DnA 5143 Posted April 30, 2014 (edited) 30-04-2014 EXE rev. 124070 Size: ~292 MB KNOWN ISSUE Vehicle waypoints are not working well (only affects devbranch, not even our internal version suffers from this) DATA Synchronized to main branch ENGINE Additional functions for MFD - blinking effect on HUD elements Fixed: Changing focus breaks volume levels (previous fix could cause a crash) Fixed: CTD in Zeus Fixed: Possible CTD in Zeus when a NULL unit occurs in the list of editables Changed update system for EPE object (to address a problem with grenades) ---------- Post added at 21:21 ---------- Previous post was at 21:20 ---------- 01-05-2014 No update due to a Czech national holiday ---------- Post added at 21:21 ---------- Previous post was at 21:21 ---------- 02-05-2014 No update due to the projected aftermath of a Czech national holiday ;) Edited May 6, 2014 by DnA Share this post Link to post Share on other sites
DnA 5143 Posted May 5, 2014 (edited) 05-05-2014 No new EXE Size: ~391 MB KNOWN ISSUES Vehicle waypoints are not working well (only affects devbranch) DATA UGV Stomper textures have been improved Minor tweaks of sounds for various animations Uniform suit packs placed in the editor now lay on the ground Added silencer for MX_SW into NATO support ammo box Fixed: Firing Drills - missing localization for 2 strings Fixed: Firing Drills - 3D icons did not work after restart Fixed: CoF Green - parked SUV was colliding with ambient objects Updated: Firing Drills - Immediately quitting the Drill now fails the primary task Added: Firing Drills - visibility of 3D icons is now linked to the difficulty option controlling waypoint indicators Added: Firing Drills - extra debriefing section with results (medal times, your personal best and all times this session) Fixed: CoF Red 2 - CP 9 targets could be placed inside a rock Fixed: CoF Red 2 - CP 11 could be encountered without any hostile targets Updated: CoF Orange 2 - CP 6 disappearing target time made a little more relaxed to allow spotting it Added: Selection for damage materials into cockpit of UH-80 Added: Animation of fingers in ragdoll Fixed: A visual issue with SDV's lights Fixed: Suit packs now have textures according to uniforms Updated: Detail textures on UGVs Added: Particle effect modules can be synchronized with triggers Updated: MRAPs protection from small arms fire and optimized overall durability Updated: Increased direct damage of thermobaric RPG_HE rocket Fixed: Backpacks with some pre-defined content have empty backpack of the same type as parent (used e.g. in hubs). Fixed: An issue where dropping Kerry's diving uniform spawned a headless body Potential campaign spoilers: Fixed: Undefined variable in expression: bis_per_pool_backpack Starting pool definition improved to better translate from pre-1.18 savegames into 1.18 Rangefinder definition added to fn_camp_getEquipType.sqf Stavrou and Nikos are now in separate groups Edited May 6, 2014 by DnA Share this post Link to post Share on other sites
DnA 5143 Posted May 6, 2014 06-05-2014 EXE rev. 124216 Size: ~73 MB DATA Updated: Launched smoke grenades initial direction improved Fixed: BIS_fnc_itemType didn't recognize UAV terminal Added: New parameter "noImage" (bool) for CfgHints classes. You can use no image in context hint even if image is configured (and used in Field Manual). Fixed: Some interior textures of a Tempest heavy truck variant (http://feedback.arma3.com/view.php?id=18533) ENGINE Fixed: Resource leaks in splash window Added: Support for allowedLoadFileExtension parameter in dedicated server config file in order to make it impossible to read contents of files with unlisted extension (security improvement) Added: AI aiming error is now influenced by wounds and reloading Improved: AI's losing sight of target Fixed: Deletion of remote controlled unit (Zeus) while someone else is remote controlling it Fixed: An issue where ragdoll would cause bodies to fall through non-local buildings (http://feedback.arma3.com/view.php?id=9532) Fixed: Flaps & gear sounds gradually transition based on camera position Fixed: HUD heading scale was disappearing prematurely when displaying negative values Added: Min and Max boundary for scale HUD element Fixed: Quadrotor UAV with disabled autonomy was changing height on its own Fixed: Problems with vehicle waypoints Fixed: An issue that might lead to a crash (related to http://feedback.arma3.com/view.php?id=18663) Fixed: Multiplication of submunition in multiplayer (related to http://feedback.arma3.com/view.php?id=18671) Fixed: An issue that could prevent the start of a multiplayer scenario Fixed: Loss of ammo when loading from an automatic / user save (http://feedback.arma3.com/view.php?id=18668) Added: Support for subfolders in multiplayer scenarios Share this post Link to post Share on other sites
