DnA 5133 Posted January 20, 2014 20-01-2014 EXE rev. 114426 Size: ~65 MB Engineer should be no longer stuck after repairing a vehicle Increased density of soldiers’ bodies to improve headshot lethality No longer creating target lists for empty groups (small AI optimization) Fixed: CTD caused by broken skeletons - added index check Music updated by: New versions of 2 tracks (instrumentation) duration parameter has been set properly Potential campaign spoilers: Several transcripts of dialogues have been adjusted according to actual dubbing Player's pool interaction for transition from hub to patrol fixed Beyond Recognition: Removed duplicated ORBAT markers Beyond Recognition: Locked unlocked CSAT ammo truck Fixed: Conversation with James continues even without radio (Signal Lost) Fixed: Conversation after player finding a map, would play, even if player did not pick up the radio on Hardy's body and talked with James already (Signal Lost) Patrol tweaks: Fewer and better-positioned mines AI skills updated (a bit) AI with ambient animations tweaked to prevent immediate switch from prone to standing when killed Share this post Link to post Share on other sites
DnA 5133 Posted January 21, 2014 21-01-2014 EXE rev. 114484 Size: ~202 MB Fixes in translations of EPB assets and conversations Sound: Generic soldier animation movement sounds (not yet configured in data) Geo location service is now using https protocol and capacity=2X parameter was added to avoid running out of requests budget Fixed:Geo location service URL was malformed. https-api prefix was missing and service prefix was extra. Added: Server option enablePlayerDiag for printing diagnostics about players and pending messages Improved OPFOR legs sustaining too many hits Potential campaign spoilers: Fixed: Mission fail in Exit Strategy Fixed: Several offset characters in hubs Share this post Link to post Share on other sites
DnA 5133 Posted January 22, 2014 22-01-2014 EXE rev. 114522 Size: ~188 MB Fixed: UGV_01 has different texture for body and turret Stinger has a correct zeroing in iron sights Leaflets and posters should be no longer available as targets for the player’s team Caucasian heads should display damage properly PCML should lock only on proper targets Fixed: Missing radio post-process sounds in a few dubbings Fixed: Tracks for Panther-based vehicles Improved: Cheetah turret fire geometry Animated skirt plates for Panther and Cheetah Improved: Fire geometry of Tigris turret Gorgon mass distribution NATO supplies of instant glue for side skirts of Slammers have been depleted Animated plate selections for other Slammer variants Fixed: Flipped trace of right track of Varsuk and Sochor Tweaked: Kuma fire geometry Kuma's turret launches 16 smoke grenades around the whole tank More smoke grenades for Mora Fixed: Flipped trace of Kuma's right track Considered Kuma's longer 120mm barrel resulting in increased muzzle velocity Limited Kuma's ammo storage capacity to 42 rounds Fixed: UGV will not progress to next waypoint when controlling turret Fixed: Issue where ampersand in mission description caused missing remaining part of description (http://feedback.arma3.com/view.php?id=15973 / http://feedback.arma3.com/view.php?id=16225) Added: New command briefingName Fixed: Missing fire damage for emitter created by setParticleParams Share this post Link to post Share on other sites
DnA 5133 Posted January 23, 2014 (edited) 23-01-2014 EXE rev. 114544 Size: ~555 MB Added: New particle modules (fire, smoke, plankton) The Airport building has been repaired and should no longer produce any debug errors HV Column Wire properties have been fixed Wreck of offroad (the one seen all over Altis) has been adjusted Roadways of piers have been tweaked Fixed: Opening team switch menu with no switchable units available leads to scripting error Fixed: SelectSave display title IDC Added: Icons for Seize and Defend game types Moved Campaigns button to the first position in Play menu Updated: Mod icons are now larger Fixed: "unexpected control type" warnings in log Repaired PCML reticle Repaired icon of Buzzard Fixed: Specularity of phone booth materials Fixed: Colors of fishing nets Fixed: Mission end animation was not terminated when player died (leading to posthumous victory) Added: Using BIS_fnc_addIventory, you can now add a class from CfgVehicles (e.g. "B_Soldier_F") to use its loadout Fixed: Respawn tickets are now decreased