Arma3-Servers.net Blog Feed en https://arma3-servers.net/ Tue, 10 May 2016 14:57 CEST Arma3-Servers.net is a Arma3 servers list. Its goal is to provide an efficient way for players to find a server that suits their needs and also for servers owners to get more players on their servers. 60 Arma3-Servers.net Switch To HTTPS https://arma3-servers.net/blog/17/arma3-serversnet-switch-to-https/ https://arma3-servers.net/blog/17/arma3-serversnet-switch-to-https/ Tue, 10 May 2016 14:57 CEST
Here are the most notable benefits of this change:

  • Improves global security of the server list
  • No more problem to use our embedded content on external websites that use also HTTPS
]]>
Arma 3 Game Update 1.54 https://arma3-servers.net/blog/16/arma-3-game-update-154/ https://arma3-servers.net/blog/16/arma-3-game-update-154/ Thu, 03 Dec 2015 22:18 CET
Arma3 1.54 Servers : http://arma3-servers.net/version/1_54_133596/

CHANGELOG

DATA:

  • Added: End Game Zaros
  • Added: End Game Feres
  • Added: Spectator role (used as 4 slots per End Game so far)
  • Added: Upload Terminal
  • Added: Military Tablet
  • Added: New version of Personal Protective Equipment
  • Added: New Stamina (with optional Stamina Bar)
  • Added: Under-barrel magazine slot to the inventory
  • Added: Under-barrel Grenade Launcher reloading animations
  • Added: New audio samples for explosions
  • Added: Nexus Update Welcome Screen
  • Added: Defense guide to Learn > Community Guides
  • Added: New FFV limits technology is in. Hummingbird, Mohawk, Hellcat, Taru and Huron should now work even better than before.
  • Added: New FFV limits for Offroad
  • Added: Cargo gunners in Offroad are able to use launchers
  • Added: Front cargo gunners in Offroad are able to stand up and fire
  • Added: New variants of fatigue-related audio samples
  • Added: Missing land contact points for boats since the Geometry LOD is used if land contacts are not defined and it hinders performance
  • Added: isGlobal param to make the paramViewDistance function actually work globally (before it was changing the ViewDistance only on server)
  • Added: Ability to prevent the reset of the animation sources to function BIS_fnc_initVehicle
  • Added: BIS_fnc_initVehicle now supports custom materials defined in the texture sources and the scenario config file
  • Added: Water flow audio for backward movement of boats
  • Added: BIS_fnc_unitHeadgear, support for campaign config files
  • Added: Mk20 GL reload animations
  • Added: New sounds for UGL reloading animations
  • Added: Camo selections added for facewear due to a community request
  • Added: 2 functions for encoding and decoding of the binary flags
  • Added: Shared Objectives now support custom task types defined in a scenario’s description.ext
  • Added: Road cones and barriers now have proper land contacts
  • Added: A default screen for the tablet object
  • Added: turnOffset property for Offroad FFV positions to allow the AI to actually work with turning out
  • Added: BIS_fnc_lerp - Linear float point interpolation
  • Added: Basic support for campaign config files and various small optimizations of function BIS_fnc_initVehicle
  • Added: BIS_fnc_getVehicleCustomization, returns components and textures currently selected on a vehicle
  • Added: BIS_fnc_getAngleDelta which returns the smallest difference between 2 angles in degrees
  • Added: Default Arsenal camera position can now be set locally
  • Added: Tooltips with full weapon names in the Zeus ammo box settings window
  • Added: Modifications of server parameters "Respawn Tickets" and "Countdown" that do not have a "Disabled" entry. This is useful if you always need to have respawn tickets / a countdown set.
  • Added: Parameter terrainSpeedCoef, handling the previously hard-coded terrain gradient slowdown
  • Added: Animations for diagonal movement in adjust prone up stance
  • Fixed: Some vehicles in Virtual Garage had broken crew previews; noticeable especially in the Huron
  • Fixed: Huron cargo proxy indices
  • Fixed: Issue connected to setOwner being called on crashed helicopters when there were some AI soldiers still inside (Support MP)
  • Fixed: No new respawn loadouts and fire supports were unlocked in Defend missions when the attack wave ended
  • Fixed: Stolen OPFOR vehicles in Defend Kamino had infinite ammo
  • Fixed: It was possible to spot and destroy the evac helicopter long before it was supposed to arrive in Defend missions
  • Fixed: Errors in briefing for Zeus in Defend missions
  • Fixed: Even pilots of CSAT and AAF have learned how to use tracers during their training courses
  • Fixed: When players waiting for respawn didn't enter the loadout selection menu, they were able to respawn even with an already unavailable loadout
  • Fixed: In Arsenal, switching primary weapon to empty and then selecting one resulted in the player switching to sidearm after closing Arsenal
  • Fixed: In Showcase Night, AI playing ambient animations would react very slowly after spotting the player
  • Fixed: The player characters in Virtual Arsenal were BLUFOR; changed to Civilian. This will enable them to pick up side-specific backpacks, and they won't be engaged by autonomous turrets they assemble
  • Fixed: Weapon attachments were not mirrored on virtual entities in Arsenal
  • Fixed: Attenuation in Offroads
  • Fixed: Incorrect focus when switching between Video Options tabs
  • Fixed: Messages "spotted a mine" and "spotted a charge" were swapped in stealth mode
  • Fixed: Lowering primary weapon while prone no longer forces the player to stand up
  • Fixed: Weapon no longer clips while running (http://feedback.arma3.com/view.php?id=24354)
  • Fixed: Randomized animals use the correct material for goat’s sake!
  • Fixed: Launchers were clipping into view when holding binoculars in prone stance
  • Fixed: Launchers were clipping through the body during forward and diagonal sprints
  • Fixed: Removed unnecessary backpacks from a crate in the VR Launchers course
  • Fixed: Links are not overlapped anymore in Showcase AAF
  • Fixed: BIS_fnc_kbtell was ignoring the _disableRadio parameter and sentences were always disabled during a conversation
  • Fixed: Camo net was indestructible in Showcase AAF
  • Fixed: IR strobes didn't have infinite variants, which smoke shells and chem lights do have
  • Fixed: M134 minigun is now correctly recognized as a vehicle weapon even for scripts
  • Fixed: An error in scenario COOP 05 Support Stratis with the detection of an empty position
  • Fixed: New unarmed running (standing / kneel) animations now have properly configured sounds
  • Fixed: An error caused by failed remoteExec attempt, setting _jipID to nil
  • Fixed: Lower case is now forced for the task ID to make the code more resilient to input errors
  • Fixed: An issue in BIS_fnc_setTaskLocal where the task was sometimes not created properly
  • Fixed: Possible error message at scenario start when using Support modules
  • Fixed: Error message after syncing the Support Requester module with a Civilian or Logic entity
  • Fixed: Missing audio sample for Titan missiles for locked targets
  • Fixed: Red, yellow and green driver coveralls now work correctly from the editor
  • Fixed: A script error that occurred when using child tasks
  • Fixed: A bazillion small translation issues
  • Fixed: Problem with multiple broadcasting of task description, title and marker text
  • Fixed: Adjusted indirect damage of 35m cannons
  • Fixed: Navid's irons sights animation glitch during reload
  • Fixed: Couldn't use sights in adjusted prone stance
  • Fixed: Smoothed out character rotation animations to remove twitching and shaking
  • Fixed: Wetsuit and ghillie suit damage behavior
  • Fixed: Wrong link for tripwire land mine
  • Fixed: Boats and ships had water sounds even on land
  • Fixed: Adjusted damage inside of vehicles according to new character protection values
  • Fixed: Characters running in kneel pose no longer collide with objects
  • Fixed: Various minor issues on Altis and Stratis, mainly concerning rocks
  • Fixed: An error related to crashing helicopters which are sling loading Taru pods
  • Fixed: Adjusted crew crash protection for most cars
  • Fixed: Added dummy post-process effects for some optics to return behavior to default
  • Fixed: Localization of the Game Master and Game Moderator's names in the Role Assignment display
  • Fixed: Sound class for carpet surface outside (was inside)
  • Fixed: UAV drones now use the proper resolution LODs for pilots
  • Fixed: Laser batteries were disappearing after opening a loadout
  • Fixed: It was no longer possible to shoot through the obstacle in the VR Penetration course with the 9mm pistol
  • Fixed: Several minor issues on Altis
  • Fixed: Another handful of minor bugs on Altis
  • Fixed: Broken PhysX geometry on Sea_Wall_F.p3d
  • Fixed: Various environment issues on Stratis and Altis
  • Fixed: The pause menu in Virtual Arsenal sometimes showed the Abort button instead of Arsenal
  • Fixed: Zeus icon was used for virtual players in the briefing screen, should be a generic star now
  • Fixed: Hand placement on the butt shuffling animation
  • Fixed: The ARSENAL button in the Arsenal pause menu sometimes ended the scenario instead of returning to Arsenal
  • Fixed: Improved calculation for vehicle spawning position in the Sites module (less likely collisions)
  • Fixed: Random 'undefined variable' error in the advanced hints
  • Fixed: Localized tooltip for the Sling Load Assistant in the Layout Editor
  • Fixed: Localized move and resize hint in tooltips in the Layout Editor
  • Fixed: The Arsenal initial camera was not in the correct position after playing an End Game scenario
  • Fixed: It was not possible to whitelist Exp_A scenarios on a Dedicated Server
  • Fixed: In Defend Syrta, there was a misplaced offroad
  • Fixed: Climbing steeper stairs is now possible even when crouched
  • Fixed: BIS_fnc_saveInventory could have caused a script error
  • Fixed: Hand position on the NLAW
  • Fixed: Arsenal camera view borders
  • Fixed: Placement of weapons proxies on A-134 Buzzard
  • Fixed: In module Punishment the animation could return nil and a script error would be issued
  • Fixed: Under certain conditions, using BIS_fnc_initVehicle with ‘animations’ as an empty array was throwing an error
  • Fixed: Incorrect version of Stratis satmap
  • Fixed: When the Garage preview vehicle was destroyed, the player was unable to re-open the Garage at all
  • Fixed: Adjusted character collision shape to prevent some of the clipping cases
  • Fixed: Adjusted geometry and roadway of stairs to prevent most of the cases of getting stuck while going up the stairs in Cargo Towers
  • Fixed: Bad bounding box for "acts_injuredlyingrifle01" and "acts_injuredlyingrifle02" animation states
  • Fixed: Typo in BIS_fnc_getRespawnPosition which caused a script error when a namespace was used as parameter
  • Fixed: Missiles of Cheetah and Tigris had the incorrect name in radio protocols
  • Fixed: Possible error message in MP Race scenarios
  • Fixed: Some HEMTT truck variants were showing too many crew positions in Garage
  • Fixed: Selecting non-transport HEMTT variants in virtual Garage should no longer produce script errors
  • Fixed: Global weapon audio curve
  • Fixed: When Zeus opened object attributes (e.g. ammo box configuration), he had to click OK twice to close the window, and the changes were not saved
  • Fixed: Stamina description in the Field Manual
  • Fixed: Surface sounds for the VR terrain
  • Fixed: In Showcase Combined Arms, if played on a Dedicated Server, tasks states were not updated
  • Fixed: Zeus surface markings like the ordnance damage area sometimes had a non-transparent black background
  • Fixed: BIS_fnc_traceBullets would keep running even after some projectiles stopped moving
  • Tweaked: Scripted multiplayer system optimizations (remote execution, tasks and shared objectives)
  • Tweaked: Organization of Radio Protocol and Sounds_F samples
  • Tweaked: Adjusted some ragdoll values in core configuration and removed override from Data_F (bananas toACE3 for the inspiration)
  • Tweaked: Character hit reactions
  • Tweaked: FSM performance optimizations for Support MP
  • Tweaked: Added punishment for destroying the Alca using a vehicle (this had not been handled by the Friendly Fire module) in Showcase AAF
  • Tweaked: Cargo positions for HEMMT Transport, HEMMT Transport (Covered), Tempest Transport, Tempest Transport (Covered), Zamak Transport, Zamak Transport (Covered) and Zamak Medical to avoid minor collisions of soldiers (both dead or alive) with the carriage
  • Tweaked: Volume of building part destruction increased
  • Tweaked: Substantially increased damage but also decreased effective firing range of 80mm and 60mm unguided rockets
  • Tweaked: GL carrier rigs and their geometries
  • Tweaked: Condition for releasing from ambient animation adjusted to be less demanding (it is using a check for'COMBAT' behavior in the first place)
  • Tweaked: Difficulty changes:
    • Vision Aid dots limited to Recruit preset
    • Extended Armor limited to Recruit preset (relates to personal protection balancing)
    • Holding breath when diving made consistent across all presets
  • Tweaked: Optimized performance of 20 & 40 mm grenade shells:
    • Scaled down impact damage of 40 mm grenade shell. It is still well capable to destroy MRAP wheels as it is supposed to. Splash damage remains unchanged.
    • Scaled down impact damage of 20 mm grenade shell (so that impact is less powerful than a 20 mm bullet) by 50%, but increased splash damage by 50% (needed for GMG)
    • Scaled down HEDP direct damage to more reasonable levels. Splash damage remains unchanged.
  • Tweaked: ABR reload animation
  • Tweaked: Katiba prone animation
  • Tweaked: The projectile spawning module script (used for example by the Ordnance module) will no longer attempt to show Zeus hints when no Zeus owns the module
  • Tweaked: All supply (rearm, refuel & repair) trucks and sling loadable supply containers (with exception of the vehicle ammo crate) are now effectively inexhaustible. However, fuel and ammo supply death explosions now destroy anything in their supply radius (10 meters). This is supposed to overcome issues with limited supply capacity and with repeated resupplying of the supply trucks and containers. All the respective scripting commands work as before, as the respective supply parameters were simply increased by several orders of magnitude.
  • Tweaked: Collision models and rotation axis for turning animations of characters
  • Tweaked: Decreased total minimal hit threshold so that even pistol bullets are able to score some trivial total damage through vests
  • Tweaked: Sound of locking missiles is normalized for all weapons
  • Tweaked: Turning around with a rifle (stand / kneel) to avoid character movement
  • Tweaked: Removed default toggle VON keybinding (double tap Caps Lock) to prevent accidental voice spam on public servers
  • Tweaked: Sound of APERS bounding mine activation
  • Tweaked: Legs are slightly less susceptible to damage
  • Tweaked: Optimized damage taken by VR entities so they are on par with other characters
  • Tweaked: Optimized armor of grenadier vests
  • Tweaked: Slightly optimized protection of extremities of OPFOR uniforms
  • Tweaked: Optimized performance of 35 mm Anti-Air ammunition
    • Decreased direct hit so that it is not capable of easily destroying heavily armored vehicles anymore
    • Increased splash damage radius and decreased deflecting and air friction to more suitable values to retain the performance against softer targets
  • Tweaked: Performance of AA missiles because of inconsistency (ASRAAM should be a little less effective, Zephyr, Falchion and Sahr more effective)
  • Tweaked: 9 mm and STANAG reload tracer mags localized. P07 and Rook adjusted to be able to use them.
  • Tweaked: Raised armor of planes to make them more durable
  • Tweaked: Adjusted aimPrecision in various stances
  • Tweaked: Sitting down movement animations
  • Tweaked: Sway distortion upon turning is now more affected by weapon inertia. Smaller weapons are therefore more stable while turning around, while heavier guns are harder to handle upon turning. Magnitude and speed of turning are also considered.
  • Tweaked: Rabbits now hop more often
  • Tweaked: Salt flats surface material (GdtDead) speed adjustment
  • Tweaked: Optimized aiming precision coefficients in various less commonly used stances
  • Tweaked: Improved blood effects
  • Tweaked: Sound for reloading PDW2000 to fit the new animation
  • Tweaked: Decreased direct hit damage of 120mm and 125mm High Explosive shells for they were too effective even against heavily armored vehicles. Explosive splash damage remains unchanged though.
  • Tweaked: Geometry for unarmed characters
  • Tweaked: Smoothed out the motion in the upper body and head in the running forward relaxed animation
  • Tweaked: The PDW reload animation has been improved
  • Tweaked: Minor optimization of aimPrecision values in less common stances and movements
  • Tweaked: Updated reload gestures
  • Tweaked: Unarmed movement collision
  • Tweaked: Sound effect in planes when being missile locked
  • Tweaked: Increased weights of various heavier weapons and magazines to limit certain equipment compositions
  • Tweaked: Shortened reload sounds of most weapons
  • Tweaked: Position of the primary and under-barrel magazine of the primary weapon in the inventory UI
  • Tweaked: Lowered volume of engines and missile lock alarms for CAS planes
  • Tweaked: Modified textures for the uniform without sleeves
  • Tweaked: Adjusted stances no longer increase the aimPrecision penalty
  • Tweaked: Stamina hint updated to reflect recent changes in its mechanics
  • Tweaked: Fatigue hint discontinued and replaced by Weapon Sway (affects several scenarios)
  • Tweaked: The weapon sway stage of the Weapon handling I VR course was tweaked to work correctly with the updated weapon handling mechanics
  • Tweaked: Sound samples of fatigue / hits
  • Tweaked: Optimized hold breath behavior for the current weapon sway
  • Tweaked: Hold breath audio samples volume raised
  • Tweaked: TRG-21 GL reload animation
  • Tweaked: UGL reload animations property moved from the magazine's config to the UGLs themselves; Katiba'sreloadAction added
  • Tweaked: BIS_fnc_MP - RE is now handled by engine
  • Tweaked: Task-related functions:
    • Task structure and attribute indices are now defined in separate define file
    • Only changed data are transmitted over the network
    • Task variables were massively shortened to save some traffic
  • Tweaked: FFV limits for military trucks switched to new technology
  • Tweaked: MP Support scenarios now use server param 'Respawn Tickets' without a 'Disabled' entry. As a result server admins cannot set respawn tickets to be disabled for MP Support scenarios anymore, and they will always have some valid values
  • Removed: Obsolete Huron cargo proxies
  • Removed: Log message from function BIS_fnc_initVehicleKart
  • Removed: Redundant hitpoint classes from civilians
  • Removed: ladders property for certain objects
  • Removed: Redundant edit LODs causing bounding box changes in Garbage Bags and Garbage Pallets
  • Removed: Old fatigue config classes & parameters as they do not work anymore
  • Removed: Information about fatigue and load from Arsenal meta information (stamina bar now handles it)

Potential spoilers:

  • Fixed: In campaign mission Preventive Diplomacy, some team members had the wrong loadout / unit class
  • Fixed: Player is no longer stuck in the intro animation of the Bomos campaign camp
  • Fixed: Supply Network - Enemy Kamysh would sometimes attack Kerry's team on their way to the AO
  • Fixed: Bingo Fuel - Script error during Kappa's retreat message
  • Tweaked: Re-evaluated special treatment of fatigue (stamina) in early parts of the Survive campaign episode

End Game:

  • Added: New overview images for End Game scenarios
  • Added: If a schematics object can be and is destroyed, the side which destroyed it will lose the match
  • Added: Upload Terminal is now used as Upload object
  • Added: Military (Schematics) Tablet is now used as Schematics object
  • Added: Scripted event EndGame_Ended, which fires when the End Game scenario ends
  • Fixed: Download / Upload radius set in modules is now correctly used (was always defaulting)
  • Fixed: Objects belonging to an End Game objective were not hidden until the last phase would start even when they should
  • Fixed: Upload radius was always defaulting, not reading value from module parameters
  • Fixed: Upload positions were being deleted in the third stage of End Game scenarios
  • Fixed: In End Game the download / upload interface would open / close in a loop when close to a download / upload object but not near enough to connect to it
  • Fixed: In End Game Kavala the boat near the pier had a wrong orientation
  • Fixed: A player could skip the warm-up phase by vaulting right after skipping the intro camera
  • Fixed: Possible exploit(s) of the warm-up phase in End Game by performing certain action(s)
  • Fixed: Clipping bar gate in the city (church objective)
  • Fixed: Even though renegade players could initiate and contribute to a download / upload, they would not see the progress
  • Fixed: Able to take schematics through a wall at one of the pickup points
  • Fixed: The compositions where players have to pick up schematics could be visible even though they had not been randomly selected
  • Tweaked: Decreased download / upload network update rate from a 1s to 3s interval
  • Tweaked: Carrier icon drawing optimized
  • Tweaked: There were a couple of instances in which allMissionObjects was used instead of entities (which is faster)
  • Tweaked: Performance improvements to End Game Kavala

Dynamic Groups:

ENGINE:

  • Added: New Stamina system
  • Added: More detailed FFV limits
  • Added: Support for nested classes in CfgVehicles >> (vehicleclass) >> EventHandlers (allowing stacking)
  • Added: Script command setObjectMaterialGlobal
  • Added: RPT report for a possible crash
  • Added: Triggers can now be disabled using the enableSimulation command
  • Added: New scripting command (getMousePosition) which returns the current position of the mouse cursor on the screen
  • Added: New script commands flagSideflagTexture
  • Added: Support for escape sequences in tool tip config and the setTooltip scripting command
  • Added: An option to define road types exclusively for AI pedestrian units
  • Added: userType action can define a maximum distance for AI
  • Added: New command nearestTerrainObjects
  • Added: setVariable extended with support for addressing specific targets
  • Added: Scripting command inPolygon for detecting a point in a polygon
  • Added: Support for camCommand to the Zeus (Curator) camera
  • Added: disableAI / enableAI - new parameter CHECKVISIBLE (disables visibility raycasts)
  • Added: Stamina script commands
  • Added: Configurable visibility of the stamina bar
  • Added: Support for custom vehicle weapon switching (not configured yet)
  • Added: BattlEye protection for hideObject
  • Added: Support for changing a Zeus camera’s maxPitch by using the camCommand
  • Added: AI can now use turn in / out actions to engage targets in different directions
  • Added: Inventory - new parameters for inventory magazine slots (customized icons)
  • Added: Stamina parameter for MoveInfoMan
  • Added: pixelW and pixelH commands that return the horizontal / vertical size of one pixel
  • Added: allowSprint and isSprintAllowed script commands
  • Added: Scripting commands isEqualTypeisEqualTypeArrayisEqualTypeAllisEqualTypeParams
  • Added: UI rotation commands: ctrlAngle, ctrlSetAngle; config setting: angle, centerU, centerV for CStatic controls
  • Added: Ability to turn on / off the in-game heap memory manager via the -heapMgr command-line parameter (turned on by default). This might help prevent crashes in massive scripts from happening.
  • Added: Platform as another result of the productVersion script command
  • Added: Stamina drain parameters for terrain
  • Added: New script command isEqualTypeAny
  • Added: New script command getAimingCoef
  • Added: execVM and spawn commands now define a _thisScript variable containing a handle to the SQF script
  • Added: execFSM now defines _thisFSM parameter containing a handle to the FSM file
  • Added: New commands for Curator (Zeus) camera
  • Added: Missing command support for camera ceiling
  • Added: Script command for the stamina bar color scheme
  • Added: getWeaponSway command for the raw size of current weapon sway deviation
  • Added: terrainSpeedCoef parameter for stamina
  • Added: Stamina parameter updateCoef to disable the real-time simulation of stamina
  • Added: Safety net when getting description for MP scenarios from the server
  • Added: Script commands: getAnimAimPrecision, getCustomAimCoef, isAimPrecisionEnabled, enableAimPrecision,setCustomAimCoef
  • Added: Enable weapon obstruction in FFV
  • Fixed: Incorrect display of total load in inventory's progress bar
  • Fixed: AI does not switch to combat mode when they see an entity killed by script
  • Fixed: Deployment indicator inconsistency when moving up in stances
  • Fixed: Game could crash after audio cuts out
  • Fixed: AI is now able to raise their weapon when switched to danger and being forced to crouch
  • Fixed: Cars tilting to one side when idling
  • Fixed: Disabling controls during GetOut
  • Fixed: Usage of Cyrillic (or other unsupported characters) in the profile path that is set via command line
  • Fixed: Possible CTD when trying to transfer an undefined script variable over the network
  • Fixed: Character container entities inherit locality from their parent now (connected to debugging sessions withExile)
  • Fixed: Simple water shader was not initialized correctly
  • Fixed: Panorama sound didn't work in cutscene animations
  • Fixed: Weapon deployment on a gate was not getting canceled when the gate got opened
  • Fixed: Mines can now be placed when holding binoculars
  • Fixed: Negative score from destroying a friendly vehicle occupied by enemy
  • Fixed: Autoinit should not download an already existing scenario
  • Fixed: MP - Unable to switch positions from driver to passenger
  • Fixed: The game could freeze when working with backpacks in unorthodox ways
  • Fixed: configProperties causes a crash when the config path includes nil
  • Fixed: Shots were going in the wrong directions when AI was engaging with bursts in FFV
  • Fixed: Player without equipped armor takes more fall damage
  • Fixed: VON - Direct communication would not be received unless a Windows recording device is plugged in
  • Fixed: Visibility of some objects hidden via hideObject was not reset after scenarios ended
  • Fixed: Namespace variables not transferred properly over the network
  • Fixed: General memory allocation crash fix
  • Fixed: The Show button in controller setup would close the whole dialog instead
  • Fixed: Targeting array of clients via setVariable
  • Fixed: Crash with particles, zero interval and deleted objects
  • Fixed: Recoil for FFV for non-local character
  • Fixed: Visible tracers on bullets when not needed
  • Fixed: Correctly logging killer vehicle when using UAV
  • Fixed: Disappearing driver in combat mode [FFV]
  • Fixed: Clipping with cabin when getting in Offroad FFV seats
  • Fixed: Broken turrets when canHideGunner was not set properly
  • Fixed: Terrain objects can no longer be hidden locally via hideObject. This feature is now reserved forhideObjectGlobal (server-side only).
  • Fixed: Possible freeze of the game when tracing suppressing at huge distances
  • Fixed: setVariable was not working with groups when targeting a Dedicated Server
  • Fixed: Calling createVehicle(Local) with improper type name would crash the game
  • Fixed: htmlLoad wouldn't load files from PBOs without file patching enabled
  • Fixed: Virtual Arsenal - 2 errors after returning to Arsenal while reloading a weapon
  • Fixed: Destructible buildings cannot be destroyed by standard vehicle collisions anymore
  • Fixed: Crash when small units are spawned on the border of 2 horizontal land segments
  • Fixed: UGL - a different grenade was loaded after a reload
  • Fixed: Graphical ordering of roads
  • Fixed: Changed behavior of introduced manual off on Zeus cameras to not block the whole camera simulation
  • Fixed: Proper distinction between player and AI when selecting weapon mode
  • Fixed: Hotfixed a crash when resetting the landscape state (http://feedback.arma3.com/view.php?id=26206)
  • Fixed: Calling the joinString command with an empty selector crashed the game (http://feedback.arma3.com/view.php?id=26238)
  • Fixed: Character animation warping when changing stance from leaning to prone
  • Fixed: Wrong position of grenade launcher cursor [FFV]
  • Fixed: CTD when loosing network connection during content list check (http://feedback.arma3.com/view.php?id=26220)
  • Fixed: Conversations and music would repeat if the player saved the game (http://feedback.arma3.com/view.php?id=24456)
  • Fixed: playMusic could reset on Alt-Tab (http://feedback.arma3.com/view.php?id=24584)
  • Fixed: Command addWeaponItem can load a magazine even into secondary muzzles now
  • Fixed: AI sometimes not engaging targets from FFV, because of watching their leader instead
  • Fixed: Attempt to fix crashes where instructions went missing in the script expression compiler
  • Fixed: Turning in the deadzone during combat pace
  • Fixed: Multiple client crashes in KOTH
  • Fixed: Do not show the nav. icon when in a vehicle and the HUD info is disabled
  • Fixed: Localized the Weapons pool tab when the Inventory is opened in the Briefing
  • Fixed: closeOnMissionEnd in multiplayer
  • Fixed: Road clipping
  • Fixed: Another bazillion of translation tweaks
  • Fixed: Sound - CTD
  • Fixed: Missing dialogue in the radio protocol (http://feedback.arma3.com/view.php?id=24419)
  • Fixed: switchCamera can now be used to switch to any unit in a vehicle
  • Fixed: AI gunners were using only single shots after switching seats or cancelling manual fire
  • Fixed: The commanding cursor direction with aiming deadzone
  • Fixed: Incorrectly returned default values of identity commands
  • Fixed: Gunfire sounds were not played correctly
  • Fixed: Variables set via the setVariable command on respawned characters were not JIPped
  • Fixed: Scripting command magazinesAllTurrets didn't return any magazines on MBT Kuma and excluded commander turrets on other MBTs
  • Fixed: setVehiclePosition command was placing objects inside rocks
  • Fixed: Green tags on enemies
  • Fixed: Recovery from ragdoll on Dedicated Servers
  • Fixed: Barrel roll no longer possible up against steep terrain
  • Fixed: Scripting command ammo had the wrong description
  • Fixed: Reading and checking of file signatures thread
  • Fixed: The signature test could still be running when exiting MP
  • Fixed: Occasional automatic cancellation of deployment on ground
  • Fixed: remoteExec might not get executed when specified in an init script
  • Fixed: Not all JIP variables updated upon character respawn
  • Fixed: Curator camera ceiling when ASL mode is set
  • Fixed: Scripting command deleteVehicle didn’t remove its subcontainers (stored containers like vests, uniforms, etc.) properly
  • Fixed: Dedicated Server no longer requires Steam client to be running
  • Fixed: Sound - Interior attenuation issue
  • Fixed: Start / stop sounds of vehicles were played again when switching from / to 1st / 3rd person view
  • Fixed: Potential CTDs in reloading magazines
  • Fixed: CTD when a trigger is not a detector
  • Fixed: CTD in the communication menu
  • Fixed: Crash for buildings with an inventory
  • Fixed: Loading screens would pop-up during MP scenario setup or play (http://feedback.arma3.com/view.php?id=26494)
  • Fixed: Workshop scenarios would be shown multiple times if subscribed while the game is running
  • Fixed: Hold breath sounds were missing in some situations
  • Fixed: A crash when reading files from multiple threads
  • Fixed: Not all subscribed / published Workshop items were processed
  • Fixed: isNumber incorrectly returned false for large numbers (http://feedback.arma3.com/view.php?id=26663)
  • Fixed: Crash accessing memory cache from multiple threads.
  • Fixed: Crash when rendering the scene
  • Fixed: Potential CTD after launching the game
  • Changed: Script command getHitIndex returns null instead of zero when invalid input was given
  • Changed: Script command weaponsItemsCargo returns empty array when no magazine is present in given weapon
  • Changed: The ladders property is now optional for buildings
  • Changed: Error logging for script commands param and params and a return value fix for params
  • Changed: FriendlyTag will show friendly units always green (even if in enemy vehicle)
  • Changed: hideObject made working with trees as well
  • Changed: hideObject now causes the AI costmap to recompute when used with static objects
  • Changed: Default state of FFV turret defined as turned-in
  • Changed: Restricted the maximum length of strings and arrays in scripts to prevent exploits that could crash the game
  • Changed: "manual on" / "manual off" for camCommand should only affect player input, not whole camera simulation
  • Changed: Duration of holding breath decides for how long it cannot be held again
  • Tweaked: Sound - Engine core update (Stereo Emitter)
  • Tweaked: Firing From Vehicles (turning out, using launchers, limits and obstructions)
  • Tweaked: Collision testing optimizations
  • Tweaked: VON didn’t decrease volume with distance (attenuation)
  • Tweaked: Changed player buffer size for VON (removes ~0.5s delay)
  • Tweaked: Score for destroyed stolen vehicles is based on the last assigned group
  • Tweaked: Changed PhysX memory allocation
  • Tweaked: “Branch” renamed to “Build” in the RPT header to prevent confusion with Steam branches
  • Tweaked: Scripting commands - changed wording of the local keyword to private for consistency and to avoid confusion
  • Tweaked: Commands try and throw have been improved
  • Tweaked: Old fatigue commands now set and get relative Stamina
  • Tweaked: Reading and checking of file signatures moved to a different thread so it won't block the main thread
  • Tweaked: Checking client signatures on servers is done in multiple frames
  • Tweaked: Weapon sway formulas
  • Tweaked: Introducing configNull and extending isNull to support Config
  • Tweaked: Script command help and example windows now support the texts of length up to 2048 characters
  • Tweaked: Closure volume for sidearms
  • Tweaked: "Branch" changed to "Build" in the productVersion scripting command comment
  • Tweaked: Non-blocking params for a wrong type with default value
  • Tweaked: Holding breath pauses correction of aiming precision
  • Removed: The Object category from the Trigger menu in the editor

LAUNCHER:

  • Added: Support for mod dependencies
  • Added: Accepting Steam join invitations while the Launcher is running will launch the game
  • Added: Invites from Steam while Launcher is running are supported now
  • Added: New command checkVisibility
  • Added: Dependencies defined for Workshop items are taken into account when loading / unloading mods, and subscribing / unsubscribing them
  • Added: Watch-dog that watches the Steam download queue and enforces the download of mods when nothing is being downloaded
  • Added: Option to change the location for downloaded mods
  • Added: Option to select a default page (NEWS, PARAMETERS or MODS)
  • Added: Compatibility option to switch to the old folder selection dialog (mainly for users that suffer from a Windows 7 bug where the dialog gets cancelled before it's displayed)
  • Added: Option to unsubscribe all mods
  • Added: Ability to open scenario files in the editor by dragging the scenario file to the Launcher
  • Added: Label with the folder name or the parent folder is displayed if there are two mods with the same name
  • Added: Drop down list with build-in terrains for the "World" parameter
  • Added: Drop down list with available allocators for the "malloc" parameter (based on allocators in the dll folder)
  • Added: Name of the autor of local mods is loaded from the mod.cpp file placed in the root folder of the mod when present
  • Added: Preview image for local mods is loaded from the image file "thumbnail.jpg", "thumbnail.png","thumbnail.bmp" from the root folder of the mod when present
  • Added: Context menu for mods
  • Added: Option to force Steam to download the mod and repair it
  • Added: Taskbar button progress indicator and a status overlay
  • Added: Ability to drag & drop a mod folder or a scenario folder / file over the entire area of Launcher regardless of the active page
  • Added: A few game parameters no one was really missing
  • Added: The “Mods are not ready” dialog is automatically updated with live data and runs the game automatically as soon as all the loaded mods become ready
  • Added: Support for multiple visual styles (with a few testing themes)
  • Added: Command-line parameter names to parameter tool tips
  • Added: A mod count overlay over the show dependencies button (3 states: no icon - no dependencies, white icon - satisfied dependencies, red icon - missing dependencies)
  • Added: An unread news posts counter
  • Added: A semi transparent border to highlight the main navigation button
  • Added: Re-enabled window transparency to disable the Steam Overlay in Launcher
  • Added: Custom window shadow because the system ones stopped working after the transparency was re-enabled
  • Added: A message box to confirm the removal of a watched folder from the list
  • Added: A tooltip for the multiplayer / signature field
  • Added: An arrow icon to command buttons without any custom icon to make them more noticeable
  • Added: Support for banners in the composite dialog window template
  • Added: Ability to request the loading of mods before they are even subscribed / in the subscription list (so we can load dependencies and don't care about any subscription delay)
  • Added: A faster recovery of installed Workshop items in case the configuration and cache files are corrupted
  • Added: Ability to load required libraries without the application configuration file (arma3launcher.exe.config)
  • Added: Assembly resolution log included in the simple crash log
  • Added: A custom definitions of fallback fonts to prevent issues with Cyrillic charsets on Windows 10 Insider preview (Japanese and Korean will be the next) [SharedResources]
  • Added: Replacing the .NET app configuration file with a custom solution with hardcoded fallback values
  • Added: Hardcoded assembly resolution for subfolders to supplement the probing mechanism in .NET (or replace it when the app configuration file is missing or corrupted)
  • Added: Workshop items on the subscribed content list reported by Steam are now prefiltered and unduplicated
  • Added: Unduplication of data loaded from cache on startup (because the cache might be already affected by duplicate items reported from Steam)
  • Added: Exit code and message to the basic troubleshooting report for easy access
  • Fixed: Pathfinding-related crashes
  • Fixed: Disabled collisions for remote ragdoll with destructible objects
  • Fixed: Incorrect handling of quotation marks in the -profiles command-line parameter
  • Fixed: Improved the stability of Launcher when communicating with the Steam client
  • Fixed: A message was not displayed after the user declined the BattlEye EULA while running with the "-noLauncher" parameter
  • Fixed: The automatic detection of mods now detects mods placed in "Arma 3" folder correctly
  • Fixed: Mod properties (like signature status) were calculated and updated for mods in the collection that was being overwritten, so that information was lost
  • Fixed: Command-line parameters were lost when Launcher was restarted
  • Fixed: Space between the mod status icon and the mod name
  • Fixed: Parameter editor will receive focus when the parameter is enabled
  • Fixed: A news post is marked as read after a click on the "Open in browser" button
  • Fixed: Missing binding for the Steam game join callback event
  • Fixed: A preset could be marked as unsaved after it was activated
  • Fixed: The general message boxes were not draggable
  • Fixed: A possible exception when saving the window position
  • Fixed: Sneaky Steam Overlay was expelled from the message boxes
  • Fixed: Possible log flood due to unexpected data returned by the list of game processes
  • Fixed: Malformed button labels
  • Fixed: Misplaced scroll bars in the combo boxes
  • Fixed: The sizing of the combo boxes on the options page
  • Fixed: UGC initialization postponed after the subscription list is received
  • Fixed: Infinite "Loading data ..." message when running Steam in offline mode
  • Fixed: Duplication of Workshop items
  • Fixed: The font used in tooltips didn't go through our custom fallback; causing invalid rendering on systems with the Windows 10 November update
  • Fixed: A typo in missing prerequirements message
  • Fixed: One of the methods used to access the application configuration didn't fallback to default hardcoded values
  • Fixed: The main progress bar sometimes got stuck in the downloading state at 100%
  • Fixed: Log4Net doesn't load its configuration when the app's current directory is different from the executable directory
  • Tweaked: The list of loaded and available mods is clearly separated
  • Tweaked: The startup update check speed was vastly improved
  • Tweaked: Startup status messages
  • Tweaked: Window style - the window border resize and dragging areas are now better positioned for easier manipulation; Aero Snap is now working correctly
  • Tweaked: Arma 3 Buldozer is now excluded when detecting the running game
  • Tweaked: Improved responsiveness of the mod list
  • Tweaked: Options page styles
  • Tweaked: A click on any part of the parameter value (label / checkbox / value editor) will enable the parameter
  • Tweaked: Contents of Options / Compatibility tabs moved to a General tab
  • Tweaked: The list of watched folders is now not displayed when empty
  • Tweaked: A visual dependency counter changed to match the visual style of the news counter
  • Tweaked: Reordered the option menu
  • Tweaked: Removed group headers in the options menu to reduce the clutter
  • Tweaked: Icons on the MODS page toolbar to match the overall visual style
  • Tweaked: Improved a quick fix command in the show dependencies dialog
  • Tweaked: Visual style of the load dependencies dialog was unified with the show dependencies dialog
  • Tweaked: BattlEye description, options menu item and tab label, dialog overlays reverted to modal dialog
  • Tweaked: The Steam offline banner in the show dependencies dialog was moved to a new banner area
  • Tweaked: Default visual theme changed to the blue one to maintain consistency between versions
  • Tweaked: Texts and strings
  • Tweaked: Text proofreading
  • Tweaked: The custom definitions of fallback fonts changed to fallback to the global sans-serif font before falling back to global UI font (that doesn't work). This should fix problems with Japanese and Korean and all others charsets on Windows 10 insider preview [SharedResources].
  • Tweaked: Strings were incorrectly encoded
  • Tweaked: Launcher translations for 1.54
  • Tweaked: Forced the unusual process exit window and troubleshooting window to be rendered on the CPU, hopefully preventing the Steam overlay from hijacking them
  • Changed: Steam SDK to v1.34
  • Changed: UGC events completely replaced with messages
  • Removed: The parameter display name from the tooltip
  • Removed: The game version from the Launcher main window; the game version is still available in the options menu

SERVER:

  • Updated: Stand-alone Windows Dedicated Server (1.54)
  • Updated: Stand-alone Linux Dedicated Server (1.54)
    • Known issue: Steam client modifies the steam_appid.txt file incorrectly. In case of issues, verify its content is: 107410
    • Known issue: Sometimes the add-ons are loaded from the wrong installation (e.g. main game)
    • Try adding -mod=curator;kart;heli;mark;dlcbundle to your arma3server.exe shortcut

Source : http://dev.arma3.com/post/spotrep-00049

 

]]>
Arma 3 Game Update 1.52 https://arma3-servers.net/blog/15/arma-3-game-update-152/ https://arma3-servers.net/blog/15/arma-3-game-update-152/ Wed, 30 Sep 2015 23:30 CEST
Arma3 1.52 Servers : http://arma3-servers.net/version/1_52_132676/

CHANGELOG

DATA:

  • Added: Items in Arsenal lists now have a tool tip with full name (users can use it to see otherwise cut off names)
  • Added: GM6 charging handle animation
  • Added: M320 bolt animation when firing the last round of a magazine
  • Added: Friendly Fire module - FF event is triggered if player kills friendly using a vehicle turret
  • Added: Friendly Fire module - possibility to add an empty vehicle
  • Added: Friendly Fire module - possibility to add a non-empty vehicle (crew is checked as well)
  • Added: Friendly Fire module - possibility to change priority for checking being hit (one hit leads to friendly fire)
     
  • Tweaked: Faction showcases updated
  • Tweaked: Adjusted hitzones and penetration materials of the Quadbike and Offroad
  • Tweaked: Slight change of the engine volume for Speed Boat and Rubber Boat
  • Tweaked: Animation configs for poultry cleaned and splendidized
  • Tweaked: Optimized module site >> animals
  • Tweaked: Optimized function for removing respawn positions
  • Tweaked: GM6 refactored, so only the basic model is now used (camo selection used for creating a texture variant)
  • Tweaked: M320 refactored, so only the basic model is now used (camo selection used for creating a texture variant)
  • Tweaked: GM6 bolt animation tweaked to work properly when firing the last round of a magazine.
  • Tweaked: AAF soldier's TI texture un-commented out in the injury material, so his legs should behave properly in TI when he's dead
  • Tweaked: In MP Bootcamp, the convoy challenge now only sends net messages to Instructors (as it should) instead of all players
  • Tweaked: Always showing "NEAR AIRPORT" as the location at the start of faction showcases
  • Tweaked: Autonomous turrets are now performing auto fire if not connected to in faction showcases
  • Tweaked: PhysX collision shape of MRAPs (mostly the bottom)
  • Tweaked: Adjusted geometries for HEMTT Medical and armed Offroad
  • Tweaked: Attenuation setup preparation for several vehicles
  • Tweaked: AO in Showcase Drones enlarged to prevent accidental fail mission ending (http://feedback.arma3.com/view.php?id=15164)
  • Tweaked: Adjusted standard FM characteristics of the Taru to fit the advanced FM better
  • Tweaked: ASRAAM rockets adjusted to only lock on to air targets
     
  • Changed: The following classes (from CfgVehicles) - I_Heli_light_03_base_F, I_Heli_light_03_unarmed_base_F, B_Heli_Transport_03_base_F, B_Heli_Transport_03_unarmed_base_F and C_Hatchback_01_sport_grey_F - are now marked as deprecated and shouldn't be used anymore
  • Changed: The Garage and the Vehicle Customization system now skip the animation source periods
     
  • Removed: Random drivers and some soldier base classes from Zeus
  • Removed: Servo sound for movement of rear turret on Speed Boat, since it's moved by hands
  • Removed: Servo sound for turret movement of the Ghosthawk and the Huron (turret is moved by hands without any servo)
  • Removed: Class-based differences in AI spotting abilities (it is covered by other systems instead)
     
  • Fixed: Lobby descriptions of Support MP scenarios
  • Fixed: Wrong names of samples for Huron
  • Fixed: Base soldier classes now have a proper scope of 0 (B_Soldier_02_f, B_Soldier_03_f, B_Soldier_04_f, B_Soldier_05_f, I_Soldier_02_F, I_Soldier_03_F, I_Soldier_04_F, O_Soldier_02_F)
  • Fixed: Escape from Stratis - Possible premature scenario end for reconnecting clients
  • Fixed: Spawning green unarmed Huron now properly spawns a green unarmed Huron instead of the black ninja that crept in all the time
  • Fixed: Player was able to get in a tank in Showcase Zeus and break the scenario flow
  • Fixed: When Zeus used a custom name for an Attack / Defend objective, it wasn't shown to other players
  • Fixed: The "Arsenal" option in Zeus respawn loadout selection was not always sorted on top
  • Fixed: Planes were too durable when colliding with objects
  • Fixed: Team Leaders of all factions were equipped with binoculars
  • Fixed: Tool tip in ORBAT viewer was shown even when it had no content
  • Fixed: Arsenal didn't support launcher attachments
  • Fixed: Vehicle icons in radar were not shown for vehicles remotely-controlled by Zeus
  • Fixed: Task title in diary was indented too far
  • Fixed: Explosive Specialists classes in a FIA Support group appeared as Rifleman instead after editing them
  • Fixed: Tool tips in Strategic Map lingered on even after the cursor no longer hovered over any item
  • Fixed: Third parameter of BIS_fnc_spawnGroup as Scalar did not spawn characters (http://feedback.arma3.com/view.php?id=10532)
  • Fixed: In Garage, when players took control of a UAV and then switched it to another vehicle, they lost control over their character
  • Fixed: Vehicle appearance was not loaded correctly in the Garage
  • Fixed: New proper debriefing in Showcase Commanding in case you finish the mission without casualties
  • Fixed: Sound Suppressor LMG duplicity in Zeus
  • Fixed: Sound Suppressor 6.5mm made available for Mk200
  • Fixed: Characters are no longer forced to go kneel from stand while switching from run to sprint with a launcher in their hands in FR / FL directions
  • Fixed: Correct transition from stand / kneel sprint to run with launcher in hand in FR / FL directions
  • Fixed: Players are now punished if they become a renegade in multiplayer (Showcase Firing From Vehicles)
  • Fixed: Flags of CTRG soldiers no longer flicker in buildings
  • Fixed: Sidearm holster had the wrong scope
  • Fixed: Missing faces on gloves of VR Entities and corrected skinning of some vertices on their gloves
  • Fixed: Imperfect scenario error handling on Dedicated Servers
  • Fixed: In the respawn menu, switching from position selection to load-out selection and back didn't preserve the selected position
  • Fixed: When a remotely-controlled unit accessed Arsenal, it modified the original player, not the puppet
  • Fixed: SDV icon in Field Manual is now consistent with the rest of vehicles
  • Fixed: Artillery smoke shell had a strange model after impact (http://feedback.arma3.com/view.php?id=18333)
  • Fixed: When Zeus joined an already running Seize or Defend scenario, he was unable to edit vehicles created by automatic systems
  • Fixed: RCWS turrets sad panda behavior has been unified across vehicles
  • Fixed: NATO technicians have found that some parts of the up armored Slammer were actually weaker than for its standard counterpart and have installed an additional layer of protection
  • Fixed: Issue when opening the old camera (BIS_fnc_cameraOld) while time acceleration was 0
  • Fixed: In ZGM Bootcamp, players could complete the vehicle obstacle course with any vehicle, even though the quad bike was the one requested
  • Fixed: Size and position of Xbox icons in buttons when the controller is plugged in
  • Fixed: It's no longer possible to access Splendid Camera and Animation Viewer while in Zeus (it was breaking its camera)
  • Fixed: Arsenal icons didn't fit into the screen when using Very Large UI size
  • Fixed: Scripting errors when switching players in the spectator script
  • Fixed: soundEnv parameters changed (footstep issues in cargo buildings, on metal stairs, etc.), adjusted even the material in some of the buildings
  • Fixed: Achievement Star Recruit had the wrong text description (Bootcamp)
  • Fixed: In MP Bootcamp, if a Recruit would die during a vehicle race and all other Recruits had finished, the Instructor challenge was succeeded upon respawn
  • Fixed: Position macros from the last change were broken after binarization
  • Fixed: The animation phases were incorrectly reset by function BIS_fnc_initVehicle
  • Fixed: Restarting while a Challenge (FD or TT) is already ending, now actually restart the Challenge
  • Fixed: Restarting while a Challenge (FD or TT) is already restarting, now is disabled
  • Fixed: Zeus can no longer take control of autonomous vehicles controlled by another player
  • Fixed: After a previous fix, sectors were named correctly, but the task action (e.g. "Seize" or "Defend") was incorrect
  • Fixed: BLUFOR UAV used in OPFOR and AAF faction showcases
  • Fixed: Autonomous turrets Mk30A HMG .50 could not be connected to using a UAV terminal in the faction showcase
  • Fixed: Civilians were unable to capture sectors created by the Sector Module
  • Fixed: Characters (both alive and dead) in cargo positions are no longer colliding with Zamak and Tempest Medical truck body
  • Fixed: Error message when creating RscSlider, RscFrame or RscToolbox using the ctrlCreate command
  • Fixed: Zeus didn't see sector icons in the scene
  • Fixed: The "TRY" button in Garage is no longer available when the preview vehicle has no empty seats
  • Fixed: Navid and SPMG now correctly appear under Machineguns in Zeus when editing a box
  • Fixed: Geometries for Taru, Blackfoot and Huron are more precise
  • Fixed: Zeus lightning didn't always hit its target properly, often leading to characters surviving the blow
  • Fixed: Scrolling issues in the Zeus main display
  • Fixed: RPT spam related to the armory hints with obsolete attributes width and height
  • Fixed: RPT spam: "given item with name: [acc_flashlight] isn't linked to a weapon!"
  • Fixed: It was sometimes possible to scroll the map preview image in the terrain selection menu
  • Fixed: Missing description text for some MP scenarios
  • Fixed: B_127x108_Ball audibleFire & visibleFire
  • Hotfixed: "No entry" error message for some mines

Potential spoilers:

  • Added: In campaign mission Preventive Diplomacy there is now a hint when the last artillery request is done (out of ammo)
     
  • Tweaked: Wipeout flyover postponed to after the briefing in New Dawn
  • Tweaked: Conversation samples boosted in scenarios New Dawn and Air Superiority
     
  • Fixed: Miller could be killed without consequence in-between killing the CSAT soldiers and rendezvousing with him afterwards (Common Enemy)
  • Fixed: Speed boats are now guaranteed to drive away when boarded (Tipping Point)
  • Fixed: Loudspeakers are now working in mission New Dawn
  • Fixed: The "Instructor" link in the menu for the Crossing Paths scenario was inoperative (http://feedback.arma3.com/view.php?id=16361)
  • Fixed: The OSD text as related to the wrong detection of the current location in Status Quo
  • Fixed: Corrected grid references during the map tutorial segment (Diplomatic Relations)
  • Fixed: In Crossing Paths, Nikos’ character had the wrong identity / face

End Game:

  • Added: View Distance is now a lobby parameterTweaked: Reduced distance for the schematics pickup action
     
  • Tweaked: The schematics pickup action now does a geometry line trace between the eyes of the player and the pickup object, and is only available if no collision is found
  • Tweaked: The 'Task Enhancements' system now also draws map markers for tasks with "AUTOASSIGNED" state
  • Tweaked: The distance from which you can upload schematics is now bigger
  • Tweaked: Optimized pickup / upload action conditions
     
