pettka 694 Posted June 18, 2015 (edited) 18-06-2015 EXE rev. 131231 (game) EXE rev. 131231 (launcher) Size: ~343 MB DATA Fixed: CfgPatches contained unnecessary modules Tweaked: Chaff particle effect Fixed: Supports module - Artillery units would sometimes fail to fire End Game Fixed: Empty groups were not garbage collected Improved: Network traffic optimizations ENGINE Added: New script command arrayIntersect Fixed: Hosted server considered Client settings instead of Server settings from CfgRemoteExec Changed: exportJIPQueue script command changed to #exportJIPQueue server command Fixed: Could not load some terrains in Buldozer, crashed after loading Fixed: Exploit with inGameUISetEventHandler granted a menu hack possibility Fixed: Zeroing is still visible if HUD is disabled - see http://feedback.arma3.com/view.php?id=23960 I'm otherwise engaged the next few days Compiled by pettka while Master Lord Joris explains that considering a only because he is Dutch is falling into stereotypes. Edited June 22, 2015 by DnA Share this post Link to post Share on other sites
pettka 694 Posted June 19, 2015 (edited) 19-06-2015 EXE rev. 131251 (game) EXE rev. 131251 (launcher) Size: ~218 MB DATA Added: More vests and uniforms made available in the editor Changed: Remade structures scripts into functions ENGINE Added: New script command allPlayers Added: New script command currentThrowable Added: New script command serverName Changed: Improved mapCenterOnCamera command Fixed: Vehicle HUD was still shown with disabled HUD - see http://feedback.arma3.com/view.php?id=23962 Fixed: Allow toggle zoom for characters inside a vehicle Fixed: Possible crash Fixed: Epoch server crash I'm otherwise engaged the next few days Compiled by pettka while Master Lord Joris realizes even Hollywood is oranje and therefore Dutch territory. Edited June 22, 2015 by DnA Share this post Link to post Share on other sites
DnA 5138 Posted June 22, 2015 (edited) 22-06-2015 EXE rev. 131267 (game) EXE rev. 131267 (launcher) Size: ~339 MB DATA Fixed: Scenarios and configs that were using structures scripts are now using the replacement functions Fixed: Player characters no longer stand up from crouch when lowering / raising their weapon while turning left / right Changed: The randomization of headgear and facewear for the civilian and FIA units is now handled by BIS_fnc_unitHeadgear Tweaked: Decreased density of meat material to stabilize deviations in damage output from leg and arm hits Added: Commented header for the function BIS_fnc_unitHeadgear Fixed: BIS_fnc_textTiles was not using a unique UI layer Fixed: BIS_fnc_unitHeadgear sometimes used the wrong list of headgears (old system) Fixed: In the Within Reach and Preventive Diplomacy missions, the player could access the inventory during cut scenes Dynamic Groups Improved: Refactored code to use raw GROUP data type instead of the old abstract data structure, means it's now simplified and data is stored on the group level Added: A designer may now register groups (see BIS_fnc_dynamicGroups::RegisterGroup/UnregisterGroup) that become 'dynamic'. This is useful for mission groups set in the editor. End Game Fixed: Randomizer game logic was not selectable in the editor ENGINE Tweaked: AI is better reacting to unknown soldiers shooting behind it Added: New script command roleDescription Improved: AI guns on sochor will now engage soldiers Improved: Weather synchronization (http://feedback.arma3.com/view.php?id=3028) Fixed: Text in RscXListBox now uses color from the colorDisabled parameter when the control is disabled Added: New animation source reloadMagazine2 for alternative muzzles (mostly for UGL) Tweaked: Inconsistent FOV in paraglide Edited June 22, 2015 by DnA Share this post Link to post Share on other sites
