tonygrunt 10 Posted September 29, 2010 http://www.arma2.com/beta-patch.php [73642] New: event handler "fired" returns magazine name and object of projectile. [73642] Fixed: Slow animation step on some buildings (doors on LHD,..) Merge from trunk. 73622-73640 [73625] New: mergeConfigFile script function [73615] Fixed: Heads of distant soldiers were sometimes invisible (http://dev-heaven.net/issues/4023) [73609] Fixed: Fired EH (http://dev-heaven.net/issues/13971) [73607] Fixed: Person - helicopter collision not cause heli damage, (http://dev-heaven.net/issues/12107) [73597] New: setSimpleTaskTarget script function [73589] Fixed: SetIdentity (relate to 73319) [73559] Fixed: Ammo created with createvehicle inflicts no "hit" damage [73555] Fixed: My own shots no longer causing a stress. [73553] New: WeaponAssembled, WeaponDisassembled events [73507] Fixed: Nearby units are notified of vehicles created by CreateVehicle command immediately now. [73488] Fixed: AI helicopters hovering too high when deploying troops on transport unload WP. Share this post Link to post Share on other sites
Dwarden 1125 Posted September 29, 2010 (edited) beat me by like 30s to post ... tho there is nothing special to add so enjoy the goodies and report issues tailrotor hitting hitting solder shall no longer damage helicopter (typical example was LittleBird) covered by [73607] Fixed: Person - helicopter collision not cause heli damage, (http://dev-heaven.net/issues/12107) new EH description WeaponAssembled [unit, weapon] WeaponDisassembled [unit, primaryBag, secondarybag] Edited September 29, 2010 by Dwarden Share this post Link to post Share on other sites
TRexian 0 Posted September 29, 2010 Oooooo... any chance of the Biki getting updated with the mergeConfigFile function? :) Is it anything like the VBS2 command? Share this post Link to post Share on other sites
SaOk 112 Posted September 29, 2010 Looks overally great. I noticed that AI pilot still flies with heavy oscilateing (at least with Merlin). And this new error was displayed when AI squad member "got in" a mortar: Error in expression <tualShell = false;}; _spawnDist = 6; if (_virtualShell) then { if (BIS_ARTY_D> Error position: <if (_virtualShell) then { if (BIS_ARTY_D> Error if: Type Object, expected Bool File ca\modules\ARTY\data\scripts\ARTY_ShellFlight.sqf, line 71 Share this post Link to post Share on other sites
nkenny 1057 Posted September 29, 2010 [73555] Fixed: My own shots no longer causing a stress. win! Share this post Link to post Share on other sites
stk2008 14 Posted September 29, 2010 Hi whats the My own shots no longer causes a stress?. Share this post Link to post Share on other sites
gossamersolid 155 Posted September 29, 2010 ooooooooooooooooooooooooooooooo I'm so excited lol, so many good things fixed! Share this post Link to post Share on other sites
EricM 0 Posted September 29, 2010 The more betas, the less I understand what they fix... Share this post Link to post Share on other sites
Ulanthorn 10 Posted September 29, 2010 Hi whats theMy own shots no longer causes a stress?. It's that your own shots dont trigger the supression effects onto your own Player Char. Share this post Link to post Share on other sites
KeyCat 131 Posted September 29, 2010 Haven't had much time to play/test lately but downloading this one as I type. Thank you BIS! /KC Share this post Link to post Share on other sites
Big Dawg KS 6 Posted September 29, 2010 (edited) [73642] New: event handler "fired" returns magazine name and object of projectile. No wai!! :eek: And presumably it also fires immediately again (same frame)? So I guess these are just appended to the end of the passed array? Ex: _firer = _this select 0; _weapon = _this select 1; _muzzle = _this select 2; _mode = _this select 3; _ammo = _this select 4; _magazine = _this select 5; _projectile = _this select 6; I will test it as soon as I get it installed. Edited September 29, 2010 by Big Dawg KS Share this post Link to post Share on other sites
Dead3yez 0 Posted September 29, 2010 I will test it as soon as I get it installed. You missed ammo. Edit: you corrected ;) Same as vbs2: http://community.bistudio.com/wiki/VBS2:_Event_Handlers#Fired for XEH: http://dev-heaven.net/issues/14068 [73559] Fixed: Ammo created with createvehicle inflicts no "hit" damage Thanks Dwarden. :) Share this post Link to post Share on other sites
