodok, Manic-5, Mestia, and Yehorivka, greatly increasing the close-up detail of the Landscape. Fixed an issue with CAF Manic-5 TC v1, which was incorrectly named TC v2. #5. Potential Fix for a client crash related to network messages when joining a squad. We will keep you informed if this happens. This was a semi-rare issue where a two-step teleport sometimes occurred, seemingly out of nowhere. This light infantry focused faction has a Bullpup primary, and a unique Combat Engineer split to offer players expanded options on the field. The grass is thicker, has more variety, and includes realistic clustering of similar foliage types (such as patches of flowers). This map layer also has experimental camo netting attached to the static defenses at the Bridge Outpost CP. Fixed an issue with the entire inlet north of grid C11-2-8 not having water footstep SFX. RAAS v11. Fixed an issue on Logar AAS v1 & Logar Skirmish v1, the minimap was not showing the map layers version number. Fixed a few locations where archways/ doorways were too low / terrain too high at grid G8-7-2. Standard and Far Shadows have been replaced with more optimized Cascade Shadow Maps. The only vehicles which will still have damage from turret hits passed to their hull are those where the turret is an integral part of the hull (i.e. AAS v1. Local/Offline Bug with Commander CAS does not do damage in local. a UGL impact getting perceived the same as a Tandem rocket). Adjusted all Anvil map layers helicopter altitude threshold to 300m (was 400m) to avoid abuse of excessive helicopter spotting. As always please provide your feedback after playing Squads v2.12 Update on our forums (Link URL). Fixed an issue with untextured rubble walls at multiple locations. Fixed an issue where unintended high altitude wind SFX was playing across nearly the entire map. This will be addressed in a future update. Improved Distance Field Ambient Occlusion (DFAO) and enabled at all quality levels. Added new landscape shader & landscape textures. These layers use a regular RAAS flag lattice instead of the RAAS Lanes flag lattice, which should be far less predictable / more variable. Fixed an issue with a stone fence that players can enter and see through at grid F6-4-7. Fixed hundreds of foliage visual issues. Updated all Infantry Rifles and Machine Gun SFX to include new mechanical shaking/jostling sounds to soldiers when sprinting (both first- and third-person). Most AR/MG kits should now have only 1 magazine/belt when spawning with an empty kit. Upgrade package for defensive deployables. All infantry inside the restriction zone can take damage from projectiles and anything else that causes damage. Squadlanes Interactive Squad Maps to help with RAAS capture point prediction Capture Points and RAAS lanes are automatically extracted from Squad maps. RAAS v08. This occurred when the stabilizer was enabled and the gunner would move the turret while the vehicle commander would move their periscope/HMG. Added various mini POIs across the map to fill in areas that were a bit barren. We intend to add a staging phase functionality in the future, which will automatically remove restriction zones once a critical player number has been reached and staging phase ends. Fixed an issue at the NW Main with an unintended burning fire sound in the area. Narva Adjusted Narva mid day lighting.This lighting should now have more balanced colour temperature and wider contrast. Fallujah RAAS v1 Adjusted vehicle layout, removing MEA Simir Kornet, replaced with BMP2 IFV. Updated Mestia Skirmish v1 to now use Overcast Lighting. Fixed floating rocks at grid G6-8-8, F8-8-9. Textures do not become excessively blobby at lower settings. Side effects may include: Having fun, Getting along with other squad leads, Actual teamwork If you experience a round of squad lasting longer than 30 mins please contact Hawks and thank him for this wonderful rework. Updated the Fireteam notifications to include more detailed info such as: Mention the promotion if you are the new FTL. Updated Main Protection Zones projectile destruction logic to now always destroy projectiles, even if there is no owning player. This camo netting is semi-transparent from one side, allowing the soldier manning the defenses to be much more concealed while still having good sightlines from inside the defensive position. Adjusted the grass materials to better match the landscape. Updated CAF weapon text description in the role loadout screen. The knowledge of Squad Lanes would still be both in the heads of experienced SLs and not so easy to access. Those who know about it anticipate and destroy maps. Squad Lanes makes sense as an invaluable tool in RAAS layers that follow lanes such as Yehorivka RAAS V1. Updated soldier stamina to no longer regenerate during vaulting and climbing. Fixed a minor visual issue with some small visual holes in the mesh of the Middle East Urban Center static building. In addition to improving the visual fidelity at all settings, this also ensures that Low settings no longer give a significant competitive advantage for spotting targets. Server performance may periodically dip when a server has a high population and high load. Fixed a minor issue where ticket values would sometimes appear in the negative at the end of a round. If you encounter this issue after this fix, we appreciate