DnA 5138 Posted June 23, 2015 23-06-2015 EXE rev. 131295 (game) EXE rev. 131292 (launcher) Size: ~68 MB DATA Added: BIS_fnc_initVehicle now supports the object variable "BIS_enableRandomization" (works only with spawned vehicles after the scenario start) Added: BIS_fnc_unitHeadgear now supports the object variable "BIS_enableRandomization" (works only with units spawned after the scenario start) Fixed: Wounded Post-Process effects were applied when the player's avatar was deleted Fixed: AAF technicians are now using a proper color scheme on their Quad bikes, not the FIA one (http://feedback.arma3.com/view.php?id=24527) Fixed: Doors on military structures should no longer be killing soldiers by pushing them through walls Dynamic Groups Fixed: Terminating a group with option bKeep enabled would try to delete group even if it still had units ENGINE Tweaked: TBB4 updated to version 4.3u6 Tweaked: Smoother freelook in FFV Improved: Aiming behavior in limits Fixed: Sound - AI does not fully speak its dialog Tweaked: Redesigned publishing scenario tags selection dialog according to Steam tags categories Tweaked: Smoke cover and suppression thresholds Fixed: Typo in command roleDesripton > roleDescription Share this post Link to post Share on other sites
DnA 5138 Posted June 24, 2015 24-06-2015 EXE rev. 131311 (game) EXE rev. 131311 (launcher) Size: ~90 MB DATA Fixed: Dials in the cockpit of all Taru variants should no longer flicker Fixed: VR Training (Placeables) - Blast radius cone would follow players even if they didn't have any charges in their inventory Fixed: Missing support of some objects in module "Open/Close Doors" (http://feedback.arma3.com/view.php?id=18438) Fixed: Ineffective task setting when the sector module position changed Tweaked: Redesigned publishing scenario tags selection dialog according to Steam tags categories Fixed: CfgPatches classes Potential spoilers: Fixed: In Moral Fiber the warehouse reinforcement choppers were lagging upon landing ENGINE Fixed: Negative number targets for remoteExec not working properly Added: New script command isObjectHidden Tweaked: setVehiclePosition command (fixes and erasing exploit) Tweaked: isKindOf command (now supports also config classes) Added: New script command configHierarchy Added: New script command currentNamespace Added: Steam Leaderboard functionality (the script commands cannot be used without hard-coded permissions. So official content only for now, starting with Time Trials soon - more info later) Share this post Link to post Share on other sites
DnA 5138 Posted June 25, 2015 25-06-2015 EXE rev. 131323 (game) EXE rev. 131319 (launcher) Size: ~154 MB DATA Tweaked: Reworked mesh positioning of the cockpit displays in all Tarus to fully get rid of dial flickering (Z-fighting) Added: Correctly colored tracer ammo for SDAR Tweaked: Samples for LMG 6.5mm and LMG 7.62mm shooting Added: New samples for LMG 6.5mm (body and turret versions) Added: Steam Leaderboards for Time Trials (first iteration - results may be wiped periodically during testing!) Improved: Script for destruction of powerlines (thanks to Killzone_Kid - http://feedback.arma3.com/view.php?id=24100) End Game Added: Property to end the scenario or not, if the last phase is reached and one of the competing sides did not establish its FOB Potential spoilers: Fixed: Moral Fiber - If the player would shoot the vehicle tires, the mission would end as a failure, but shooting the tires again would re-trigger the end mission procedure ENGINE Added: Vest and helmet can protect more than one hitpoint Improved: auto zeroing precision Added: AllowedTargets for CfgRemoteExec's Commands and Functions to restrict the direction in which remoteExec commands can be executed Improved: breakOut command (added support for a return value) Changed: breakOut command (when failed, the command will return void, because of back-compat) Added: New scripting command getObjectViewDistance Share this post Link to post Share on other sites
DnA 5138 Posted June 26, 2015 26-06-2015 EXE rev. 131327 (game) EXE rev. 131327 (launcher) Size: ~37 MB DATA Fixed: Sprinting with binoculars clipping the rifle Fixed: Shriekers rockets don't have control range anymore; AI should be able to use them correctly ENGINE Added: maverickWeapon parameter for missiles (so that maverickWeapon proxies are used even if maxControlRange is < 10) Fixed: hasHitpointProtectionInfo config reading Changed: Script command params now returns the default value when the index is out of range Share this post Link to post Share on other sites