DnA 5143 Posted May 7, 2014 07-05-2014 EXE rev. 124229 Size: ~98 MB DATA Fixed: BIS_fnc_getCfgDataArray now returns [] if the value cannot be found ENGINE Fixed: Steam browser should be compatible with the GameSpy favorites Fixed: Partial word search in Steam server browser (http://feedback.arma3.com/view.php?id=18681) Fixed: Passing -ip= command parameter to Steam server (http://feedback.arma3.com/view.php?id=18667) ---------- Post added at 12:04 ---------- Previous post was at 12:02 ---------- 08-05-2014 No update due to a Czech national holiday (yep, again ) ---------- Post added at 12:05 ---------- Previous post was at 12:04 ---------- 09-05-2013 No update due to the projected aftermath of the Czech national holiday Share this post Link to post Share on other sites
DnA 5143 Posted May 12, 2014 12-05-2014 No new EXE Size: ~199 MB DATA Adjusted: Vehicle randomization script - escape condition added to allow disabling of the randomization Added: Sound occlude and obstruct parameters for vehicles Straightened PiP memory points for Darter gunner for newly implemented zoom to work better Convergence of fixed guns on AH-9 and WY-55 Obsolete uniforms hidden from editor and disabled in Zeus Ground holder and uniform corrections Improved tank and tracked APC vehicles track damage resistance so they could now withstand standard .50 CAL ammunition. Static heavy machine guns won't disable tank movement anymore. Armor torque curves extrapolated to avoid switching to lower gears when driving fast Armor drivers can look around a wider area when unbuttoned Re-centered external camera position for wheeled APCs 7.62x51 Coax now shooting 7.62mm ammo as expected Advertising signs should have proper penetration materials Secondary explosions are controlled by server now Icons of guerrilla uniforms repaired Share this post Link to post Share on other sites
DnA 5143 Posted May 13, 2014 13-05-2014 EXE rev. 124294 Size: ~83 MB DATA Changed: Sound for roll animation A handful of obsolete uniforms has been made unavailable in the editor and Zeus Showcase Fixed Wings: Fail-safe improved to prevent Orca with destroyed tail rotor to continue in flight despite having "Interception" task as succeeded Three vests moved from Objects (Uniforms) to Objects (Vests) Optimized damage of DAR and DAGR rockets ENGINE Unit classes in the editor are now sorted alphabetically Fixed: Star emissivity was not correctly set when changing landscape Added: Support for coloring pictures on a single line in a ListBox Fixed: Zoom is not used in the AV Camera feed Now preventing empty bindings for disabled actions Fixed: Unknown action Surrender RPT spam Fixed: Possible CTD in scripting command when passing non-Zeus unit as Zeus argument Sound: Fixed: Crew audible outside of their vehicle Sound: Enabled soundInsideCoeff Minor PhysX optimization Fixed: Possible CTD when player is JIPing Removed more pointless RPT spam Sound: Fixed: CTD when switching views in vehicles on Dedicated Server Fixed: TI rendering for OnSurface objects Share this post Link to post Share on other sites