all player reports through discord, forums, etc. This is linked to the moment a FOB starts getting de-shoveled / HAB deactivated. Adjusted the USA Protection Zone on Kohat RAAS v2 so it no longer extends so far east of the USA main. Fixed an exploitable player collision on the Middle Eastern Urban Residential house ME_UrbRes_Bld_Med_04. The only exceptions are the MIL AR kit with FN Minimi and CAF AR kit with C9, which uses 200-round belts. It should be much easier to tell when getting hit by projectiles now when inside a vehicle. You may want to raise or lower your graphics settings from what you used before this update. RAAS v02. Players may want to try adjusting their Shadows and Ambient Occlusion Graphics settings for this update. Fixed an issue with an archway that was too low to walk under at grid H6-4-9. Predict Squad RAAS lanes and learn map layouts with Squadlanes! Various Kit icon issues Occasionally the kit and weapon in the deploy screen squad list will show up as a white square instead of the kit. After the fighting in Narva, the opposition forces have begun raiding the various towns in the area. Fixed a minor UI issue with inconsistent vehicle icons between the vehicle card menu and the map icon for the following vehicles: Simir MG3, Simir Kord, Modern Technical UB32, MEA BRDM2 UB32. Squads v2.12 update also brings a host of additions, improvements, and changes to the games gameplay experience. Updated Character footstep SFX with new unique sounds for moving over various surfaces: rock, loose rock, gritty concrete, forest, gravel, dirt. Fixed vehicle spawner issues on Manic-5 layers that would cause the incorrect vehicle to spawn at a given location. Fixed a minor visual issue with the texture on an Afghan rock wall endcap looking washed out, which was missing albedo. Fixed an issue with conflicting ambient tree SFX cutting out around grid E9-6-6. Fixed an issue with vehicles sometimes floating when they first spawn. Updated minimap with the intent to make height more readable, minimap now also features trees. Fixed a section of a wall having broken LODs making the wall appear damaged at grid F6-4-7. Please dont hesitate to offer your feedback on this game mode (including the ones with experimental features)! The intention is to give the Defenders a larger range of choices that they must make in the opening moments of an invasion battle, which includes a deeper risk/reward assessment. Local/Offline Bug with Commander Insurgent / Militia Handheld Drone does not move in local. Fixed clipping issues/exploits with rocks at grid C4-1-3, G6-8-7. Updated the minimap with intent to make height more readable, minimap also now features trees. Updated the water material to better match the new lighting. Goose Bay Fixed various floating grass. This fix will force the server to re-acknowledge the data, which means there will be increased bandwidth usage after a seamless travel (map change). Numerous fixes to improve Server performance, and the experience of running a Server for our Server Owner partners. Fixed a minor audio issue with the ambient sounds on Mutaha cutting out when around the main bases/edges of the map. This led to issues with flag distances and fairness, so it was changed to a lane system. We have managed to make the new system up to ten times more efficient than the old Far Shadows system. Fixed a gameplay issue with single-use vehicle spawns not working as intended in certain circumstances and spawning vehicles when they should not. Added a Material Quality graphics setting. Fixed a minor visual issue with the USA HAT MAAWS having a slight gap in the reticle. Updated and optimised deployable sandbag destruction FX. It takes hundreds if not thousands of hours to learn RAAS lanes but many players, myself included, know most common lanes offhand. Squad's v2.12 Update has been in development for a considerable amount of time here at Offworld Industries and the entire development team is excited for you to get your hands on it and finally experience it in the live game! AAS v1. This was a legacy issue that has been tough to isolate. While in AAS the flag layout is static and always the same for a map layer, in RAAS the flag layout is randomized and will be different every time you play. Fixed an issue with a bad texture assignment on certain brick walls. Squads v2.12 Update has been in development for a considerable amount of time here at Offworld Industries and the entire development team is excited for you to get your hands on it and finally experience it in the live game! before taking any other troubleshooting steps. Adjusted several CPs capture areas to better match the POI layouts. Updated all GB SUSAT-equipped infantry weapons to have adjustable range zeroing from 100m out to 600m, in increments of 100m. Fixed an issue with see thru Rocks at grids C4-1-3 & G6-8-7. optimized the LODs on the Coal Tipple Building. Gorodok Fixed various floating grass: grids F6-1-2, H4-1-4, F7-7-8, C12-8-3. RAAS v04. Usage See Captain's video to find out how to work with our official deployment at squadlanes.com. Ticket loss from losing the flag is still the same (-10 tickets). Removed Eye Adaptation from all layers to reduce exploits and allow for balanced gameplay in all areas. Updated the LandMine / IED explosions / Demo Charges to include new debris sounds for heavy