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Arma 3 Alpha Update Released


Dirty
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DATA

  • Added: Functions are now compiled using newly introduced compileFinal

  • Added: Functions meta data are now secured against rewriting

  • Removed use of vulnerable script commands in DynO functions

  • Added: BIS_fnc_log enabled in public version when 'allowFunctionsLog = 1;' is set in description.ext

  • Fixed: BIS_fnc_sideColor can now load non-number values

  • Fixed: BIS_fnc_functionMeta was not working with scenario and campaign functions

  • Added: Scenario / campaign functions now support 'forced' param, allowing them to be executed automatically upon mission start

  • Added: BIS_fnc_spawn

  • Added: Ability to execute BIS_fnc_execVM and BIS_fnc_execFSM without arguments

  • Fixed: BIS_fnc_error was not working correctly

  • Changed: Splendid Camera roll speed decreased, users should no longer be inclined to take screens with too extreme roll

ENGINE

  • Fog is now really enabled for this branch

  • getFuelCargo, getAmmoCargo, getRepairCargo commands added

  • Fixes to serialization of particle emitters

  • Fixed: shoreline was not covered by fog properly

  • Correct vonCodecQuality is set now

  • Fixed: Animation source gear for PhysX vehicles

  • Fixed: Ships are now using the correct Arma 3 gearbox

  • Merge from OA: attack helicopter was unable to engage with rockets (PhysX-compatible)

  • Fixed: canMove on a vehicle with dead driver would return false in some cases

  • Improved synchronization of structure destruction in MP

  • Hotfixed: http://feedback.arma3.com/view.php?id=5928 (MP crash)

  • Fixed: AI now uses optics better to detect enemies

  • Fixed: Switching HDR settings could cause graphical corruption

  • Added: Removing destroyed buildings from PhysX simulation

  • Fixed: Crash opportunity related to PhysX

  • Added: new events for inventory event handlers: "Take" and "Put"

  • Fixed: improved path planning related to roads

  • Tweaked darkness detection and use of NVG by AI

  • Minor optimizations to dynamic lights

  • Added: difficulty command to return high-level selected difficulty mode

  • Added: getArtilleryETA script command

  • Input Array: [unit, targetX, targetY, targetZ, magazineType]

  • Returns: ETA of the first available mode (the mode the AI will probably use)

  • Fixed: Glitch in blending of 2 animations masks

  • Added: compileFinal command

  • Removed fully script commands: setVehicleInit, clearVehicleInit, processInitCommands

  • Made all script commands final (no longer possible to reassign in most circumstances)

  • Fixed: healing sound could play in an endless loop

  • Attenuation of dynamic lights can now be influenced by a new parameter in asset configuration - maximum distance of light

  • On steep surfaces, players now crouch instead of fully standing up

  • -showScriptErrors enabled by default

  • To allow better debugging (may or may not be changed for final release)

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