DnA 5143 Posted May 15, 2014 14-05-2014 There was no update due to auto-tests failing. ---------- Post added at 11:42 ---------- Previous post was at 09:52 ---------- 15-05-2014 EXE rev. 124318 Size: ~38 MB DATA Gravel roads provide less grip for wheels and cause lower speed Removed: Logging used for debugging of a few functions ENGINE Fixed: RPT render target not found message Increased errorGrowInTime for empty vehicles (AI optimization) Fixed: Collision bug where soldiers could sometimes go through thin obstacles Fixed: Locking turret by lockTurret command Fixed: Players jumping in a partially destroyed and destroyed building Repairing a destroyed building now removes the partially destroyed building and ruins better Fixed: CTD when passing a not existing side to createCenter Added: New action that support opening inventory of soldiers under your control Fixed: Driver ejects when heli is configured to not allow driver ejection Fixed: removeUniform doesn't work within non-local client when connection was started in JIP mode (graphical representation of undressed soldier doesn't work even when uniform was removed through gear) Hotfixed remote state positioning when an object is stable (PhysX optimization) Share this post Link to post Share on other sites
DnA 5143 Posted May 16, 2014 16-05-2014 EXE rev. 124337 Size: ~16 MB ENGINE Fixed: Frozen manual fire on Dedicated Server when no one is in the gunner position Fixed: Automatic get out from damaged vehicle when user is remote controlling unit Fixed: Zeus automatic returning of unit dragged from a vehicle Fixed: Possible CTD when someone deletes units which is under remote control of another Zeus Added: Missing Zeus event handler objectSelectionChanged Added: Support for allowedPreprocessFileExtensions parameter in Dedicated Server config file in order to make it impossible to read contents of files with an unlisted extension (security improvement for preprocessFile and preprocessFileLineNumbers script commands) Fixed: Possible CTD in MP servers Fixed: addUniform script command didn't work well in MP Added: Support for mission whitelisting for Dedicated Server (missionWhitelist parameter in DS config file) Parameter for inertia in weaponType Share this post Link to post Share on other sites
DnA 5143 Posted May 19, 2014 19-05-2014 EXE rev. 124357 Size: ~58 MB DATA Fixed: Wrong backpacks used for static weapon disassembling Added: Correct hit effects for mini-gun sub-munition ammo Fixed: Minor sub-munition color tracer discrepancy for Hellcat helicopter ENGINE Added: autoScroll default values Fixed: Empty vehicles can be locked (with missile) Avoiding server crash due to wrong index in player role packet Sound: Fixed: Crash during access of sound waves based on params Added: Surface parameter (surfaceFriction) Magazine animated when weapon is reloaded for the first time Added: Command line parameter '-enableHT' added to enable hyperthreading Share this post Link to post Share on other sites
DnA 5143 Posted May 20, 2014 20-05-2014 EXE rev. 124374 Size: ~27 MB DATA Ghillie suits now properly display underlying vests Armaverse sponsor signs are no longer semi-transparent ENGINE Fixed: Allowed ejection when a transport has ejection disabled on a person's position Fixed: Wrong return type in scripting command everyBackpack (was Object, should be Array) Sound: Fixed: Simulation of sound speed for all weapons Sound: Collision sound volume based on speed Fixed: hideObjectGlobal script command (was working in the opposite way) Fixed: Visible UAV units in MP Fixed: Setting scenario description as structured text Share this post Link to post Share on other sites
DnA 5143 Posted May 21, 2014 21-05-2014 EXE rev. 124406 Size: ~34 MB DATA Fixed: Bullet penetrability on some parts of the trucks ENGINE Added: Support for RotorLib in the options Added: Support for camera shaking when you encounter big G forces in transport of helicopters - not yet configured in our data Fixed: Talking through remotely controlled characters (Zeus) Cursor size now matches new weapon sway Fixed: AI not reloading their weapon when the camera was focused on it Script command weaponsItems now works also for ammoCrates Fixed: Assembly and disassembly of static autonomous weapons in MP Fixed: createVehicleCrew command in MP when called on a non-local autonomous static weapon Share this post Link to post Share on other sites
DnA 5143 Posted May 22, 2014 22-05-2014 No update today - failed auto-tests Share this post Link to post Share on other sites