DnA 5138 Posted June 29, 2015 29-06-2015 EXE rev. 131342 (game) EXE rev. 131342 (launcher) Size: ~67 MB DATA Changed: Class for LMG in several vehicles to create a different sound of shooting Fixed: Recruits would not receive their previous loadout after respawning in MP Bootcamp End Game Fixed: While downloading but losing connection, the message was shown for too long Fixed: The Carrier’s vehicle was not ignored in the trace collision test for showing the carrier icon ENGINE Fixed: Gunner switches firing modes even if the commander is a player Added: Ability to restrict JIP in CfgRemoteExec via a ‘jip’ parameter Improved: Tank drivers reversing Improved: AI countermeasures component: targeting the enemy now takes skill and time into account Tweaked: AI smoke grenades will not be thrown when the enemy is closer than 30m Changed: Script command roleDescription - support for showing role description even in SP (for testing purposes) Fixed: Game crash after a random time only in certain Workshop scenarios Optimized: Network code in gear update messages Share this post Link to post Share on other sites
DnA 5138 Posted June 30, 2015 30-06-2015 EXE rev. 131363 (game) EXE rev. 131363 (launcher) Size: ~59 MB DATA Fixed: 30Rnd_556x45_Stanag tracer colors in boxes Fixed: Correctly colored tracer magazines added to diver backpacks Fixed: Copilot of Hellcat is actually able to take controls as a proper copilot Fixed: User Interface lines are now sharper (affects edit box frames, tree hierarchy lines, and all map lines e.g.) ENGINE Added: New command worldSize introduced Added: Script command setGroupIdGlobal synchronizing group identities over the network Fixed: AT AI will not primarily attack vehicle crew Fixed: Shape used for maverickWeapon Fixed: Targeting sides / groups in remoteExec did not work with Dedicated Servers Share this post Link to post Share on other sites
DnA 5138 Posted July 1, 2015 (edited) 01-07-2015 EXE rev. 131368 (game) EXE rev. 131368 (launcher) Size: ~62 MB DATA Fixed: Killing a unit being handled by the BIS_fnc_ambientAnimCombat function no longer switches the unit to the default standing animation before ragdoll is used (http://feedback.arma3.com/view.php?id=24475) Fixed: VR Training - the “Real Virtuality†achievement would get unlocked without the Weapon Handling courses completed End Game Fixed: The Randomizer module was in the wrong category; it’s under Misc now Fixed: The Randomizer module was using the same icon as the Respawn Module; it now uses the default logic icon Fixed: Player had access to the action menu during the warmup phase Dynamic Groups Improved: Group names are now using GroupId, which is set globally using new script command setGroupIdGlobal Fixed: When group leaders would assign a custom name to their group (through Dynamic Groups) the initial group ID was seen in chat messages. It is now using the correct custom name instead. ENGINE Fixed: Changing selectionFireAnim from "zasleh" hides muzzle flash forever (fix was overwritten) Fixed: Missing title text for tags selection display Fixed: Camera shake when in a parachute Tweaked: CfgRemoteExec now contains a whitelist of commands the clients can send via remoteExec Edited July 2, 2015 by DnA Share this post Link to post Share on other sites
