Dirty Posted July 31, 2013 Share Posted July 31, 2013 CHANGELOG DATA Added: BTR-K Kamysh tracked IFV Added: IFV-6c Panther tracked IFV Added: BattlEye anti-cheat engine integration Added: Commander position for Marshall and Kamysh Corrected position for optics and coaxial machinegun moved to correct place (AMV) Added clan sign support for many Beta vehicles Added: Various vehicles have adjusted items in inventory Fixed: Ifrit GMG now has 96 grenades instead of 64 Fixed: Hunter GMG now has 96 grenades instead of 64 Fixed: Strider GMG now has 96 grenades instead of 64 Fixed: Bad glass sorting on Strider Fixed: Tweaked AI driving skills with Speedboat Fixed: Lowered hit of 40mm HE grenades as they were too strong and MRAPs now uses magazines with 96 grenades Fixed: APC turrets now have more authentic vision modes Fixed: Tweaked suspension of APCs Fixed: Improved crew and cargo animations of APCs More believable braking performance of Marshall and Marid Remotely controlled turrets on new APCs have no hatches (so crew cannot turn out from them) Adjusted lift force of xH-9, AH-99 and PO-30 helicopters Adjusted collective of xH-9 family helicopters Adjusted xH-9 family maneuverability around roll-axis Moved Blackfoot gunner optic view to correspond with PiP Fixed: Destroyed parachute doesn't start to burn Supply parachutes now have correct colors per sides Fixed: Changed glass materials for CH-49 Mohawk Daytime version of UH-80 is now listed as made by Bohemia Interactive Copilot of the UH-80 now uses the cyclic Fixed: Blurred tail rotor in cargo-view Transport helicopters have means to detect incoming missiles Helicopters: added bodyFrictionCoef config parameter Doors should be openable by scripts for helicopters Improved cockpit PiP monitors Added plain brown versions of Mk. 20 rifles (classes arifle_Mk20_plain_F, arifle_Mk20C_plain_F and arifle_Mk20_GL_plain_F) Added specialized collimator for SMGs (classes optic_ACO_grn, optic_aco_smg, and optic_Holosight_smg) Improved animations of Mk.20 rifle Fixed: Iron sights now have 100 m increments (up to 600 m) Even holosight should have basic zeroing of 200 m Fixed: Repaired AS map of MX rifle family Added some delay between throwing 'nades Fixed: Hammer of ACP-C2 is correctly readied to fire Better cursor for laser designator Revamped sound suppressor configuration Correct name sound for Scalpel missiles Fixed: String error after after shooting a smoke round from MX 3GL Tweak: Cannons and Skyfire rockets AI engagement ranges and probabilities Fixed: Showcase Infantry - Undefined variable error when engaging the spotters Fixed: Showcase Infantry - No artillery rounds were hitting the village at the end of the mission Showcase Helicopters: Radio issues fixed - some conversations were not playing because using wrong channels Showcase Helicopters: Ambient animations added to starting location and Camp Rogain Showcase Helicopters: Problem with mission not ending when helicopter crashed into water fixed Showcase Vehicles: Various tweaks: more sunlight, exfil task position, player can get in the boat before his driver now Fixed: Showcase Supports - Mission should end a bit sooner now Added: BIS_fnc_log and BIS_fnc_error now display player's profile name Added: Sector module - creates a contested sector, handles its capturing and map visualization Added: Respawn Position module - adds respawn point for specific side and unit / vehicle type Added: Vehicle Respawn module - set vehicle respawn, including customizable position, delay, notification, etc. Added: Additional military buildings can now be garrisoned by Sites Added: When "ORBAT group" module is not synced to "Strategic Map" module, the icon will be displayed on the main map instead Added: "Defend" mission type (used for example in "Defend Kamino") is now using unified sectors. Mission ends when enemy side holds all sectors on the map. Added: functionPriority entry for module logics. It's now possible to set order in which modules are initialized. The higher the value is, the later the module function is executed. Added: When player joins to a mission with MenuPosition respawn template, he'll be moved to the latest, not random respawn. Added: CfgNotifications classes now supports soundRadio entry; these are radio sentences played by HQ (created by "Headquarters Entity" module). Fixed: Disabled vehicles were not respawning Fixed: Script error messages caused by Supports module (http://feedback.arma3.com/view.php?id=11326) Fixed undefined variable errors when using BIS_fnc_UnitPlay Fixed: In module setup preview, optional connections appeared transparent. However, the transparent line looked