upon player death, not respawn Fixed: Logic side is always friendly to everyone Added: "Create task" module can now be added to specific side using "owner" attribute, without need to synchronize the module to any unit Fixed: BIS_fnc_executeStackedEventHandler does not have a return value anymore (http://forums.bistudio.com/showthread.php?167822-Stacked-event-handlers-OnEachFrame-OnPlayerConnected-etc&p=2563537&viewfull=1#post2563537) New: BIS_fnc_addStackedEventHandler now accepts code or function name (instead of only function name) Added: Geometry PhysX LOD for Hellcat Fixed: Wrong model of Caucasian head Fixed: Campaign menu's replay button Added: Tooltips to ListBox items in Controls Fixed: Turret texture of Ifrit (thanks to http://feedback.arma3.com/view.php?id=16847) Randomization of textures has been removed from FIA trucks to let them have the correct FIA textures (see http://feedback.arma3.com/view.php?id=16846) Potential campaign spoilers: Fixed: Various shifted sitting characters Longer delay between ambient conversations in HUBs Loading procedure for loading of the HUB framework optimized Adapt hubs are now tagged to use pool squad Wet Work: Added fail-safe to ensure squad members always have appropriate diving equipment Adjusted CfgCharacter flags for all missions to ensure correct weapon pool handling Gunlights removed from walking patrols on hubs to fix some light-source glitches Light source params tuned down, to lower the intensity and light distance in HUBs Units repositioned to make them easier to find (they are using baits) in Elite Warrior side missions Bounding mine replaced with standard one (fewer ragequits ;)) in Sniper side missions Added: Several safecheck mechanics to HUBs Common Enemy: Fixed incorrect marker link to Kavala in Situation section of briefing Common Enemy: The mission will no longer continue past the powerplant rendezvous if the player isn't there Common Enemy: The player is now warned if he goes the wrong way just after getting in the truck Common Enemy: The mission will now fail if the player continues to drive the wrong way Fixed: Mortar task would not complete when mortar crew disembarked Showcase Night: Flares would sometimes stay on the ground Showcase Night: Fixed flying H-Barrier Edited January 23, 2014 by DnA Share this post Link to post Share on other sites
DnA 5133 Posted January 24, 2014 24-01-2014 EXE rev. 114607 Size: ~442 MB Correct path to SMDI material of Trawler Added: Task descriptions can now be loaded from CfgTaskDescriptions Added: Hints can now point to specific hard-coded keys, not only to predefined actions Fixed: Function header for Respawn Tickets ZSU-39 missiles were oversized Fixed: Rangemaster Suit has a correct description Fixed: Ammo keeps disappearing even when bags are full Clipping bounding box for animated small objects is enlarged more Fixed: Shadows of objects outside land grid Fixed: setParticleParams updates existing values Potential campaign spoilers: Ambient animation snap points on hubs adjusted Object compositions updated Share this post Link to post Share on other sites
DnA 5133 Posted January 27, 2014 27-01-2014 No new EXE Size: ~525 MB PhysX should not be different on Panther variants Adjusted clipping of Marid drivers while getting in or out Improved gearbox behavior on MBTs Tweaked: Muzzle smoke particle effect (optimization) Added: Task notification is now compatible with nested displays Full credits: updated actors and a moderator Fixed: Multiline in init EditBox (you are now able to use even text longer than the field itself) Increased airFriction for SDAR underwater ammunition to make it less suitable for ‘above-water’ fire than standard 5.56mm ammunition Increased initial speed of EBR and Rahim 7.62mm bullet. Previous decrease caused minor issue with OPFOR soldier protection. Fixed: Error in PCML optic when ADS (http://feedback.arma3.com/view.php?id=16850) Fixed: Alpha channel of old MBT gunner reticle (odd mipmaps) Potential campaign spoilers: Patrol tweaks: More infantry patrols AAF and CSAT light riflemen received boonie hats resp. bandanas to distinguish them better from others units (target priorities) Few (locked) Medical Zamaks added to 2nd and 3rd Scouting Static weapons replaced with wandering support teams More SMGs and corresponding magazines for CQB fans Share this post Link to post Share on other sites
