DnA 5104 Posted March 26, 2014 26-03-2014 EXE rev. 116294 Size: ~203 MB DATA Optimized: Jet exhaust effects Fixed: Altitude indicators for Neophron (was showing hundreds and thousands instead of thousands and tens of thousands of meters) The damage of various parts of vehicles has been made more distinguishable (between each other and between factions) and dependent on the damage source (explosives vs direct hits vs mines) Optimization of vehicles protection and explosives’ power now also takes buildings durability into consideration. Increased window default hit point size to default building hit point size to exclude the possibility of missing the window hit point with weapons fire. Also decreased windows default armor to make them more fragile. Added: Debug console can now be made available for admins using new "DebugConsole" mission param (see https://community.bistudio.com/wiki/Arma_3_Mission_Parameters for more details) Increased indirect range radius of rocket launchers to increase lethal radius of blast around point of impact. This change improves especially the lethality of anti-personnel rockets (RPG HE, Titan AP) ENGINE Weapon sway is now computed in more vertical manner Added: Introduced script command isEqual (http://feedback.arma3.com/view.php?id=18089) UAV Terminal map interaction has been enhanced Share this post Link to post Share on other sites
DnA 5104 Posted March 27, 2014 (edited) 27-03-2014 EXE rev. 116330 Size: ~176 MB DATA Fixed: Left and center aligns in HUDs of helicopters Added: Dust effect for shooting handgun while prone Added: Smoke effects for Blackfoot when heavily damaged Unified the amount of First Aid Kits available in support vehicles Redesigned: AV Terminal UI interface Fixed: Random flickering of rolling credits Added: Locking sounds for PCML so it is no longer muted Potential campaign spoilers: Status Quo: Main airport doors are now opened and disabled, to prevent the player closing the doors, which resulted in the reporter becoming confused Game Over: Friendly and enemy aerial vehicles added (no ATGMs for enemies) Game Over: AA launchers / AA teams at key points added ENGINE Intel's TBB4 memory allocator updated to version 4.2u3 Edited March 27, 2014 by DnA Share this post Link to post Share on other sites
DnA 5104 Posted March 28, 2014 28-03-2014 EXE rev. 116348 Size: ~146 MB DATA Updated: HUD of A-143 'Buzzard' Fixed: Increased maximum altitude of 'A-143 Buzzard' to be somewhat comparable with planes of other factions. Added: BIS_fnc_endMission plays victory / fail music cue. It can be disabled using a new optional parameter. Added: MenuInventory and MenuPosition respawn templates will now force respawn at the scenario start Fixed: BIS_fnc_getParamValue didn't work correctly in init Fixed: Syncing the Callsign module to an empty object resulted in an endless scripted loop Removed: Horizontal scrollbar on the Welcome Screen Added: Firing Drills IGUI vertical offset when in vehicle to prevent collision with vehicle info Fixed: Name of cannon shown in HUD of 'A-143 Buzzard' Fixed: Scenarios background of sorting CheckBox ZEUS Added: BIS_fnc_curatorHint function, which lets scenario designers show a hint in Zeus interface Added: Ending the scenario using "End Scenario" module will now mark all pending modules as canceled Added: Zeus now has access to scripting input in object attributes (accessible after 2xLMB on the object) in ZGM missions. With scripting knowledge, he / she can perform advanced operations. Added: Admin debug console can now be enabled in ZGM scenario parameters Added: When God Mode is enabled in ZGM scenarios, the time limit for placing initial respawn points is now 5 minutes instead of just 1 minute Added: Time limit for placing initial respawn points in ZGM scenarios is now visualized Added: Automatic respawn points created after the time limit in ZGM missions runs out are now editable modules instead of hard-coded markers Fixed: Setting music volume in the "Play Music" module affected volume of everyone except of Zeus himself Added: Music volume level in "Play Music" module is now remembered and restored upon placing another module Added: Clock showing elapsed time, time of the day and remaining time are now displayed by default in the Zeus interface Added: Hiding the clock or compass is now remembered, so they remain hidden after closing and reopening the interface Added: Up to 20 custom task descriptions are now saved for later use (compared to previous 10) Fixed: Setting formation or combat mode on group's current waypoint didn't do anything. Now it will set those params immediately. Fixed: Double-click in the EDIT tree will no longer expand / collapse the tree item (double-click is used for opening attributes window) Added: All Zeus interface controls are now configurable from the Controls menu ENGINE Fixed: An endless loop when a text is too large to fit into a multiline text box Fixed: Weapon switch will happen after reloading of current weapon is finished Share this post Link to post Share on other sites