DnA 5143 Posted May 23, 2014 (edited) 23-05-2014 EXE rev. 124479 Size: ~36 MB ENGINE Fixed: Expensive simulations on destroyed buildings Security enhancements for clients connected to a Dedicated Server (pre-processing limitation) Fixed: Could not add glasses to cargo by script Fixed: removeItemFromXXX didn’t work correctly with magazines Profiling and diagnostic build types (branches) are now reported in the RPT Fixed: Light effects from weapons after reloading to a different type of magazine Fixed: New eventhandler InventoryOpened Fixed: Admin commands "kick" and "exec ban" not working properly Added: New command everyContainer Fixed: Damaging of the player by collision with walking animals (stay away from the goats, Pvt. Nelson!) Fixed: Damaging of helicopters by parachutes Script command magazinesAmmo works also for ammo crates now Fixed: Possible CTD in InterpolateQuaternion Parameters for weapon inertia added to config (more details once implementation is wrapped) (not yet available on devbranch) Maximum weapon inertia multiplied by the current inertia coefficient of the weapon (not yet available on devbranch) If connecting to a remote controlling unit, also switch the camera Fixed: Looting fatigues broken when switching with civilian clothes Command everyContainer returns a 2D array (container class name, container Object) Edited May 26, 2014 by DnA it's InventoryOpened not gearOpened for the new EventHandler Share this post Link to post Share on other sites
DnA 5143 Posted May 26, 2014 (edited) 26-05-2014 EXE rev. 124689 Size: ~33 MB ENGINE Small PhysX optimization Fixed: Could not get info about glasses in cargo Sound: Update: Damage sample volume based on speed Fixed: Admin which returns to the lobby and takes everyone else's role makes the server restart (returning everyone to scenario select) Added: Logging commands to make it easier to detect problems with squad.xml Fixed: addUniform commands do not check uniform allowance Fixed: #exec ban - stopped working after moving several declarations and definitions Made it possible to call #kick with quoted player name to match the behaviour of #exec ban Fixed: Renaming profile didn’t rename .vars.Arma3Profile Added: New script command isUniformAllowed Added: New script command forceAddUniform TBB4 memory allocator updated to version 4.2u4 Edited May 26, 2014 by DnA Share this post Link to post Share on other sites
DnA 5143 Posted May 27, 2014 (edited) 27-05-2014 We attempted to publish today's version, but it broke all texts, so it's been reverted for now. EXE rev. 124722 Size: 18 MB DATA Added: Missing debriefing results section class for some Firing Drills Fixed: saveVar issue work-around for campaign persistency ENGINE Enabled guaranteed network messages (enabled by default - to disable add 'guaranteedUpdates = false;' to server config). More info in today’s SITREP. Fixed: Crash when loading PBO placed in subfolder Fixed: Mutliplayer scenario in subfolders not working on linux Dedicated Server Improved: Working with disabled units. Added multi-threaded sensor updates. Improved: Collision calculations only when needed (initial collision detection) Added: Command enableMimics for characters Fixed: Items get duplicated in inventory through RMB + fast LMB action Edited May 27, 2014 by DnA Share this post Link to post Share on other sites
DnA 5143 Posted May 28, 2014 28-05-2014 EXE rev. 124741 Size: ~17 MB DATA Fixed: Firing Drills result times were sometimes incorrectly colored (when setting a non-medal time following a run rewarded with a medal time) ENGINE Added: New scripting commands for getting visibility state of compass, watch and GPS Fixed: enableSimulationGlobal and hideObjectGlobal work also in singleplayer Fixed: Negative score when player kills his own car with enemy inside it Fixed: commandArtilleryFire could crash the game when a target was inside a 'Seized By' trigger Armored vehicles now correctly display optics for commander upon launching the mission Fixed: Missing open parachute action for renegade soldiers Share this post Link to post Share on other sites
