Dwarden 1125 Posted September 21, 2010 http://www.arma2.com/beta-patch.php [73457] Improved: Animation interpolation no longer shortening hands. [73429] Fixed: Relative formation command (advance/fallback/flank) now working as expected. Improved: AI mounting vehicles or catching up with formation covering a bit less to move faster. [73366] New: Expansions possibly registered in Windows Registry (by some future setups) are loaded and available through ModLauncher. When used with -mod commandline the prefix '%' should be used, such as -mod=%someInstalledMod. [73351] New: added addWeaponCargoGlobal, addMagazineCargoGlobal, addBackpackCargoGlobal [73339] Improved: Improved helicopter AI formation flying and collision avoidance. [73336] Fixed: MPEvents were not synchronized to clients after respawn. [73333] Fixed: leaveVehicle no longer unassigns units from other groups (http://dev-heaven.net/issues/3476) [73319] Changed: Event handlers evaluation Share this post Link to post Share on other sites
maddogx 13 Posted September 21, 2010 [73319] Changed: Event handlers evaluation What does this mean? Btw. yay, new beta! Share this post Link to post Share on other sites
50.cal 10 Posted September 21, 2010 Excellent! let's test it now :) And what is this for? [73351] New: added addWeaponCargoGlobal, addMagazineCargoGlobal, addBackpackCargoGlobal Share this post Link to post Share on other sites
snkman 351 Posted September 21, 2010 Nice!! Many thank's B.I.S. team. :) Share this post Link to post Share on other sites
roberthammer 582 Posted September 21, 2010 Thx BIS ,but we need these fixed: - http://dev-heaven.net/issues/3925#change-66628 - http://dev-heaven.net/issues/12043#change-66617 and this add http://dev-heaven.net/issues/13335 Share this post Link to post Share on other sites
mr_centipede 31 Posted September 21, 2010 (edited) what about this? [73366] New: Expansions possibly registered in Windows Registry (by some future setups) are loaded and available through ModLauncher. When used with -mod commandline the prefix '%' should be used, such as -mod=%someInstalledMod. Does that means current 3rd party mod launcher needed to be change? Yeah scratch that... just installed and tested and it still working just fine... will test other things then Edited September 21, 2010 by Mr_Centipede Share this post Link to post Share on other sites
maddogx 13 Posted September 21, 2010 what about this? [73366] New: Expansions possibly registered in Windows Registry (by some future setups) are loaded and available through ModLauncher. When used with -mod commandline the prefix '%' should be used, such as -mod=%someInstalledMod. Does that means current 3rd party mod launcher needed to be change? Nope, it basically seems to mean that the -mod param now accepts registry values. Mod launchers could be changed to support this, but it shouldn't be necessary. Share this post Link to post Share on other sites
Zipper5 74 Posted September 21, 2010 [73429] Fixed: Relative formation command (advance/fallback/flank) now working as expected. Improved: AI mounting vehicles or catching up with formation covering a bit less to move faster.[73339] Improved: Improved helicopter AI formation flying and collision avoidance. Wow, must test! :D Share this post Link to post Share on other sites
Big Dawg KS 6 Posted September 21, 2010 And what is this for?[73351] New: added addWeaponCargoGlobal, addMagazineCargoGlobal, addBackpackCargoGlobal Presumably it means you can add a global pool of weapons/magazines/backpacks to a container so that it's synchronized in MP. ---------- Post added at 08:53 AM ---------- Previous post was at 08:52 AM ---------- What does this mean? Yea, I'm curious too... Share this post Link to post Share on other sites
Snake Man 407 Posted September 21, 2010 Beta still broken with the RPT file. Share this post Link to post Share on other sites
maruk 80 Posted September 21, 2010 Improved: Animation interpolation no longer shortening hands is a bit deeper change in the animation system. 2MCVSsI0P0M Share this post Link to post Share on other sites
Zipper5 74 Posted September 21, 2010 Convoy behavior seems much improved, but there's still one large crux; they'll still royally screw up on occasion if the convoy consists of vehicles with different speeds and accelerations. I tried using forceSpeed but that just seemed to make it worse. But hey, it's a start! :D Share this post Link to post Share on other sites
PuFu 4600 Posted September 21, 2010 nice job on fixing the animations guys...Looking forward to testing it when i get back home Share this post Link to post Share on other sites
Dwarden 1125 Posted September 21, 2010 what about this? Does that means current 3rd party mod launcher needed to be change? Yeah scratch that... just installed and tested and it still working just fine... will test other things then this means that in future it will be possible define path to expansion (dlc) via registry too you can also imagine it as step toward detected ARMA 2 via registry too so for separated folders installs there will be no more need to use -mod= workaround Share this post Link to post Share on other sites
SaOk 112 Posted September 21, 2010 "SetIdentity"-command is bugged with this new beta. Player is named with random name like AI. AI choppers seems to fly much faster but are oscilating much more upright which looks strange while aboard. Share this post Link to post Share on other sites
kylania 568 Posted September 21, 2010 "SetIdentity"-command is bugged with this new beta. Player is named with random name like AI. Kinda wish you could get it to name the player based on setIdentity. Seems silly to name all your units specific names then once in multiplayer Sgt. York ends up being Sgt. xXMadkillazXx. :) Share this post Link to post Share on other sites
JuggernautOfWar 1 Posted September 21, 2010 [73429] Fixed: Relative formation command (advance/fallback/flank) now working as expected. Wasn't it working as expected before? What changed? Share this post Link to post Share on other sites
O Andarilho 10 Posted September 21, 2010 thanks bis!!! i expect the final patch xD Share this post Link to post Share on other sites
PuFu 4600 Posted September 21, 2010 thanks bis!!!i expect the final patch xD Knowing BIS, there will never be a final patch in the true sense of it :0 Find that a good thing :) Share this post Link to post Share on other sites
Pauldarrington 9 Posted September 21, 2010 Since this beta the grenade throwing animation seems to have speeded up quite alot, and the double throwing animation while running bug is still there :( Share this post Link to post Share on other sites
CarlGustaffa 4 Posted September 21, 2010 (edited) [73351] New: added addWeaponCargoGlobal, addMagazineCargoGlobal, addBackpackCargoGlobal How does this work with clearMagazineCargo and clearWeaponCargo, that are both listed with Effect Local? It appears we still need to use the processInitCommands method to clear anything, as without clearing you may quickly reach the overfilling limit of some vehicles. Using processInitCommands, everything seems to work ok for JIP players (correct contents, and can be grabbed), but for immediate joiners the script seems to be run twice (twice contents, nothing can be grabbed). Optionally, all vehicles could be cleared in the config (incl. the ammo truck). Some missions might require a fix for this, but the end result would be much nicer to work with, although some scripting would be needed. Or possibly new clearMagazineCargoGlobal and clearWeaponCargoGlobal commands as well. I wonder if it was a postit note that suddenly reemerged from behind the desk. Ref... :D Edited September 21, 2010 by CarlGustaffa Share this post Link to post Share on other sites
WhoCares 0 Posted September 21, 2010 Wasn't it working as expected before? What changed? Unable to command single units to advance Share this post Link to post Share on other sites
rexehuk 16 Posted September 21, 2010 Can anyone else confirm HIGH access times for ammo boxes with the latest betas... we're having huge trouble getting weapons out of the ammo boxes at any time during a mission. If anyone else can confirm this I will make a ticket. Share this post Link to post Share on other sites
seelix 10 Posted September 21, 2010 what took you guys so long? :p thanks a bunch! Share this post Link to post Share on other sites