DnA 5104 Posted March 31, 2014 31-03-2014 EXE rev. 116365 Size: ~149 MB DATA Tweaked: Neophron camo pattern Fixed: Rocket position on Greyhawk / Ababil Fixed: Glass sorting and window damaging for Tempest Set up proper hit values for 12.7mm APDS and SLAP ammunition to maintain their effectiveness against light armored targets after a recent update of all armored vehicles. Also added proper costs for them. The Stadium decals are now properly covered by shadows Adjusted pathways for the Stadium Fixed: Rate of Fire for the A-143 'Buzzard' cannon Fixed: Sector flags were based on faction of players' vehicles, not players themselves (e.g., BLUFOR player capturing a sector in stolen OPFOR vehicle resulted in the flag being OPFOR) ZEUS Fixed: Claymore charge was missing in the list of Explosives in the editor and in Zeus - added class ClaymoreDirectionalMine_Remote_Ammo_Scripted Added: Stance can now be set in group attributes, and is applied to all members of the group Fixed: Briefing module didn't work correctly (http://forums.bistudio.com/showthread.php?175323-Zeus-Briefing) Fixed: When "Respawn loadouts" module was placed in ZGM missions before all respawn points, only a limited number of loadouts was available. All loadouts are available now, so Zeus can for example set only Recon or Diver loadouts and players won't be able to spawn with anything else. Fixed: Script error after placing "Get In" objective module Fixed: "Get In" module is now completed only when a player gets in the vehicle (as opposed to any unit, in including AI ones, as before). Suggested in http://forums.bistudio.com/showthread.php?175347-quot-Get-In-quot-objective-bugged Fixed: Players in Defend missions were killed after each wave Updated: Time for placing respawns in ZGM is now increased to 3 minutes and 10 minutes with the God mode on (it was 1 and 5 minutes previously) Added: Exec field in object attributes is now available only for logged in admin ENGINE Weapon switch happens AFTER reloading of current is finished Share this post Link to post Share on other sites
DnA 5104 Posted April 1, 2014 01-04-2014 EXE rev. 116387 Size: ~269 MB DATA Some particle lights tweaked (mainly missiles) Greyhawk/Ababil UAVs have missiles/bombs controlled by the gunner Altis has been tweaked with: http://feedback.arma3.com/view.php?id=17591 http://feedback.arma3.com/view.php?id=18102 http://feedback.arma3.com/view.php?id=17591 http://feedback.arma3.com/view.php?id=18102 Fuel signs on gas stations have been balanced in distant LODs Geometry of the VTOL wreck has been re-balanced Balanced parameters of Wipeout Gatling ammo and Neophron Cannon ammo (both are now stronger) Fixed: Shadow of the cap with headphones ZEUS The Welcome Screen has been balanced for Zeus Fixed: Pressing 'Space' in curator interface will now move the camera to the actual position of the player who pinged, not to position where he sent the ping Added: "Player Respawn" modules can now be raised in the air, resulting in players respawning on a parachute Fixed: Object costs in Seize and Defend missions were incorrect Removed: Respawn in parachute when Deathmach type is selected in ZGM mission params. Respawn in parachute can now be achieved by raising respawn module in the air. Fixed: CTD when setting waypoint attributes (http://feedback.arma3.com/view.php?id=18206) ENGINE Small amount of Join-In-Progress message balancing Fixed: Zeus placing waypoint instead of map moving Fixed: Zeus placing units on top of each other in the map Fixed: CTree class multi selections Fixed: CTree sorting Fixed: Skipping changes when weather is synced from server Share this post Link to post Share on other sites