DnA 5138 Posted July 2, 2015 02-07-2015 EXE rev. 131386 (game) EXE rev. 131386 (launcher) Size: ~80 MB DATA Fixed: Leaderboards (TT) - Parallel fetch operations could conflict with on-going visualization of the results Fixed: Leaderboards (TT) - Fetch operations were executed once redundantly during the start Fixed: Sidearms no longer appear in hand when players walk crouching with lowered rifle (http://feedback.arma3.com/view.php?id=24631) Added: Use BIS_disableDamageCheck = true in your custom VR Training course function to disable automatic fail is player is injured Added: New sound for turret movement Fixed: AI used a different shooting sound than player Fixed: AI wasn't using NLAW in its full firing range Removed: Holosight tool tip End Game Fixed: JIP player (after phase 3 started) did not see carrier 2D / 3D icon correctly ENGINE Fixed: Do not run remoteExec for invalid targets (unset group, object, etc.) Improved: Move variant probabilities are now normalized to 1 (animations) Fixed: Restrictions in CfgRemoteExec didn't always work properly for remoteExec Fixed: When JIP is requested via remoteExec, only execute the command if restrictions in CfgRemoteExec allow it Fixed: gunnerType property for 2D editor Share this post Link to post Share on other sites
DnA 5138 Posted July 3, 2015 (edited) 03-07-2015 EXE rev. 131402 (game) EXE rev. 131402 (launcher) Size: ~153 MB KNOWN ISSUES Crashing when e.g. loading VR Arsenal DATA Fixed: Many tweaks, fixes and improvements in translations Added: gunnerType property to Taru turrets Added: gunnerType property to Ghost Hawk turrets Fixed: Goat, chicken and sheep no longer stuck in animation after a few seconds (http://feedback.arma3.com/view.php?id=23692) Added: Implementation of the new headgear randomization configs Fixed: Wrong smoke color for smokes thrown into the water (http://feedback.arma3.com/view.php?id=15875) Added: Configured hiddenSelections for Leaflets, Graffiti and Posters (http://feedback.arma3.com/view.php?id=19054) Fixed: Mk20s and TRGs should now be compatible with red and green tracer STANAG mags Potential spoilers: Fixed: In Moral Fiber the leader you have to help was playing a weird animation ENGINE Fixed: Scripted radio messages are spoken locally (http://feedback.arma3.com/view.php?id=24502) Fixed: Possible crash thanks to duplicate usage of RemoveItem in EPEManager Added: Check for actors when creating PhysX joints Tweaked: Smoother leg transition when traversing terrain of varying slope Fixed: Camera shake when in a parachute Fixed: Switching optics mode resets zeroing Edited July 7, 2015 by DnA Share this post Link to post Share on other sites
DnA 5138 Posted July 6, 2015 06-07-2015 There will not be an update today because of a Czech national holiday. Share this post Link to post Share on other sites
DnA 5138 Posted July 7, 2015 07-07-2015 EXE rev. 131432 (game) EXE rev. 131432 (launcher) Size: ~37 MB DATA Fixed: Missing animation source warnings for xH-9 variants Fixed: Leaving the Zeus interface while the interface was hidden led to all icons disappearing Fixed: Script error at the start of Within Reach End Game Added: Scripted event handlers - EndGame_OnStageChanged / EndGame_OnStartGameObjectiveCompleted / EndGame_OnObjectiveStateChanged / EndGame_OnObjectiveCompleted / EndGame_OnObjectiveEnded Improved: Zeus support Improved: FPS boost (the equipment rewards functionality was bringing FPS down significantly) Improved: Adding items to Virtual Arsenal created unnecessary network overhead Potential spoilers: Fixed: In Within Reach, there was a vehicle burning at the player start location ENGINE Fixed: MP collisions of static non-local helicopters / airplanes Fixed: remoteExec JIP when targeting groups or sides didn't work Fixed: Command / Function-specific restrictions no longer apply when mode == 2 in CfgRemoteExec Added: colorDisabled parameter to RscActiveText Fixed: No remoteExec restrictions for Headless Clients Fixed: Turn commands for AI tank drivers are now properly inverted in reverse Fixed: CTD at the start of VR Arsenal Fixed: Preserve external camera after getting out of a vehicle LAUNCHER Changed: The icon for a fully signed mod changed from a check mark in a circle to a lock Changed: Relative path calculation modified to not process paths as URIs to prevent unwanted percent decoding when processing the path Fixed: A possible folder duplication when a mod name is changed Added: A keyboard shortcut for a BattlEye page (Alt+4) Added: A keyboard shortcut for the "Play unmodded" command (Ctrl+Shift+P) Share this post Link to post Share on other sites
