Jump to content
DnA

Development Branch Changelog

Recommended Posts

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

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

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

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 by DnA

Share this post


Link to post
Share on other sites

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

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

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

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 by DnA

Share this post


Link to post
Share on other sites

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

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 by DnA

Share this post


Link to post
Share on other sites

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:

: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 by DnA

Share this post


Link to post
Share on other sites

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 by DnA

Share this post


Link to post
Share on other sites

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

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 by DnA

Share this post


Link to post
Share on other sites

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 by DnA

Share this post


Link to post
Share on other sites

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 by Moricky

Share this post


Link to post
Share on other sites

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

12-02-2014

EXE rev. 115252

Size: ~160 MB

DATA

ENGINE

  • Added possibility for only one PiP in UAV view (primary from gunner position)

Share this post


Link to post
Share on other sites

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

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 by DnA

Share this post


Link to post
Share on other sites

15-02-2014

EXE rev. 115429

Size: ~40 MB

Missions

  • Showcases
    • Showcase 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.

  • Animals
    • Sheep [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.

Share this post


Link to post
Share on other sites

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 by DnA

Share this post


Link to post
Share on other sites

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

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

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 by DnA

Share this post


Link to post
Share on other sites
Guest
This topic is now closed to further replies.

×