DnA 5104 Posted April 2, 2014 02-04-2014 EXE rev. 116429 Size: ~277 MB DATA The stadium has been tweaked in various places Fixed: Camera of Greyhawk / Ababil CAS variants AT mines cluster for artillery has been loaded with proper AT mines ZEUS Various Zeus assets have correct map size and correct author Fixed: Zeus was able to place multiple objects in the lightning stage Fixed: Showcase Zeus was sorted before Fixed-wings in the list Added: Unique laser target icon ENGINE Fixed: Missing NULL test for AI (slight optimization) Fixed: Loading player profile when launching Dedicated Server Fixed: Endless loop when a text is too large to fit into a multiline edit box Fixed: Broken multiline texts in CStatic and CEdit Optimized animation movement parameters Fixed: Time error scaling in MP games Added: Missing Zeus event handlers Disabled units have more of their functions disabled (optimization) Disabled unit do not track targets Fixed: Zeus - minor bug related to placing objects on the ground Waypoint lines are now drawn with waypoint color Possibility to set radius of loiter waypoint Share this post Link to post Share on other sites
DnA 5104 Posted April 3, 2014 03-04-2014 No new EXE Size: ~521 MB DATA Fixed: Gear indicator in the cockpit of To-199 'Neophron' Fixed: Range Officer moved out of the Men (Story) category Fixed: Zero error in hit particle effects Updated: Offroad PhysX - lowered inertia, strengthened clutch, changed gearbox and engine Fixed: An issue with rocket launchers locking MRAPs incorrectly Fixed: An issue where players were unable to get into the gunner position of an armed Offroad Fixed: Position of zeroing in the gunner's position of the Offroad Updated: Ghost Hotel Gazebo visuals Updated: Roadways and AI paths around the Stadium Updated: Penetration materials on the small radar building Fixed: Kajman helicopter no longer shoots rockets in pairs ZEUS Added: Unit will play a radio message when it's placed or given a waypoint Added: Different message when issuing ATTACK waypoint Added: Skull icons are now drawn on positions where players died Added: Radio message when CAS module is placed Fixed: CAS plane created by CAS module wasn't deleted afterwards Fixed: Modules were reporting in over the radio after placement (there's nothing more reassuring than a smoke shell saying "standing by" ;)) Fixed: Lightning Bolt was not working on Dedicated Server Fixed: Waypoint attributes header wasn't clear enough Updated: Waypoint color is now green, as opposed to previous barely visible black Added: Special icon for cycle waypoint Fixed: Lifting the player respawn position module to a building floor will now let players respawn on the exact spot instead of on the ground. For example, you can move respawn point on top of Altis solar towers and players will spawn there. Share this post Link to post Share on other sites
DnA 5104 Posted April 4, 2014 04-04-2014 EXE rev. 116467 Size: ~46 MB DATA Fixed: Too small and cropped texts in armor optics Fixed: Stadium offset glitches ZEUS Fixed: Missing Zeus texture pop-up Fixed: Infinite scripting loop when Zeus JIPed to a ZGM mission or when its loading took a little bit longer ENGINE Mod hashes and signatures check in Steam server browser (http://feedback.arma3.com/view.php?id=18036) Optimizations in server error computations Share this post Link to post Share on other sites
DnA 5104 Posted April 7, 2014 (edited) 07-04-2014 EXE rev. 116501 Size: ~69 MB DATA The reloading of a magazine and a single shell for the Scorcher takes the same time The Offroad has properly placed effects of dust again ENGINE Added: More specific naming for mpstatistics file Fixes in Zeus related to action access rights and icon drawing Fixed: Inability to disable zoomin, zoomout from scripts Fixed: Airplane ejection. Now you are actually ejected out of an airplane instead of only moved next to the plane. Fixed: Correct signature check in Steam browser Possible fix of crashes in destruction of server error computation micro-job tasks Fixed: Possible crash when role icons had zero height Fixed: Bugs related to accessing some of the controls when remote controlling another unit in Zeus (artillery computer, Inventory, NVG, auto-reload) Fixed: auto-closing of GPS, watches, UAV PIP, compass when user switches to optics mode Edited April 10, 2014 by DnA Share this post Link to post Share on other sites
DnA 5104 Posted April 8, 2014 08-04-2014 EXE rev. 116538 Size: ~27 MB ZEUS Hints / Field Manual record texts were outdated ENGINE Performance has been optimized for character voice mixing Added: Custom icon for logic side in diary Optimization of the session queries when searching by server or mission name (Steam server browser) Steam set as default server browser Client-side network error computation parallelized Rudder / flaps / ailerons / elevators can now only be controlled when engine is on. They can be controlled even when the airplane is on the ground and does not move. Fixed: Pinging Zeus if player is inside a vehicle Fixed: Icons offset when moving objects in the map Fixed: Adding non-existent weapons would block the game Checking Expansion filter by mod hashes instead of mod name (Steam browser) Fixed: Game freezes on ‘dropWeapon’ to a ground weapon holder Tweaked: PhysX prediction when speed is near zero Share this post Link to post Share on other sites