DnA 5138 Posted July 8, 2015 (edited) 08-07-2015 EXE rev. 131461 (game) EXE rev. 131461 (launcher) Size: ~144 MB DATA Fixed: Icon, localization, author and editor presence of Carrier Rig (Black) Fixed: Broken color smoke grenades (http://feedback.arma3.com/view.php?id=24672) Fixed: SDAR rifles should now have correct faction-specific tracers Tweaked: Minor volume changes for MRAP turret movement sounds Improved: Cars are no longer prone to explosions from small arms fire. Explosive shells & devices are now required to blow up cars (http://feedback.arma3.com/view.php?id=6699) Added: Tab highlighting in Game Options Added: Tab highlighting to the MP Create Game display Potential spoilers: Fixed: Unstuck mechanic added for the journalist in Status Quo Fixed: Issue in Status Quo where Nikos and the journalist were not talking to the player ENGINE Fixed: A HC crash when setting up remoteExec restrictions Fixed: Further remoteExec group / side fixes Fixed: Incorrect drawing of holstered sidearm in 1st person view Added: The -pid= parameter should work for all executables Fixed: Getting out of vehicles no longer resets fire mode (http://feedback.arma3.com/view.php?id=7395) Fixed: Report only the first time-outed pending message for person / object Tweaked: onPlayerConnected and onPlayerDisconnected commands (_owner and _jip variables) LAUNCHER Added: Launcher will now automatically elevate itself when it detects that Steam is also running elevated (running on same integrity level is required to enable communication and to run the game). This should be a work-around for the issue manifested by unusual exit code 0x00000035. Edited July 8, 2015 by DnA Share this post Link to post Share on other sites
DnA 5138 Posted July 9, 2015 09-07-2015 EXE rev. 131471 (game) EXE rev. 131471 (launcher) Size: ~43 MB DATA Added: New sounds for 30mm and 40mm autocannons (separated by turret / body position) Fixed: Removed non-existing magazine with empty class name from TRG family of weapons Added: Support for description.ext CfgTimeTrials definitions (for self-contained TTs) Improved: Ignoring Leaderboard code when no board exists for the TT Share this post Link to post Share on other sites
DnA 5138 Posted July 10, 2015 10-07-2015 EXE rev. 131477 (game) EXE rev. 131477 (launcher) Size: ~38 MB DATA Fixed: It was not possible to disable the headgear and facewear randomization via disableRandomization (description.ext) Removed: Facewear randomization for the civilians (from BIS_fnc_unitHeadgear) Added: aiRateOfFire properties added to fire modes meant for players to ensure the correct rate of fire even on short distances Tweaked: Configured aiAmmoUsageFlags for ammo of planes to help them choose proper weapons End Game Fixed: Possible script error on JIP Removed: The additional equipment that is being given upon securing the Intel site Fixed: Error message upon End Game initialization Optimized: DownloadProgress is now updated 4 times less often Fixed: Possible undefined variable in an expression in initServer.sqf ENGINE Added: Object transparency can be specified in surfaces for AI detection Added: Player steering coefficients moved to config (carType) - see https://community.bistudio.com/wiki/Arma_3_Cars_Config_Guidelines#Steering_properties_for_player Fixed: Adjust actions disabled while swimming (fixes part of the endless unarmed run) Added: New script commands didJIP and didJIPObject Share this post Link to post Share on other sites
DnA 5138 Posted July 13, 2015 13-07-2015 EXE rev. 131501 (game) EXE rev. 131501 (launcher) Size: ~57 MB DATA Added: Proper icons for groups Tweaked: Dogs will now move around more often Tweaked: Kneel sprint (unarmed, rifle, pistol and launcher) has been tweaked to be more plausible and balanced Fixed: Even APCs have been taken back to manufacturers for improved puncture protection of their wheels Added: ‘Creative solution’ to preload the line texture to avoid mipmapping ENGINE Fixed: Time of day affected by low FPS Fixed: Bug in simulation when a vehicle is sling loaded but the player is not in the parent vehicle Fixed: Dedicated Server or Headless Client would freeze if a pop-up error showed up Fixed: remoteExec security and functional fixes Added: New targetKnowledge command (better version of knowsAbout) Fixed: FFV remote player simulation in local vehicles Hotfixed: CTD related to nulled AI brains Fixed: mpStatistics.log moved from the Arma 3 root directory to other logs (profile directory) Share this post Link to post Share on other sites