DnA 5143 Posted May 29, 2014 29-05-2014 EXE rev. 124754 Size: ~163 MB DATA Synchronized to main branch, thus adding Karts - full SPOTREP inbound! Tree component made wider in Scenarios and Campaign, so longer mission names are not cropped Added: Proper logo, tooltip, name and Field Manual link to Zeus DLC Fixed: Players in ZGM missions can now have combat life saver / repair specialist / explosive specialist abilities Fixed: Running Game Master or Seize modules without proper configuration froze the game in loading screen instead of showing an error Fixed: Enemy units were not spawned automatically when no Zeus was present in Defend missions Tweaked: Zeus onHover logo. Added: Zeus icon to iconless Zeus FM records ENGINE Fixed: Linux Dedicated Server subfolder scenarios not working properly Fixed: Weapon disappears when taken through context menu on Dedicated Server Added: New event handler InventoryClosed was introduced Share this post Link to post Share on other sites
DnA 5143 Posted May 30, 2014 30-05-2014 No update today - the EXE that rolled out of our pipelines is less-than-functional. Share this post Link to post Share on other sites
DnA 5143 Posted June 2, 2014 (edited) 02-06-2014 EXE rev. 124754 Size: ~419 MB DATA Ejection seats in planes now propel the pilot high enough to parachute (from ground) Added: Stall warnings in HUDs of fixed-wings now flash Added: Altitude scales in HUDs of fixed-wings now show ASL instead of ATL. However, terrain indicators have been added. Increased mass of the UAV console Tweaked memory point for guns on the Stomper Added: Names and icons for CfgVoice classes Fixed: Devbranch watermark is no longer displayed after exiting Splendid Camera in the main branch Fixed: Mistake in condition of function BIS_fnc_randomPosTrigger (http://feedback.arma3.com/view.php?id=17937) Fixed: Script error in function BIS_fnc_spawnGroup (http://feedback.arma3.com/view.php?id=16889) Adjusted: Guerrilla uniforms of various sides so they can only be picked by a character of their side Fixed: Tactical vest camo ground model Optimized fatigue gain and resting modifiers for a new linear equation of fatigue gain from inventory load Rahim rifle is no longer able to attach Rail attachments Surface friction has been tweaked for various terrain types Added: Bubble particle effect module Fixed: Wrong default values (getVariable) in the fire and smoke effect modules fixed (it is only safety-check, it shouldn't have any impact on functionality) Added: Empty cartridges effect module Increased supply radii of fuel/ammo/medical support trucks and substantially increased ammunition load of ammo trucks to fix the unpleasant issues where several vehicles were not able to reload a reasonable amount of ammunition for their weapons Fixed: Iron sights and camo of armed offroad Changed: vehicleclass for SportsGrounds_base_F from Structures to Structures_Sports Removed inventory from Fuel Station Feed Optimized ladder actions Changed: Field Manual icon used for highlighting displayed hints Added: "Vote Kick" and "Vote Admin" buttons are now visible in the Players list on Dedicated Servers Fixed: Dispersion and engagement ranges of TRG 20 and TRG 21 were switched Updated: TRG mass Added: Inertia coefficients for all weapons and their attachments Fixed: TT05 - tweaked misplaced barrier ENGINE 124764: Fixed: Diary closing when tasks are not selected 124765: Fixed: Task position when attached target is deleted 124767: Added: Fuel explosion power value for all vehicles 124769: Driver proxy for Inverse Kinematics taken from correct LOD 124780: Added: Script commands for basic 3D vector operations (vectorAdd, vectorDiff, vectorCrossProduct, vectorDotProduct, vectorCos, vectorMagnitude, vectorMagnitudeSqr, vectorMultiply) 124781: Fixed: Ironsights zeroed to a non-default value after the removal of optics 124787: Added: Script commands for vector distance and square distance (vectorDistance, vectorDistanceSqr) 124795: Fixed: Voice-Over-Net: Custom channel volume based on distance Edited June 2, 2014 by DnA Share this post Link to post Share on other sites
DnA 5143 Posted June 3, 2014 03-06-2014 No update today; we're experiencing some issues with binarizing add-on data in updated internal pipelines. Share this post Link to post Share on other sites
