Dirty Posted May 2, 2013 Share Posted May 2, 2013 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) View the full article Quote Link to comment Share on other sites More sharing options...
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