  • Fixed: Color of FOBs did not match the side color owning it
  • Fixed: Respawning into an active download hides the progress bar
  • Fixed: In End Game Kavala there was an exploitable respawn point for the team having to defend the Upload at the harbor
  • Fixed: Schematics could be stolen through the Prevent upload action

ENGINE:

  • Added: New script command magazinesAllTurrets
  • Added: New script command shownHUD
  • Added: Report when a uniform is using an abstract character class
  • Added: disableNVGEquipment to disable night-vision functions on vehicles
  • Added: disableRemoteSensors and getRemoteSensorsDisabled commands
  • Added: Linux server prints warnings when no config is specified
  • Added: More information about an entity's owner container to script command logEntities
  • Added: Option to disable the server send messaging thread in case of random crashing (-disableServerThread)
     
  • Tweaked: TBB4 updated to version 132112 on 4.4 (tbb44_20150728oss)
  • Tweaked: Script command createSite doesn't work and will not work - marked as obsolete and added a comment into the documentation about that fact
  • Tweaked: Script command getModelInfo returns Boolean hasSkeleton as 3rd parameter
  • Tweaked: Script command lineIntersectsSurfaces - added two optional parameters (primary and secondary LOD filter types)
  • Tweaked: Optimized server performance when updating Steam variable values
  • Tweaked: NMTFireWeapon message optimization
  • Tweaked: AI aiming from multiple muzzles (e.g. Slammer coaxial)
  • Tweaked: Weapon inertia while prone
  • Tweaked: Preserving zoom when switching from optics
  • Tweaked: Camera warping when leaving weapon deployment
     
  • Changed: Script commands loadFile*, htmlLoad, prepocessFile*, exec* now consider file patching settings
  • Changed: Disabled support for absolute paths in the pre-processor
  • Changed: disableTIEquipment now disables only Thermal Imaging functions on vehicles
  • Changed: The netlog file was moved into the AppData directory
     
  • Fixed: AI could see through smoke in MP under some conditions
  • Fixed: AI with a vehicle assigned ignored Get In / Load waypoint synchronization
  • Fixed: Script command showHUD - reset cursors which are not included in ShowAll
  • Fixed: Script command intersect could cause a CTD when it tried to return a game object without skeleton
  • Fixed: Every deployment in prone position moves with the player's character a few centimeters backwards
  • Fixed: AI was switching to their sidearm, when their rifle still had some ammo left
  • Fixed: htmlLoad didn't work with URLs when allowedHTMLLoadExtensions was set in a Dedicated Server's config
  • Fixed: htmlLoad restrictions when loading URL (allowedHTMLLoadURIs in CfgCommands or server.cfg)
  • Fixed: Player is not able to change to primary weapon after a scenario loads with binoculars in hands
  • Fixed: Cases of the view being tilted after leaving weapon deployment in prone in a ‘non-trivial’ way
  • Fixed: Input problems after Time Trials restarting
  • Fixed: Helicopters would start hovering even without applying throttle
  • Fixed: remoteExec in init scripts would execute too soon compared to BIS_fnc_MP
  • Fixed: The allPlayers command should not show a duplicated player anymore
  • Fixed: AI units could not enter a vehicle when surrounded by other vehicles
  • Fixed: Script command splitString sometimes crashed when the given string was empty
  • Fixed: CTD when working with optics
  • Fixed: A crash connected to simulating PhysX joints
  • Fixed: CTD when accessing an out-of-range bone index in a faulty skeleton
  • Fixed: Security issue with stacked event handlers
  • Fixed: Memory could not be read CTD during KotH
  • Fixed: CTD when speaking on direct voice channel
  • Fixed: Paratroopers are now visible on the Zeus map
  • Fixed: Rare CTD when drawing the compass
  • Fixed: Player was able to hear starting helicopter sounds even if it had destroyed rotors
  • Fixed: Hitpoints configured on an object without shape CTD
  • Fixed: Locking sound
  • Fixed: CTD when calling sendSimpleCommand on an empty vehicle
  • Fixed: Security issue with stacked event handlers - kick off in lobby
  • Fixed: Shooting from rifle using the G (grenade throw) key
  • Fixed: Sound - playSound3D was quiet inside buildings
  • Fixed: Sound - AI sometimes did not fully speak its dialogue
  • Fixed: Rare CTD when processing scripts
  • Fixed: Alarms and locks - in aircraft in first-person view - sound volume was too low
  • Fixed: Splash screen would not display images on some systems
  • Fixed: Sound - Building destruction issues
  • Fixed: Possible critical error when opening binarized SQM in binarized scenario folder (PBO)
  • Fixed: Rearming of vehicles without ammo
  • Fixed: AI was throwing grenades at unknown targets
  • Fixed: AI subordinates should heal wounded characters from other group when ordered
  • Fixed: Rare crash when disconnecting from the game
  • Fixed: showChat command state was not reset on scenario restart
  • Fixed: Sound effect of building destruction should now no longer get cut off too early
  • Fixed: AI co-pilots hiding in cockpit when switching to combat mode
  • Fixed: Potential CTD when drawing objects

LAUNCHER:

  • Tweaked: String "Release candidate" changed to "Release Candidate"
     
  • Fixed: The unusual process exit dialog caused Launcher to CTD when it was displayed and certain conditions were met (#irony)

SERVER:

  • Updated: Stand-alone Windows Dedicated Server (1.52)
  • Updated: Stand-alone Linux Dedicated Server (1.52)
    • Known issue: Steam client modifies the steam_appid.txt file incorrectly. In case of issues, verify its content is: 107410
    • Known issue: Sometimes the add-ons are loaded from the wrong installation (e.g. main game)
    • Try adding -mod=curator;kart;heli;mark;dlcbundle to your arma3server.exe shortcut

Source : http://dev.arma3.com/post/spotrep-00048]]>
Arma 3 Game Update 1.50 https://arma3-servers.net/blog/14/arma-3-game-update-150/ https://arma3-servers.net/blog/14/arma-3-game-update-150/ Wed, 26 Aug 2015 23:22 CEST
Arma3 1.50 Servers : http://arma3-servers.net/version/1_50_131969/

CHANGELOG

DATA:

  • Added: PlayerSteeringCoefficients configuration for basic vehicle types (adjusting sensitivity and linearity of steering)
  • Added: PlayerSteeringCoefficients for UGV
  • Added: Implementation of the new headgear randomization configs
  • Added: Tab highlighting in Game Options
  • Added: Tab highlighting to the MP Create Game display
  • Added: New sounds for 30mm and 40mm autocannons (separated by turret / body position)
  • Added: aiRateOfFire properties to fire modes meant for players to ensure the correct rate of fire even on short distances
  • Added: ‘Creative solution’ to preload the line texture to avoid mipmapping
  • Added: Support for description.ext CfgTimeTrials definitions (for self-contained TTs)
  • Added: BIS_fnc_unitHeadgear now supports custom parameters from the scenario config file
  • Added: CfgRemoteExecFunctions white-list for restricting script functions executable via remoteExec
  • Added: CfgRemoteExec for restricting script functions executable via remoteExec
  • Added: Parameter logicalOrder set for all Field Manual entries
  • Added: Labels of UI elements in RscDisplayServer are now in config
  • Added: An Empty Unit Insignia for clearing previously defined insignia
  • Added: Variants of smoke shells, chem lights and flares with infinite timeToLive (used in scripted modules)
  • Added: New samples for boats crashing into other boats
  • Added: Turret movement sounds for soft vehicles, APCs and MBTs
  • Added: Sounds of turret movement for CH-67 Huron and UH-80 Ghosthawk
  • Added: New size variations of particle effects for destroyed windows
  • Added: initPlayerSpectator.sqf for spectator slot initialization handling
  • Added: Sounds for turret movement on Speed Boat
  • Added: Icon for Tactical Backpack (Hex)
  • Added: Machine Gun Teams Community Guide
  • Added: BIS_fnc_animalRandomization now supports animal class Cock_random_F
  • Added: File patching indicator to Server Browser
  • Added: Tooltips to Post-Process settings in Video Options
  • Removed: All mentions of the legacy allSites command, replaced by entities Site_F
  • Removed: Weapon info during free fall
  • Removed: "Command mode" action from controls as it was redundant and offered exactly the same functionality as the "Select all units" action
  • Changed: Renamed selections and bones of building destructible parts from Dam_X +Unhide_X to Dam_X_hide + Dam_X_unhide
  • Changed: "Zeus" category in multiplayer role selection renamed to "Virtual" (it's more generic and open for future uses of virtual entities, e.g. a spectator role)
  • Changed: Copilot of the Hellcat has full control over the searchlight now (including switching it off and on again)
  • Changed: The randomization aspect of the animals is now handled byBIS_fnc_animalRandomization, For Goat's Sake
  • Changed: The old vehicle randomization (scripts) now uses VhC
  • Changed: Headgear and face wear randomization of the Guerilla units and civilians; the scripts now redirect to new function BIS_fnc_unitHeadgear
  • Changed: The scripts used to change the color of the Taru (including the pods) now use VhC
  • Changed: The old randomization scripts for animals now redirect to the new centralized system (BIS_fnc_animalRandomization)
  • Tweaked: AI versus clutter visibility (Altis & Stratis)
  • Tweaked: Wood material to try to improve AI visibility tests on tree trunks
  • Tweaked: Kneel sprint (unarmed, rifle, pistol and launcher) has been tweaked to be more plausible and balanced
  • Tweaked: Unarmed sprinting
  • Tweaked: Minor volume changes for MRAP turret movement sounds (http://feedback.arma3.com/view.php?id=6699)
  • Tweaked: Configured aiAmmoUsageFlags for ammo of planes to help them choose proper weapons
  • Tweaked: Dogs will now move around more often
  • 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
  • Tweaked: Proper sounds of shooting different munitions for Marshall
  • Tweaked: New sound samples for 105mm, 120mm, 125mm and 155mm cannons
  • Tweaked: New samples for boat crashes linked
  • Tweaked: Sound attenuation for tank crews
  • Tweaked: Linked new SFX samples for boat crashes
  • Tweaked: Linked new SFX sample for boats landing on shallows
  • Tweaked: Volume of bullets hitting armored glass
  • Tweaked: Improved collision sounds of rubber boats
  • Tweaked: Minor volume changes for commander turret movements
  • Tweaked: Adjusted the thermal image of Stavrou's face
  • Tweaked: Shoes of ghillie suits are less shiny now
  • Tweaked: Reduced shadows of the noses of the civilian driver and pilot
  • Tweaked: Color of CSAT backpacks
  • Tweaked: Shemaghs to work correctly for Asian faces
  • Tweaked: Skinning of chest plates / stripes on VR soldier
  • Tweaked: Improved skinning of stomach stripes for VR soldier
  • Tweaked: Improved skinning / mesh of arm strips for VR soldier
  • Tweaked: Given more space to the overview description of non-owned Challenges
  • Tweaked: Volume of launcher locking sounds increased
  • Tweaked: Inventory equipment of all tracked and wheeled APCs were standardized across all factions
  • Tweaked: Translations for many languages
  • Tweaked: Minor volume changes for shooting Cyrus with silencer
  • Tweaked: Collision shapes for character movement
  • Improved: Cars are no longer prone to explosions from small arms fire. Explosive shells & devices are now required to blow up cars.
  • 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: Icon, localization, author and editor presence of Carrier Rig (Black)
  • Fixed: SDAR rifles should now have correct faction-specific tracers
  • Fixed: Even APCs have been taken back to manufacturers for improved puncture protection of their wheels
  • Fixed: Removed non-existing magazine with empty class name from TRG family of weapons
  • Fixed: Launcher bug in unarmed sprinting
  • Fixed: Module arguments config inheritance
  • Fixed: Replaced 2D icons for Zeus-only map objects
  • Fixed: Launcher bug from sprint with binoculars
  • Fixed: Even the raised commander turret on Striders goes correctly sad panda if destroyed (http://feedback.arma3.com/view.php?id=24532)
  • 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
  • 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)
  • 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)
  • 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)
  • Fixed: Missing icons for some of the particle modules
  • Fixed: AI no longer gets stuck in prone stance
  • Fixed: Dampers of the rear right wheel on Tempest trucks is now actually on the right side
  • Fixed: Missing interior tail sound samples for Navid MMG
  • Fixed: Adjusted center of mass of Motorboat to provide a smooth and straight ride
  • Fixed: Red CSAT insignia are now back on the soldier uniform
  • Fixed: Collecting Zeus Intel objects force-opened the map on all clients. Now it happens only for the person who collected the Intel.
  • Fixed: Some virtual role icons were missing
  • Fixed: Rocket cursors for Wipeout and Neophron were aiming under the point of impact of rockets
  • Fixed: Snakes are no longer stuck in animations
  • Fixed: Sides other than RESISTANCE, WEST and EAST did not have their scenario ending properly if they existed
  • Fixed: Adjusted strength of RPG-42 explosions
  • Fixed: Proper footstep sound is played when moving with pistol in combat pace
  • Fixed: Players can no longer see through an object with a launcher in their hands
  • Fixed: Drivers of Panther, Cheetah and Bobcat have learned that they should not turn out when there is no hatch for that
  • Fixed: Weapons on the backs of soldiers are no longer twitching while changing sidearm to binoculars and vice versa
  • Fixed: Player no longer has an obscured view when crouching in the R / BR / B directions in CSAT fatigues / ghillie suit and aiming (RMB pressed) with RCO (sometimes ARCO) optics
  • Fixed: Launcher position on back for combat pace in the B / BR / R directions
  • Fixed: CSAT soldiers had unnaturally pale hands and legs compared to their face skin tone
  • Fixed: Helicopter Pilot [AAF] and Pilot [NATO] injury materials
  • Fixed: Mirrors of FTW have a proper color even while sitting in them as a driver
  • Fixed: Suspension of FTW has been adjusted to prevent barrel rolling
  • Fixed: Player doesn’t slide anymore after a second vault (step over) when moving and pressing LCtrl at the same time
  • Fixed: Missing config properties for animal class Cock_random_F
  • Fixed: Many localization issues
  • Fixed: Animals had the wrong position of their land contact points
  • Fixed: Missing macro in Server List configuration
  • Fixed: Arsenal buttons were broken when the game was running in an incorrect aspect ratio
  • Fixed: Some View Geometry LOD selections were missing for small palm trees
  • Fixed: Naval mines are now correctly going boom if they are shot with a properly heavy weapon
  • Fixed: Machine Guns on the AH-9 Pawnee were not rotating
  • Fixed: Hand animation glitches for the Mk14 rifle
  • Fixed: Adjusted hitzones and penetration materials of FTW
  • Fixed: Vehicles should no longer be able to drive through the main door of the office building
  • Fixed: Characters in the AMV-7 Marshall should not clip through the ceiling
  • Fixed: Origin of coaxial machine gun bullets on Slammer is now actually the coaxial machine gun; the bullets felt a bit lost in the main cannon chamber
  • Fixed: The multiplayer topic in the Field Manual was empty during campaign gameplay
  • Fixed: Soldier legs extended if the player changed weapon or reloaded while lying down hill
  • Fixed: Minor animation issues on the belt of the Zafir machine gun

End Game

  • Added: Scripted event handlers - EndGame_OnStageChanged /EndGame_OnStartGameObjectiveCompleted / EndGame_OnObjectiveStateChanged /EndGame_OnObjectiveCompleted / EndGame_OnObjectiveEnded
  • 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
  • Added: Equipment rewards for capturing Intel were reintroduced, now being controlled by a more optimized system
  • Removed: The additional equipment that is being given upon securing the Intel site
  • 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
  • Improved: DownloadProgress is now updated 4 times less often
  • Fixed: Possible script error on JIP
  • Fixed: Error message upon End Game initialization
  • Fixed: Possible undefined variable in an expression in initServer.sqf

Dynamic Groups

Potential spoilers:

  • Tweaked: In Showcase Armed Assault the turrets on the Tigris (enemy outpost) had their ammo reduced significantly
  • Fixed: Moral Fiber - An instance where the eject action could be called on units which are not in the vehicle anymore
  • 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:

  • Added: Player steering coefficients moved to config (carType)
  • Added: Script commands remoteExec and remoteExecCall
  • Added: remoteExec / remoteExecCall support for JIP
  • Added: Ability to restrict / turn off remoteExec
  • Added: remoteExec support for removing a message from the JIP queue
  • Added: remoteExec support for automatically generated JIP ID
  • Added: Ability to restrict JIP in CfgRemoteExec via a jip parameter
  • Added: allowedTargets for CfgRemoteExec's commands and functions to restrict the direction in which remoteExec commands can be executed
  • Added: The -pid= startup parameter should work for all executables
  • Added: Object transparency can be specified in surfaces for AI detection
  • Added: New script commands didJIP and didJIPOwner
  • Added: New targetKnowledge command (better version of knowsAbout)
  • Added: New distance2D command
  • Added: Support for displaying server mods in the LAN tab
  • Added: Optional parameter for selectionPosition to select specific LOD (Memory, Geometry, FireGeometry, LandContact, HitPoints)
  • Added: New eventHandler SeatSwitched
  • Added: Support for a picture on the right side of a (UI) tree
  • Added: New script commands splitString and joinString
  • Added: New script command objectParent
  • Added: New script command getObjectType
  • Added: New script command getModelInfo
  • Added: New script command getAllHitPointsDamage
  • Added: New script command getHitIndex
  • Added: New script command setHitIndex
  • Added: New script command lineIntersectsSurfaces

  • Added: New script commands AGLToASLASLToAGL
  • Added: allowedFilePatching server.cfg parameter
  • Changed: -noFilePatching replaced with -filePatching (file patching disabled by default)
  • Changed: The ‘thanks for your purchase’ dialog shows a list of newly unlocked DLCs instead of a list of all currently owned ones
  • Changed: Pose adjust action disabled in movement (to prevent problems with slowdown)
  • Changed: Commands xxxContainer return null-object when failed now (http://feedback.arma3.com/view.php?id=24945)
  • Changed: Command createDisplay now returns handle to created display (or null)
  • Changed: Command parseNumber now supports Booleans (parseNumber true > 1)
  • Improved: Simulation when a vehicle is sling loaded but the player is not in the parent vehicle
  • Tweaked: onPlayerConnected and onPlayerDisconnected commands (_owner and _jipvariables)
  • Tweaked: Increased maximum memory limit on Linux
  • Tweaked: Splitting networkDiagInterval logs to their own files
  • Tweaked: Network traffic optimizations
  • Tweaked: Improved CfgSounds to be able to use sounds from an addon
  • Tweaked: inGameUISetEventHandler event handlers
  • Tweaked: Reduced memory required for roads
  • Tweaked: Changed priorities of freeing on-demand memory
  • Tweaked: Load object lists from the camera position in iterations instead of a square from the bottom
  • Tweaked: Changed system for locking object lists around the camera (it isn't resetting loading that often)
  • Tweaked: If there isn’t enough memory, limit preloading and keep something for release if needed
  • Tweaked: MessageBox texts in the editor
  • Tweaked: HandleDamage event handler can now return the damaged part index as integer
  • Tweaked: Event handlers via inGameUISetEventHandler no longer return hidden menu items on scroll
  • Fixed: Passengers can now properly turn their NVGs on and off (http://feedback.arma3.com/view.php?id=23649)
  • Fixed: Getting out of vehicles no longer resets fire mode (http://feedback.arma3.com/view.php?id=7395)
  • Fixed: Bugged view whilst using TrackIR and entering vehicles
  • Fixed: Inaudible weapon firing SFX (e.g. UGL and PMCL) in MP under certain conditions
  • Fixed: Preserve external camera after getting out of a vehicle
  • 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: mpStatistics.log moved from the Arma 3 root directory to other logs (profile directory)
  • Fixed: FFV remote player simulation in local vehicles
  • Fixed: Copilot controls in airplanes
  • Fixed: Ignoring forward declaration classes when setting source mods
  • 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: 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
  • Fixed: Suspension diagnostics possibly causing a crash
  • Fixed: Crash caused by potential corruptions in (mod) data
  • Fixed: selectionPosition checks all LODs as it should
  • Fixed: Spam of the PlayerUpdate messages from the server
  • Fixed: Animation variants / idle poses were not canceled on remote players
  • Fixed: Player with a not fully opened parachute will now take damage when hitting the ground
  • Fixed: XBox shortcut icons allowed to show
  • Fixed: Can rewrite full EditBoxes
  • Fixed: Burst fire not completed because of a ‘can't fire’ animation state
  • Fixed: Recursive #include crash in the preprocessor
  • Fixed: Drag and drop for ListNBox
  • Fixed: Personal waypoints for UAVs now show the correct distance and radar icon
  • Fixed: Save profile namespace only when it was already loaded (could cause corruption)
  • Fixed: Radio / dialog not audible in transport
  • Fixed: Broken Headless Client auto-assign
  • Fixed: Paratrooper should not destroy a helicopter rotor system
  • Fixed: CTD in campaign menu
  • Fixed: Wrong path handling when combining paths
  • Fixed: Brainless soldiers causing a null center crash
  • Fixed: addMagazine would sometimes duplicate smoke grenades (http://feedback.arma3.com/view.php?id=25067)
  • Fixed: The last item in listboxes is now always visible instead of being cut
  • Fixed: Script command roleDescription (AI entities returned the wrong role description in MP)
  • Fixed: Changing scenario hash should no longer crash the client
  • Fixed: Smoke grenade ending SFX volume unbalanced
  • Fixed: An issue with squad.xml on Linux servers (http://feedback.arma3.com/view.php?id=22506)
  • Fixed: Independents were not firing at forces that turned from friendly to hostile
  • Fixed: Infantry engaging armored vehicles with rifles
  • Fixed: CTD in the intersect command
  • Fixed: Turn-out action was broken in MP when done multiple times
  • Hotfixed: Player personTurret movement appears laggy for other players

LAUNCHER:

  • Added: A troubleshooting report dialog (invoked from the unusual process exit dialog or the application menu)
  • Added: Active app compatibility flags are now logged in the Launcher operational log
  • Added: Localizations for update 1.50
  • Added: List of compatible Windows versions included in the application manifest
  • Added: A flag and getter that returns whether subscribed content list has been received [SteamLayer]
  • Added: An identity for each usage of the modern style select folder dialog so they are treated separately by the Operating System
  • Added: A dependency to the modern common controls and dialogs library included in the application manifest
  • Added: Culture and version information to the simple and emergency crash logger
  • Added: A list of assemblies to the simple crash logger
  • Added: Exception handling for ghosts, ghouls and errors in the Log4Net logger. No log, no crash, no log, no crash!
  • Changed: Parameter "No File Patching" is replaced with the "Enable File Patching" parameter
  • Tweaked: The PLAY button is now focused when the Launcher starts, so it can be started by the Enter or Space keys without further interaction
  • Tweaked: Improved whitespace handling in the news parser and converter
  • Tweaked: Changed default options for the modern style select folder dialog
  • Tweaked: The status bar message displayed while the Steam connection is being initialized and data is being preloaded
  • Tweaked: Localizations
  • Fixed: Header of the Name column changed from ImiÄ™ to Nazwa in Polish
  • 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
  • Fixed: Small fixes to basic keyboard navigation
  • Fixed: Added handling of an error when Launcher is unable to delete a folder with a local mod
  • Fixed: Launcher now opens the old folder selection dialog if a new one is unavailable due to overridden system settings or an unavailable COM class
  • Fixed: Launcher doesn't close automatically when instructed to do so after the game ends
  • Fixed: The 'subscribed content list changed' event is now not fired until a fresh list is received from Steam [SteamLayer]
  • Fixed: Last update date of the subscribed mods was displayed in the UTC time zone
  • Fixed: An error message is displayed when the common system open file dialogs are unavailable instead of CTD
  • Fixed: Last update date was not updated properly
  • Fixed: A typo in the logs
  • Fixed: A few multi-line strings were truncated to a single localized line
  • Fixed: pl-PL localization of a general error message box was causing a CTD

SERVER:

  • Updated: Stand-alone Windows Dedicated Server (1.50)
  • Updated: Stand-alone Linux Dedicated Server (1.50)
    • Known issue: Steam client modifies the steam_appid.txt file incorrectly. In case of issues, verify its content is: 107410
    • Known issue: Sometimes the add-ons are loaded from the wrong installation (e.g. main game)
    • Try adding -mod=curator;kart;heli;mark;dlcbundle to your arma3server.exe shortcut

Source : http://dev.arma3.com/post/spotrep-00047]]>
Arma 3 Game Update 1.48 https://arma3-servers.net/blog/13/arma-3-game-update-148/ https://arma3-servers.net/blog/13/arma-3-game-update-148/ Thu, 16 Jul 2015 16:37 CEST
Arma3 1.48 Servers : http://arma3-servers.net/version/1_48_131561/

CHANGELOG

DATA:

  • Added: magazineReloadSwitchPhase for MMGs
  • Added: Icons for various civilian uniforms
  • Added: New property aiAmmoUsageFlags for ammo
  • Added: Assault Packs icons
  • Added: Kerry's backpack and Kitbag (Coyote) icons
  • Added: Icons for some helmets and one vest
  • Added: Light Combat Helmet icons
  • Added: Localization for tooltip STR_A3_bis_fnc_respawnmenuposition_warning
  • Added: DLC icons for Karts uniforms and headgear
  • Added: Function BIS_fnc_unitHeadgear to handle the randomization of headgear and face wear (It supports the mission parameter disableRandomization)
  • Added: Chaff to the countermeasure particle effect
  • Added: BIS_fnc_initVehicle now supports the object variable BIS_enableRandomization (works only with spawned vehicles after the scenario start)
  • Added: Correctly colored tracer ammo for SDAR (classes 30Rnd_556x45_Stanag_green and30Rnd_556x45_Stanag_red)
  • Added: New samples for LMG 6.5mm (body and turret versions)
  • 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
  • Added: gunnerType property to Taru turrets
  • Added: gunnerType property to Ghost Hawk turrets
  • Added: Configured hiddenSelections for Leaflets, Graffiti and Posters (http://feedback.arma3.com/view.php?id=19054)
  • Fixed: Dummy code for internal functions can no longer be overwritten in the public version
  • Fixed: ACP-C2 should not have tracers anymore (http://feedback.arma3.com/view.php?id=24296)
  • Fixed: It was not possible to use a marker with undefined type as a respawn position (http://feedback.arma3.com/view.php?id=24302)
  • Fixed: Shoes and gloves of the OPFOR ghillie suit are less shiny
  • Fixed: Iron / back-up / CQB sight FoV was inconsistent across weapons
  • Fixed: Naked eye FoV was inconsistent across vehicles
  • Fixed: Position lights on xH-9s should no longer glitch when turned off
  • Fixed: Muzzle flash of Panther GMG during low FPS
  • Fixed: Usability of playMove"Acts_AidlPercMstpSlowWrflDnon_pissing" on player (http://feedback.arma3.com/view.php?id=23319)
  • Fixed: Players now cannot rotate while animation "Acts_AidlPercMstpSlowWrflDnon_pissing" is played on them
  • Fixed: AI was interrupted (by lowering weapon) when shooting and reloading under certain (scripted) circumstances
  • Fixed: Magnification magnitudes back to the designed values after recent changes in default FoV
  • Fixed: Possible exploit of the Firing drills starting mechanic
  • Fixed: Player can no longer get stuck in the restrained animation when standing up from the unarmed sitting pose (http://feedback.arma3.com/view.php?id=24345)
  • Fixed: The sprint with binoculars in hand sound was being played too fast (http://feedback.arma3.com/view.php?id=24350)
  • Fixed: Missing commander's manual fire in some vehicles
  • Fixed: Broken face of the OPFOR diver (http://feedback.arma3.com/view.php?id=20380)
  • Fixed: Truck Tempest Medical cargo dead bodies are no longer visible through the sides of the vehicle
  • Fixed: Unified case for factions even for AAF static GMG (http://feedback.arma3.com/view.php?id=24311)
  • Fixed: Mortar now has a better center of mass
  • Fixed: Buoy didn't have buoyancy defined (*mind blown*)
  • Fixed: Floor grids on the Radio Tower were not penetrable
  • Fixed: Missing fire effect for missiles used by Kajman
  • Fixed: Animation of left / right unarmed prone roll was not been played when the player was holding the respective key and one roll had already been made
  • Fixed: Even the AAF has decided to train their commanders in vehicles to use the manual fire option
  • Fixed: Restoring time acceleration after leaving Splendid Camera didn't work correctly when the user loaded a stored view using Ctrl+0-9 before it
  • Fixed: Huge explosion when the control unit of autonomous static weapons was hit
  • Fixed: Several remaining discrepancies in optics:
    • Inconsistent default zeroing of ARCO, RCO, AMS and KHS collimator
    • Scaled zeroing ranges of AMS, KHS, MOS and LRPS optics
    • Fixed discrete field of view for LRPS, TWS and TWS MG to be on par with their correct zoom min / max values
  • Fixed: Icons for several helmets were inconsistent
  • Fixed: The proper path to plastic.rvmat added to the racing helmet model
  • Fixed: The titles array in trigger effects is now correct
  • Fixed: Showcase Tanks - Tank crew no longer refuses to leave the helicopter at the mission start
  • Fixed: Objects inherited from the Wall_F class will now be fixated in a vertical position when placed in Zeus
  • Fixed: CfgPatches contained unnecessary modules
  • Fixed: Supports module - Artillery units would sometimes fail to fire
  • Fixed: Scenarios and configs that were using structures scripts (doors) are now using the new set of functions
  • Fixed: Player characters no longer stand up from crouch when lowering / raising their weapon while turning left / right
  • Fixed: BIS_fnc_textTiles was not using a unique UI layer
  • 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
  • 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
  • Fixed: Sprinting with binoculars clipping the rifle
  • Fixed: Shrieker rockets don't have control range anymore; AI should be able to use them correctly
  • Fixed: Recruits would not receive their previous loadout after respawning in MP Bootcamp
  • Fixed: 30Rnd_556x45_Stanag tracer colors in boxes
  • 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.)
  • 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
  • Fixed: AI used a different shooting sound than players
  • Fixed: AI wasn't using NLAW in its full firing range
  • Fixed: Many tweaks, fixes and improvements in translations
  • Fixed: Goat, chicken and sheep no longer stuck in animation after a few seconds (http://feedback.arma3.com/view.php?id=23692)
  • Fixed: Wrong color of the smokes when they were thrown into the water (http://feedback.arma3.com/view.php?id=15875)
  • Fixed: Script error at the start of mission Within Reach (campaign)
  • Fixed: Replaced question mark 2D icons for Zeus-only objects in the Objects (Sea) category
  • Tweaked: Slightly decreased maxZeroing for TRG and Mk20 to be on par with the design (and closer to their real maximum effective range). Also introduced maxZeroing to launchers despite them not having zeroing, since the value is used in Virtual Arsenal weapon statistics for the range measurement
  • Tweaked: AI idling animations with rifle lowered
  • Tweaked: Increased minimal magnification range of Binoculars and CSAT Laser Designator
  • Tweaked: FIA uniform materials
  • Tweaked: Decreased density of meat material to stabilize deviations in damage output from leg and arm hits
  • Tweaked: Redesigned publishing scenario tags selection dialog according to Steam tags categories
  • Tweaked: More vests and uniforms made available in the editor
  • Tweaked: Samples for LMG 6.5mm and LMG 7.62mm shooting
  • Tweaked: Script for destruction of power-lines (thanks to Killzone Kid -http://feedback.arma3.com/view.php?id=24100)
  • Changed: Newer commander optics mounted on Marids
  • Changed: The default angle of the Kart and Quad bike driver is now horizontal
  • Changed: Engineers have provided most cars with new tires that are more durable against punctures
  • Changed: Remade most structures scripts into functions
  • Changed: The randomization of headgear for the civilian and FIA units is now handled byBIS_fnc_unitHeadgear
  • Changed: Class for LMG in several vehicles to create a different sound of shooting
  • Removed: Holosight tool tip

End Game

  • Added: Each side can have a randomized FOB selection
  • Added: Download / Upload is now player independent; the instigating player may die or leave the area but download is continued by the other player(s)
  • Added: Download / Upload status is now visible to all contributing players
  • Added: Default (lobby) loadouts are now available through the respawn menu inventory
  • 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
  • Fixed: Empty groups were not garbage collected
  • Fixed: Randomizer game logic was not selectable in the editor
  • 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
  • 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 warm-up phase
  • Fixed: JIP players (after phase 3 started) did not see the Carrier 2D / 3D icon correctly
  • Tweaked: Carrier visibility check
  • Tweaked: Network traffic optimizations

Revive

  • Tweaked: The respawn counter now appears instantly if Space is pressed before it's supposed to fade in

Dynamic Groups

  • Added: A designer may now register groups (see advanced functionality: RegisterGroup and UnregisterGroup) that become ‘dynamic’. This is useful for mission groups set in the editor.
  • Fixed: Terminating a group with option bKeep enabled would try to delete group even if it still had units
  • 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.
  • Tweaked: Refactored code to use the raw GROUP data type instead of the old abstract data structure, meaning it's now simplified and data is stored on the group level
  • Changed: Group names are now using groupId, which is set globally using new script command setGroupIdGlobal

Potential spoilers:

  • Fixed: In the Within Reach and Preventive Diplomacy missions, the player could access the inventory during cut scenes
  • Fixed: In Moral Fiber the warehouse reinforcement choppers were lagging upon landing
  • Fixed: Bad right hand pose for sitting with tied hands behind back (Showcase FFV) animations
  • 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
  • Fixed: In Moral Fiber the leader you have to help was playing a weird animation
  • Fixed: In Within Reach, there was a vehicle burning at the player start location
  • 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:

  • Added: Support for filling combo box types (CT_COMBO, CT_LISTBOX, CT_XLISTBOX) from configs
  • Added: New aiAmmoUsageFlags parameter for ammo. The engine will read old values and convert them to the new param if no new param is set.
  • Added: New script commands param and params
  • Added: AI using smoke cover when suppressed
  • Added: Property magazineReloadSwitchPhase for weapons describing when the new magazine should affect the revolving animation source during reload (values are relative to reload length 0-1)
  • Added: Script command animate allows a third, optional, bool type parameter for instant phase change: true - animated instantly and without its sound, false (default) - behaves as it used to
  • Added: addPublicVariableEventHandler support for object, group and teammember targets.setVariable accepts a 3rd ‘public’ parameter for its namespace version.
  • Added: Toolbox now supports tooltips
  • Added: New animSource type userPositionHashedInit, init phase randomized by position andinitPhaseArray
  • Added: Holstered sidearm visualization
  • Added: #exportJIPMessages server command for logging contents of the JIP queue to a file
  • Added: New script command arrayIntersect
  • Added: New script command allPlayers
  • Added: New script command currentThrowable
  • Added: New script command serverName
  • Added: New script command roleDescription
  • Added: New command worldSize introduced
  • Added: Script command setGroupIdGlobal synchronizing group identities over the network
  • Added: New animation source reloadMagazine2 for alternative muzzles (mostly for UGL)
  • Added: New script command isObjectHidden
  • Added: New script command configHierarchy
  • Added: New script command currentNamespace
  • Added: Vest and helmet can protect more than one hitpoint (not yet applied in our data!)
  • Added: New scripting command getObjectViewDistance
  • Added: maverickWeapon parameter for missiles (so that maverickWeapon proxies are used even if maxControlRange is < 10)
  • Added: colorDisabled parameter to RscActiveText
  • Added: Check for actors when creating PhysX joints
  • Fixed: RoadSurfaceY test for some objects
  • Fixed: RMB shouldn't switch between 1st and 3rd person view
  • Fixed: Static MG disappears after being assembled
  • Fixed: RMB in cargo position should zoom
  • Fixed: RoadSurfaceY now returns the correct world normal
  • Fixed: Artillery computer imprecise range detection
  • Fixed: UAV - Context menu function "Assemble Darter" was broken
  • Fixed: Satellite segment size computation for maps with non-zero satellite map alignment
  • Fixed: Missing action "Connect to UAV"
  • Fixed: Combo box icons when a box is expanded and the list goes out of the parent controls group
  • Fixed: Holding RMB should zoom in cargo position in external view
  • Fixed: Disabled 3rd parameter for namespace version of setVariable for security reasons
  • Fixed: Possible crash fix borrowed from DayZ
  • Fixed: Ability to broadcast nil for missionNamespace and setVariable
  • Fixed: Crash on application exit
  • Fixed: Crash when broken scenarios are downloaded from Steam Workshop
  • Fixed: Glitch with freelook while aiming down the sights
  • Fixed: Move backpack methods into WeaponsStatePerson
  • Fixed: Text color of ComboBox in disabled state
  • Fixed: Sights distortion with horizontal aiming
  • Fixed: Objects with roadway are now sling loadable again
  • Fixed: Vertical aiming limits when running with lowered weapon
  • Fixed: Recoil affects gun azimuth in the correct axis
  • Fixed: Land contact for PhysX vehicles that are switching between sleep / wake state
  • Fixed: Helicopters acting as moving even when stationary with just their rotor moving
  • Fixed: Several hard-to-catch server crashes
  • Fixed: End Game - Game crashed when player died
  • 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 (http://feedback.arma3.com/view.php?id=23960)
  • Fixed: Vehicle HUD was still shown with disabled HUD (http://feedback.arma3.com/view.php?id=23962)
  • Fixed: Allow toggle zoom for characters inside a vehicle
  • Fixed: Possible crash
  • Fixed: Epoch server crash
  • Fixed: Text in RscXListBox now uses color from the colorDisabled parameter when the control is disabled
  • Fixed: Sound - AI does not fully speak its dialog
  • Fixed: hasHitpointProtectionInfo config reading
  • Fixed: Gunner switches firing modes even if the commander is a player
  • Fixed: Game crash after a random time only in certain Workshop scenarios
  • Fixed: AT AI will not primarily attack vehicle crew
  • Fixed: Changing selectionFireAnim from "zasleh" hides muzzle flash forever (previous fix was overwritten)
  • Fixed: Missing title text for tags selection display
  • Fixed: Camera shake when in a parachute
  • Fixed: gunnerType property for 2D editor
  • Fixed: Scripted radio messages are spoken locally (http://feedback.arma3.com/view.php?id=24502)
  • Fixed: Possible crash
  • Fixed: Camera shake when in a parachute
  • Fixed: Switching optics mode resets zeroing
  • Fixed: MP collisions of static non-local helicopters / airplanes
  • Fixed: Turn commands for AI tank drivers are now properly inverted in reverse
  • Fixed: Report only first time outed pending message for person / object
  • Fixed: Adjust actions disabled while swimming (fixes part of the endless unarmed run)
  • Fixed: setPosATL for dead bodies
  • Fixed: Some issues with cloud rendering
  • Hotfixed: Look rotation limits without a weapon
  • Hotfixed: CTD related to nulled AI brains
  • Tweaked: Countermeasures AI refactored
  • Tweaked: Lower number of update position messages from clients
  • Tweaked: Non-local ragdoll weapons now collide as kinematic actors, so they don't break walls / trees
  • Tweaked: Editor - Group categories are alphabetically sorted
  • Tweaked: Improved open gate action detection (attempt #2)
  • Tweaked: Moderate overhaul of freelook, ‘Numpad’ looking and head-tracking behavior (more adjustments in the near future, depending on feedback)
  • Tweaked: Minor re-factoring of in EntityAIFull and Man for future usage
  • Tweaked: AI is reacting better to unknown soldiers shooting behind it
  • Tweaked: Inconsistent FOV in paraglide
  • Tweaked: TBB4 updated to version 4.3u6
  • Tweaked: Smoother freelook in FFV
  • Tweaked: Redesigned publishing scenario tags selection dialog according to Steam tags categories
  • Tweaked: setVehiclePosition command (fixes and erasing an exploit)
  • Tweaked: isKindOf command (now supports also config classes)
  • Tweaked: Smoother leg transition when traversing terrain of varying slope
  • Tweaked: AI guns on Sochor will now engage soldiers
  • Tweaked: Weather synchronization (http://feedback.arma3.com/view.php?id=3028)
  • Tweaked: Auto-zeroing precision
  • Tweaked: Aiming behavior in limits
  • Tweaked: breakOut command (added support for a return value)
  • Tweaked: Tank drivers reversing
  • Tweaked: Move variant probabilities are now normalized to 1 (animations)
  • Optimized: Server message queue
  • Optimized: Network code in gear update messages
  • Changed: setVariable 'public' argument enabled for namespaces with uiNamespace being an exception
  • Changed: profileNamespace and uiNameSpace disabled for allVariables in MP
  • Changed: Steam tags placed into classes according to Steam categories
    • Removed mod type tags from the tags selection display
    • If there are at least 7 tags assigned to a scenario, the game adds a 'Tag Review' tag during publishing
  • Changed: Improved mapCenterOnCamera command
  • Changed: breakOut command (when failed, the command will return void, because of back-compat)

LAUNCHER:

  • Added: A simple crash report is saved to the logs folder and to the user desktop in case of an unhandled crash. This will be improved in the future with a custom crash dialogue.
  • Added: A keyboard shortcut for the BattlEye page (Alt+4)
  • Added: A keyboard shortcut for the "Play unmodded" command (Ctrl+Shift+P)
  • 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.
  • Added: A link to a Community Wiki page to the "unusual process" exit message box
  • Fixed: Added missing localization for tooltips
  • Fixed: Handling of malformed links (as well as other URIs) in the news feed
  • Fixed: Hotfix for the detection of a corrupted configuration file. Before the fix, the corrupted configuration file wasn't detected correctly, thus automatic repair of configuration file wasn't triggered and the application was unable to run.
  • Fixed: A possible folder duplication when a mod name is changed
  • Fixed: Inconsistencies in translations of a "Steam Workshop" string
  • Tweaked: Cached news gets updated when a newer version is available
  • Tweaked: Fatal errors in the news parser / converter are now handled even more gracefully
  • Changed: First BattlEye launcher parameter for main branch changed to 2 (previously was set to 0 for RC)
  • 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

SERVER:

  • Updated: Stand-alone Windows Dedicated Server (1.48)
  • Updated: Stand-alone Linux Dedicated Server (1.48)
    • Known issue: Steam client modifies the steam_appid.txt file incorrectly. In case of issues, verify its content is: 107410
    • Known issue: Sometimes the add-ons are loaded from the wrong installation (e.g. main game)
    • Try adding -mod=curator;kart;heli;mark;dlcbundle to your arma3server.exe shortcut

Source : http://dev.arma3.com/post/spotrep-00045]]>
Arma 3 Version 1.46 https://arma3-servers.net/blog/12/arma-3-version-146/ https://arma3-servers.net/blog/12/arma-3-version-146/ Mon, 08 Jun 2015 23:30 CEST
Arma3 1.46 Servers : http://arma3-servers.net/version/1_46_131127/

CHANGELOG

DATA:

  • Fixed: Rabbit infestation on both islands
  • Fixed: Missing UGL recoil
  • Fixed: ATRQ of Taru should no longer be easily destroyed while Sling Loading
  • Fixed: Incorrect injury materials for some faces with camo paint
  • Fixed: Raised / kneel transition while sprinting with binoculars (http://feedback.arma3.com/view.php?id=23964)
  • Fixed: Skinning on the central upper chest of the diver
  • Fixed: The "grabCarry" action causing players to get stuck in the animation (http://feedback.arma3.com/view.php?id=23918)
  • Fixed: Gorgon APC can no longer drive on the seabed and floats instead
  • Fixed: Functions BIS_fnc_3dMarkers and BIS_fnc_sharedObjectives are now properly terminated if the Shared Objectives (and new 2D / 3D task icons) are not active
  • Fixed: Carrier Lite (Black) vest now has the correct model
  • Fixed: Fighter Chest Rigs variants renamed to Chest Rigs
  • Fixed: Vehicle rotation and velocity is now reset upon opening the Garage interface
  • Fixed: Keyboard shortcut for opening DLC Content Browser is now properly mapped in all keyboard presets
  • Fixed: It wasn't possible to recompile single mission-specific functions (http://feedback.arma3.com/view.php?id=24080)
  • Fixed: There were multiple footsteps after treating other soldiers (http://feedback.arma3.com/view.php?id=23875)
  • Fixed: MP script framework issues
  • Fixed: Deleted routes to non-existed samples
  • Fixed: Zeus - Player spawning causes dummy riflemen to appear at [0, 0, 0]
  • Fixed: Animations for 80 / 90 variants of Weapon Deployment
  • Fixed: Missing FD / TT word localization
  • Fixed: Politely asked the Time Trial Marshal to resume firing his Starter Pistol
  • Fixed: Stance indicator arrows in prone and crouch stances
  • Fixed: Wrong updating of base class in RTP by Remote Designators
  • Fixed: Playground Slide caused weapons to use building attenuation while sliding
  • Fixed: Strange convex component warnings on various models of structures
  • Fixed: Speed and altitude indicators displayed during free fall
  • Fixed: Player can now vault (step over) while standing with binoculars (http://feedback.arma3.com/view.php?id=24133)
  • Fixed: Some parts of the VR MRAP Target were producing dirt particle effects when shot
  • Fixed: AAF Speedboat has proper tracers on the rear turret
  • Fixed: Darter pilot should only have a compass available, not a radar
  • Fixed: Soldiers in cargo positions of the HEMMT and Tempest transport trucks had their legs colliding with their body or hovering in air (http://feedback.arma3.com/view.php?id=23902)
  • Fixed: Launcher bug
  • Fixed: Usage of the playMove command to switch to warming-up animations in End Game scenarios
  • Fixed: Zeus player ignores initPlayerLocal.sqf
  • Fixed: When the Zeus Game Master module was deleted, its script kept running (thanksMDCCLXXVI for the report)
  • Fixed: Even pilots have proper memory points for legs (http://feedback.arma3.com/view.php?id=20761)
  • Fixed: It was possible to remotely rewrite BIS functions by inserting a 'recompile' property. This is now disabled; the property is now accepted only by root functions.
  • Fixed: Static weapon AI sensing put on par with normal soldiers
  • Fixed: Hummingbird FM hint is not marked as Helicopters DLC content anymore
  • Fixed: Switching between erect / kneel stance no longer stops character movement (http://feedback.arma3.com/view.php?id=23964)
  • Fixed: Rifle bug for civil sprint
  • Fixed: Splendid camera no longer breaks unitPlay scripts
  • Fixed: Added proper ladder to big industry pipe construction (http://feedback.arma3.com/view.php?id=24242)
  • Fixed: Mines as vehicles have at least some simulation to prevent RPT warnings
  • Fixed: AI is willing to use Laser Designator from bigger distances
  • Fixed: Wrong animation was played while accessing UAV terminal while the character is a Mk6 Mortar gunner
  • Fixed: Bad transition between kneel / erect pose and vice versa while sprinting with binoculars
  • Fixed: Missing string warning (string was never seen by player)
  • Fixed: Possible fix of RPT warning message about missing inventory item
  • Fixed: FTW has taken their SUV back for maintenance of ARB which caused some malfunctions at low speeds
  • Fixed: Cropped names of certain hints in the Field Manual
  • Fixed: Transition between kneel sprint and going prone
  • Fixed: Problem with variable mismatch
  • Fixed: Splendid Camera bank angle was set to incorrect value when looking straight up or straight down
  • Fixed: Time acceleration before entering Splendid Camera is restored after exiting it (before it was set to 1)
  • Fixed: Kart-based Time Trials were executing a few helicopter-specific operations
  • Fixed: Icon of the remote laser designator backpack
  • Fixed: Tracer color of the Mi-48 Kajman cannon
  • Fixed: Muzzle axis of Sandstorm was misaligned a bit
  • Fixed: Destroyed front gun on speedboat now goes properly sad panda (http://feedback.arma3.com/view.php?id=24088)
  • Fixed: Missing semicolon in CoF: Orange 1 configuration
  • Fixed: Background color of mouse acceleration setting
  • Fixed: Player can no longer reload with hands tied behind back (state"Acts_AidlPsitMstpSsurWnonDnon_loop" and its "Acts_AidlPsitMstpSsurWnonDnon01" - "...05"variants)
  • Fixed: Hand twitching after prone unarmed / binoculars in hand roll
  • Fixed: Suffix of a texture for particle effects
  • Fixed: Grenades sometimes could not be taken from the grenade ammo boxes (MP Bootcamp)
  • Fixed: Play button is now focused when the game is launched
  • Fixed: Display of magazines in weapon holders was inconsistent
  • Added: New audio samples for Offroad HMG, Static HMG, vehicle HMG (Speedboat / Hunter / Ifrit / Strider). All samples have short, tail, close and distant variations.
  • Added: New audio samples for Explosive charge and Claymore
  • Added: New audio samples for grenade and launcher explosions and impacts on surface
  • Added: New sounds for 35mm autocannon (Cheetah, Tigris)
  • Added: Short / tail and distant variants of vehicle weapons
  • Added: New samples for M134 minigun 7.62mm (Pawnee)
  • Added: New samples for 6.5mm minigun (Huron)
  • Added: Whiteboards to Purple FD CoFs
  • Added: buoyancy property to weapon-related models that should have buoyancy simulated
  • Added: Field Manual fail-safe of logical sorting for hints that don't have the logicalOrder variable defined
  • Added: Even autonomous static weapons may be reset if they flip
  • Added: Auto-hover info added to UAV controls in Field Manual
  • Added: Waypoint icons for custom waypoints
  • Added: Unarmed crouched sprint
  • Added: Unarmed erected sprint
  • Added: Zeus hard-coded availability check, to ignore scripts for Zeus players
  • Added: It's now possible to disable "XXX is now Zeus" notifications by calling: setVariable ["showNotification", false]
  • Added: New parameter for servo vertical movement and linked a new sound
  • Added: Animations of kneel sprint for unarmed / binoculars in hand (http://feedback.arma3.com/view.php?id=23964)
  • Added: Respawn positions which have enemies nearby are marked in the respawn menu in its list box entry and on the 2D map
  • Added: Turn out animation set for AFV-4 Gorgon
  • Added: Separate animations for kneel / erect sprint with binoculars (http://feedback.arma3.com/view.php?id=23964)
  • Added: Selections for changing of the texture for the TRG family of weapons
  • Added: Missing return values to script functions for structures and replaced plain function parameter loading by safer BIS_fnc_param where appropriate
  • Added: hiddenSelections to Zafir, ABR and Rahim
  • Added: Icons for the OPFOR and AAF NVGs
  • Added: Animations for prone roll (left / right) with binoculars in hand (http://feedback.arma3.com/view.php?id=24275 / http://feedback.arma3.com/view.php?id=23964)
  • Tweaked: Slightly increased armor and mass of Pilot Helmets, Helicopter Pilot Helmets and Helicopter Crew Helmets to better match their models
  • Tweaked: Audio samples for launcher and grenade explosions
  • Tweaked: Command setOwner replaced by setGroupOwner for units in Support scenarios
  • Tweaked: Functions BIS_fnc_getCargoSlots and BIS_fnc_countCargoSlots re-factored to fix the issue related to copilot seats and FFV
  • Tweaked: Reworked accuracy parameter for House / House_F / House_Small_F, Ruins / Ruins_F, Wall / Wall_F, Church / Church_F, Wreck_Base / Wreck_Base_F base classes
  • Tweaked: Campaign hub - interaction with the equipment pool through the briefing menu is now properly covered
  • Tweaked: Better usability of sitting with tied hands / warming up (Marksmen scenes) animations
  • Tweaked: Substantially increased overall performance of Wipeout and Neophron cannons so they are now able to properly damage even heavily armored vehicles (http://feedback.arma3.com/view.php?id=19993http://feedback.arma3.com/view.php?id=22146)
  • Tweaked: CfgPatches purge
  • Tweaked: There should no longer be classes with model = bmp;
  • Tweaked: Localized Open Parachute action
  • Tweaked: Volume of reload audio sample for tanks
  • Tweaked: In the campaign, vehicle randomization is now handled by the VhC system
  • Tweaked: Whiteboard of the Green FD CoF
  • Tweaked: NVG goggles are not unassigned from players when they enter the hub (in the campaign)
  • Tweaked: Decreased update rate of BIS_fnc_moduleZoneProtection
  • Tweaked: Kestrel populations have been adjusted to match rabbit populations
  • Tweaked: MAR-10's optics proxy moved to have bigger scopes slightly further from the soldier's eye
  • Tweaked: Kir's side attachment proxy moved slightly forward, so the attachments won't collide with the soldier's hand
  • Tweaked: Disabled Time Trial achievement tracking in cases where it was redundant
  • Tweaked: Reduced shininess of the soles of ghillie boots
  • Changed: Minimal weight for an object to be Sling Loadable
  • Changed: VR vehicle targets are now static objects, meaning no PhysX behavior
  • Changed: Removed weapon info from unarmed vehicles
  • Updated: NATO helmets refactored: there are now three types – Combat Helmet (former ECH), Enhanced Combat Helmet (former SF Helmet), and Light Combat Helmet (former ECH (Light)) in six color variants (plus camouflaged version of the Combat Helmet). Snakeskin and Sand variants of Enhanced Combat Helmet are new.
  • Removed: Old uiPicture definition to prevent a "member already defined" startup error
  • Removed: Obsolete Cyrus icons
  • Removed: Parameters title from description (each sub-function has its own parameters)
  • Removed: class property from GH_Fountain_F.p3d