DnA 5133 Posted January 28, 2014 28-01-2014 EXE rev. 114714 Size: ~482 MB Added: More vehicle classes for structures (for UI organization) Added: RHA plate surface materials of thicknesses 1, 3, 5, 7, 16 and 23mm, Cast iron plate material Added: Clan / insignia signs for most uniforms Fixed: H_HelmetB_camo does have armor value 0 & passthrough of 1 (http://feedback.arma3.com/view.php?id=17078) Fixed: Link to wrong textures of officer character Slightly rebalanced Independent vests. Actual hit-to-kill ratios are unchanged, but V_PlateCarrierIA2_dgtl should not have a chance to save you from sniper rifle fire as V_PlateCarrierSpec_rgr could. Set up proper initSpeed parameters for various infantry weapons according to their RL counterparts or through careful approximation. Also performed slight round up adjustment of airFriction for small arms bullets to create greater distinctions between them. Performed several minor explosive tweaks Fixed: Naval Mine (Moored) does no damage (http://feedback.arma3.com/view.php?id=16978) Fixed: Bullets shown in transparent magazine of PDW2000 Slammer and variants (Scorcher, Sandstorm) have correct damage and destruction materials Kuma maximum gun depression increased Fixed: Scripting command createUnit is now respecting height coordinate (relative above ground - 0 means place on ground) Fixed: forceRespawn command. Now will not write into diary log. Fixed: Wrong campaign menu OK button text Improved building of texture index for land decals The coefficient for small object clipping bounding box enlargement increased (to solve disappearing objects in some situations) Radio Protocol: "Move to" object - added new map types & sound objects attachTo script command should now work on MP mission init Fixed: Automatic restart after change in Game Options, invoked from Campaigns or Scenarios Potential campaign spoilers: Added: Jukebox module to most of the side missions Fixes to various side missions: Dead ghillie hunter has LRPS scope instead of SOS Redundant triggers and objects deleted Share this post Link to post Share on other sites
DnA 5133 Posted January 29, 2014 (edited) 29-01-2014 EXE rev. 114740 Size: ~167 MB KNOWN ISSUES Kuma magazine error DATA Unified collision, fire and PhysX geometries of Panthers Panther AA and CRV made a bit heavier Bobcat suspension animations were reversed Fixed: Some hitpoints on the Bobcat Varsuk damage textures display improved Tweaked: Convoy / normal speed of armored vehicles Added: Missing rvmats on MLRS Added: Ability to retexture Kuma Yellow tracers for Kuma 120mm rounds Tweaked: Dispersion for Slammer main gun Fixed: List of addons for Dedicated Server to run Seize Edoris Fixed: Some trigger-activated modules didn't work Added: More sounds for various cutscene animations. Added: Calling [<vehicle>,false] call bis_fnc_moduleRespawnVehicle will now return current respawn position type (e.g., on start, on BLUFOR respawn, ...) Lights of Hatchbacks are easier to destroy Various power plants have their own map icons ENGINE Added: Linear car control actions PhysX integration code has been optimized Hotfix for clutter generation under roadways near to sea shore Rain disabled in thermal vision Fixed: Commanding is not accessible in direct control of UAV Fixed: Radio is not accessible in direct control of UAV Edited March 5, 2014 by DnA Share this post Link to post Share on other sites
DnA 5133 Posted January 30, 2014 30-01-2014 EXE rev. 114786 Size: ~108 MB DATA Fixed: Kuma Magazines Another update of proper initSpeed for different weapons in their magazines ENGINE Implemented new analog car steering controls (separate from standard ones in controls) Fixed: [uAV] Being renegade after crashing Greyhawk Minor tweaks regarding Steam Workshop Share this post Link to post Share on other sites
royaltyinexile 175 Posted January 31, 2014 (edited) 31-01-2014 EXE rev: 114819 Size: ~160 MB Data: FIX: Cargo parachutes are now correctly animated while opening and landing FIX: Darter has been adjusted to withstand assembly even inside houses FIX: Berrets have a correct texture FIX: HQ module was deleting its group FIX: Adjusted armour of Truck lights FIX: Sounds of owl used as a trigger don't produce error message anymore FIX: Optimized grenade throwing distance according to sudden realization than RL values are not very well intuitively perceived by player in-game FIX: Kerry's backpack has a correct icon FIX: Tigris texture fixed Engine: FIX: Hotfixed rain artifacts ADDED: Particles now have enhanced shader with possible performance gain FIX: Fixed issue when updating subscribed mission FIX: Ammo keeps disappearing even when bags are full FIX: Unable to take weapon from own backpack to a hand FIX: "TAKE" event handler does not fire for when you pick up an item which goes directly to your assigned items slot with default action Campaign: FIX: Exit Strategy: Helicopter detection improved (should not detect player so easily now) :icon_twisted: I'm otherwise engaged the next few days Read: in het Haagje van het oosten. Edited February 4, 2014 by DnA Share this post Link to post Share on other sites