DnA 5104 Posted April 9, 2014 09-04-2014 EXE rev. 116549 Size: 46 MB DATA To-199 Neophron has a new get in and get out animations ZEUS ZSC scripts have been optimized to provide better performance ENGINE Misc. code refactoring for better performance Share this post Link to post Share on other sites
DnA 5104 Posted April 10, 2014 10-04-2014 EXE rev. 123647 Size: ~73 MB ZEUS Fixed: Objective modules were registered as respawn positions (http://feedback.arma3.com/view.php?id=18312) ENGINE Fixed: CTD when assigning NULL unit to Zeus Fixed: Removed possibility to add map object as editable in Zeus Fixed: Pasting group with disabled units in it (Zeus) Fixed: Inability to open interrupt dialog when no save folder is there (unsaved scenario started from editor) Switched priority of checks in paste command (Zeus) Ailerons, rudders, elevators and flaps on a plane controllable normally even with engine is off. No resetting of their position after turning the engine on. Fixed: Creating a ground weapon holder and using the action to drop primary weapon to it caused a freeze Fixed: Computation of server-side net error of muzzle infos (optimization) Fixed: You can't put items directly to respective slots from a non-initialized container on a dead body Fixed: Picking up an unequipable uniform broke the gear UI Enhanced Linux server compilation routines Share this post Link to post Share on other sites
DnA 5104 Posted April 11, 2014 11-04-2014 EXE rev. 123679 Size: ~65 MB DATA Animals should have textures even when not local in MP Re-introduced radar for AAAs (after a shameful commit conflict broke it again) Adjusted geometry of the cargo deck and decreased roadway levitation of Trawler Fixed: Looking up or down while operating a raised static weapon in the bunker (http://feedback.arma3.com/view.php?id=14960) Fixed: Shapes of batteries and duct tape objects Fixed: Invalid string for gatling cannon in HUD of AH-99 'Blackfoot' Potential campaign spoilers: Game Over: Deleted duplicated scientists in the Dome ENGINE Fixed: Missing scrollbar in diary display Added: ‘logEntites’ console command for logging objects in scene into a file Fixed: Scorcher's commander shoots in the air Reverted aileron computation so that the airplane in autopilot does not tilt so much Added: UAV follow task - you can set it by clicking on a player and selecting “Follow me†Share this post Link to post Share on other sites
DnA 5104 Posted April 14, 2014 (edited) 14-04-2014 EXE rev. 123747 Size: ~340 MB DATA Helicopter damage handling improvements: Reasonable protection from small arms Added: Fuel hitpoints to helicopters Engines better (reasonably) protected from small arms Fixed: Gunship turret gun animations and optics locations Modified helicopter pilot head limits Fixed: Levitating missiles on helicopter gunships Fixed: Unified re-spawn weapon for BLUFOR AT specialist Fixed: Unified chem-light color of BLUFOR helicopter pilots and helicopter crew Made floating structures indestructible as they were supposed to be Fixed: Stadium model position and roadways Added: Customizable area for scenario-specific on-screen information (e.g. info about time and place) Added: Custom scenario name is now shown also in diary Improved destructive capability of under-barrel and GMG grenade projectiles against vehicles You weren't able to show hints when tutorial hints were disabled. Now you have parameter for it and you can set if hint will be shown when tutorial hints are disabled or not (_this select 5). Header of BIS_fnc_advHint corrected: (_this select 3) and (_this select 4) parameters (condition and duration for full version of hint) were already implemented ZEUS Added: "Scenario Name" module which allows Zeus to set the name of the current scenario. It's shown to every player who joins or respawns. Fixed: 'respawnOnStart' attribute in description.ext was ignored (http://feedback.arma3.com/view.php?id=14585) Fixed: Autonomous vehicles are now respawned with virtual crew inside Fixed: Players were removed from Zeus' list after they died in ZSC scenarios Fixed: Zeus in ZGM scenario with God mode enabled still had challenges Fixed: Incorrect players count in MP header in ZGM 48+2 Master Stratis Fixed: When Zeus played some music, other Zeus