End Game

  • Fixed: When a player state changes (dies / respawns / incapacitated / revived), the UI update is only send to players of the same side
  • Fixed: Initial Arsenal camera location and rotation
  • Fixed: Carrier could leave the AO and hand the scenario; now the scenario ends with the carrier side being the loser
  • Fixed: Log of player UID onPlayerConnected
  • Fixed: Script error related to BIS_fnc_loop
  • Fixed: Wrong conversation would be played when the last phase would start
  • Fixed: Intel objects that are “Instant Download” could never be destroyed, even after one of the sides downloaded from them
  • Fixed: Error during downloading Intel
  • Fixed: The Officer objective had ImmediateDownload as false
  • Fixed: ImediateDownload > ImmediateDownload
  • Fixed: Error during downloading Intel
  • Fixed: GetSideCompletedObjectivesCount would always return 0
  • Fixed: GetAllObjectives would return an empty array on non-server machines
  • Fixed: Items can be put inside the Arsenal box, but not taken back
  • Fixed: Items can be put inside containers, but not taken back
  • Fixed: Download icon would be visible on download objects even when it was not possible to download
  • Added: Color to task type icon
  • Added: After establishing the FOB, a marker is created at its location in the map
  • Added: WarmupDelay property added to Objectives Instance Module and it sets the time players have to wait during the warm-up phase
  • Added: Caching of shared tasks for shared objectives
  • Added: Vehicles now enter the respawn sequence after taking a hit which immobilized them
  • Added: Debug print to monitor network traffic
  • Added: Vehicle Respawn Module can now respawn vehicles which are not destroyed but are immobilized
  • Tweaked: Command sleep replaced with uiSleep to allow BIS_fnc_setTaskLocal execution even on the briefing screen
  • Tweaked: Respawn menu load-outs for both sides configured
  • Improved: Arsenal is now preloaded on mission start
  • Improved: Download with multiple players
  • Improved: Placement, legibility, and functionality of incapacitated screen elements
  • Optimized: MiddleGame objective tasks was sending data which did not change

Revive:

  • Fixed: Disabling HUD show group would break Revive functionality
  • Fixed: Incapacitated Post Process effects are now visible with NVGs equipped
  • Fixed: respawnOnStart values other than -1 did not work correctly
  • Fixed: User-defined delays accidentally set the default force respawn delay to 0 seconds
  • Added: Scripted event handlers for entering and exiting the incapacitated state
  • Improved: Now possible to set custom revive, force respawn, and bleed out delays
  • Removed: Obsolete RscKeyHold resource

Dynamic Groups:

  • Fixed: Order of members after promoting a player
  • Fixed: Script error when a player disconnects / connects while the UI is open
  • Fixed: Group could become invalid after promoting a player
  • Fixed: Wrong color of player icon in groups tab after joining other player group
  • Fixed: If a group leader was editing the group name and an update would happen, he would lose the content he was writing
  • Fixed: Double clicking on a player to invite, would invite even if the player was already in the group
  • Fixed: Wrong button tooltips after clicking a member player as group leader
  • Fixed: Wrong MP initialization of the Virtual Arsenal ammo boxes
  • Fixed: When a player would join, the UI would not properly update
  • Fixed: A player could join another player's group by double clicking on the player even when the group was locked or the player was previously kicked from that group
  • Fixed: If there were ungrouped players, players in the group could not select themselves in the groups list
  • Fixed: Ungrouped container for players without group would deselect right after being selected
  • Fixed: Collapsed trees auto-expand again
  • Added: UI now correctly updates when a player state changes (incapacitated / revived)
  • Added: Pressing and holding the Dynamic Groups interface key will join you to the group which last invited you
  • Added: When a player was already invited to a group, the button now displays "INVITED" and has a tooltip explaining why it is disabled
  • Tweaked: High priority buttons are now bigger
  • Tweaked: Lowered key hold down time for accepting invites
  • Improved: Better looking font for group name in UI
  • Improved: Interface update doesn't reset interface anymore
  • Improved: Interface update is now done mostly locally, every second

Shared Objectives:

  • Optimized: Shared Objectives refactored to lessen the network load
  • Removed: Unneeded RPT spam from Shared Objectives functions

Potential spoilers:

  • Fixed: The gate at the checkpoint can no longer be destroyed (Drawdown 2035)
  • Fixed: Showcase briefing tab was not selected by default (Drones)
  • Fixed: Supply Network - Inconvenient autosave when the hideout is attacked
  • Fixed: In New Dawn, Kerry goes to the briefing and he has no equipment (no vest, rifle, pistol, etc.) but he has a NVG on his head
  • Fixed: Incorrect weapon classname for FIA sniper (Common Enemy)
  • Fixed: In the Within Reach and Preventive Diplomacy missions, the player could access the inventory during cut scenes
  • Fixed: In Showcase Armed Assault, the player could destroy (or kill the crew of) logistics vehicles and the mission would still end as succeeded
  • Fixed: Overlooked type in campaign hub armory update condition after some stuff is being taken from the mission briefing screen inventory
  • Changed: Air Superiority - Initial task waypoint moved directly to the rendezvous position

ENGINE:

  • Fixed: Some problems with empty UAVs
  • Fixed: Crash when simulating but not initialized (SteamLayer)
  • Fixed: Incorrect wind sound when paratrooping
  • Fixed: switchCamera to a unit inside of a vehicle
  • Fixed: Multiplayer ocean waves synchronization
  • Fixed: Visual flickering or disappearance of Tactical Backpack Black
  • Fixed: TrackIR axis manipulation in gunner positions
  • Fixed: Inventory - Uniforms of other factions disappeared after removing your own uniform and attempting to equip them
  • Fixed: Crash related to weapon shot sounds evaluation
  • Fixed: allMissionObjects no longer includes land decals
  • Fixed: Detection of collimator in shape
  • Fixed: Broken save during healing
  • Fixed: Sound - Firing From Vehicle not attenuated, servo sound plays only once
  • Fixed: Setting skill to hacked UAV pilot
  • Fixed: Server issue when using a larger list of BIKEY signature files
  • Fixed: Wrong positioning of interior sounds when a vehicle was turning around
  • Fixed: Stuttering interior engine sounds when looking around in a plane at high speed
  • Fixed: Skill ReloadSpeed 0 will no longer break AI
  • Fixed: Healing should not push you away from an injured soldier
  • Fixed: Soldier's upVector is reset after deployment is interrupted
  • Fixed: Unable to throw grenades after changing the player by command selectPlayer
  • Fixed: CTD when changing status from online to offline (SteamLayer)
  • Fixed: Formatting of the altitude in the weapon UI
  • Fixed: Server crash
  • Fixed: Sound - Crash when the XA2Device was not created (server)
  • Fixed: Sound - Broken sounds of remote designators
  • Fixed: Synchronize end of damage effects over network and saves (also a fix for JIP players)
  • Fixed: Transition from land to water for vehicles with amphibious gearbox
  • Fixed: Simulating damage effects on Dedicated Servers
  • Fixed: JIP messages should be executed at the proper time now
  • Fixed: Weapons couldn’t be deployed on the parapet (Structures - Cargo tower)
  • Fixed: paramsArray available during the pre-init on the server
  • Fixed: Corrupted sounds with certain USB headsets (http://feedback.arma3.com/view.php?id=21268)
  • Added: BattlEye full protection enabled - the game is protected during its entire lifetime, not only when connected to a BE-protected server
  • Added: Grenade indicator changes color while a character is preparing the grenade for throwing
  • Added: New MFD animation sources ClockHour, ClockMinute and ClockSecond
  • Added: Minimal mass limit for Sling Loading cargo (vehicle property slingLoadMinCargoMass)
  • Added: Colors of the secondary text in listboxes can be set by config parameters and script commands
  • Added: Sound - separated turret servo sounds: vertical & horizontal (properties soundServoand soundServoVertical)
  • Added: Background color support for edit boxes (parameter colorBackground)
  • Added: Script command for getting the Steam profile name of the current player (profileNameSteam)
  • Changed: VON is played in 3D for more channels (http://feedback.arma3.com/view.php?id=20305)
  • Tweaked: Disabling Sling Loading for objects under roofs
  • Tweaked: AI AT soldiers will not switch assigned target when holding fire
  • Tweaked: Localized Open Parachute action
  • Tweaked: Some improvements when switchCamera is used to spectate another player
  • Tweaked: Better interpolation for non-local FFV players in a player vehicle
  • Tweaked: setUnitRecoilCoefficient for new recoil
  • Tweaked: hit event is called even when only the hitpoint is damaged
  • Tweaked: Generated shadow buffer LODs are not used when they are not in the correct order
  • Optimized: Starting time offset for network update messages
  • Optimized: Serialization for Code and Config script values
  • Improved: Better client status handling (SteamLayer)
  • Improved: Supersonic crack and subsonic sounds
  • Improved: AI vehicles will react faster to hits with 0 damage
  • Improved: AI airplane is more autonomous when selecting targets (if none is assigned yet)
  • Improved: Hitting a target will reset me as available target
  • Removed: askForPilotLights message call in the netcode
  • Removed: muzzleInner recoil definition (deemed redundant)

LAUNCHER:

  • Fixed: UGCMonitor initialization
  • Fixed: Underscores in the author name were incorrectly considered to be accelerators
  • Fixed: Author names were not shown in mod details
  • Fixed: The Launcher reported an unrecognized local mod while adding a local mod by selecting its Addons folder and the folder name was not in lower-case
  • Fixed: A sub-message for a mod corruption reason was incorrect
  • Fixed: A hard-coded corruption reason was displayed instead of the detected reason in a local mod import result dialog
  • Fixed: BattlEye parameters
  • Fixed: Updated invalid application configuration exit code value
  • Fixed: The Windows Explorer or other file manager is no longer blocked by the local mod import result dialog after adding mods by drag & drop
  • Fixed: Insert the "File blocks can be ignored" note only before a first "File blocked" BattlEye message in a row
  • Fixed: Various localizations
  • Added: Scroll-able menu style
  • Added: Detailed information about why a mod is considered corrupted
  • Added: Detailed information about why a local mod can't be added
  • Added: A dialog box that reports result after a local mod (or mods) is added (contains a list of mods that were added and a list of mods that were not added along with a reason)
  • Added: A BattlEye page with BattlEye log messages
  • Added: Hint on how to force an update of a Workshop item in Steam Client
  • Added: Localization identifiers and localization hints
  • Added: Updated localizations
  • Added: Missing localization attributes to the local mods import result dialog
  • Improved: Better Steam client status handling (SteamLayer)
  • Improved: Positioning of a window in bounds of screen work space
  • Improved: The algorithm that detects mods when users add a local mod; if a folder doesn't contain a mod it is scanned for mods in sub-folders
  • Improved: Mod status tooltip show duration increased to a maximum value (tooltip won't vanish that quickly)
  • Improved: Clarified error messages when app files are corrupted or can't be loaded
  • Improved: Steam fix hint dialog can't lose focus in favor of main window when switching apps
  • Improved: The minimum window size is reduced when DPI is greater than 144 ppi
  • Removed: Support for opening Workshop pages directly in the Steam Client, reverting back to the web-browser only solution. This is because of changes beyond our control. We're sorry and we'll do whatever we can to restore this feature.
  • Removed: Check-box "Use Steam client instead of web browser" because we can't reliably support this functionality due to recent changes in the Steam commands protocol
  • Removed: Check-box "Use BattlEye" from the Options page (moved to the separate BattlEye page)
  • Removed: "Show BattlEye log..." menu item removed from the application menu

SERVER:

  • Updated: Stand-alone Windows Dedicated Server (1.46)
  • Updated: Stand-alone Linux Dedicated Server (1.46)
    • Known issue: Steam client modifies the steam_appid.txt file incorrectly. In case of issues, verify its content is: 107410
    • Known issue: Sometimes the add-ons are loaded from the wrong installation (e.g. main game)
    • Try adding -mod=curator;kart;heli;mark;dlcbundle to your arma3server.exe shortcut

Source : http://steamcommunity.com/games/arma3/announcements/detail/205258472587625256]]>
Arma 3 Version 1.44 https://arma3-servers.net/blog/11/arma-3-version-144/ https://arma3-servers.net/blog/11/arma-3-version-144/ Wed, 06 May 2015 01:35 CEST
Arma3 1.44 Servers : http://arma3-servers.net/version/1_44_130654/

CHANGELOG

DATA:

  • Added: Healing other characters now has its own animation
  • Added : Another height to Weapon Deployment
  • Added: Amphibious vehicles have a proper gearbox for water movement
  • Added: DLC Content Browser can now be closed using the same shortcut as for opening (LShift + P)
  • Added : Stomper RCWS and variants are available in Virtual Garage
  • Added: "Default" faction
  • Added: Possibility to override both mission config and respawn template respawn delay by using: missionNamespace setVariable ["BIS_customRespawnDelay", 60]
  • Added: Respawn delay can now be dynamically overridden in scenarios
  • Added: The profiles containing a huge variable BIS_fnc_diagAAR_data now trigger a performance warning which offers an option to wipe it out when the pause menu is displayed
  • Added: Camouflaged face variants from standard profile faces, not available in profile selection, seen on full ghillie snipers
  • Added: Localized indicators in Virtual Arsenal
  • Added: buoyancy = 1 property and value for all models that use buoyancy
  • Added: Command bar icons for launchers (http://feedback.arma3.com/view.php?id=23920)
  • Added: New config parameters for setting the color of text on the right side of ListBox andComboBox items
  • Fixed: VR Garage script error
  • Fixed: Cannot try a vehicle once you've clicked on a UAV in Garage
  • Fixed: FD vehicles did not have their direction / speed reset on restart
  • Fixed: Screen would sometimes fade in, in MP, before it was supposed to (Showcase FFV)
  • Fixed: Wrong class name in the model.cfg of M320 camo
  • Fixed: Proper names for new music tracks
  • Fixed: FPS drop in the respawn menu when too many inventory load-outs are present
  • Fixed: Dust created on the water surface when SDAR was fired underwater
  • Fixed: Muzzle flash of Panther GMG was not visible at a low framerate
  • Fixed: MBT main cannon zeroing didn't work for the highest values (seehttp://feedback.arma3.com/view.php?id=23318)
  • Fixed: High caliber rifle ammo was able to pass through the VR Gorgon (seehttp://feedback.arma3.com/view.php?id=23064)
  • Fixed: Sound of the bounding mine trigger
  • Fixed: Silenced Rook 40 sound inside buildings
  • Fixed: Pre-loading of textures for the stance indicator
  • Fixed: VR Garage vehicle position was sometimes incorrect
  • Fixed: VR humming was missing from Arsenal
  • Fixed: Arsenal script error
  • Fixed: When changing crewed vehicle type in Garage, crew in the new vehicle was using an incorrect shader
  • Fixed: Vehicle crew in Garage sometimes left the vehicle
  • Fixed: Cargo positions in some vehicles in Garage were duplicated
  • Fixed: Displaying of usage statistics in DLC Debriefing for models whose path is missing a.P3D extension
  • Fixed: Start-up timer animation exploit - sit down and salute disabled
  • Fixed: Hitting ‘Enter’ to save a vehicle didn't work
  • Fixed: FIA Quad Bike has a proper woodland texture variant
  • Fixed: It was possible to make the right glass of the Offroad levitating in the air
  • Fixed: The components (animation sources) of the Offroad took long to show / hide themselves
  • Fixed: Zeus wasn't able to put bipods to ammo boxes
  • Fixed: Binoculars switch while moving forward, crouching with your weapon lowered (both rifle and sidearm)
  • Fixed: Missing muzzle flashes for the GMGs of RCWS turrets on M4 Scorcher and 2S9 Sochor
  • Fixed: “Support” markers were visible in the editor
  • Fixed: Attenuation for commander and gunner positions of the Strider / added bush collision
  • Fixed: Default coordinates were missing in RscListNBox
  • Fixed: Added sound for walking - crouched - with lowered sidearm
  • Fixed: BIS_fnc_getParamValue didn't work when paramsArray was undefined
  • Fixed: Drivers of randomized Karts now have the appropriate uniform and headgear
  • Fixed: ZSU-39 Tigris commander's turret was not rotating in external view
  • Fixed: Cleared paths to non-existent and unused SFX samples
  • Fixed: BIS_fnc_diagAARRecord is no longer called automatically to avoid accidentalprofileNamespace spam (scenario designers can still call it manually for debugging purposes)
  • Fixed: Commanders of the Strider no longer have the manual fire option
  • Fixed: Vermin has a magazine with red tracers at the end by default, added tracer magazines for all colors (http://feedback.arma3.com/view.php?id=21399)
  • Fixed: L / BL / B / BR rifle lowered movement binocular switch (http://feedback.arma3.com/view.php?id=23349)
  • Fixed: Zamak first set of rear wheels didn't change into destroyed shape
  • Fixed: Cropped Singleplayer tab text in Czech translation in the DLC Content Browser
  • Fixed: Missing link to silenced interior tail for automatic shooting of Katiba
  • Fixed: Wrong samples linked for silenced shots in automatic fire mode of MX
  • Fixed: Unarmed version of PO-30 Orca didn't have countermeasures
  • Fixed: RCWS versions of Stomper / Saif now have distinguishable tracers per side
  • Fixed: AI can now correctly see through ground floor windows of shops
  • Fixed: The iron sights on the MMG_01 (Navid) are now being hidden when an optic is attached to avoid model clipping
  • Fixed: The animation source AddGunHolder was not defined in the config of the Mohawk
  • Fixed: Arm-shields of the AAF heavy vest to fit with BLUFOR / OPFOR
  • Fixed: When exporting from Garage when there is no animation source to change, the export will force the default state of the animations (instead of a randomization)
  • Fixed: Static HMGs now have distinguishable tracers per side
  • Fixed: Wrong assignment of the flashlight in Showcase AAF
  • Fixed: Wheels on the Zamak that were clipping through the model
  • Fixed: Self-healing animation speeds to avoid sound desynchronization
  • Fixed: Greyhawk had a broken damage indicator in vehicle info
  • Tweaked: Weapon Deployment heights regarding new engine behavior
  • Tweaked: Many translations for Marksmen
  • Tweaked: FD12 - Medal times nerfed based on play testing
  • Tweaked: Lowered the volume of the music to not overwhelm the voice-acting (Showcase FFV)
  • Tweaked: Music for Marksmen
  • Tweaked: Stance Indicator - ‘can deploy’ and ‘rested can deploy’ separated
  • Tweaked: Fire particle effect for Fireplace and Campfire
  • Tweaked: Minor tweaks in VR courses
  • Tweaked: Smoke screen for Strider and Ifrit
  • Tweaked: Centered all Zamak models
  • Tweaked: Adjusted ambient animals density
  • Tweaked: Refactored weapon deployed actions
  • Tweaked: Defined Inverse Kinematics for warming up animations (plus tweaks and optimizations)
  • Tweaked: Improved launcher sway in all stances and also optimized the differences between walking and tactical pace in crouch with a launcher
  • Tweaked: Marksmen characters re-factored
  • Tweaked: Cleaned radio static from clicks and fade in and fade out applied
  • Tweaked: Slightly increased Zafir's inertia coefficient to better correspond with the gun's weight
  • Tweaked: Shadows of the xH-9 family of helicopters
  • Tweaked: Volume of closure samples for MX
  • Tweaked: Positions of optics on Navid
  • Tweaked: Some OPFOR Recon soldiers got LBV Harnesses instead of obsolete ELBV Harnesses
  • Tweaked: Configured countsForScoreboard for base classes
  • Tweaked: Sound for Check Point Clear used in Firing Drills and Time Trials
  • Tweaked: Dirt runways were not producing dust effects and now are
  • Tweaked: Configured isLockingDisabled to disable locking and targeting on House_F,FloatingStructure_F and Lamp_base_F
  • Tweaked: Vermin magazines tracer variants localized
  • Tweaked: Changed audibility of footsteps
  • Tweaked: Changed names of samples for swimming
  • Changed: External camera position for static laser designators
  • Changed: Default muzzle flash of ASP-1 Kir to be on par with other suppressed weapons
  • Changed: Disabled Sling Load Assistant for Taru helicopters with pods
  • Changed: ELBV Harnesses are not visible in the game anymore, since they are now obsolete. LBV Harnesses can be used instead.
  • Changed: BIS_fnc_initVehicle_textures is no longer defined by the VhC function because it was a duplicate of the command getObjectTextures
  • Removed: Obsolete backpacks containing parts of non-existing autonomous weapons
  • Removed: Surplus items from CfgPatches
  • Removed: CA_TextReserved class from RscDisplayConfigureAction.hpp (label about reserved keys)
  • Removed: FlareLoop effect from the editor

End Game

  • Added: Time Acceleration parameters to lobby
  • Added: Timer for End Game (scenario can now end in a draw if sides are not able to upload schematics before the timer runs out)
  • Added: There are no predefined tasks anymore, users can create their own unique set of tasks for End Game
  • Added: Module parameters exposed
  • Added: Safe check for undefined gvar BIS_fnc_respawnMenuPosition_systemSelect
  • Added: Respawn handling now specific to End Game instead of scenario
  • Added: Last phase timer can now be changed in the lobby
  • Added: "Attacking Side" parameters to the StartGame objective module that flags the side which will have to establish their FOB at the given StartGame objective
  • Added: Respawn delay can now be dynamically overriden in mission
  • Added: When player is the carrier, he now sees a icon on his screen when he is not concealed from the enemy
  • Added: Retrieve Intel objectives can now have side specific respawn points
  • Fixed: AreaManager locations are now unregistered after End Game has started
  • Fixed: Retrieve Intel tasks icons (3D and 2D) were not attached to their object
  • Fixed: Missing textures for RscHvtPhase
  • Fixed: Laptop could not be destroyed after the intel was being downloaded from it
  • Fixed: The destroy Intel container conversation was playing even if the object was already destroyed
  • Fixed: After a side downloads Intel, the opposite side could not download Intel from the same objective
  • Fixed: Function header
  • Fixed: Pick-up locations on dead bodies were not blacklisted from the garbage collector
  • Fixed: Possible bad initialization for remote players
  • Fixed: Respawns at the enemy upload points were not unlocking after the last phase started
  • Fixed: In singleplayer there was a chance that the rules would never display
  • Fixed: Both RscHvtPhase and RscRespawnCounter did not use proper rscLayer and could be overridden by a cutText
  • Fixed: Proper names given to rules-specific sound effects
  • Fixed: Sound effects' names localized
  • Fixed: Area markers would not be deleted when the last phase would start
  • Fixed: Players could download Intel while incapacitated
  • Fixed: RscHvtPhase was visible upon death
  • Fixed: Respawn at the enemy upload points were not unlocking after the last phase started
  • Tweaked: Major improvements to RscHvtPhase
  • Tweaked: The destroy Intel container conversation now plays sooner after the download has completed
  • Tweaked: Modules work
  • Tweaked: Rifleman (AT) replaced with Engineer to allow players to repair knocked-out vehicles
  • Tweaked: Mines removed from Virtual Ammoboxes, now they are available only at certain ammo crates, vehicles and AAF units
  • Tweaked: Lobby display names of units are now localized
  • Tweaked: Carrier icon visuals
  • Tweaked: Decreased respawn delay when in the last phase of End Game

Dynamic Groups:

  • Fixed: When selecting themselves, players would see kick / ban instead of disband as options
  • Fixed: UI would flash every time there was an update to it
  • Fixed: Making a group private would require closing / opening the UI to be able to make the group public again
  • Fixed: Script error
  • Fixed: Pressing the open / close key would close the interface when a player would have focus on the group name edit box
  • Removed: Log in the PlayerIsLeader sub-function

Revive:

  • Added: Units close to death are now visualized
  • Added: Units being revived are now visualized
  • Added: Showing when a unit becomes incapacitated
  • Added: Showing when a unit dies
  • Added: Fail-safe to ensure icon effects do not get applied prematurely
  • Added: BIS_fnc_keyHold to allow custom hold 'Space' interactions