royaltyinexile 175 Posted February 3, 2014 (edited) 01-02-2014 EXE rev: 114862 Size: ~125 MB Data: FIX: BIS_fnc_bleedTickets showed scripting error when no sectors were available ADDED: Dynamic task loading in sector module ADDED: Attack & Defend objective tasks are now titled "Seize X" and "Defend X" ADDED: Ability to choose end type when setting mission countdown ADDED: Countdown and Respawn Ticket modules will now automatically end the mission once time or tickets reach 0. FIX: Calling BIS_fnc_respawnTickets to get side with lowest amount of tickets included also sides with no tickets defined FIX: Checking for the side with lowest number of respawn tickets will now return empty when no tickets are defined FIX: Fixed initial launch position for vehicle launched ATGM and SAM missiles on armoured vehicles ADDED: Insignias should work on all soldiers (as a last hidden section of each of them) Engine: FIX: Uniforms/Vest/Backpacks disappear when you double-left-click on them in the briefing screen inventory menu ADDED: new script functions: currentWeaponTurret, currentMagazineTurret, currentMagazineDetailTurret, selectWeaponTurret FIX: maxHoldsterValue also considers weapons directly in the vehicle. FIX: AI Soldier are able to stand up again and start shooting right away :icon_twisted: I'm otherwise engaged the next few days Read: flying back to to Mother Bohemia and Czeching that his eardrums still function after prolonged abuse. Edited February 4, 2014 by DnA Share this post Link to post Share on other sites
DnA 5133 Posted February 4, 2014 (edited) 04-02-2014 EXE rev. 114929 Size: ~177 MB KNOWN ISSUES Some of the new turret / weapon scripting commands were accidentally removed again DATA Fixed: Changing pistol or rifle for binoculars now has sound in all stances Fixed: Healing yourself should now have a sound Fixed: Kerry now has a vest with his nametag Changed: Sound attenuation in helicopters Fixed: Fonts - Added missing Cyrillic characters ENGINE Fixed: Assigning radio item did not fire Take-event (http://feedback.arma3.com/view.php?id=16946) Fixed: Situations that triggered an endless exhausted breathing sound loop Added: Scripting commands getMass and getCenterOfMass Edited February 5, 2014 by DnA Share this post Link to post Share on other sites
DnA 5133 Posted February 5, 2014 05-02-2014 EXE rev. 114987 Size: ~103 MB DATA New parameter killFriendlyExpCoef set. Player shouldn't be killed by friendly units after destruction of one UAV when controlling it. Added: On-screen notifications are now logged into diary under "Log" section for later review. Check for the text type added to function BIS_fnc_dynamicText. Command parseText is called only if the input text is a STRING. Damage materials of Slammer/Panther-based vehicles have been improved Kamysh turret gun elevation limits revised Cargo of Slammer now properly stores their weapons Added: New version of demo charge (class DemoCharge_Remote_Ammo_Scripted) that may be touched off by scripts (see http://feedback.arma3.com/view.php?id=15023) Major adjustment of explosives to match recent changes in vehicles armor. Actual game-play purpose of explosives should remains the same as it was before armor tweaks, but aforementioned vehicle armor tweaking renders previous values obsolete and wrong so recalibration was necessary. ENGINE Do not send near-zero damage and request for bleeding to buildings (MP optimization) Added: Config parameter to set minimal mass when object is not passable "minMassCollisionLimit" Share this post Link to post Share on other sites