players couldn't hear it Fixed: Deleting an object to which "Move", "Neutralize" or "Protect" objective is attached resulted in the objective being moved to the bottom left map corner Fixed: "Neutralize" and "Protect" objectives no longer require objects to be completely destroyed, disabling them (e.g., shooting vehicle tires) or killing their crew will complete them as well Fixed: When one Zeus took control over a unit and another Zeus did the same with the unit as well, the first Zeus lost the ability to control any further units. Now, the seconds Zeus won't be able to take over already controlled units. Added: Skill can now be set also in group attributes. The adjusted value is applied to all group members. Added: Ability to set the Game Master module’s "Default addons" attribute to "All", which will automatically add every addon in the game, including community ones Fixed: Editing the Intel item deleted previously saved text Fixed: Weather module didn't show a fog preview in singleplayer Fixed: Hiding and showing the Zeus interface ('Backspace' by default) created a non-interactive area where a notification is shown, preventing Zeus from selecting or editing units there Fixed: Entity icons were hidden when Zeus returned to the interface after leaving it with hidden menus (by 'Backspace') Fixed: Vehicles can no longer be configured as respawns for sides without any players present in the mission ENGINE Added: New animation sources for car throttle and brake Aiming-related breathing refactored and prepared for further changes Sound: Removed environment sounds influence by rain density; rain volume was affected by rain density Support for hidden selection materials on soldier proxies (eg. headgear) Edited April 15, 2014 by DnA Share this post Link to post Share on other sites
DnA 5104 Posted April 15, 2014 15-04-2014 EXE rev. 123771 Size: ~150 MB DATA Further optimization of animals randomization using call instead of execVM IR laser intensity over distances has been tweaked Fixed: Escape from Altis - Forced wait for respawn causes a mission failure Fixed: Get in / get out points of fuel and box version of Zamak Adjusted maximum vertical angle of static weapons Minor optimization of explosive parameters to better scale explosive damage capabilities amongst various ammo types Increased weight of 30 round 6.5mm magazine to 10 mass, for it should be heavier than 30 round 5.56mm STANAG magazine (which has 8 mass) Decreased weight of PCML (NLAW) rocket, for it has the same weight as Titan despite it is much less effective. These changes also slightly affect ammo-bearers backpack load-outs. Set up proper mass values for all optics. Previous values did not considered used models (generally too small) Decreased weight of PCML (NLAW) rocket allowing Independent Rifleman (AT) to carry one more rocket of this type in his backpack. Since the BLUFOR counterpart has better personal protection and more durable armored vehicles, there is a nice balance. Optimized load out for urban camouflage ammo bearer backpack Added SMG optic variants to appropriate ammo boxes Added 6.5mm LMG sound suppressor into INDEP support ammo box for M200 machine-gun Potential campaign spoilers: Game Over: Repositioning of some aerial vehicles for better in-game effect ZEUS Added: Speed mode can now be set in the group and waypoint attributes windows Added: New attribute for Custom Objective allowing Zeus to disable the objective destination. Useful for more abstract tasks, e.g., "Remain stealthy". Added: New markers are now created with the color of the previously set marker ENGINE Fixed: Possible cause of CTD on Dedicated Server Fixed: Placing units over each other in 2D map (Zeus) Optimized sounds in -nosound mode and on Dedicated Servers Fixed: Empty action on dead body with only a handgun Fixed: Possible crash in MP games Sound: Added: APO fadeout effect Changed behavior of throttle animation source Fixed: Possible CTD while adding experience to AI (global situation knowledge) Fixed: Crash related to currentZeroing Fixed: Wrong zeroing returned for soldiers Share this post Link to post Share on other sites
DnA 5104 Posted April 16, 2014 (edited) 16-04-2014 No new EXE Size: ~219 MB DATA Added: Possibility to disable randomization and set a color to randomized vehicles by using ‘this setVariable ["color",X]’ in the init of the vehicle where X is a number ranging from 0 to the number of skins (minus 1). If the number is out of range, the skin is still randomized. Fixed: Damaging of Tempest with the device Added proper tracer color for M200 machine gun after description change Allowed anti-personnel mines to be stored in vests. Previously they inherited only in backpack policy from AT mine. ZEUS Added: Custom channels for each side in a ZGM scenario. E.g. BLUFOR can now communicate with Zeus without other sides hearing it. Added: Icon for HQ module Edited April 16, 2014 by DnA Share this post Link to post Share on other sites