DnA 5138 Posted July 14, 2015 (edited) 14-07-2015 EXE rev. 131527 (game) EXE rev. 131527 (launcher) Size: ~230 MB DATA Tweaked: Unarmed sprinting Fixed: Launcher bug in unarmed sprinting Removed: All mentions of the legacy allSites command, replaced by entities "Site_F" Fixed: Module arguments config inheritance Fixed: Replaced 2D icons for Zeus-only map objects Potential spoilers: Tweaked: In Showcase Armed Assault the turrets on the Tigris (enemy outpost) had their ammo reduced significantly ENGINE Added: New distance2D command Fixed: Copilot controls in airplanes Changed: Pose adjust action disabled in movement (to prevent problems with slowdown) Fixed: Further remoteExec traffic optimizations and fixes LAUNCHER Fixed: Added missing localization for a tooltip Added: A link to a Community Wiki page to the unusual process exit message box Added: Missing localization for another tooltip Fixed: Inconsistencies in translations of a "Steam Workshop" string Edited July 15, 2015 by DnA Share this post Link to post Share on other sites
DnA 5138 Posted July 15, 2015 15-07-2015 EXE rev. 131540 (game) EXE rev. 131540 (launcher) Size: ~288 MB DATA Fixed: Launcher bug from sprint with binoculars Tweaked: Rescue Boat, autonomous GMG and HMG turrets, Zamak Ammo and HEMTT Repair are now available in Virtual Garage Tweaked: Links for collisions SFX of Stomper Tweaked: Linked additional samples for turrets of AR-2 Darter Added: BIS_fnc_unitHeadgear now supports custom parameters from the scenario config file Fixed: Even the raised commander turret on Striders goes correctly sad panda if destroyed (http://feedback.arma3.com/view.php?id=24532) Fixed: Replaced question mark 2D icons for Zeus-only objects in the Objects (Sea) category Fixed: Camera's display no longer overlays the time indicator Fixed: Section ComboBox doesn't appear any more in the Streamlined editor layout when using a Xbox controller End Game Added: Schematics objects can now be destructible Added: The music that plays at the start of each phase can now be customized in the Objectives Instance Module ENGINE Fixed: remoteExec in SP (targets were not checked and it was executed at most once) Fixed: setPosATL for dead bodies Fixed: Some issues with cloud rendering Fixed: Ignoring forward declaration classes when setting source mods Share this post Link to post Share on other sites
DnA 5138 Posted July 16, 2015 16-07-2015 EXE rev. 131554 (game) EXE rev. 131553 (launcher) Size: ~103 MB DATA Fixed: Animation and sound speed for kneeled sprint with pistol in hand Fixed: Animation files for kneel sprint in FL / FR directions were swapped Fixed: CSAT technicians have adjusted BTR-K Kamysh to prevent rolling even at extremely high speeds (http://feedback.arma3.com/view.php?id=24090) Tweaked: Slightly increased the neck hit point radius and optimized Tactical Vest (Police) and Raven Vest statistics to better match their respective models Fixed: Spawning a grey sport hatchback from config was creating a red one Fixed: Soldiers have been told that Titan AT is not a static MG and they should rather report it as a static AT Fixed: IEDs can now be detonated by gunfire (http://feedback.arma3.com/view.php?id=24303) Tweaked: Proper sounds of shooting different munitions for Marshall Tweaked: New sound samples for 105mm, 120mm, 125mm and 155mm cannons ENGINE Fixed: remoteExec - JIP while targeting a server or a specific client or when allowedTargets == 2 on a given command / script is considered an error Changed: Traffic optimization when targeting multiple targets via remoteExec Fixed: A crash when an object list was released and loaded again Fixed: An issue with FFV remote player simulation and optimized simulation for remote vehicles Fixed: allTurrets command should now properly return commander turrets with FFV Fixed: remoteExec - JIP while targeting sides Added: Support for displaying server mods in the LAN tab Share this post Link to post Share on other sites