DnA 5143 Posted June 4, 2014 04-06-2014 EXE rev. 124818 Size: ~246 MB DATA Added: Sounds for more cutscene animations Overhauled: CfgMovesFatigue class according to the recent changes in engine calculation of sprint / run / walk thresholds and tweaked fatigue gain / rest coefficients. Note that the fatigue-changes may not all be available in devbranch yet, so the net results may not be noticeable. Increased resting rate Fixed: Unknown Community Author for static weapons backpacks Fixed: Align of holographic reticle Added: Ability to set number to XX for a kart by adding "this setVariable [‘number’, XX];" Adjusted: Inventory radius of Supply Crates Fixed: Typo in strength of handbrake for quadbike Fixed: Aimpoint visibility at night for MRD attachment Access set to Read and Write for cfgMovesBasic Fixed: Player can no longer respawn into vehicle stolen by an enemy (although it was a rather hilarious bug ;)) Fixed: Tasks were not auto-assigned correctly Fixed: When a vehicle respawn position was moved while a vehicle was waiting for respawn, the vehicle was respawned on the position before the change Fixed: Deleting a vehicle while it was waiting for respawn caused a scripting error Fixed: Pressing Up and Enter while in the MP pause menu closed the Zeus interface Ordering a medic to heal someone now displays the correct icon Fixed: Zeroing on EBR's ironsights Changed volume for change of weapon fire mode Added: Correct ammo icons for Zafir MG Fixed: CAS modules in the editor were not trigger activated Access to cfgRecoils set to Read and Write (see http://feedback.arma3.com/view.php?id=12419) ENGINE New parameters for fatigue thresholds moved to config Added: Class names to campaign tree (if they are defined) Fixed: Switching from -joinString to -connect in the in-game requests Refactored: Current recoil mechanics for better understanding and easier future changes (again, may not yet be fully noticeable in devbranch - but gives an indication of what’s being worked on) Fixed: Position determination for tasks attached to a target object / unit Threaded sensor network updates are now enabled in all versions Added: Logging of unsuccessful attempts to call loadFile, preprocessFile, preprocessFileLineNumbers script commands Another round of guaranteed network message merging Share this post Link to post Share on other sites
DnA 5143 Posted June 5, 2014 (edited) 05-06-2014 No new EXE Size: ~250 MB DATA Fixed and updated all helicopters with proper inventory loads Standardized inventory configuration for armored vehicles and added basic equipment even for MBTs Fixed: Picking up Guerrilla uniforms Fixed: Camo selection on the Beanie Added: New parameter DLC to Kart DLC assets ( DLC = Kart; ) Adjusted: Selections for texture variations of Offroad Civilian and guerrilla trucks have proper selections for custom texture variants Updated: Credits with new developers Redefined aim point of Supply Boxes 06-06-2014 No update due to an internal company-wide event Edited June 5, 2014 by DnA Share this post Link to post Share on other sites
DnA 5143 Posted June 9, 2014 09-06-2014 No new EXE (we're gutting GameSpy technology, but it's breaking MP in places) Size: ~54 MB DATA Tweaked: Supply capacity of supply boxes Server browser: Removed: GameSpy logo Removed: GameSpy / Steam switch Server count is now in-engine instead of scripted Added: Player's name Added: Camo selection to journalist vest to allow changing of its texture \ material Fixed: RPT error when spawning a lightning bolt Share this post Link to post Share on other sites
DnA 5143 Posted June 10, 2014 (edited) 10-06-2014 EXE rev. 124861 Size: ~160 MB DATA Added: New sounds for reloading some weapons Introduced weapon inertia settings for launchers Changed: Sounds for unsynchronized weapon reloading Tweaked: Fire mode volumes Decreased: Inertia for P07 pistol Scoped out redundant Titan long / short classes from editor (due to configuration class names integrity the classes should remain) Added: Inertia for ACP-C2 Independent pistol Fixed: UI texture of Black MX with muzzle accessory Adjusted: Positions and radii of Mi-48 inventory supplies ENGINE Updated: In-game help for loadFile, preprocessFile and preprocessFileLineNumbers script commands Fixed: Dead soldiers on ladders Minor dead bodies optimization Prefix notation of vector script commands changed to infix ( e.g. result = vector1 vectorAdd vector2; ) UAV - Locked camera (added a new key binding to