DnA 5104 Posted April 17, 2014 17-04-2014 EXE rev. 123830 Size: ~173 MB DATA Neophron has correct descriptions in its interior Added: LAND waypoint (can be found under "Scripted" category) Shadows of boonie hats and caps have been improved Removed: Forced respawn at the start of Escape: Altis Adjusted distant LODs of road cones Fixed: Shadows of H-barriers ZEUS Fixed: Vehicles were unintentionally repaired when editing attributes (http://feedback.arma3.com/view.php?id=18423) ENGINE Fixed: Needless searching for commander units in cargo space Fixed: Firing from the artillery computer while remote controlling a gunner unit Possible crash fix when silent join is used Added: World parameter for sky / fog color influence (skyColorInfluencesFogColor - default true) Added: Overloading for hideObjectGlobal (<obj> hideObjectGlobal <true/false>) Added: Squad icons to Zeus Fixed: Drawing of icons on UAVs controlled by players Changed Zeus group / sync controls Fixed: Zeus composition placement Stars don't change size when zoomed in Animation state "static" parameter for ignoring step when computing slowdown Share this post Link to post Share on other sites
DnA 5104 Posted April 18, 2014 (edited) 18-04-2014 EXE rev. 123859 Size: ~112 MB KNOWN ISSUE Injury feedback SFX are MIA DATA Countermeasures of tracked APCs are working yet again Blackfoot crew has correct dead poses Tempest crew has improved animations Many small localization fixes in various languages Adjusted icon for item holders to be more generic Potential campaign spoilers: Added conversations after successful side missions (not yet enabled) ZEUS Secret Documents are now properly marked as being made by Bohemia Interactive Added: List of recent entities in the CREATE bar. Stores up to 20 objects, groups, modules or markers which Zeus placed. ENGINE Added: Support for native Linux extensions via the callExtension command (this will require the next Linux server update first) PhysX entities don't collide with invisible objects lbSort accepts another parameter to specify ascending / descending order Edited April 18, 2014 by DnA Share this post Link to post Share on other sites
DnA 5104 Posted April 22, 2014 21-04-2014 No update (public holiday) Share this post Link to post Share on other sites
DnA 5104 Posted April 22, 2014 22-04-2014 EXE rev. 123875 Size: ~469 MB DATA Purge of obsolete cfgPatches entries The GUARD animation set was removed from the pool of possible sets (http://feedback.arma3.com/view.php?id=17085) Added: New parameter with ability to disable sound of advanced hint in BIS_fnc_advHint function Added: Support of variables (%#) in arguments array of advanced hint Advanced hint argument preprocessor (BIS_fnc_advHintArg) - optimizations, info about undefined key is now logged via BIS_fnc_log instead of BIS_fnc_error Fixed: Artillery vehicles moved to FIRE MISSION waypoint after running out of ammo Fixed: Artillery fire sometimes didn't resume after reloading a magazine Fixed: COOP 12 Tanks: Random tank destruction when starting mission without all crewmen Fixed: Selections in flag models and changed flag simulation Attempt at a creative solution to this minor, yet quite interesting issue: Ghosthawk minigun is able to damage the heli carrying it ZEUS Added: Groups can now be marked as respawn position. Players will respawn on the position of its leader. Added: It's now possible to change a MOVE waypoint to a different type in its attributes. Available are GET OUT, UNLOAD, TRANSPORT UNLOAD, LAND and FIRE MISSION. ENGINE Added: New scripting command moveInAny Crash hotfix Update: Make animation soundOverride search case-insensitive Fixed: Bool mismatch when enabling breathing sound Share this post Link to post Share on other sites