DnA 5133 Posted February 6, 2014 (edited) 06-02-2014 EXE rev. 115031 Size: ~93 MB DATA Fixed: Picking "Random" position in respawn position menu resulted in player being respawned on the newest position instead Positioning improved, text block can now be aligned by bottom border in the TypeText2 function Added: Clicking sound for hiding text in UI Previous change in demolition charge mass allows diver experts to carry one more explosive Fixed: Icons of tracer magazines ENGINE Fixed: CTD when a rabbit opens a vehicle’s inventory Airplane does not takeOff just because player took control (UAV) Added: New airplane parameters ("draconic forces", thrustCoef, angleOfIndicence) Fixed: Bleeding message spam (MP optimization) RscAVCamera is able to display UAV camera feed Edited February 7, 2014 by DnA Share this post Link to post Share on other sites
DnA 5133 Posted February 7, 2014 (edited) 07-02-2014 We released today's version, but reverted it within a minute due to a CTD we found. We'll re-release it a.s.a.p. EXE rev. 115081 Size: ~144 MB DATA Configured lights, position lights and collision lights of both planes and helicopters Tweaked flight model of Buzzard Added: New sounds to various animations Adjusted MissionTasks function Fixed: Too aggressive corpse removal in Escape from Stratis Fixed: Shipwreck icons now are colored black Fix attempt: Supply Box - Player can't change weapon with ammo Standardized damage of tank tracks - invulnerable up to 7.62x51mm and hand grenades, otherwise can be damaged Tweaked: Kamysh internal damage (bottom of hull was too fragile) Fixed: Panther model.cfg Potential campaign spoilers Camp Maxwell compositions adjusted Added foolproof mechanics for the briefing actor / speaker position Patrol return points adjusted to be closer to the base Gear adjustments for the player in the first mission of Survive Briefing and armory code tweaks for Hubs ENGINE Fixed: Possible CTD in vehicle simulation Fixed: Multiple cases of AI being unable to select correct pose Fixed: Cyclic Forward tooltip in Controls Fixed: Obsolete marker light merging Edited February 7, 2014 by DnA Share this post Link to post Share on other sites
DnA 5133 Posted February 10, 2014 (edited) 10-02-0214 EXE rev. 115121 Size: ~75 MB DATA Updated: Thunder sounds Added: New parameter musicClass for all music tracks Added: Battlefield sound objects There is a storm coming. ENGINE Fixed: Airplane taxiing mode was not enough to start moving Weapon remains selected for divers, it just cannot be fired (unless underwater capable) Edited February 10, 2014 by Moricky Share this post Link to post Share on other sites
DnA 5133 Posted February 11, 2014 11-02-2014 EXE rev. 115186 Size: ~62 MB DATA Structure and scripts for animal behaviour completely reworked Cleaner implementation (old system was created and edited during many years by different people) Some old bugs were fixed Reactions (mainly formations and danger) of animals should be better (this will probably need further config tweaking) The system is now ready for some new features Should be more optimized Sound edges added for cutscene animations Volume of cutscenes animations have been adjusted Fixed: Module framework no longer waits for execution of modules outside of the framework Fixed: Modules were not executed in the right order upon mission start ENGINE Fixed: Take action for weapon with magazines around Fixed: Damage from buildings was called for each client Fixed: Radio echo in conversations: in groups use radio instead direct speech AI now chooses correct action when going from stand to prone / crouch Share this post Link to post Share on other sites
DnA 5133 Posted February 12, 2014 12-02-2014 EXE rev. 115252 Size: ~160 MB DATA Updated default group positions Fixed: Scripting error for animals (http://forums.bistudio.com/showthread.php?152866-General-Discussion-%28dev-branch%29&p=2619842&viewfull=1#post2619842) Fixed: Path to soldier fatigue sounds Replaced laser designators by range-finders for snipers as was designed. Adjusted: PhysX geometry of HEMTT wrecks Fixed: Ambient noises of Van Mk200 has correct tracer color Tweaked: SDAR ammo ballistic characteristics Various rockets have their launch sound improved ENGINE Added possibility for only one PiP in UAV view (primary from gunner position) Share this post Link to post Share on other sites