and light vehicles and also modified the close-up explosion sound. Adjusted the CAF C9A2 LMG front sight to a more accurate model. Those who know about it anticipate and destroy maps. This means, for example, that the gunner on the Simir will now take damage if a grenade lands close to the vehicle. Updated the USA/GB/CAF M136 AT4 & CAF Carl G HEAT damage value. Added a new map layer: Al Basrah Seed v1 (GB vs MEA) new map layer for server seeding, which includes a single capture point in the Crossroads with restriction zones and forward spawns. Create Infographic with the information below: Added a Depth of Field (DoF) effect. I already made a thread about it here a few months ago and simply due to the fact that it got zero response from any member of the development team one can only assume that such behavior is actually officially condoned. This change was done to account for the previously mentioned change to radial splash damage on vehicle gunner positions, as this kill zone radius would also damage gunner positions to that change. Fixed a minor issue on Logar Valley Insurgency v1 where the RUS Main Repair Station is crooked. Weve made a host of other gameplay changes which are listed below in the Changelog, as well as addressed numerous bugs. Fixed an exploitable non-enterable room to prevent radio placement. Most RAAS layers are just not very random, it is more that they have fog of war over the exact position of the objective but that is of little consequence if all options are basically within 200 meters of each other. Added subtle Volumetric Fog to all maps, which reacts to light more realistically. Reply Adjusted all SL Rifles to now show + Tracer on their HUD names. Deployment Adjusted many Invasion map layers to add an initial 5-minute delay for the Defending Teams Technical SPG9. Adjusted the INS RPD ammo cost per boxmag to 15 ammo points, instead of 11. Adjusted Sumari AAS v2 vehicle layout to not include APCs. Also. Adjusted USA LAT 01 (M4 with Aimpoint and the M136 AT4) kit role to now have 2 frag grenades, similar to other LAT kit roles that have non-magnified scopes. For example lets take Mutaha. Fixed an issue with a static shovel floating at grid D7-8-5. Added a Tessellation graphics toggle. Fixed an issue with RUS Tigr and GB LPPV where the open turret hatches were transmitting damage to the vehicle hull, this will no longer happen. https://joinsquad.com/wp-content/uploads/BuddyBoost_Blog.mp4, https://joinsquad.com/wp-content/uploads/v212_Ragdoll_Blog.mp4, https://joinsquad.com/wp-content/uploads/v212_HelicopterRotorwash_Twitter.mp4. Fixed an issue with corn crops having dark leaves and dark artifacts in different LODs. Fixed an issue with back blast VFX, where the bounding boxes were making these effects flicker off at certain angles. Discussion Squad is again way too infantry-based, almost all AAS/RAAS layers lack light AT-vehicles Author Date within 1 day 3 days 1 week 2 weeks 1 month 2 months 6 months 1 year of Examples: Monday, today, last week, Mar 26, 3/26/04 Updated the backend of FOB Radio deployment, to reduce the possibility of clipping/glitching the FOB Radio into buildings, to prevent glitchy/exploitive FOB Radio placements. These are 100 round box mags. Adjusted the rotation speed of open turrets and emplacements using keyboard and mouse input. Added a new map layer: Tallil Seed v1 (CAF vs RUS), this map layer is intended for server seeding -populating a server from 1 player to full. Fixed a minor visual issue with the GB FV107 Tracked Recon wreck mesh LOD. RAAS v07. This is intended for very old systems for which Low settings are still not sufficient. Updated the vehicle tents on all Jensens Range layers to now use new neutral protection zones to destroy projectiles. Fixed a sidewalk using an incorrect material. Also adjusted the reticles to be more readable with higher Anti Aliasing settings. This is intended to make using these deployables more effective for defence, as well as offsetting the impact of the new muzzle flashes. Fixed a gameplay issue related to static map object UAZ van, the bullet collision was not working as intended. Updated map to use new grass & adjusted the scale of the grass. Redesigned to be both as unpredictable as possible, while also maintaining the sanity of those who play, Hawks RAAS Rework is a hybrid between the olden days of Full Random, and the new-school Laned RAAS. BTRs, MBTs)- the sole exception being the Spandrel, to prevent it becoming too arduous to deal with in engagements. Containing extra details of each layer, such as: Factions, vehicles, tickets, commander status and much more. Fixed a minor issue on Yehorivka Skirmish v2 where a RUS Ammocrate was spawning on top of a shed at RUS Main. Vehicle Reset Feature can freeze a vehicle in the air if used too close to a tree. Updated the game mode legend descriptions and server browser tooltip text to be more rapidly digestible and easy to understand. Switched to more physically accurate parameters for outdoor lighting. Updated Belaya to use a new landscape renderer. Designers Note: The intention with this change is to incur a more noticeable effect on soldier stamina when navigating obstacles, to bring more nuance to stamina management and navigating terrain. Vehicle Reset Feature does not currently work with Helicopters. This affects the following