Potential spoilers:

  • Added: New method of ensuring AI properly board the extraction truck (Wet Work)
     
  • Fixed: The wrong ending could sometimes be shown if the player used all of the UAV's ammo to destroy the wreck in Showcase FFV
  • Fixed: Checkpoint inspector's animation would break if the player failed to pass the checkpoint (Drawdown 2035)
  • Fixed: No longer possible to disable the Marshalls and break the mission (Resurgent West)
  • Fixed: Crash landing on water wasn't properly handled (Gunships)
  • Fixed: Paratroopers would not exit their helicopters correctly (Tipping Point)
  • Fixed: Truck would sometimes be too damaged to drive away (Wet Work)
  • Fixed: Mi-48 pilots should now behave properly if they successfully bail from their helicopter (Tipping Point)
  • Fixed: Depending on the circumstances, AI squad mates would occasionally fail to board the truck properly (Wet Work)
  • Fixed: Player can no longer shoot from the helicopter (Drawdown 2035)
  • Tweaked: UAV returns to base after the helo wreck is destroyed (Firing From Vehicles)
  • Tweaked: Removed camera shake caused by UnitPlay (Wet Work)

ENGINE:

  • Added: BattlEye Service implementation (more info)
  • Added: New scripting command sort for sorting arrays (ascending or descending)
  • Added: New script commands diag_activeSQFScripts, diag_activeSQSScripts,diag_activeMissionFSMs
  • Added: Possibility to configure crew in each turret separately (property gunnerType in turrets)
  • Added: Reloading magazines properly shows bullets in the new one (e.g. for MMGs)
  • Added: New parameter countsForScoreboard to ignore MP score for some objects
  • Added: Extended logging for simple serialization in the netcode (to assist with diagnostics)
  • Added: New config parameters for setting the color of text on the right side of ListBox andComboBox items (colorTextRight, colorSelectRight, colorSelect2Right)
     
  • Hotfixed: Sound: Null pointer access
  • Fixed: Weapon attachments properly affect AI aiming
  • Fixed: Assembled autonomous turrets have a default 0.5 skill now
  • Fixed: Occasional error where player gets stuck in a cargo animation when 2 players try to get in the same position at the same time in MP
  • Fixed: Rare turret desync if turning out at the very beginning of a MP mission
  • Fixed: Update vision mode when switched through binoculars
  • Fixed: Items disappearing after dragging from a non-local linked bag
  • Fixed: Invalid initialization of the sessionInfo class for the MP browser
  • Fixed: Weapon Deployment - Player can end under a building or end up levitating when deploying a weapon
  • Fixed: Weapon Holders were not removed automatically (even empty ones) when near an ammo box
  • Fixed: Correct position and direction of weapon particle effects while in a FFV position
  • Fixed: AI got stuck if it joined another group during healing
  • Fixed: Deleting corrupted items right after failed publishing and in published list processing (SteamLayer)
  • Fixed: Item update - updated data was not copied (SteamLayer)
  • Fixed: Weapon crosshair visible for turned out commanders even if disabled in difficulty
  • Fixed: Correct server status in MP browser
  • Fixed: Popping of subscribed items (SteamLayer)
  • Fixed: Content list checking period (SteamLayer)
  • Fixed: Possible CTD on weapon effects when in FFV
  • Fixed: Saves for Steam scenarios could get lost if the scenario would be updated
  • Fixed: Old versions of Steam scenarios were loaded if a scenario would change its name
  • Fixed: Using mouse, sticks or head-trackers in combo keys
  • Fixed: Maximum aiming deadzone clamped by aiming limits from a unit's class
  • Fixed: Scripts blocking keys
  • Fixed: Crash when users try to delete a listbox column with negative index
  • Fixed: Reloading while on a ladder consumes a magazine from inventory
  • Fixed: Selecting more appropriate level of details for land clutter with the "Objects" setting set to "Standard" in the video options
  • Fixed: Enabled strict parsing rules for squad.xml in an attempt to get rid of RPT spam andsquad.xml abuse
  • Fixed: Crash by script command lnbDeleteColumn
  • Fixed: Key combinations - can do combos on dragged keys
  • Fixed: Possible CTD when working with cargo items if there's no supply,
  • Fixed: Sun was getting brighter with higher levels of FSAA
  • Fixed: It is no longer possible to deploy a weapon on the quad copter
  • Fixed: Correct title text in MP browser when selecting different modes (Internet / Recent / LAN / Friends)
  • Fixed: ExplosionEffects are shown only if a projectile stops
  • Fixed: Countermeasure always considered successful for airplanes even when it shouldn't be
  • Fixed: Airplanes were moving on their own with their engine on
  • Fixed: Random crash in AI reload checks
  • Fixed: CTD when an object is animated and dead at the same time
  • Fixed: Possible CTD
  • Fixed: Possible CTD in the server browser
  • Fixed: Fire disappeared after loading
  • Fixed: Strange soldier neck glitch
  • Fixed: Sound: Looped sound repeating with short empty gap
  • Fixed: Occasional stuttering of 2D icons
  • Fixed: Crash after respawning
  • Fixed: Crash when releasing constraint without any actor (PhysX-related)
  • Fixed: Spam of AskForPilotLight network messages
  • Fixed: Player will not lose command after use of the respawn button
  • Fixed: #logEntities admin command
  • Fixed: Deaths not being recorded in all cases
  • Fixed: Teary movement when unable to deploy a weapon
  • Fixed: Canceling Steam server search when creating a new session in the server browser
  • Fixed: Crash caused by a null pointer
  • Fixed: switchCamera to a unit inside of a vehicle
     
  • Tweaked: Ground weapon holders are ignored when looking for focus objects in optics
  • Tweaked: Gestures ignored when positioning soldiers against deployment points
  • Tweaked: Stance indicator shows Rested and CanDeploy as separate states
  • Tweaked: Smoother deployment camera transitions
  • Tweaked: Sound: Supersonic crack improvements
  • Tweaked: Coloring tabs in the MP browser according to current filter (Online / LAN / Friends / Recent) selection
  • Tweaked: Keyboard & mouse combos
  • Tweaked: drawIcon3D improvements (align, do not rotate sideArrow)
  • Tweaked: Published corrupted items detection (SteamLayer)
  • Tweaked: Adjusted number of network messages
  • Tweaked: Removed restrictions for the squad.xml header
  • Changed: Switched to open-source version of PhysX
  • Changed: Script command load and loadAbs return 0 instead of <null> when a wrong parameter is given
  • Changed: Script commands loadUniformloadVestloadBackpack and getMass return 0 instead of <null> when a wrong parameter is given
  • Changed: createTrigger command - trigger can be created locally
  • Changed: Command menu no longer offers Team Switch to a dead soldier
  • Changed: Weapon resting / deployment indicator hidden while healing yourself
  • Optimized: Inventory-related network message
  • Optimized: Inventory networking
  • Optimized: Minor CheckVisibility improvements
  • Optimized: Network traffic for some of the AI related messages
  • Optimized: Re-factored FFV visual states and simulation
  • Optimized: Refactored and optimized serialization functions for the *variable messages(optimized the size of various types of data sent across the network via scripts, e.g. arrays, groups and nils)
  • Optimized: Small performance optimization for the str script command
  • Optimized: Various netcode optimizations to reduce the amount of redundant information being synchronized (in gear, position, turret and other updates)
  • Removed: Deprecated "Addon" tag for Workshop
  • Removed: Error message for unknown GlassesType (moved to RPT)

LAUNCHER:

  • Added: BattlEye Service support
  • Added: Support for branch name
  • Added: A branch ribbon for indicating the currently active beta branch of Arma 3
  • Added: Game version information
  • Added: Minimize to tray support
  • Added: A combo box that sets Launcher behavior after the game is started (Do nothing | Minimize | Shutdown before game starts | Shutdown after game ends)
  • Added: A preset list to a play split button that allows you load a mod preset and play the game in a single click (OK, actually it's two clicks)
  • Added: An indication of signed mods (presence of a BISIGN file)
  • Added: Caching for news to speed-up loading process
  • Added: Animations to the news expander
  • Added: Animations to the mod detail expander
  • Added: A notification about unusual / unexpected endings of the game process
  • Added: A special case for the mod signatures check when no PBO is found in the Addonsfolder
  • Added: Copyright information the for wpf tray license
  • Added: Support for new BattlEye states and messages
  • Added: A menu item to access the BattlEye log
  • Added: Localizations for 1.44
     
  • Fixed: Localization of the filter of the dialog for Cgf parameter in Japanese
  • Fixed: The list of presets expands beyond popup boundaries and it is clipped instead of enabling a vertical scroll bar
  • Fixed: Profile Path parameter quotes were not enforced when a path element contained a space in its name (a more complex fix may follow)
  • Fixed: null in a BasePath property can cause a CTD when a dialog is displayed for a folder value parameter
  • Fixed: The play shortcut Ctrl+P was not bound correctly
  • Fixed: Typo in code
  • Fixed: The game parameter processor was not properly initialized before use
  • Fixed: Handling of missing executables and informing the user about existing problems
  • Fixed: If there is a problem with running the game, the PLAY button is now immediately re-activated
  • Fixed: Updated implementation to match changes in the SteamLayer library
     
  • Changed: The last update and the file size of a mod is now displayed in a system format and better formatted overall
  • Changed: ArmaExecutor functionality has been divided into separate classes ArmaLocator andArmaExecutor
  • Tweaked: When the Launcher is automatically minimized when the game starts, it's then automatically restored after the game ends
  • Tweaked: Parameter styles moved to separate sub-folder, shared styles extracted to a special file
  • Tweaked: Small update of animations and positioning of visual elements
  • Updated: Launcher / game version info and safe-mode and HW acceleration flags
  • Updated: Localization
  • Optimized: News post content is now pre-processed a little bit more and then processed faster on the UI thread
  • Optimized: Caching of the news
  • Improved: English texts
  • Improved: Parameter quoting is more reliable
  • Improved: The parameter label is clickable for all parameter types (it toggles the check box next to it)
  • Improved: -maxMem and -maxVRAM minimum value and increment has been updated
  • Removed: All localizations of the FontWeight property of the WhyButton
  • Removed: All localizations of the Click event from buttons in the remove local mod dialog
  • Removed: Localizations from non-localizable elements

SERVER:

  • Updated: Stand-alone Windows Dedicated Server (1.44)
  • Updated: Stand-alone Linux Dedicated Server (1.44)
    • Known issue: Steam client modifies the steam_appid.txt file incorrectly. In case of issues, verify its content is: 107410
    • Known issue: Sometimes the add-ons are loaded from the wrong installation (e.g. main game)
    • Try adding -mod=curator;kart;heli;mark;dlcbundle to your arma3server.exe shortcut

Source : http://dev.arma3.com/post/spotrep-00042]]>
Arma 3 Version 1.42 https://arma3-servers.net/blog/10/arma-3-version-142/ https://arma3-servers.net/blog/10/arma-3-version-142/ Thu, 09 Apr 2015 14:53 CEST
Arma3 1.42 Servers : http://arma3-servers.net/version/1_42_130244/

CHANGELOG

DATA:

  • Added: Cyrus 9.3 mm CSAT marksman rifle*
  • Added: MAR-10 .338 CTRG marksman rifle*
  • Added: Mk-I EMR 7.62 mm NATO marksman rifle*
  • Added: Mk14 7.62 mm FIA marksman rifle*
  • Added: ASP-1 Kir CSAT special purpose rifle*
  • Added: SPMG .338 NATO Medium Machine Gun*
  • Added: Navid 9.3 mm CSAT Medium Machine Gun*
  • Added: AMS NATO scope*
  • Added: Kahlia CSAT scope*
  • Added: Remote Designator NATO / CSAT and backpacks*
  • Added: Full Ghillie suits NATO / CSAT / AAF (variants for arid, semi-arid, lush)*
  • Added: #BIPODS
  • Added: CSAT Laser Designator (and NATO & AAF reskins)
  • Added: Suppressors for 9.3mm and .338 calibers (multiple color variants)
  • Added: Facepaints (9 faces with camouflage, variants for arid, semi-arid, lush)
  • Added: NATO Heavy Vest (multiple color variants)
  • Added: NATO Grenadier Vest (multiple color variants)
  • Added: AAF Grenadier Vest (multiple color variants)
  • Added: Many relevant unit / group configurations
  • Added: Showcase Marksmen**
  • Added: 3 Purple category Firing Drills**
  • Added: End Game Kavala
  • Added: Showcase Firing From Vehicles (SP & MP COOP)
  • Added: 3 VR Training Weapon Handling courses
  • Added: VR (Vehicle) Targets
  • Added: Balloons
  • Added: Swivel Target
  • Added: Dueling Target
  • Added: Shooting Mat
  • Added: Shot Timer
  • Added: Bullet Trap
  • Added: Air Horn
  • Added: 3 Music tracks
  • Added: 11 Steam Achievements
  • Added: Revive mechanic in End Game
  • Added: Two new specific models for SMG collimators
  • Added: Selected commanders have been trained to use their weapons and binoculars while turned out
  • Added: New recoil and weapon resting parameters
  • Added: New sounds for armored vehicle crashes
  • Added: Missing Head Down (Analogue) and Head Back (Analogue) actions to controls
  • Added: Indication of DLC hints to the Hints ListBox in Field Manual
  • Added: Damage indication on VR targets is now Arsenal-specific
  • Added: Final icons for 'procedural' attachments
  • Added: New shooting sounds for Mk200
  • Added: Material for weapon bullet penetration
  • Added: DLC property to uniforms
  • Added: Ability to show a specific category animation on Arsenal start
  • Added: Different sounds for turret elevation
  • Added: Reading Arsenal / Garage assets updated to a new format
  • Added: Empty belt links effect to Mk200 and Zafir
  • Added: Purple FD flag
  • Added: Purple Skeet_Clay and unified the purple on purple Balloons with it
  • Added: BIS_fnc_position now recognizes a string as object variable name
  • Added: Possibility to disable the default 3D task markers / waypoints to allow displaying of the new experimental 3D task markers
  • Added: Balloon target configuration for Firing Drills
  • Added: Bullet paths diagnostic to Virtual Arsenal
  • Added: Players are now sorted at the top of the respawn position menu
  • Added: Ability to call BIS_fnc_moduleMissionName independently
  • Added: User action to activate / deactivate the police light bar on Offroad
  • Added: Ammo hit and fly-by distances for AI detection & suppression
  • Added: FFV inertia parameters to config
  • Added: VhC implementation for the Time Trials
  • Added: Config parameters for secondary text in RscShortcutButton and RscButtonMenu
  • Added: "Zipper Theme" (new Marksmen track for Showcase Firing From Vehicles)
  • Added: Support for random Firing Drill target positions that require ASL
  • Added: Parameter for remote cameras in Striders and re-linked its samples
  • Added: Author to magazines
  • Added: Stance indicator icons for resting and deployment
  • Added: Sound definition for footsteps on some surfaces
  • Fixed: Left hand for Acts_Ending_Adams1
  • Fixed: Snipers should have LRPS instead of SOS optics
  • Fixed: Removed smoke launcher from UGV as it is not on the model
  • Fixed: Unit insignia were not visible in Virtual Arsenal
  • Fixed: Base weapons were not loaded correctly in Virtual Arsenal
  • Fixed: Black variants of MX-family of rifles are available in Arsenal
  • Fixed: Adjust stance key binds for Industry Standard preset
  • Fixed: Proper aimPrecision values for stance transitions
  • Fixed: Driver coveralls properly display the DLC icon in Editor
  • Fixed: Icon sizes and general macros for Hellcat, Huron, Marid, Slammer, T-100, Ifrit and Zamak
  • Fixed: veryuglylowercase animation state names to LeadingLetterCamelCase for better visual orientation
  • Fixed: Fatigue now resets correctly when resetting a stage of VR Training
  • Fixed: Broken link to Lynx sample
  • Fixed: General macros and correct author for various characters
  • Fixed: Attempt to fix discrepancies between VR entities and their soldiers counterparts
  • Fixed: Icons for VR soldiers
  • Fixed: Detection for specific vehicle type in function hitPart
  • Fixed: Radar dome should be more vulnerable to APFSDS rounds
  • Fixed: Fired rockets on Kajman are removed
  • Fixed: Faction showcases will now be marked correctly when finished
  • Fixed: Edit field in Insert Marker display was not selected by default
  • Fixed: DAGR missiles had the nameSound of rockets
  • Fixed: SOS should have the same reticle as before
  • Fixed: Commander proxy for Slammer
  • Fixed: Trying to restore an attachment on an incompatible weapon generated a RPT error
  • Fixed: Arsenal loadout was randomized even after trying it, not only on mission start
  • Fixed: AH-99 Blackfoot cockpit glass looked damaged in VR
  • Fixed: LRPS and MOS had switched reticles
  • Fixed: Nightstalker zeroing gap and maximal zoom magnitude
  • Fixed: Attempt to fix weapon penetration issues
  • Fixed: Non-owned DLC asset FM hint title
  • Fixed: Marker channel selection was visible even in SP
  • Fixed: When the benches of the MH-9 were removed, then added, they were added folded
  • Fixed: OPFOR Rifleman should be default instead of Officer
  • Fixed: BIS_fnc_obvjectVar sometimes could sometimes assign a duplicate variable to different objects
  • Fixed: It was possible to respawn on a dead group leader when the respawn point was the group
  • Fixed: When a respawn point was removed when the player had it selected in the respawn menu, he was still able to respawn on it if he didn't pick any position afterwards
  • Fixed: Recognition of compatible items was not calculated correctly (http://feedback.arma3.com/view.php?id=23111)
  • Fixed: Missing CfgPatches classes
  • Fixed: For security reasons, it's no longer possible to overwrite the path of official BIS functions in CfgFunctions
  • Fixed: Incorrect variable name in BIS_fnc_objectVar
  • Fixed: FD rifle decal had inconsistent transparency
  • Fixed: If a FD CP only contained bonus targets, those would not be shown in the IGUI properly
  • Fixed: If you left a CP with only bonus targets remaining, there would be incorrect audio feedback
  • Fixed: Tab highlighting in the server browser
  • Fixed: Unable to collapse advanced hint after exiting UAV terminal
  • Fixed: Attempt to fix all discrepancies between the editor groups composition design and current in-game state, discovered while testing editor groups
  • Fixed: Dead players were not added to the checked list in the BIS_fnc_getUnitByUid function
  • Fixed: Nighstalker optics zoom values, so dynamic zoom calculation will correspond to the tool-tip info
  • Fixed: Adjusted minimal zeroing of MOS
  • Fixed: Katiba GL had some strange view while used in FFV
  • Fixed: FD09 - random flying target
  • Fixed: Firing Drill PiP feedback would sometimes get stuck without target
  • Fixed: Window geometries in some houses to allow more meaningful deployment
  • Tweaked: All weapons - Improved shooting sounds, tails, interior tails added, supersonic crack, bullet hits, interior house attenuation class added, tails for UGL added
  • Changed: Zafir was re-chambered (old class name for magazines 150Rnd_762x54_Boxbecame 150Rnd_762x51_Box)
  • Changed: Rahim was re-chambered (old class name for magazines 10Rnd_762x54_Magbecame 10Rnd_762x51_Mag)
  • Updated: PhysX logo in the splash screen
  • Tweaked: UGL minor sound changes
  • Tweaked: Footsteps sound definitions updated
  • Tweaked: NATO Recon Marksmen should have Range Finder not Laser Designator
  • Changed: New reticle for SOS scope
  • Tweaked: Standardized dispersion values for MOA (in-game differences are less than marginal)
  • Changed: Names of GM6 samples
  • Changed: Sounds for selected reloading animations
  • Changed: Sound of Strider GL
  • Changed: Sound distance attenuation parameter disabled (due to redesigned feature)
  • Tweaked: Simplified config for Church SFX
  • Changed: Improved max zeroing of all weapons (limits now less restrictive, but maintains meaningful differences between types).
  • Changed: Partial re-factoring of Van_01_base_F and similar
  • Changed: Weapon tails updated and configured
  • Changed: Slammer commander position
  • Tweaked: Polished small DLC logos in the Field Manual and Debriefing
  • Changed: Game credits updated
  • Tweaked: Zooming / zeroing values of various scopes
  • Changed: Vehicle customization (See documentation for more details)
  • Tweaked: Assigning new pictures for FM topics
  • Tweaked: Characters equipment update (use of new Marksmen gear)
  • Tweaked: Silencer shot tails changed from prototype samples to final samples and other small changes
  • Changed: Collimators have been changed to a new technology
  • Changed: Adjusted default equipment of various soldiers
  • Changed: Replaced FD frozen competitor mechanic with a more robust solution
  • Tweaked: Ammo boxes have been updated with new weapons and items
  • Changed: Commanders are now able to board Sochor form both sides
  • Changed: Color to "Gold platform" for default mod logo
  • Changed: BIS_fnc_objectsMapper stores object simulation state in the spawned objects
  • Changed: In the campaign, vehicle randomization is now handled by VhC
  • Changed: Removed the Internet / LAN button because it was replaced by tabs in the server browser
  • Tweaked: Recon Teams have one less member now
  • Tweaked: Redistributed different collimator reticles according to design
  • Tweaked: Updated ammo box compositions (suppressors and new Marksmen optics) according to an updated analysis
  • Tweaked: Kart shaking while driving
  • Tweaked: Geometries of windows on several shops have been tweaked to allow Weapon Deployment
  • Updated: Adjust stance FM hint
  • Tweaked: Mass of several weapons to better scale their different weights in regard to their real counterparts according to design
  • Improved: Camo1 selection of OPFOR soldier updated to include boots
  • Tweaked: Firing Drill PiP feedback using better targeting parameters
  • Changed: Function 'diag_log' added to the whitelist for the MP remote execution

* Restrictions apply for those who don't own Arma 3 Marksmen DLC.

** Content requires ownership of the Arma 3 Marksmen DLC.

ENGINE:

  • Added: Weapon Deployment
  • Added: Weapon Resting
  • Added: Recoil Overhaul
  • Added: Distance-based attenuation filter
  • Added: Sound: Attenuation of exterior sounds while inside structures
  • Added: Sound: Enabled audio features (low pass, building interior)
  • Added: Allow Firing From Vehicles in turned out position in most turrets
  • Added: Weapon attachments can be manipulated directly from the ground via the inventory
  • Added: Placing a map marker now includes visibility / broadcast scope combobox
  • Added: UPnP support for servers (see the documentation for more details)
  • Added: AI suppression enabled
  • Added: Script command WFSideText is extended to support side for backward compatibility
  • Added: Visualization of hook / unhook commands
  • Added: Password-protected serverCommand script command (enabled for Dedicated Server and Headless Client)
  • Added: New actions for infantry weapon switching
  • Added: Parameters for setting color of item's second picture to List, Combo and XListBox
  • Added: Magazine compatibility improvement with new property magazineGroup(documentation)
  • Added: Network command security enhancements; brute-force protection
  • Added: Allow weapon sound without soundEffectName attribute set
  • Added: Telescopic turrets now have sounds when being raised / lowered
  • Added: GUI option for UPnP when creating server
  • Added: Direct switch weapons in vehicles: guns / rockets / missiles / bombs
  • Added: File and product version to extension description
  • Added: Extended logging information about #login activities on Dedicated Servers
  • Added: Scripting commands isWeaponRested and isWeaponDeployed
  • Added: Config parameters for weapon deployment (documentation)
  • Added: New script commands for manipulation with channels - enableChannel,channelEnabled, setCurrentChannel, currentChannel, getPlayerChannel
  • Added: Parameters dangerRadiusBulletClose and dangerRadiusHit for CfgAmmo
  • Added: isTurnedOut script command
  • Added: Enabled support for Steam friends in the server browser
  • Added: Vehicles have a new config array AmphibiousRatios used when the vehicle is in water (backwards-compatible)
  • Added: Weapon Resting (WeaponRested) and Deployment (WeaponDeployed) event handlers
  • Added: Sound: Weapon Deployment SFX
  • Added: Mod / DLC icons in the "Insert Group" dialog in editor
  • Added: AI Suppression commands: getSuppression, setSuppression
  • Added: Script command documentation for enableAI / disableAI (AIMINGERROR andSUPPRESSION)
  • Added: Stance indicator for resting and deployment
  • Fixed: setCurrentTask can be used with taskNull
  • Fixed: Enabling / disabling FFV positions now propagates correctly in multiplayer
  • Fixed: Error message that appeared after creating RscListBox using ctrlCreate
  • Fixed: Better handling the temp / toggle UI for optics action
  • Fixed: Huron back seats now have correct aiming limits
  • Fixed: FFV crash when changing position of soldiers in MP
  • Fixed: Shadows should work again in Buldozer
  • Fixed: Player can now assign default action in map separately (LMB to set waypoint)
  • Fixed: Typo in colorPictureDisabled parameter used by List, Combo and XListBox
  • Fixed: Move Head Back and Move Head Down can now use negative values
  • Fixed: AI will not eject without parachutes, but will jump if helicopter is close to ground
  • Fixed: Double press of Enter was needed to switch to external cam in vehicle
  • Fixed: Crash when shooting a unit without defined hit points
  • Fixed: Support for sticks with 128 buttons
  • Fixed: PhysX crash opportunity when scene is cleaned
  • Fixed: Zoom artifacts when switching optics mode in other view modes than gunner
  • Fixed: Functionality of the Team Switch button.
  • Fixed: Potential PhysX memory leak for dropped weapons on remote units
  • Fixed: R-Shift can now be used to switch maker colors / pictures
  • Fixed: Disabled custom channels were always shown when creating a new marker
  • Fixed: No channel selected by default when creating a new marker while having Direct channel selected
  • Fixed: personTurret aiming limits sometimes applied to the turret
  • Fixed: AI sometimes warped to a requested building position instantly if given an order while moving
  • Fixed: Switching unit stopped music track
  • Fixed: Crew will not turn out when in combat mode (even if player-commander does)
  • Fixed: Possible CTD on shutdown
  • Fixed: Weapon proxy drawing when there are not enough graphical LODs
  • Fixed: Switching fire modes in FFV
  • Fixed: Sound: Muffled sounds
  • Fixed: Kicked Headless Client should not rejoin as seagull
  • Fixed: CTD of servers when dragging a backpack from a crate
  • Fixed: AI sometimes runs away when the vehicle it is supposed to get into, is moving
  • Fixed: moveInCargo for vehicles with FFV turned-out positions
  • Fixed: Play click sound for changing infantry weapon fire mode
  • Fixed: setSkill with sub-skill in MP overwriting the entire skill of a unit
  • Fixed: Taking a bag that is filled with another bag from the ground causes the game to crash
  • Fixed: precisionAI replication to clients
  • Fixed: Knocked over trees should now fall down in the correct direction after vehicle collision in MP
  • Fixed: Pressed buttons on a 128 button controller have full range <0, 1>
  • Fixed: Aiming error sometimes being stuck at 0
  • Fixed: Usage of UAVs zoom / optics / weapon switching
  • Fixed: "password" serverCommand stopped working
  • Fixed: Action reload ammo type had the wrong name
  • Fixed: Changing selectionFireAnim from "zasleh" hid muzzle flash forever
  • Fixed: Condition to switch to 'none' weapon when entering water
  • Fixed: Right mouse button interaction with dead bodies in the inventory causes items to disappear
  • Fixed: Zoom in vehicles with a commander turret without weapon
  • Fixed: Can't place any explosives while falling (still can set them off)
  • Fixed: Moving magazines between weapons from inventory (while being a crew member)
  • Fixed: Improper soldier actions visible while manning a turret in a vehicle
  • Fixed: External camera while turned-out and switching out of optics
  • Fixed: An undefined variable in a formatted string in a script caused a CTD
  • Fixed: Slow walk is not enabled by default anymore
  • Fixed: FAKs were increasing hit point damage to 0.25
  • Fixed: Wrong tool-tip formatting in the inventory display
  • Fixed: Disabled personTurret in turn-out state, optics and switching weapons
  • Fixed: Some values were incorrectly initialized when the createMine command is called
  • Fixed: Added check for null pointer to address a potential CTD
  • Fixed: Driving vehicles, which can float, on shore
  • Fixed: Suppression increased by Hit events properly
  • Fixed: Firing from airplanes and helicopters
  • Fixed: AI not moving in formation correctly
  • Fixed: Situation where inventory items might disappear when manipulated in MP
  • Fixed: Minor AI pathfinding behavior fixes after changing AI locality (no ghost-like movement through building on some occasions, etc.)
  • Fixed: Zeroing visible on disabled FFV for commander in Sochor
  • Fixed: Stacking vests inside vests possible via the Take action
  • Fixed: Missing null test when attempting to get in a vehicle as agent
  • Fixed: UI element - Dynamic zoom is based on minFov, not initFov
  • Fixed: Zeroing + initSpeed (kudos to http://feedback.arma3.com/view.php?id=23256)
  • Fixed: CTD when logging out from FFV turned-out position
  • Fixed: Exit the UAV Terminal display when the player loses the UAV Terminal
  • Fixed: Turned out weapons when starting as commander in a vehicle
  • Fixed: PCML selected in turned out turret if selected before embarking
  • Fixed: Items disappear when trying to take them from a remote player's corpse
  • Fixed: Suppression and AimingError components can be re-enabled again
  • Fixed: Grenades ready to use for FFV, if spawned as a commander
  • Fixed: AI suppression influencing personTurrets properly
  • Fixed: Item added to UGC monitor before raising events (SteamLayer)
  • Fixed: Not all subscribed items were registered for UGC monitoring thus breaking Launcher (SteamLayer)
  • Fixed: Calculation error causing AI to stop shooting at a target above it
  • Fixed: Zeus Godly Creations achievement (unlocks achievement on the 200th unit, not the 201st unit)
  • Fixed: Double 100% publish progress report (SteamLayer)
  • Fixed: Possible CTD in the load script command
  • Hotfixed: Pistol accessory on a dead body gets duplicated
  • Fixed: AI soldiers should no longer get stuck around buildings
  • Fixed: Inventory - Disappearing items (vests and uniforms) in inventory after swapping
  • Fixed: Un-subscribe fail handling (SteamLayer)
  • Fixed: Remotely-controlled unit cannot access vehicle's weapon without getting out first
  • Fixed: Healing was not properly canceled by reloading
  • Fixed: Weapon orientation after ragdoll initialization
  • Fixed: Problem with the ''weapon'' tab, when a player tries observe attachments close to a crate on the ground
  • Fixed: Game crash after trying to create non-existent weapon attachments (bad config name)
  • Fixed: Taking a bag that is filled with another bag from the ground causes the game to crash
  • Fixed: Author resolve counter was not decremented properly - list change may not raise sometimes (SteamLayer)
  • Fixed: Crash in MP browser
  • Hotfixed: Subscribe content list processing will fire subscribed events before authors resolution (it will still fire the event after the authors resolution as well) (SteamLayer)
  • Changed: Supersonic crack improved
  • Removed: Surrender action from subordinate action list
  • Changed: AI sight now limited by object view distance, not landscape view distance
  • Changed: PhysX interface re-factoring
  • Changed: Further Physx code re-factoring
  • Tweaked: AI aiming error when it has lost sight of a target
  • Optimized: Remove unused variables from the inventory system
  • Changed: Selecting default logoSmall for DLC / mods
  • Changed: Vehicle commander will turn in in combat mode
  • Tweaked: Further improvements of AI getting into a vehicle
  • Optimized: Visibility raycast for dead bodies is limited to 50m. For living soldiers it is limited to 3km.
  • Tweaked: AI suppression
  • Changed: FFV inertia parameters moved to CfgWeapons
  • Tweaked: Aiming error recovery made shorter for 0 value of error
  • Tweaked: Weapon distraction for aiming error
  • Changed: drawIcon3D takes one more parameter - drawSideArrows
  • Changed: The RPM of amphibious cars are now taken from the Arma 3 simulation and not from PhysX vehicles in water
  • Changed: Case insensitive comparison when trying to find a PiP texture
  • Changed: Manual fire disabled for commanders using their personal weapons
  • Tweaked: Use more PhysX iteration on ragdoll items
  • Changed: The selectWeapon command disallows rocket launchers for personTurrets
  • Improved: Commander-gunner communication (commander will assign targets faster)
  • Tweaked: Sound: Changed shooting sounds dynamic
  • Tweaked: Sound: Distance volume curve & distance frequency filter
  • Changed: CWeaponTypeSlotsManager checks max count of available attachment slots and linked items
  • Optimized: Network traffic

LAUNCHER:

  • Added: Support for the new Steam Workshop version (full mods, multiple files, unlimited file size - you’ll need the new Publisher before such items can be published)
  • Added: Custom command-line parsing, skipping OS parsing
  • Added: Workaround to nudge Steam to upgrade subscribed Workshop items to the new version
  • Added: Workaround for legacy items that are not converted for the new Workshop version
  • Added: Explicit queue for synchronization tasks
  • Added: Loading box label marked as localizable
  • Added: Notification about auto-included items in the status bar
  • Added: A new folder selection dialog when adding a local mod and a folder with mods for auto-inclusion
  • Added: Enabled selection of multiple folders with mods at once
  • Added: Mods can be managed while Steam is off-line
  • Fixed: “Vypnout harwarovou” > “hardwarovou”
  • Fixed: The list of presets expands beyond popup boundaries and it is clipped instead of enabling a vertical scrollbar
  • Fixed: Incorrect status displayed in the mod details when an item update is queued
  • Fixed: Handled a situation when Launcher fails to start because it attempts to detect a running instance of the game with higher privileges
  • Fixed: Parameter decoding is skipped for Steam parameters
  • Hotfixed: Steam UGC status workflow has changed for legacy items; updating state automaton to compensate
  • Hotfixed: Made a label on the Options page localizable with current translations
  • Fixed: Changed color of of label 'Auto-included' from general orange to the correct green color
  • Fixed: The 'Updated' label of a mod now stays on until the Launcher is restarted and is not overridden by any other synchronization
  • Fixed: An error message was briefly displayed on the news page before the first news page was loaded
  • Fixed: the last active preset were not loaded correctly under specific circumstances

SERVER:

  • Updated: Stand-alone Windows Dedicated Server (1.42)
  • Updated: Stand-alone Linux Dedicated Server (1.42)
    • Known issue: Steam client modifies the steam_appid.txt file incorrectly. In case of issues, verify its content is: 107410
    • Known issue: Sometimes the add-ons are loaded from the wrong installation (e.g. main game)
    • Try adding -mod=curator;kart;heli;mark;dlcbundle to your arma3server.exe shortcut

Source : http://dev.arma3.com/post/spotrep-00040]]>
Arma 3 Version 1.40 https://arma3-servers.net/blog/9/arma-3-version-140/ https://arma3-servers.net/blog/9/arma-3-version-140/ Wed, 04 Mar 2015 00:03 CET
Arma3 1.40 Servers : http://arma3-servers.net/version/1_40_129533/

CHANGELOG

DATA:

  • Added: New style of VR entity:
    • * OPFOR - more red
    • * Injured - orange specular / ambient
    • * Dead - neutral gray specular / ambient
  • Added: Config support for the dehardcoding of the number keys and function keys
  • Added: Weapon muzzle velocities are now correctly defined per weapon and not per magazine as before (backward compatibility is maintained as magazine initSpeed is now considered when there is no initSpeed defined in the weapon, while a weapon defined initSpeed overrides the magazine defined value)
  • Added: NVGs to Pilots' gear
  • Added: Stomper cargo is now able to use weapons to fire from the vehicle
  • Added: Conflict + collision groups for new actions
  • Added: aiRateOfFireDispersion parameter into the base fire mode class with a default value of 1 to introduce basic randomness in AI firing patterns (to-be-tweaked)
  • Added: FD support for AND target triggers
  • Added: Black variant of the civilian truck (texture)
  • Added: Indication of a modded game
  • Added: Game version indication to the Pause Menu
  • Added: Ability to disable ramp operation on the Mohawk, Huron and Taru by setting variable "bis_disabled_Ramp" to 1 for the vehicle
  • Added: Actions for raising and lowering turret. Please note that you need to select a preset again to map these to their default values or set them manually.
  • Added: Get in / get out actions for the motorboat, set proper animation states
  • Added: Driver animations for the Civilian Truck
  • Added: New procedurally generated icons for hand weapons (see documentation)
  • Added: Preview of default marker color to ComboBox in Insert Marker dialogue
  • Added: New danger cause (dcbulletClose) to danger.fsm (notes in AI Changelog)
  • Added: Retexturing OPFOR Ghillie Suit enabled
  • Added: New layer to make sound more sharp and realistic while hitting ground
  • Added: Retexturing AAF Ghillie Suit enabled
  • Added: Plastic_plate penetration material
  • Added: BIS_fnc_liveFeedSetTarget can be called with an optional parameter for smooth camera transition: [new target, duration of transition] call BIS_fnc_liveFeedSetTarget
  • Added: onHover texture to default mod logo
  • Added: Buldozer - Controls for keeping absolute elevation and releasing absolute elevation lock in
  • Fixed: Displaying of mod logo in the Main Menu via mod.cpp
  • Fixed: Privatization of the local variable _type in function loadInventory
  • Fixed: Car fixing wheel animation for the switchMove command (seehttp://feedback.arma3.com/view.php?id=22346)
  • Fixed: Camera was sometimes randomly stuck on the closest zoom
  • Fixed: Front cargo of Zamak trucks
  • Fixed: Silence gap in looped sample of the Mi-48 Kajman
  • Fixed: Arsenal meta data were missing
  • Fixed: Incorrect Z-ordering of the backgrounds of mod icons in the main menu
  • Fixed: CfgPatches for random classes
  • Fixed: Issues with a briefing animation
  • Fixed: Issue with a wrong KIA state while killing a unit getting out from certain vehicles
  • Fixed: Mortar geometries
  • Fixed: All stats were visible after hiding and revealing the Arsenal interface again
  • Fixed: BIS_fnc_VRSpawnEffect now correctly reflects the object's height
  • Fixed: Collision between optics and close context menu
  • Fixed: M-900 becomes invisible at medium distance (http://feedback.arma3.com/view.php?id=21637)
  • Fixed: Weapon accessories ignore 'scopeArsenal' property (http://feedback.arma3.com/view.php?id=22319)
  • Fixed: 'scopeArsenal' now replaces value of 'scope' in Arsenal, instead of being checked alongside it
  • Fixed: The explosion of a car can destroy heavily armored vehicles - discovered certain confusion in the functionality of parameters "fuelExplosionPower" and "secondaryExplosion". This fix therefore revised all these parameters, optimized explosions of all vehicles and also added a (hopefully) proper description of relations between these parameters and vehicle destruction explosions.
  • Fixed: Prone reload speed for Katiba, Mk200, TRG-20 and Zafir
  • Fixed: Speed of cargo idles
  • Fixed: Leg memory points were not in proper selections (http://feedback.arma3.com/view.php?id=20761)
  • Fixed: BOOT04 scenario
  • Fixed: Possible error message in Supports module
  • Fixed: Impenetrable glass door, material on stairs and normal maps for tiles for Ghost Hotel
  • Fixed: Possible error message in BIS_fnc_traceBullets
  • Fixed: Scripting error in BIS_fnc_VRHitpart
  • Fixed: Task completion bug in MP Headhunters
  • Fixed: Simulation Manager now works correctly even for UAVs
  • Fixed: FFV positions in Civilian Truck. Slightly reduced head shake in one of the get in animations. Zamak should now be entered and exited correctly.
  • Fixed: Kart drivers declared so their DLC icons would display
  • Fixed: setOwner was incorrectly used on a single module (it's part of a group)
  • Fixed: OK and TRY buttons were active even in lite versions of Arsenal
  • Fixed: CoF: Orange 3 sniper rifle on the ground would not always be there after restart
  • Fixed: FD competitors could receive 1 more magazine on restart compared to the first start
  • Fixed: Fatigue was not reset when a Firing Drill was (soft) restarted
  • Fixed: Using a more robust method of disabling saves in FDs / TTs (so that CoF: Green does not incorrectly allow saving)
  • Fixed: Zamak tires deflate correctly when destroyed
  • Fixed: RscHTML lacked x, y, w, h coordinates, leading to errors when created using ctrlCreate
  • Fixed: scope parameter used in CfgMarkerColors and CfgMarkerBrushes (1 - visible in editor, 2 - visible in editor and ingame map)
  • Fixed: Adjusted tail blade radius for Mohawk
  • Fixed: Assault boat front seat was able to aim through the Boat
  • Fixed: Several modules now display author properly
  • Fixed: Silenced MX should have the correct sample
  • Fixed: Commander hatch of Scorcher doesn't disappear anymoar
  • Fixed: Titan AA missile had a bad shape while fired
  • Fixed: Resolved a conflict of cfgSkeletons classes.
  • Fixed: Broken macro in Team Switch dialogue (no visible change in the game, but less error messages in RPT)
  • Fixed: Some modules were in the editor wrongly marked as a part of Zeus DLC.
  • Fixed: BIS_fnc_loadInventory had problem loading corrupted inventory save
  • Fixed: Wrong attachments order in loadInventory function
  • Fixed: Adjusted position of optics for static GMG
  • Fixed: Further decreased weights of various fences in an attempt to fix vehicle collision issue
  • Fixed: Adjusted memory points in tank turrets to prevent shooting through walls
  • Fixed: DLC Content Browser - DLC icons made sharper
  • Fixed: Diesel Power plant now shows on 2D map
  • Fixed: Default turret should not have a copilot capability
  • Fixed: Rear door cargo proxies in Huron should now be consistent across LODs
  • Tweaked: Rahim reload animation has proper right hand IK curve
  • Tweaked: Lowered armor of lights on Slammer, Kuma and Offroad
  • Tweaked: Mi-48 pilot shaking view pilot calmed down. Added settleIn free variants for basic cargo anims.
  • Tweaked: Tucked in the cargo in the Van
  • Tweaked: Adjusted FFV limits for the civilian Truck
  • Tweaked: Armex engineers have had to further improve the suspension of the Mora after an incident on Agia Marina military range where a squad of officers was transported and it turned over. AAN reports one wounded, two bruised and three severely humiliated.
  • Tweaked: UI textures for static weapons
  • Tweaked: Weapon SFX overhaul (sidearms, rifles, SMGs, machineguns and suppressors). Stay tuned to dev.arma3.com for a related OPREP.
  • Tweaked: availableForSupportTypes for various helicopters to include Drop and Transport types for those that can perform it
  • Tweaked: Car fixing animation for switchMove / playMove commands
  • Tweaked: Better support for cutscene animations and playMove / switchMove (more briefing anims)
  • Tweaked: Decreased the positive impact of suppressors over the weapons’ muzzle speeds to more reasonable levels
  • Tweaked: Steering force coefficient of parachutes
  • Tweaked: Memory points of transport trucks
  • Tweaked: Pistol <> rifle transition
  • Tweaked: Get in / get out positions for the Motorboat model
  • Tweaked: Cargo proxies for Civilian Truck (soldier intersecting with van body)
  • Tweaked: Sounds have a new data structure. It is a work-in-progress, and the old references to sounds_fweapons should still work fine for now
  • Tweaked: Minor adjustments to MX samples
  • Adjusted: Minor volume changes for launchers
  • Tweaked: AAF vests visually tweaked
  • Tweaked: Additional visual tweaks on AAF vests
  • Tweaked: Minor sound changes for static GMGs
  • Tweaked: Textures for pop-up targets
  • Tweaked: Texture of indicator of modded game
  • Changed: Renamed control menuBack to navigateMenu to fix profile customisations
  • Changed: Punishment animations are now triggered using playMove instead of playMoveNow in Zeus Bootcamp
  • Changed: Identity of VR Entities set so they won’t spawn with any facewear
  • Changed: Whitelisted setSpeaker for BIS_fnc_MP
  • Changed: Animation state for the land get in action for Motorboat
  • Changed: Altis and Stratis were binarized using a new version to optimize loading times and AI pathfinding capabilities
  • Changed: Adjusted dispersion of Starter pistol
  • Changed: AI detection distance of bullet hit/fly-by & grenade explosion
  • Changed: Re-generated general macros for cfgVehicles
  • Changed: All new samples for UGL
  • Improved: Open / Close ramp commands localized
  • Improved: Hit detection in function VRHitpart
  • Optimized: Weights of various walls in an attempt to fix a vehicle collision issue
  • Removed: Unnecessary NV goggles from the player in Showcase Fixed-Wings

Potential spoilers

  • Tweaked: Showcase Fixed wings - Helicopter hit confirmation is dependent on which weapon the player used (cannon, AA, etc.)
  • Fixed: Showcase Commanding will fail if the player disables the Hummingbird
  • Fixed: Damage Control: The mission correctly fails if the Hunter becomes immobilized
  • Fixed: Common Denominator: Ensured the HUD is properly disabled during the opening cutscene
  • Fixed: Common Enemy: Mission will properly fail if Miller is killed by the player after regrouping
  • Fixed: Common Enemy: Miller will no longer run out of ammo

ENGINE

  • Added: Sound: Helper classes for effect management
  • Added: DLC notification for premium gear take actions
  • Added: AI rate of fire randomization (new parameter aiRateOfFireDispersion)
  • Added: Current app ID property / getter [SteamLayer]
  • Added: Indication of a modded game
  • Added: Game version indication to the Pause Menu
  • Added: Reworked gear tooltips to support DLC notifications
  • Added: Script function configSourceModList for listing the whole list of mods that modified a config class
  • Added: Command line parameter cfgDependencies for printing a list of all configs loaded with all dependencies (the list is in the order in which the configs are loaded)
  • Added: setGroupOwner script command for changing the locality of a group (setOwner will no longer work for objects with AI)
  • Added: DLC notification whitelist for selected scenarios (VR Arsenal)
  • Added: Sound: Additional sample for Hold Breath
  • Added: Enabled Firing From Vehicles inertia
  • Added: Drawing an icon next to non-owned drones in the UAV terminal label
  • Added: getGroupOwner - server-side script command for retrieval of group locality
  • Added: Unique ID to inventory items (for MP - WIP)
  • Added: Script command for listing weapon's attachments in cargo (weaponAttachments)
  • Added: DLC / mod icons in scenario lists (showcases, challenges)
  • Added: Detection of bullets flying close to unit
  • Added: Support for changing picture colours in tree
  • Added: PhysX library is able to run from network drive
  • Added: Support for server-only mods with new console parameter serverMod
  • Added: Improved detection of observed kills
  • Added: Procedurally composed icons for gear (Documentation)
  • Added: New commands for setting colour of pictures in lnb list box type
  • Added: "append" script command for appending one array to another
  • Added: Scrollbar for long script examples in help dialog
  • Added: Supersonic crack in 3D & flying bullets sound
  • Added: New script commands enableUAVWaypoints and waypointsEnabledUAV to enable/disable option for player to set waypoints for UAV in AV terminal
  • Added: Buldozer - configurable user actions for Ability to lock elevation of objects during terrain sculpting
  • Added: Ai will not eject without parachutes, but will jump if heli is close to ground
  • Fixed: 3d person view camera shake caused by damage
  • Fixed: Added network support for turret elevation
  • Fixed: Wrong response for the SetMaxHitZoneDamage network message sent to servers
  • Fixed: Unable to switch positions in vehicles in MP
  • Fixed: Building game without enabling Dedicated Server
  • Fixed: AI reaction to being alerted by nearby explosions
  • Fixed: CTD after initializing MenuItem
  • Fixed: Menu item at the bottom of the list if its set for the "back" action
  • Fixed: Crash while processing disclosure info
  • Fixed: ZGM Virtual Reality - Crash while controlling UAV
  • Fixed: New NavigateMenu to force new key presets and fix opening the command menu on RMB
  • Fixed: All vehicle lights are handled using using context menu actions
  • Fixed: Ships are steerable by mouse the same way as ground vehicles
  • Fixed: setDamage 0 did not fix rotors for PhysX helicopters
  • Fixed: Attempt to fix more PhysX CTDs
  • Fixed: Properly reading allowedVote(dAdmin)Cmds in case they are left empty
  • Fixed: Tail rotor destruction
  • Fixed: Event handler "IncomingMissile" did not return the shooter when added to a laser target object (http://feedback.arma3.com/view.php?id=20739)
  • Fixed:Crash when releasing XA2Device
  • Fixed: Possible fix of sound dropping out during the game
  • Fixed: Sound: Waves not included into submix (weapon sounds heard too far away)
  • Fixed: CTD when reloading a weapon
  • Fixed: Using a directory name as mod ID (modDir) when a full path is defined
  • Fixed: Vote / voted admin commands in UI visible according to Dedicated Server settings
  • Fixed: Skill of AI units being propagated over the network properly
  • Fixed: PhysX scene lock assert when releasing actors
  • Fixed: Stick analog axis (gamepad triggers) can be used as triggers for toggled / click actions
  • Fixed: AI soldiers planning their path through objects along the coastline
  • Fixed: Problem with non-valid PhysX transforms and forces
  • Fixed: PersonTurret save backward compatibility
  • Fixed: Desync problem after changing locality of a vehicle
  • Fixed: Added missing serialization of FFV dynamic limits
  • Fixed: Paragliding should not be FPS-dependen
  • tFixed: Freefall should not be FPS-dependent
  • Fixed: Artillery scope info
  • Fixed: Negative axis for clicks, small refactoring
  • Fixed: Linux build issue for joysticks
  • Fixed: Various warnings
  • Fixed: Mouselook without weapons and FFV with lowered weapon
  • Fixed: scope parameter used in CfgMarkerColors and CfgMarkerBrushes (1 - visible in editor, 2 - visible in editor and ingame map)
  • Fixed: Dedicated Server vote / voted-admin commands pre-init / post-init settings handled properly by UI on a MP clientFixed: CTD and Enable button in controller window
  • Fixed: Crash after using tvClear command
  • Fixed: Distance sliders in video options
  • Fixed: setOwner/setGroupOwner does not work when transferring locality from client to DS
  • Fixed: setGroupOwner should only transfer group locality when the group leader is a player
  • Fixed: AI could get stuck planning paths from inside to outside of a structure (and vice versa) while in close proximity to the exit/entrance.
  • Fixed: Ejected casing are now drawn correctly in 1st person (http://feedback.arma3.com/view.php?id=9159)
  • Fixed: Attempt to fix random PhysX ragdoll crashes
  • Fixed: Possible CTD in drawing waypoint in radar
  • Fixed: Telescopic turret elevation did not sync in MP
  • Fixed: Using undefined maths operations in scripts crashes the game
  • Fixed: getOwner/getGroupOwner return wrong playerID
  • Fixed: Stance indicator visible for pilots
  • Fixed: Disabled optics in vehicle after sprinting & getIn action
  • Fixed: setGroupOwner can now transfer locality of HC groups
  • Fixed: Loading of thresholds for analog controller axes
  • Fixed: Strings for axes (plural of axis, not the wood chopping stuff) were localized internal strings instead of OS ones
  • Fixed: Passengers should not see broken radar in helicopter
  • Fixed: Added detection for local remote players for setGroupOwner
  • Fixed: Added support for NaN values for operators and maths functions
  • Fixed teamswichCommand does not open TS window, when TS is disabled
  • Fixed: Briefing - Game crashes when managing items in the briefing inventory
  • Fixed: Crash when accessing an out-of-bounds LOD level
  • Fixed: Possible CTD when loading Zeus game saved inside UI
  • Fixed: Soldier stops after reaching a position in the house if this position is located under his target position in one of the upper floors
  • Fixed: AI reaction to danger should be faster
  • Fixed: Incorrect sound on Linux DS
  • Fixed: Lock, lockdriver and lockturret also lock ability to control positions in UAV vehicles
  • Fixed: Cross-hair should not be visible for cargo
  • Fixed: Sling Load Assistant disabled for personTurrets
  • Fixed: soldier AI lay down for no reason
  • Fixed: cross-hair should not be visible for cargo
  • Fixed: Slingload manager disabled for FFV turrets
  • Fixed: Possible synchronization issue when splitting long network commands
  • Fixed: various issues with disabled personTurrets
  • Fixed: Properly reading LOD levels inside a vehicle
  • Reinit weaponholder in physx scene and apply angular velocity
  • Fixed: FFV turrets enabled state propagation through network
  • Fixed: FFV crash when changing position of soldiers in MP
  • Fixed: Crash in GetFormationPosImmediate
  • Fixed: Crash whet releasing the PhysX scene
  • Fixed: Hovering weapons from remote ragdoll
  • Fixed: Double press of Enter was needed to switch to external cam in vehicle
  • Fixed: Crash when sooting to unit without defined hitpoints
  • Fixed: fixed zoom artifacts when switching optics mode in other view modes than gunner
  • Changed: In MP all players can switch seats
  • Changed: Unlocking hardcoded number keys and function keys
  • Changed: setSkill - AI skill can now be set for local units or for any if executed on the server
  • Changed: Allowing setOwner to be called the old way - even for objects with AI - for now
  • Changed: setOwner now works with agents
  • Changed: weaponAttachments renamed to weaponAccessoriesCargo (this set of technologies is not yet ready for use, heavily WIP)
  • Changed: Refactor PhysX scene thread synchronization to be more reliable
  • Tweaked: Changed the minimal message time prediction delta
  • Tweaked: Better localization handling in the paramfile for SteamLayer
  • Tweaked: Sound: Fireplaces and campfires
  • Tweaked: Backpack / AI inventory MP code refactored (should not change functionality, but clean up the implementation)
  • Tweaked: 2D stereo effect
  • Tweaked: Improved soldier zeroing precision (by 0.05%)
  • Tweaked: Adjusted mod detection for config classes
  • Tweaked: Send player position message as high priority once per second
  • Tweaked: Report more info on invalid matrices given to PhysX
  • Tweaked: Network diagnostics now show only necessary locality info
  • Tweaked: Replacing repeated code by methods for joysticks
  • Improved: AI will not eject from a plane nor heli, if it doesn't have a parachute
  • Improved: Dropped weapon objects now use hidden selections for drawing
  • Improved: Progress bar color can be set via the ctrlSetTextColor command
  • Improved: Registry keys were acquired and released periodically (merged from DayZ)
  • Modified: InitSpeed in weapons - zero value in weaponType::initSpeed means that magazineType::initSpeed will be used (initSpeed set to positive values in a weapon means a constant speed of the weapon independent on its magazine. Negative values mean a multiplier for initSpeed set in the magazine. Setting it to 0 means that the speed is going to be taken from magazine, this equals to setting initSpeed in the weapon to -1)
  • Optimized: Registry access