DnA 5133 Posted February 13, 2014 13-02-2014 EXE rev. 115293 Size: ~106 MB DATA Adjusted Y torque coefficient for Buzzard Added: Sound for self-healing animations Fixed: Calling BIS_fnc_spawnVehicle to create UAV or UGV didn't create vehicle's ‘crew’ Fixed: BIS_fnc_spawnGroup didn't create group members with same group IDs as in 2D editor Potential campaign spoilers Fixed: Assemble task waypoint will now be always visible Triggering angle for mission givers adjusted, triggering should not require such precise positioning Compositions of Hubs updated ENGINE Added: New MP commands "hideObjectGlobal" and "enableSimulationGlobal" More fixes to AI being able to change stances properly Player without swimming suit doesn't get messed up when entering water with weapon Share this post Link to post Share on other sites
DnA 5133 Posted February 14, 2014 (edited) 14-02-2014 EXE rev. 115366 Size: ~49 MB Note: BattlEye on the devbranch version only may not work temporarily. It should return Monday at the latest. This was to allow for the Saturday Zeus Beta release :cool: DATA Better shadow LOD for caps Fixed: Group names were broken Fixed - Overlay of sliders and values in Customize Controller display ENGINE Fixed: After playing a Steam Workshop scenario, and returning to the Scenarios menu, it was no longer selected in the list Fixed: When sorting the Steam Workshop scenarios by another filter, this was reset after playing a scenario Soldiers with a diving suit will select their rifle when underwater (already solved for AI) Fixed: Usage of RadialBlur used for soldier freefall Edited February 16, 2014 by DnA Share this post Link to post Share on other sites
DnA 5133 Posted February 15, 2014 15-02-2014 EXE rev. 115429 Size: ~40 MB Missions ShowcasesShowcase Zeus [*]Multiplayer ZGM 48+2 Master Altis ZGM 16+2 Master Altis (NATO) ZGM 16+2 Master Altis (CSAT) ZGM 16+2 Master Altis (AAF) ZGM 48+2 Master Stratis ZGM 16+2 Master Stratis (NATO) ZGM 16+2 Master Stratis (CSAT) ZGM 16+2 Master Stratis (AAF) ZSC 32+2 Control Edessa ZvP 10+1 Defend Kamino ZvP 10+1 Defend Syrta ZvP 10+1 Seize Edoris ZvP 10+1 Seize Feres Game Types ZDM / Zeus - Death Match ZCTF / Zeus - Capture The Flag ZCoop / Zeus - Cooperative Mission ZSC / Zeus - Sector Control ZCTI / Zeus - Capture The Island ZTDM / Zeus - Team Death Match ZRPG / Zeus - Role Playing Game ZGM / Zeus - Game Master ZvZ / Zeus vs. Zeus ZvP / Zeus vs. Players Modules Note: Some of the modules are available only in 2D editor, some in Zeus interface and some in both systems. AnimalsSheep [ModuleAnimalsSheep] Butterflies [ModuleAnimalsButterflies] Goats [ModuleAnimalsGoats] Poultry [ModuleAnimalsPoultry] Seagulls [ModuleAnimalsSeagulls] [*]Audio Play Music [ModuleMusic_F] Play Radio Message [ModuleRadio_F] Play Sound [ModuleSound_F] [*]Chemlights Chemlight (Blue) [ModuleChemlightBlue_F] Chemlight (Green) [ModuleChemlightGreen_F] Chemlight (Red) [ModuleChemlightRed_F] Chemlight (Yellow) [ModuleChemlightYellow_F] [*]Effects Lightning [ModuleLightning_F] Tracers [ModuleTracers_F] [*]Environment Post-process [ModulePostprocess_F] Skip time [ModuleSkiptime_F] Weather [ModuleWeather_F] [*]Flares Flare (Green) [ModuleFlareGreen_F] Flare (Red) [ModuleFlareRed_F] Flare (White) [ModuleFlareWhite_F] Flare (Yellow) [ModuleFlareYellow_F] [*]Misc Cover Map [ModuleCoverMap_F] Create Radio Channel [ModuleRadioChannelCreate_F] [*]Mission Flow Briefing [ModuleDiary_F] Countdown [ModuleCountdown_F] End Mission [ModuleEndMission_F] Respawn Tickets [ModuleRespawnTickets_F] [*]Objectives Attack & Defend [ModuleObjectiveAttackDefend_F] Control Sector [ModuleObjectiveSector_F] Custom Objective [ModuleObjective_F] Move [ModuleObjectiveMove_F] [*]Ordnance Ordnance (Howitzer) [ModuleOrdnanceHowitzer_F] Ordnance (Mortar) [ModuleOrdnanceMortar_F] Ordnance (Rocket) [ModuleOrdnanceRocket_F] [*]Respawn Players (BLUFOR) [ModuleRespawnPositionWest_F] Players (Civilian) [ModuleRespawnPositionCiv_F] Players (Independent) [ModuleRespawnPositionGuer_F] Players (OPFOR) [ModuleRespawnPositionEast_F] Vehicles (BLUFOR) [ModuleVehicleRespawnPositionWest_F] Vehicles (Civilian) [ModuleVehicleRespawnPositionCiv_F] Vehicles (Independent) [ModuleVehicleRespawnPositionGuer_F] Vehicles (OPFOR) [ModuleVehicleRespawnPositionEast_F] [*]Smoke Shells Smoke (Blue) [ModuleSmokeBlue_F] Smoke (Green) [ModuleSmokeGreen_F] Smoke (Orange) [ModuleSmokeOrange_F] Smoke (Purple) [ModuleSmokePurple_F] Smoke (Red) [ModuleSmokeRed_F] Smoke (White) [ModuleSmokeWhite_F] Smoke (Yellow) [ModuleSmokeYellow_F] [*]Zeus Add Camera Area [ModuleCuratorAddCameraArea_F] Add Editing Area [ModuleCuratorAddEditingArea_F] Add Icon [ModuleCuratorAddIcon_F] Game Master [ModuleCurator_F] Manage Addons [ModuleCuratorAddAddons_F] Manage