DnA 5138 Posted July 17, 2015 17-07-2015 EXE rev. 131567 (game) EXE rev. 131570 (launcher) Size: ~ 30.8 MB DATA Added: Parameter logicalOrder set for all Field Manual entries ENGINE Improved: Simulation when a vehicle is sling loaded but the player is not in the parent vehicle Fixed: An issue with remoteExec and JIP when multiple targets containing a group or side were specified Fixed: remoteExec targets given as a string are now read correctly from the mission namespace instead of local namespace Changed: The ‘thanks for your purchase’ dialog shows a list of newly unlocked DLCs instead of a list of all currently owned ones LAUNCHER Fixed: Header of the Name column changed from Imię to Nazwa in Polish Share this post Link to post Share on other sites
DnA 5138 Posted July 20, 2015 20-07-2015 EXE rev. 131583 (game) EXE rev. 131582 (launcher) Size: ~51 MB DATA Fixed: Lowering primary weapon while prone no longer causes the soldier to stand up (http://feedback.arma3.com/view.php?id=24674) Fixed: Switching to binoculars while standing with pistol lowered no longer forces player to go prone (http://feedback.arma3.com/view.php?id=24706) Added: Labels of UI elements in RscDisplayServer are now in config Added: Added an Empty Unit Insignia for clearing previously defined insignia (https://community.bistudio.com/wiki/Arma_3_Unit_Insignia) Dynamic Groups Added: Group insignia are now added to the unit itself using https://community.bistudio.com/wiki/Arma_3_Unit_Insignia Fixed: Create Group UI button not working if a player was in a non-registered group (http://feedback.arma3.com/view.php?id=24806) ENGINE Fixed: Healing action is now disabled while on a ladder Fixed: allTurrets fixed for FFV again (allTurrets [vehicle, false] will not return any turret with FFV now) Fixed: Unintentional endless looping of sounds of weapons Fixed: missionStart always had the same value on Dedicated Servers LAUNCHER Fixed: An error during creation of a parameter string when a file parameter value was null for an unknown reason Fixed: Added error handling to the process monitor to prevent unnecessary creation of an emergency report Share this post Link to post Share on other sites
DnA 5138 Posted July 21, 2015 21-07-2015 EXE rev. 131590 (game) EXE rev. 131590 (launcher) Size: ~41 MB DATA Fixed: Missing icons for some of the particle modules Fixed: AI no longer gets stuck in prone stance Added: Variants of smoke shells, chem lights and flares with infinite timeToLive (used in scripted modules) Potential spoilers: Fixed: Moral Fiber - An instance where the eject action could be called on units which are not in the vehicle anymore End Game Added: Equipment rewards for capturing Intel were reintroduced, now being controlled by a more optimized system ENGINE Improved: Security update for remoteExec when targeting multiple targets Fixed: Passengers can now properly turn their NVGs on and off (http://feedback.arma3.com/view.php?id=23649) Share this post Link to post Share on other sites
DnA 5138 Posted July 22, 2015 22-07-2015 EXE rev. 131604 (game) EXE rev. 131604 (launcher) Size: ~58 MB DATA Tweaked: New samples for boat crashes linked Fixed: Dampers of the rear right wheel on Tempest trucks is now actually on the right side Added: New samples for boats crashing into other boats Potential spoilers: Fixed: Soldier abusing POW now moves as intended in the final cutscene of the “Damage Control†mission in the “Prologue" campaign (http://feedback.arma3.com/view.php?id=24688) ENGINE Fixed: remoteExec not executing properly on Headless Clients Fixed: Suspension diagnostics possibly causing a crash Share this post Link to post Share on other sites