Big Dawg KS 6 Posted September 29, 2010 (edited) Yep just tested. Cool beans Dwarden (+ other devs). ---------- Post added at 03:43 PM ---------- Previous post was at 03:15 PM ---------- :( Well, it seems that the fired EH still has a delay before firing. It's not a lot, but enough to get the wrong ammo count when using the ammo command in the event. By wrong I mean the ammo count after firing, as opposed to previous behaviour where the count would be the count before firing. You can correct for this by adding the weapon/muzzle/mode multiplier to the ammo count, but it fails on the last round for weapons that automatically reload (as the new mag's ammo count is returned). Edited September 29, 2010 by Big Dawg KS Share this post Link to post Share on other sites
Dwarden 1125 Posted September 29, 2010 No wai!! :eek:. http://community.bistudio.com/wiki/ArmA_2:_Event_Handlers added and updated EHs (MPrespawn,WeaponAssembled, WeaponDisassembled) Share this post Link to post Share on other sites
CarlGustaffa 4 Posted September 29, 2010 (edited) [73642] New: event handler "fired" returns magazine name and object of projectile. Ouch! I do this manually now for projectile. Back to the editing board I guess :p But it will fix a lot of grief from future scripters. Fixed, hopefully all of them :) [73625] New: mergeConfigFile script function Anyone have info on this? Or examples of application where it could or should be used? [73589] Fixed: SetIdentity (relate to 73319) Does this relate solely to setIdentity problems or everything regarding delayed initialization stuff, some of which are only a problem in singleplayer games but work fine in multiplayer? Checked. KbInit works without delay, and I get my american flag back at base :p [73507] Fixed: Nearby units are notified of vehicles created by CreateVehicle command immediately now. Yeah, can eliminate some reveals now :) How near is nearby? Still get a delay on createVehicleLocal crates, although back to normal delay, not like it was in last beta. Download complete, will check it out. Edited September 29, 2010 by CarlGustaffa Deleted question due to new info in post above mine :) Share this post Link to post Share on other sites
Big Dawg KS 6 Posted September 29, 2010 http://community.bistudio.com/wiki/ArmA_2:_Event_Handlersadded and updated EHs (MPrespawn,WeaponAssembled, WeaponDisassembled) Yea, it's really nice to have these new options with the fired EH, but the ammo counting issue is pretty serious. It breaks a lot of my scripts and requires a quite tedious workaround. Share this post Link to post Share on other sites
HeinBloed 0 Posted September 29, 2010 Two new bugs in this patch are occurred while playing on a dedicated server: - Players do not get automatically the equipment menu on killed units which are created during the mission. The equipment menue does not appears until one or more (sometimes many) times pressing the reveal key. - A dropped magazine can't be picked up anymore. I didn't testet weapons. Share this post Link to post Share on other sites
mrcash2009 0 Posted September 29, 2010 Was it this beta or one previous which now means when you tell your team AI to dismount they are now automatically following you once they are out of the vehicle (as opposed to disembarking at "ready" state so you had to tell them to regroup everytime) ? Either way, thank god for that :) Share this post Link to post Share on other sites
shataan 1 Posted September 29, 2010 The A.I. does seem more active. Liking it. Share this post Link to post Share on other sites
rexehuk 16 Posted September 29, 2010 Running serverside as requested Mr Dwarden. Share this post Link to post Share on other sites
Muahaha 10 Posted September 30, 2010 Now we can have in-game power-ups for vehicle.... Share this post Link to post Share on other sites
gossamersolid 155 Posted September 30, 2010 Does that mean we can now alter vehicle properties in-mission? if true, that would be :butbut::yay: I'm intrigued. I hope somebody from BIS can better explain what we can/cannot do with this! Share this post Link to post Share on other sites
Muahaha 10 Posted September 30, 2010 You can not power-up existing vehicle. MergeConfigFile is ment to be editing tool, not "pimp your ride" tool. There goes my dream of "pimping" my Abram to be super tank and do a rambo drive-by the enemy camp.... Share this post Link to post Share on other sites
Whitebishop 10 Posted September 30, 2010 I had again this "out of memory" crash during an autosave of the A2 campaign...It had dispeared when I was playing the campaing from A2 standalone exe with latest patch Share this post Link to post Share on other sites