Resources [ModuleCuratorAddPoints_F] Set Attributes - Groups [ModuleCuratorSetAttributesGroup_F] Set Attributes - Markers [ModuleCuratorSetAttributesMarker_F] Set Attributes - Objects [ModuleCuratorSetAttributesObject_F] Set Attributes - Players [ModuleCuratorSetAttributesPlayer_F] Set Attributes - Waypoints [ModuleCuratorSetAttributesWaypoint_F] Set Camera Position [ModuleCuratorSetCamera_F] Set Editing Area Type [ModuleCuratorSetEditingAreaType_F] Set Editing Costs [ModuleCuratorSetCoefs_F] Set General Object Costs [ModuleCuratorSetCosts_F] Scripting Commands addCuratorEditableObjects addCuratorAddons addCuratorCameraArea addCuratorEditingArea addCuratorPoints allCurators allowCuratorLogicIgnoreAreas assignCurator curatorAddons curatorCamera curatorCameraArea curatorCameraAreaCeiling curatorCoef curatorEditableObjects curatorEditingArea curatorEditingAreaType curatorPoints curatorRegisteredObjects curatorRegisteredObjects curatorSelected curatorWaypointCost getAssignedCuratorLogic getAssignedCuratorUnit objectCurators openCuratorInterface removeAllCuratorAddons removeAllCuratorCameraAreas removeAllCuratorEditingAreas removeCuratorAddons removeCuratorCameraArea removeCuratorEditableObjects removeCuratorEditingArea setCuratorCameraAreaCeiling setCuratorCoef setCuratorEditingAreaType setCuratorWaypointCost showCuratorCompass shownCuratorCompass unassignCurator Event Handlers curatorObjectSelectionChanged curatorFeedbackMessage curatorGroupDeleted curatorGroupDoubleClicked curatorGroupEdited curatorGroupPlaced curatorGroupSelectionChanged curatorMarkerDeleted curatorMarkerDoubleClicked curatorMarkerEdited curatorMarkerPlaced curatorMarkerSelectionChanged curatorObjectDeleted curatorObjectDoubleClicked curatorObjectEdited curatorObjectPlaced curatorObjectRegistered curatorPinged curatorWaypointDeleted curatorWaypointDoubleClicked curatorWaypointEdited curatorWaypointPlaced curatorWaypointSelectionChanged Functions BIS_fnc_crewCount BIS_fnc_activateAddons BIS_fnc_addCuratorAreaFromTrigger BIS_fnc_addCuratorChallenge BIS_fnc_addCuratorIcon BIS_fnc_completedCuratorChallengesCount BIS_fnc_curatorAttributes BIS_fnc_curatorAutomatic BIS_fnc_curatorAutomaticPositions BIS_fnc_curatorChallengeDestroyVehicle BIS_fnc_curatorChallengeFindIntel BIS_fnc_curatorChallengeFireWeapon BIS_fnc_curatorChallengeGetInVehicle BIS_fnc_curatorChallengeIlluminate BIS_fnc_curatorChallengeSpawnLightning BIS_fnc_curatorObjectEdited BIS_fnc_curatorObjectPlaced BIS_fnc_curatorObjectRegistered BIS_fnc_curatorObjectRegisteredTable BIS_fnc_curatorPinged BIS_fnc_curatorRespawn BIS_fnc_curatorVisionModes BIS_fnc_drawAO BIS_fnc_drawCuratorDeaths BIS_fnc_drawCuratorLocations BIS_fnc_drawCuratorRespawnMarkers BIS_fnc_drawMinefields BIS_fnc_endMissionServer BIS_fnc_estimatedTimeLeft BIS_fnc_exportCuratorCostTable BIS_fnc_finishCuratorChallenge BIS_fnc_forceCuratorInterface BIS_fnc_formatCuratorChallengeObjects BIS_fnc_getServerVariable BIS_fnc_initCuratorAttribute BIS_fnc_initIntelObject BIS_fnc_initRespawn BIS_fnc_initRespawnBackpack BIS_fnc_initVirtualUnit BIS_fnc_isCurator BIS_fnc_isCuratorEditable BIS_fnc_isForcedCuratorInterface BIS_fnc_isLoading BIS_fnc_isUnitVirtual BIS_fnc_listCuratorPlayers BIS_fnc_locationDescription BIS_fnc_manageCuratorAddons BIS_fnc_manageCuratorChallenges BIS_fnc_mirrorCuratorSettings BIS_fnc_moduleMPTypeDefense BIS_fnc_moduleMPTypeGameMaster BIS_fnc_moduleMPTypeSectorControl BIS_fnc_moduleMPTypeSeize BIS_fnc_neutralizeUnit BIS_fnc_playEndMusic BIS_fnc_playMusic BIS_fnc_playSound BIS_fnc_registerCuratorObject BIS_fnc_removeCuratorIcon BIS_fnc_removeDestroyedCuratorEditableObjects BIS_fnc_respawnMenuSpectator BIS_fnc_respawnRounds BIS_fnc_sayMessage BIS_fnc_setCuratorAttributes BIS_fnc_setCuratorCamera BIS_fnc_setCuratorVisionModes BIS_fnc_setDate BIS_fnc_setFog BIS_fnc_setObjectTexture BIS_fnc_setOvercast BIS_fnc_setPPeffectTemplate BIS_fnc_setServerVariable BIS_fnc_showCuratorAttributes BIS_fnc_showCuratorFeedbackMessage BIS_fnc_toggleCuratorVisionMode Known Issues Too long object names are cut in the CREATE and EDIT trees, without any tooltip available. Editing underwater is not possible yet. Texts are not localized or even proofread Zeus cannot order helicopters to land or take off. Zeus cannot move soldiers in and out of vehicle, nor can he order them to do so. Zeus in Game Master missions cannot spawn BLUFOR Guerrilla units and autonomous vehicles. Zeus' in Control Edessa don't see tasks on sectors. Object costs in Game Master missions are not final (e.g., lightning is too cheap). Group icons are not showing group type (e.g., infantry, armor, ...) Groups with vehicles are not placed precisely under the cursor. Moving planes in the air will start their engine, but won't give them forward velocity. As a result, they'll spectacularly, but unintentionally fall down.group Pinging is sometimes not broacasted to Zeus, so he cannot see and hear it. "Skip Time" module sometimes doesn't work when time to skip is too low. Respawn in Seize Feres mission sometimes doesn't work. Several OPFOR and AAF groups are missing labels in the UI. 