scopes: USA M150 ACOG Rifle Scope, GB L129A1 6x Rifle Scope, GB/USA/CAF M2 Browning HMG Scope. RAAS is a corroborative exam of the American education system mixed with the lack of self responsibility, touched with a little bit of social media rage syndrome. Fixed smoothing groups, fixed dark baked in shadows in windows &. It is the third update of the year (not counting Hotfixes). Fixed a stone wall clipping into a corrugated metal fence around a western edge homestead. Fixed an issue where excessive landscape DFAO was applied to meshes intersecting the landscape, which manifested as a harsh line in the distance. Fixed an issue with various buildings and foliage culling too quickly. Most noticeable when aiming down weapon sights, bipoded, using emplacements, or looking through a vehicle viewport. We have updated the capture speed to scale with the number of players. Increased intensity of peripheral vision blur when using zoom optics. Adjusted the North American biome street signs and cones to ignore collision with vehicles, to be consistent with all other biomes small street signs. Adjusted Combat Engineer Kit Role inventory razorwire to have the half built state with a single row of knee-high wire (Same as FOB razorwire). For certain Seeding layers (mentioned below) we added Restriction zones which are outside Main Base Protection zones. Fixed various foliage issues across multiple maps: Fixed Oak Cluster from having inconsistent LODs on too many vertices. . Adjusted Mutaha TC v2 MEA vehicle layout, replacing the Simir Kornet with a BRDM2 + S8. Players could also use this as a corner-piece to connect with a larger network of defensive deployables like the HASCO walls, sandbags, HMG bunkers, etc. Fixed an issue with the minimap on all maps which support helicopters (using soft map boundary), the minimap appeared more dim/darker than intended. Fixed a minor issue with wall pieces protruding where they shouldnt, at grid H7-3-9. Fixed incorrect shading on several landscapes. !vote start - Starts a vote with 6 layers, random modes. Adjusted the fountains to now have a deployable blocker to prevent exploitable radio placements. Adjusted the text to be scrollable along with images for aspect ratios which require scrolling. Removed most artificial colour-grading. Fixed a minor issue with the Destruction game mode legends text not fitting on 16:9 aspect ratio without scrolling. The effect has been visually improved to eliminate most graphical artifacts and preserve visual detail in dark spaces. Added a BP tool that allows media creation by loading a weapon mesh with all the attachments associated BP_Weapons_Marketing, If you are experiencing issues, be sure to go to Settings ->, Squad welcomes the folks from down under to the fight. Fixed a collision clipping issue with the rusty railing material and decal. The final graphical update to pay particular attention to in v2.12 is that the team has worked to improve the visibility of muzzle flashes which will help make spotting enemies less difficult. Fixed a gameplay issue with vehicle spawns not respecting spawner allocation rules after their first spawn and then stealing spawners from other vehicles. Fixed an issue on Goose Bay AAS v1 with tilted helipads at the RUS main. Squad Lanes has destroyed RAAS layer. A complete dictionary of Squad Maps and layers available in-game. RAAS v05. The map was added into the game in the Alpha 14 (June 6, 2019) update. Overhauled thousands of materials, textures, and 3D models to react to light in a more physically accurate way. RAAS v04. Fixed thousands of legacy assets that exhibited visual artifacts in the new lighting and fog. Design Intention: Give GB team better odds to and take and hold the first objective. Updated CAF arid uniforms textures to look more authentic. Squad is a tactical first-person shooter made by Offworld Industries, a game developer comprised of several people who helped create the Project Reality mod for Battlefield 2. This allows a 120s AAS flag to be captured in as little as 80s. If a player does not have a microphone plugged in at launch, or accidentally unplug their microphone and then plug it back in, Squad needs to be restarted to get the microphone to work again This issue will likely require an engine upgrade to UE4.25 or above to be fixed. Fixed an issue on several Invasion/Insurgency map layers where the Defenders would have the wrong intro text & staging phase text. Fixed a minor issue with a floating rock at grid D13-8-9. Updated ragdoll motors to create a more realistic death with the pose being maintained. AAS . Adjusted Al Basrah POI Druglord to now be named more accurately: Warlords Compound. Fixed vehicle spawners on Skorpo Invasion v1 and added 2 Minsk bikes that respawn at Main for MIL. Adjusted the deployable TOW and Kornet to now have a more precise collision on thetripod to match the visual mesh. RAAS v09. Only the admin cam has special caster features. Updated the grass wind effect, replacing the old wind function with an updated version, which should emulate wind gusts and overall foliage weight much better. While all layers benefit from lighting changes out of the box, transitioning to a new HDRI sky-spheres is a very time-consuming process. Added a small amount of new mini POIs throughout the map.

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