DnA 5104 Posted April 23, 2014 23-04-2014 No new EXE Size: ~100 MB DATA Fixed: Excessive side sliding collision damage for Pawnee Fixed: UH-80 radar animation mirrored for fancy looks Tweaked: Kamysh destruction textures Gunner optics view disabled when turned out for AAA Fixed: MBT-52 Kuma retexture issue with spawned vehicle Fixed: When respawning into vehicles, player was sometimes stuck inside and couldn't get out (often being switched through multiple vehicle positions as well) Revised: indirectHit parameter amongst several calibers up to 40mm, NLAW and RPG to match actual infantry resistance levels against that damage. Indirect damage is generally lesser, but has greater range. Fixed: Flipping static GMG when firing by decreasing Hit and indirectHit parameter while increasing explosive parameter above and beyond 1 to maintain ammo destructive potential at the same level. Fixed: RPT spam of "weapon:"?" with ? modes needs weapon mode with index ?, but given silencer ( ? ) has only ? modes" by adding a specific suppressor for MX SW Scaled down Titan AP indirect hit damage to better match infantry protection levels. Damage is lesser, but previous changes increased range substantially. Tweaked: Ballistics of 105mm rounds and increased splash damage radius of 105mm HEAT-MP rounds Potential campaign spoilers: Fixed: Instant death if player moves more than ~300m from target tank (http://feedback.arma3.com/view.php?id=18317) ZEUS Fixed: "Play Radio Message" module didn't work Added: HQ entity is now created automatically when no speaker is given Fixed: HQ module didn't initialize properly when created on-the-fly Added: Objectives and briefing entries can now be added to individual groups or players, not only sides Added: Better label for group respawn attribute Share this post Link to post Share on other sites
DnA 5104 Posted April 24, 2014 24-04-2014 EXE rev. 123901 Size: ~461 MB DATA Refresh support for advanced hint system. Calling of an advanced hint which is already shown just refreshes it instead of closing and opening it. Variable BIS_fnc_advHint_state (missionNameSpace) contains info about the currently displayed advanced hint Fixed: Offroad braking on its own too much Decreased triggerTime of Minigun ammo. Also removed explosive effects from 7.62mm Minigun ammo that were inevitably inherited from SubmunitionBase class of ammo (AH-9 minigun should behave well yet again) Previous fix of flipping static GMG reopened issue of insufficient power against vehicles. So this is another attempt to address both issues. ZEUS Added: "Wait until" waypoint attribute, allowing Zeus to set when a waypoint will be completed in order to synchronize the movement of multiple squads Added: A list of recent entities (i.e., units, groups, modules and markers) ENGINE Added: List of recently used / created items to Zeus Added: New scripting command squadParams Fixed: Never ending handler for damage when helo crashes into water Share this post Link to post Share on other sites
DnA 5104 Posted April 25, 2014 25-04-2014 EXE rev. 123962 Size: 58 MB DATA Added: BIS_fnc_tasksUnit - Grab all tasks currently created for a given unit Fix attempt: Survival Fatigues displayed the wrong suit pack while on the ground Field Manual: Added marking of topics and hints shown in the scenario There is a new attribute named drawObjects that suppresses drawing of units and vehicles in maps. Check definition in RscDisplayStrategicMap (full path: configfile >> "RscDisplayStrategicMap" >> "controlsBackground" >> "Map" >> "drawObjects") for an example. Strategic map no longer shows units, vehicles and task markers Adjusted cargo hold capacity for trucks (http://feedback.arma3.com/view.php?id=18471) Improved MRAPs hit points positioning, selections, radii and optimized overall durability Potential campaign spoilers: Many tweaks and improvements to the campaign hub mechanics (will be detailed in a future OPREP) Added: Full item / gear persistence Backpacks removed from the briefing pool Zone restriction extended to cover all situations when player is leaving hubs Skirmish trigger removed; it is now handled by zone restriction Ambient and POI conversations are now enabled Starting pool for Win adjusted. Overall counts were lowered. Correct armory animation is now set after player is redressed Smart detection of magazines to be added for a weapon was implemented The required list is now sorted the way that first are non-magazine and non-weapon equipment, then are magazines and last are weapons Fixed: Issue with given weapon without loaded magazine Added: Cutscene animations without weapon and their transition animations Weapon is auto-forced to player only for "Welcome on Hub" cutscenes Functions of easy detection of player being close or at armory added Detection of player at or close to armory improved If Rearm is not necessary an optional task is not given to player anymore. Instead player gets a notification about the rearm possibility. A hint with the list of required gear is always shown at the