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DnA 5133 Posted February 17, 2014 (edited) 17-02-2014 No new EXE Size: ~73 MB KNOWN ISSUES Weapon SFX are broken in some circumstances DATA Updated position of pilot of Blackfoot to be parallel with the axis of model Fixed: Occasional script error while animal is in formation Updated: Full and ORBAT Credits Various weapons, uniforms, vests, headgear and item holders are now placeable in editor and Zeus Edited February 18, 2014 by DnA Share this post Link to post Share on other sites
DnA 5133 Posted February 18, 2014 18-02-2014 EXE rev. 115490 Size: ~131 MB DATA Added: New variant for procedural destruct material Adjusted fabric type for berets Adjusted parachute backpack ENGINE Optimized: Wreck burning Optimized: Synchronization of public variables (kudos to the DayZ programmers) AI animation graph optimization Fixed: Sounds of gun shooting were not always played Fixed: Switch magazine: sound was not always triggered Share this post Link to post Share on other sites
DnA 5133 Posted February 19, 2014 19-02-2014 EXE rev. 115584 Size: ~129 MB DATA Fixed: Changing stance from crouch on your side Fixed: Occasional bug in checking of nearby objects in animal behavior Beret normal map has been slightly tweaked Added: Sounds for changing fire modes of most guns Added: Empty weapon holder on community request Weapon holders have correct format of cfgPatches Adjusted sizes of icons for weapon holders Hellcat now has correctly assigned cfgPatches I_UAV_AI now has correctly assigned cfgPatches ZEUS Fixed: BIS_fnc_exportCuratorCostTable didn't show correct vehicle and group costs when exported on one page Added: Hint about pinging is now displayed for players in every Zeus mission (some people didn't know the feature) Fixed: "Skip Time" module rounded the desired value to whole hours, now it's precise to the minute Fixed: In ZGM missions, Zeus wasn't able to place autonomous vehicles with AI in it. Fixed for BLUFOR and OPFOR, Independent vehicles will be added later due to another technical issue. Added: Explosives are now available in GM missions Added: Mines can now be detonated by pressing 'End' key Added: IEDs can now be placed by Zeus Potential campaign spoilers: Added: New icons for Nikos and Orestes uniforms ENGINE Fixed: Zeus to be buildable on Linux Share this post Link to post Share on other sites
DnA 5133 Posted February 20, 2014 (edited) 20-02-2014 EXE rev. 115651 Size: ~86 MB KNOWN ISSUES Weapon mode selection SFX don’t play back in 3D space properly DATA Fixed: Cargo parachute sank into ground because of wrong geometry model. Now it folds when its bottom part hits the ground. Added: Info about JIP in initPlayerLocal.sqf and initPlayerServer.sqf was sometimes incorrect Fixed: Ammo boxes were not recognized correctly by BIS_fnc_objectType Added FIA soldiers to cfgPatches Adjusted sounds volume of some certain vehicle weapons ZEUS Added: When Zeus skips time using the "Skip Time" module, a transition effect stating e.g., "X HOURS LATER" is now shown for players instead of an immediate skip. It's an optional part of the BIS_fnc_setDate function. Added: Raising ammo boxes in the air will now attach them to a parachute Fixed: Scripting error when editing custom objective (http://feedback.arma3.com/view.php?id=17412) Added: Editing the "Skip Time" module now shows how many hours will actually be skipped ENGINE Added: Gear commands for getting names of slot items - hmd, binocular (see http://feedback.arma3.com/view.php?id=11199) Hotfixed: Disappearing of large objects at certain camera angles Fixed: Bugs related to unit rotation (Zeus) Added: Possibility to rotate marker using map (Zeus) Edited February 25, 2014 by DnA Share this post Link to post Share on other sites