do that) UAV - Camera stabilization Disabled: GameSpy technology Added: New brush mode to Buldozer. Fixed: Buldozer brush size change (was possible to go above maximum size) Fixed: Buldozer brush strength settings (now it is individual for each brush mode) Fixed: Possible CTDs in network server Fixed: Blinking of caustics when texture memory is low Fixed: Possibility to change a soldier's faction by grouping him with a group from another faction (Zeus) Fixed: Blue line artifact on the horizon Fixed: Desync in MP after the revision 124842 fix Optimized: Weapon effect simulations Added: Limits for setWindSpeed because of the possibility to completely destroy meshes Fixed: Possible crash when an AI brain is not present Added: Script commands magazinesAmmoCargo and weaponsItemsCargo Fixed: Player starts without rebreather in the Wet Work scenario despite being assigned one Edited June 10, 2014 by DnA Share this post Link to post Share on other sites
DnA 5143 Posted June 11, 2014 (edited) 11-06-2014 EXE rev. 124886 Size: ~161 MB DATA Added new zeroing adjustments for GL (50,75,100,150,200,250,300,350,400) Changed volume for reloading AI is more likely to target enemy transports Potential campaign spoilers: Implemented: Patrol spawnpoint selection Implemented: Patrol squad and vehicles Fixed: Transition from patrol to hub String "Camps" replaced for reference to already localized string Commands weaponsItems and magazinesAmmo replaced for *Cargo versions Fixed: Wrong initialization of the equipment pool Fixed: 2 broken uniforms removed from Adapt pool Added: Possibility to turn on auto-refreshing of the unit identity on mission start (used for Win missions without hub) Fixed: Gear persistence issue between C_out2 and C_EB Fixed: Implicit persistent variable values solution Removed: Checking of persistent variables against <nil> Adjusted: Loadout of several units on hubs Fixed: Issue where mission providers after debriefing didn't have a weapon (James in B_hub01 now has a weapon after debriefing) Functions now support vests and uniforms as containers Container functions updated to use accurate magazinesAmmo, that was recently updated to work with containers as well Thanks to command addItem being fixed, there are now goggles / glasses in the hub Armory Hub markers added to strategic map - for quick start and skirmish spawnpoint selection Improved: Hub marker visuals Added: Markers for patrol vehicles Fixed: Problem with briefing date detection There is now a simple get in animation played when "start patrol" is executed Friendly fire is now monitored also on patrol vehicles and crew Updated: Hub composition Added: Patrol starting points Adjusted: Skirmish triggers Added: Cargo content interaction with pool Patrol characters now properly interact with the pool Patrol character identities are now correctly set Patrol tasks on hub now point to the suggested transport vehicle Added: Customization template definitions for all randomized vehicles Added: Template for patrol squad members Minor code and debug print adjustments If player loses a car, he gets a new default one, once he arrives back on the hub On-hub scene when player returns from patrol is now created Fixed: Typos in character definitions Added: System for persistent customization Patrol trigger now shows the spawn point location on the map Localized: User action label BIS_fnc_ambientAnimCombat doesn't attach the unit anymore Added: Possibility to define bottom text, hide labels at mission markers and define a custom mission marker texture ENGINE Fixed: Missing class name in campaign tree for old structure campaign configs Public description for commands magazinesAmmo and magazinesAmmoCargo received minor changes Fixed: Possible CTD while the world is destroying itself Fixed: Possible CTD in Zeus when ungrouping soldiers Inventory load now affects stamina regeneration Fixed: Fog on craters (bullet impacts) Fixed: Formatting of number of servers in the multiplayer display Fixed: Possibility to change scenario parameters in MP after a game has already started Added: Script command to open YouTube videos (openYoutubeVideo) Edited June 11, 2014 by DnA Share this post Link to post Share on other sites