armory Auto-adding of required gear now happens only for the first time the player visits the armory Added: Possibility to return all required gear, not only the required gear that is missing Campaign CfgHints included into every campaign mission Time limit increased to 15 minutes, player gets warning at 15 and 3 minutes If the player won't get to assemble point in the 15 minutes: Task fails Player gets the recommended gear Mission is auto-started Hub composition updated; boxes for persistent gear renamed, repositioned and added Gear on units with "adjustArmory = 0" is shown in the armory composition Containers and goggles removed from mission briefing pools Tweaks in Skirmishes Fixed: Ambient animations Fixed: Bug with gear not saving when transiting to skirmish Stance "UP" forced for all units in ambient combat Forced change of player's loadout after Bommos debriefing disabled. Player will retain his gear. Added: Several extra hub notifications Added: Hub / armory sounds Added: Hub notification for "Required Gear" ENGINE No longer updating attached and invisible EPE objects. Remove attached objects from PhysX scene. Fixed: Broken weapon sway when running Fixed: Made it possible to vote again even after an admin has been selected Fixed: If briefing name is too long server can't control number of players properly Fixed: Possible CTD Share this post Link to post Share on other sites
DnA 5104 Posted April 28, 2014 28-04-2014 EXE rev. 123982 Size: ~180 MB DATA Fixed: Players should now be able to distinguish AH-99 'Blackfoot' as itself, not just as a 'Helicopter' Fixed: Casings from Ghosthawk's left gun are no longer ejected from the right gun (http://feedback.arma3.com/view.php?id=17621) Improved BLUFOR and OPFOR hit point positioning and slightly adjusted protection values Introduced minimalHit parameter to better protect MRAPs from small arms fire Fixed cases where .50 bullets passes through Ifrit fuel tank without properly harming it Improved Ifrit explosive resistances Improved Strider protection against small arms fire. It is the only MRAP protected against normal .50 cal shells. However it is very susceptible to explosive damage. Slightly decreased armor of fuel hit point for Hunter MRAP Deceased minimalHit of MRAPs turrets to make them more susceptible to small arm fire as similar turrets on other vehicles Strider fuel and engine hit points are now resistant to static .50 cal weapon Fixed: Memory points for Blackfoot's inventory Potential campaign spoilers: Timeout (3 mins) added for debriefing attendance in hubs Radios and maps added to the starting pool for all 3 episodes "map" and "radio" added to player's required gear list Items "watch" and "compass" added to the starting pool for all 3 stages Fixed: Credits at the end of campaign episodes ZEUS Fixed: respawnOnStart in description forced even Zeus to respawn Added: Sector area is now visualized by a circle in 3D. Its color is based on sector owner's color. Added: Sector area preview prototype ENGINE Fixed: Assigning vehicles created by Zeus to vehicle's group Fixed: Crash related to destroyed vehicles receiving impact damage Added: Voting buttons for clients, added possibility for admin to vote for himself Fixed: Kick, Mute, Ban controls don't work in MP briefing screen HUD: Sources for X and Y coordinates (coordinateX and coordinateY) Support for a custom pose of fingers in ragdoll Fixed: Sound: Changing focus breaks volume levels Share this post Link to post Share on other sites
DnA 5104 Posted April 29, 2014 29-04-2014 EXE rev. 124017 Size: ~145.4 MB DATA Fixed: SDV lights Finally fixed behavior of the nopop global toggle for pop-up targets (http://feedback.arma3.com/view.php?id=11978) Extended nopop global toggle to oval pop-up targets Configured hiddenSelections for mast of flagpoles. Renamed mast data appropriately. Relinked the renamed data appropriately in mast models and added Camo_1 selections to all resolution LODs. Debriefing picture did not work when players are civilian ContainerSupply class is inherited from WeaponHolder class with forceSupply=1; so we have explicit set forceSupply back to false (default state) Potential campaign spoilers: Swapping of backpacks at hubs is now more safe Required radio and map are now auto-equipped when obtained at an armory Action "Take Recommended Gear" is now added to Armorer after the required gear is obtained ENGINE Added: Missing waypoint names in Zeus Removed unused parameters for weapon sway Fixed: inventory items marked for deletion were not deleted Share this post Link to post Share on other sites