LAUNCHER

Added: Localization for check box "Use Steam client instead of web browser" on the Options

  • Fixed: A crash on start in case the configuration file is corrupted
  • Fixed: ConfigurationManager pre-initialization fails when ApplicationSettingsBase has corrupted settings files

SERVER

  • Updated: Stand-alone Windows Dedicated Server (1.40)
  • Updated: Stand-alone Linux Dedicated Server (1.40)
    • Known issue: Steam client modifies the steam_appid.txt file incorrectly. In case of issues, verify its content is: 107410
    • Known issue: Sometimes the add-ons are loaded from the wrong installation (e.g. main game)
    • Try adding -mod=curator;kart;heli;dlcbundle to your arma3server.exe shortcut

Source : http://dev.arma3.com/post/spotrep-00039

 

]]>
Arma 3 Version 1.38 https://arma3-servers.net/blog/8/arma-3-version-138/ https://arma3-servers.net/blog/8/arma-3-version-138/ Fri, 23 Jan 2015 00:05 CET
Arma3 1.38 Servers : http://arma3-servers.net/version/1_38_128937/

CHANGELOG

DATA:

  • Added: Ability to prevent respawning happening at all at mission start
  • Added: Ability to toggle vision modes (night vision, thermal vision) in Virtual Arsenal by pressing N
  • Added: Missing functions into Arsenal
  • Added: "N/A" is shown over empty list boxes
  • Added: Waypoints to vehicle radar
  • Added: New hit points for the remaining Truck variants
  • Added: Author property for texture sources and animation sources
  • Added: BIS_fnc_gridToPos (based on http://forums.bistudio.com/showthread.php?186511-Grid-Refrence-to-World-Position)
  • Added: New sound for opening the ramp of the Mohawk helicopter
  • Added: New animation source for opening ramp of the Mohawk helicopter
  • Added: Code performance button for the pause menu debug console. Allows checking how expensive the code in the Expression field is.
  • Added: VR Suit can now be retextured
  • Added: Accuracy stat for weapons in Arsenal
  • Added: camo3 to the sections in the ghillie suit's model config, so it can be used in the hiddenSelections property
  • Added: Showcase briefing section in MP Tanks
  • Added: An optional parameter to prevent an establishing shot from fading in when finished
  • Added: BIS_fnc_fps now saves the input into variable (BIS_fps_output)
  • Fixed: Selection camo in the BLUFOR sniper model
  • Fixed: Missing accuracy rings on moving zombie pop-up targets
  • Fixed: Double inclusion of an include file
  • Fixed: Icons of known and locked targets in the Field Manual
  • Fixed: Condition for displaying DLC indication in the Field Manual
  • Fixed: Respawn camps had an incorrect author
  • Fixed: Player is now able to exit planes after belly landings
  • Fixed: Minor discrepancy in the duty values of pistol stances (also make it slightly less demanding to move around with a pistol)
  • Fixed: Possible abrupt scenario end when a client reconnects to the game in MP Headhunters
  • Fixed: Huron (Black) RPT warnings about animation sources
  • Fixed: Upper mirrors on the Ifrit are now facing in the correct direction
  • Fixed: Some 20-30mm cannons don't damage buildings
  • Fixed: MP Bootcamp does not fail the "Engagement" task if all players are dead anymore
  • Fixed: Vermin cases fell through the shooter’s hand
  • Fixed: Small duty inconsistencies in animations
  • Fixed: Independent armored vehicles don't report warnings about their mirrors anymore
  • Fixed: ZGM 4+1 Bootcamp - Players can no longer damage the HEMMT truck within the infantry stage
  • Fixed: Animation source inheritance
  • Fixed: Configured correct damage materials for the exterior of the Civilian xH-9s
  • Fixed: BIS_fnc_gridToPos didn't accept letters above 'j'
  • Fixed: Selecting an empty insignia in Arsenal didn't remove the last selected one
  • Fixed: Voice preview in the Arsenal didn't match the selected item
  • Fixed: Security vulnerability of GUI scripts
  • Fixed: An issues where Zeus couldn't perform some object interactions (e.g. refueling a vehicle, editing content of an ammo crate)
  • Fixed: Duplicate respawn tent notifications and radio messages (http://feedback.arma3.com/view.php?id=21919)
  • Fixed: Persistent on-screen text in some cases of Stage restarts in VR trainings
  • Fixed: The fuel hit point of the Hatchback wasn't working
  • Fixed: Tires of wheeled armored vehicles were not taking damage from gunfire in some situations
  • Fixed: Some Headgear items were not visible in Zeus
  • Fixed: Weapon impact stat in Arsenal was not calculated correctly
  • Fixed: Overlapping of title text and player name in the Main Menu
  • Fixed: Added missing vehicle classes to CfgPatches
  • Fixed: FV-720 Mora had wrong zeroing for higher distances (seehttp://feedback.arma3.com/view.php?id=22170)
  • Fixed: Grid offset for VR World is now set to the correct value
  • Fixed: Wrong transition after salute
  • Fixed: Task completion in the Sling Loading VR Course
  • Fixed: Weather sync issues in Escape from Altis
  • Fixed: Step over after turning left / right with equipped launcher and performing treatment
  • Fixed: Missing treatment animation with pistol / launcher
  • Fixed: Static autonomous GMGs and HMGs now have a proper view angle in the UAV Terminal
  • Fixed: Missing sizeEx property in shortcut button
  • Fixed: Missing enableEnvironment in the Establishing Shot function
  • Fixed: DLC icons were not implemented correctly in Arsenal
  • Fixed: Sounds of the navigating helicopter animation
  • Fixed: Problem with sorting weapons using MRCO optics
  • Fixed: The color of selected items in Arsenal wasn't readable well
  • Fixed: Offroad FFV positions have proper compartments set
  • Fixed: Sprinting in Kneeled Adjusted Downwards position transition to Standing
     
  • Improved: New fireplace sounds
  • Improved: The on-board clock in the Mohawk is fully functional now, because time is money, pilots!
  • Improved: HEMTT, Zamak and Tempest trucks hit point configuration
  • Improved: Headgear available in the editor and Zeus is now the same as in the Virtual Arsenal
  • Changed: Second default face in Arsenal disabled
  • Changed: Combat Fatigues for Miller and Kerry have been hidden (they don’t actually use special uniforms, just generic ones)
  • Changed: Init event handler now uses call instead of execVM
  • Changed: Decreased deflecting angles of certain ammunition types because they ricocheted a bit too much
  • Changed: Color of the yellow question mark to green in MP server selection menu
  • Adjusted: Crash sounds of the Quad bike
  • Tweaked: Sounds for pistols
  • Tweaked: Stance indicator can now be positioned separately from weapon info
  • Tweaked: The non-functional engine temperature display in the Mohawk has been set to a more reasonable value so it will not scare pilots by being red all the time
  • Tweaked: Slightly decreased base deflecting values of pistol bullets
  • Tweaked: xH-9 config cleanup / refactoring
  • Tweaked: Hatchback, SUV and VAN config cleanup / refactoring
  • Tweaked: Position of get in memory points so that AI doesn't get stuck when disembarking helicopters
  • Tweaked: CfgPatches for headgear should contain the correct classes now
  • Tweaked: Huron rotors aren't visually destroyed when fully damaged by shooting. This reflects that the lift is not lost instantly, but it gradually decreases, and the helicopter falls down in an autorotation. No change in the following: when the rotors are destroyed in a collision, they stop rotating and are visually destroyed; the Huron then falls down directly. Kaboom.
  • Tweaked: Damaged body hit point of MRAPs now properly shows damage on the vehicle’s body texture. Durability of this hit point was optimized accordingly for different ammunition types. Durability specifics of the given vehicle remains unchanged.
  • Tweaked: Increased PiP resolution in AV Terminal and AV Camera
  • Tweaked: 30mm APFSDS Kamysh ammo now correctly damages MRAPs through the frontal engine buffer zone, albeit side hits are much more effective
  • Tweaked: A turret hit now cannot cause the explosion of the whole MRAP vehicle
  • Tweaked: Decreased APERS bounding mine trigger range for it was possible to trigger it through the roof / floor from another building story
  • Tweaked: Increased the maximum simulation duration (parameter: timeToLive) for long range projectiles so they are now able to actually reach the distances they could be fired for
  • Tweaked: Further increased masses for GM6 Lynx and LRR to maintain proper weight differences
  • Tweaked: Get out points for Assault Boat
  • Tweaked: Level of entry points for Speedboats
  • Tweaked: Time Trials start mechanism to reduce shaking
  • Tweaked: Re-worked Kart driving model to work as before (after the new PhysX)
  • Updated: Inventory for Huron ammo container disabled (http://feedback.arma3.com/view.php?id=22223)
  • Optimized: Strider hit points to achieve more consistent hit results
  • Removed: Obsolete addon Air_F_RTD
  • Removed: Debug message in the Field Manual
  • Removed: Flame texture animation in health feedback systems

Potential spoilers

  • Fixed: The “Obtain AA Launcher" task is no longer marked as completed if the player destroyed the helicopter by other means in Showcase SCUBA
  • Fixed: Diplomatic Relations - weapons no longer appear beneath tables

ENGINE

  • Added: New commands for getting all controls from inside a display as well as all displays registered in-engine
  • Added: New command for getting list of all variables from given namespace (allVariables)
  • Added: Enabling mods report in retail (RPT)
  • Added: Buldozer - Ability to lock elevation of objects during terrain sculpting
  • Added: command turretOwner
  • Added: Missing getters for object variables
  • Added: New script commands - getObjectTexturesgetObjectMaterials
  • Added: ComboBox and ListBox UI controls are now able to show a secondary icon
  • Added: Waypoints, custom waypoints and assigned targets to the radar
  • Added: Secondary text for listbox / combobox items, additional script function for managing new texts
  • Added: Detection of the source mod / DLC for config classes
  • Added: New animation source for lowering and raising of turrets (player controls not yet configured)
  • Added: Logging of extensions used in the game
  • Added: Mod / DLC icons for terrain selections
  • Added: Mod / DLC icons in the add module display (editor)
  • Fixed: Player ejected into the air when starting movement after a get out animation is initiated
  • Fixed: Cursor following the weapon when reloading [FFV]
  • Fixed: Wrong animation after ejecting from a jet with small height
  • Fixed: 2 x Ctrl now works in crouched pistol stance
  • Fixed: Possible crash on Altis caused by the wrong position transformation of the coordinate system
  • Fixed: customMods flag
  • Fixed: Possible crash in calculating normals
  • Fixed: Model property reading (buoyancy, reversed)
  • Fixed: respawnAtPlace so it is not getting a dead soldier out of a vehicle where he died
  • Fixed: Removed drawing of obsolete custom waypoints
  • Fixed: Sound: Avoid XA2 effect memory leaks, and updated the effect interface
  • Fixed: Available space in Steam Cloud storage is not counted correctly
  • Fixed: Potential CTD when using switchMove on gestures
  • Fixed: Vehicle mouse steering is not influenced by vehicle speed
  • Fixed: Missing implementation of ordered cargo positions in scripting commandlockedCargo
  • Fixed: PhysX static weapons are not ‘sleeping’
  • Fixed: Static assertion in the Linux build
  • Fixed: Incorrect reading of colors for roads
  • Fixed: Small dot drawn on the top of the screen when the compass is shown and a custom waypoint is set
  • Fixed: Defective client IP check in loopback mode
  • Hotfixed: Video texture mipmaps
  • Fixed: Localized string in controller customization
  • Fixed: A problem with MP prediction when a client lags too much in a cargo position and a related potential crash
  • Fixed: Camera shake diagnostics
  • Fixed: Crash in land clutter rendering
  • Fixed: Problem with MP synchronization of living characters in ragdoll
  • Fixed: Inability to get in a Slammer after it had a full cargo compartment
  • Fixed: A problem with remote vehicle suspension being under building shapes
  • Fixed: Missing published items in the publishing window (http://feedback.arma3.com/view.php?id=22071)
  • Fixed: -mod parameter load order
  • Fixed: Diag modules are cleared before INIT scripts are called on units
  • Fixed: G-force camera shake is now present even when the engine is off
  • Fixed: G-force camera shake is now applied to all units in a vehicle, not just its commander
  • Fixed: Camera shake from passing vehicles when a player is in freefall
  • Fixed: An issue where AI would not respect objects, which were rotated usingsetDir, in the computation of pathfinding
  • Fixed: AI ordered to get in a vehicle will do that after disembarking the current vehicle instead of only disembarking
  • Fixed: Restricted possibility to gain control over another player's unit by usingselectPlayer or remoteControl commands
  • Fixed: Key blocked by script is blocked even if held for a while
  • Fixed: RoadsLib.cfg was not changing roads after a change of landscape
  • Fixed: CTD while accessing a non-existent brain
  • Fixed: Use of vehicleInCoef for mine detection
  • Fixed: AI running away after a Get Out waypoint at specific locations
  • Fixed: Local WRP & road shapes don't work together
  • Fixed: Reporting wrong PhysX onContacts
  • Fixed: Check for a null shape (possible CTD)
  • Fixed: Use of surfaceDeflectionCoef
  • Fixed: CTD when accessing a null pointer when working with magazines
  • Fixed: LeaderCandidate selection
  • Fixed: Headless Client units were laggy
  • Fixed: Problem with rocks under roads
  • Fixed: Correct mod / DLC icon order in the main menu
  • Fixed: Linux build with older PhysX version
  • Fixed: (Short) holding of a key caused an action to trigger multiple times
  • Fixed: AI door gunner unable to engage targets that the pilot didn't see
  • Fixed: Medics lost the ability to heal when a target was teleported
  • Fixed: Server crash in tier0_s.dll
  • Fixed: Local client connections aren't disconnected
  • Fixed: Crash in SteamLayer
  • Fixed: Scenarios were present in the addon list
  • Fixed: Problem with restarting Dedicated Server breaking for some clients
  • Fixed: switchMove "" now resets animations again
  • Fixed: Cannot interact with items in a teammate's backpack
  • Fixed: Squad AI inventory locked
  • Fixed: Loading mod icon from the mod path; showing mod icons in the editor only for mods visible in the main menu
     
  • Changed: Moved NetworkServer send messages to a different thread
  • Changed: Configuration of camera shake caused by damage was moved to config files
  • Changed: The defaultMod flag so it works correctly even with the -mod parameter
  • Changed: configProperties - last two parameters are optional now
  • Changed: AddXYZWeaponItem, RemoveXYZWeaponItem should support also magazines
  • Changed: Removed contributed items from the Publisher's published items list (Editor)
  • Changed: Re-factored loading of mod configs, added loading of default values from a mod baseclass
  • Changed: Set building Linux with PhysX 3.2.4
  • Changed: FPS cheat limited for public versions
  • Tweaked: Better and faster tracing of fire sectors (optimization)
  • Tweaked: Formating of the MP strings statistics
  • Tweaked: Sound: Optimized distant vehicle simulation
  • Tweaked: Lowered the limit when shared system memory is used
  • Tweaked: Cleanup of unused technology in physics
  • Tweaked: Small physics optimizations
  • Tweaked: Ongoing netcode optimizations
  • Tweaked: Clean up of certain Steam implementations on game shutdown
  • Tweaked: Engine code refactoring and maintenance
  • Tweaked: Changed parts of MP prediction to lower bad positions and position jumping
  • Tweaked: Create standard helicopter flight model if RotorLib is disabled
  • Tweaked: Minor change to local message deltaT
  • Tweaked: Removed HC feature macros (cleanup)
  • Tweaked: Windows error message formatting unified
  • Tweaked: Sound: Sync breathing with gun movement
  • Tweaked: Waiting for the send message thread before calling extensions
  • Tweaked: Minimal message time prediction delta
  • Tweaked: Proper filter for grenade collision contacts
  • Tweaked: Sound: Updated breathing start condition
     
  • Improved: FFV interpolation
  • Improved: First part of script event handlers refactoring and fix of an issue where removing an event also reindexed others behind it
  • Improved: Possibility to command AI to get in personTurrets and cargo separately [FFV]
  • Improved: Optimizations of swimming state handling so it is not calculated when you are not near water
  • Improved: Mods have been refactored so we can add new types of mods more easily
  • Improved: More exact near water detection for some sub-routines
  • Improved: LZO Pro now uses safe decompression routines
  • Improved: Re-factoring send messages server thread locks
  • Improved: Re-factor PhysX simulation thread locks
  • Improved: SteamLayer is able to read config.bin directly
  • Improved: PhysX updated from 3.2.4 to 3.3.2
  • Improved: Model (P3D file) pipeline:
    • The object's data (geometry and animations) is reversed right after P3D file load (original data)
    • No more reverse operations at game run-time
  • Improved: Load string table from all addons before parsing configs
  • Improved: Increased memory allocator limits for AnimationContext
  • Improved: Refactored context menu so it is using enum instead of macros
  • Improved: Road binarization
     
  • Updated: Steam SDK to v1.31
  • Disabled: Placing and interaction with mines in personTurrets [FFV]
  • Optimized: Removed an unnecessary parameter from AIBrain
     
  • Removed: handleScore being issued by addScore from scripts
  • Removed: Scripting commands to modify values that can be changed withdiag_MergeConfigFile
  • Moved closing of SendMessages thread before Battleye closes

LAUNCHER

  • Fixed: Parameters with multiple visual representations are no longer duplicated in Arma’s command line
  • Fixed: Error message box wasn't displayed when user attempted to add invalid local mods and specific conditions were met
  • Fixed: Removed unnecessary quotes from the pre-requirements check message
  • Fixed: Arrow in addon sort icon looked bad
  • Fixed: Concurrent logging and async preview image update could cause a handled exception to appear in the log
  • Fixed: Exclusion of Steam mods from Local extension storage didn't work as intended
  • Fixed: Folder watcher was not updated after a custom profile folder was changed
  • Fixed: LES may crash while composing list of local addons withUnauthorizedAccessException: Access to path is denied
  • Fixed: Update button visibility converter may cause CTD
  • Fixed: File download continued when an item was unsubscribed from Steam Workshop
  • Fixed: Invoking a keyboard shortcut for Play caused a CTD
  • Fixed: Unsubscribing a mod from Steam Workshop caused the mod to be listed as a local mod under specific circumstances
  • Fixed: Null-pointer exception
  • Fixed: Launcher was not recognizing unsubscribing of all items if they were unsubscribed when launcher was not running
  • Fixed: Custom mod descriptors weren't removed correctly fromLocalExtensionStorage (LES) caches when the excluded files list was updated
  • Hotfixed: Prevent localization container from localizing a value with null or an (strictly) empty value
     
  • Added: Support for EBO local mods; Launcher now accepts local mods with extension '?bo'
  • Added: Some commands now use Steam client instead of a web browser to display Steam pages (Open Steam addon web page, Add Steam addon, Add Steam mod). This feature is controlled by a checkbox in the Options (and can be deactivated there).
  • Added: Bohemia Interactive logo is now clickable and opens the company web page
  • Added: References to localized strings for the big update button / repair button styles
  • Added: Localization for 1.36
  • Added: Click on the Play button now temporary disables the Play button for a brief period of time (1 second) to prevent users from launching the game twice when they double-click on this button
     
  • Modified: Subscribe / Add mod buttons moved to bottom of the window
  • Modified: English strings updated after proofreading them
  • Modified: Adjusting position of Bohemia Interactive logo to align it with the Add / Subscribe mod buttons
  • Modified: Steam download manager now uses a new file system helper
  • Modified: Decoupled code interface and implementation of profile loader
  • Modified: Hides text label "Mod" from the Subscribe Mod from the Steam Workshop button
  • Changed: Logging for SteamLayer disabled by default since it's quite heavy
  • Improved: DLL load error handling

SERVER

  • Updated: Stand-alone Windows Dedicated Server (1.38)
  • Updated: Stand-alone Linux Dedicated Server (1.38)
    • Known issue: Steam client modifies the steam_appid.txt file incorrectly. In case of issues, verify its content is: 107410
    • Known issue: Sometimes the add-ons are loaded from the wrong installation (e.g. main game)
    • Try adding -mod=curator;kart;heli;dlcbundle to your arma3server.exe shortcut

Source : http://dev.arma3.com/post/spotrep-00038]]>
January Update for Arma3-Servers.net https://arma3-servers.net/blog/7/january-update-for-arma3-serversnet/ https://arma3-servers.net/blog/7/january-update-for-arma3-serversnet/ Thu, 15 Jan 2015 21:42 CET A Popular Arma 3 Server List While other Arma 3 server lists have disappeared or became inactive over the last months, we have continued our development and attracted lot of new members.

The Future

For the last months, we have mainly focused on "backstage" improvements. In 2015, we will focus on new features!
  • More server information and options
  • New dynamic banner sizes
  • New API options
  • New achievements
  • A very big new feature
  • Much more...
]]>
Multiplay, Our New Hosting Partner https://arma3-servers.net/blog/6/multiplay-our-new-hosting-partner/ https://arma3-servers.net/blog/6/multiplay-our-new-hosting-partner/ Fri, 05 Dec 2014 15:29 CET
Get 25% off your game server with Listforge and Multiplay; more information here : http://arma3-servers.net/servers/hosting/

]]>
Arma 3 Version 1.36 https://arma3-servers.net/blog/5/arma-3-version-136/ https://arma3-servers.net/blog/5/arma-3-version-136/ Fri, 05 Dec 2014 15:23 CET
Full changelog is available here : http://dev.arma3.com/post/spotrep-00037

Arma3 1.36 Servers : http://arma3-servers.net/version/1_36_128579/]]>
Arma 3 Version 1.34 https://arma3-servers.net/blog/4/arma-3-version-134/ https://arma3-servers.net/blog/4/arma-3-version-134/ Thu, 06 Nov 2014 01:09 CET
Full changelog is available here : http://dev.arma3.com/post/spotrep-00036

Arma3 1.34 Servers : http://arma3-servers.net/version/1_34_128075/]]>
Arma 3 Version 1.32 https://arma3-servers.net/blog/3/arma-3-version-132/ https://arma3-servers.net/blog/3/arma-3-version-132/ Tue, 14 Oct 2014 14:02 CEST
Full changelog is available here : http://dev.arma3.com/post/spotrep-00034

Arma3 1.32 Servers : http://arma3-servers.net/version/1_32_127722/]]>
Arma 3 Version 1.22 https://arma3-servers.net/blog/1/arma-3-version-122/ https://arma3-servers.net/blog/1/arma-3-version-122/ Thu, 19 Jun 2014 17:11 CEST
You can find the full changelog here : http://arma3.com/dev/post/spotrep-00027]]>