a bit like grouping line. Now only the icon remain transparent to prevent this issue. Fixed: Main menu script error Fixed: After JIP, persistent functions were sometimes executed before mission objects were created. Firing Drills: Targets would not deactivate when leaving Competitive CPs Firing Drills: FM records with introduction, rules and tips added Firing Drills: bonus & penalty logic between Training and Competitive made consistent Firing Drills: first version of PiP feedback added for long-range accuracy targets Firing Drills: There could be a doubled icon next to previous times Firing Drills: Final times were not colored correctly in all cases Firing Drills: The main task is now completed when ending the challenge Fixed: undefined variable in CoF: Blue Fixed: undefined variable in CoF: Green Changed: Titan used instead of RPG-42 in Showcase SCUBA Improved: Script initialization on the mission start. Functions, modules and automatic scripts are now executed on the correct order Fixed: BIS_fnc_selectRandom no longer shows a scripting error when an empty array was passed as argument Find more documentation on modules and other design topics here Added: Vertical position of map in loading screen is now randomized, adding some variety to it Fixed: Broken drawing of comboboxes in date modules Fixed: Wrong column widths in the Multiplayer display with some UI size Fixed: MP display error Radio Protocol: Targeting and Reporting tweaks and fixes (distances, probabilities, etc.) Radio Protocol: Missing words fixed for several protocols Added: New attenuation effect for interiors of vehicles correctly dampens the outside noise (e.g. from weapons) Added: Noise sounds for APCs Fixed: Sounds of some vehicles have their file paths changed to correct ones Better sound for smoke launchers Lamps have better emissive material Roadcone and Roadbarrier lights are now operational Added loading screen environment trivia Fixed: Tweaked fog on horizon and clouds (removed visible transitions for some fog settings) Fixed: Ambient light is now correctly affected by moon and stars intensity Fixed: Sunken fuel station on Stratis Sprinting left and right while standing allows for quick drop to adjusted left and right urban prone positions (use prone key while sprinting sideways) Adjusted poses received boost to fluency Improved responsiveness of stance changing Added: Korean, Japanese and Cyrillic symbols to fonts Fixed: AI ability to track enemy that is not visible Fixed: Adjusted content of ammunition and weapon crates Restructured grouping of editor objects and renamed object editor categories New control presets Hiding in the grass now affects AI better (configuration on Stratis surface types done) Adjusted visibility and audibility of fire for AI Many small objects and furniture are now PhysX-simulated when spawned in editor / via script Note: You may see some of the faction names have started to change from their generic color names. Nothing to worry about. We'll introduce them properly when we're ready for it :-) ENGINE The game will now report undefined variables in scripts as an error, hopefully motivating fixes in these scripts, and better scripts in the long-term. Fixed: SMAA Post-Process Fixed: Small performance tweak in rotation blur Post Process Fixed: Flash suppressor changed sound of underbarrel grenade launchers Fixed: Some cases of sliding players Removed sensitivity smoothing for aiming deadzone Helicopters: main rotor collision added Helicopters: startDuration config parameter added Added: mainBladeCenter and mainBladeRadius for all helicopters Added: liftForceCoef, cyclicAsideForceCoef and cyclicForwardForceCoef config parameters for helicopters Helicopters: autorotation tweaks, barrel roll tweaks Added: added allowAgainstInfantry ammo config parameter NVGs are hidden inside vehicles, and this can be configured per position Added: New parameters for particles created by script Fixed: Scripting command tvSetData Added: Error message when trying to pass Array in Array as parameter for tree commands Fixed: Tank shells now have visible tracer Fixed: Freelook not turning the whole player anymore Fixed: Inconsistent land shadow segments while switching landscapes Fixed: Broken parallax mapping on the terrain in some places GPU benchmark should not cause "driver not responding" conditions anymore Instancing now takes craters into account Changed: Particles quality is set to Standard instead of Low when Overall quality is set to Standard Stance indicator fades in / out when changing stances Fixed: AI ballistic calculation Fixed: AI now can shoot over animals Fixed: AI now consider proper muzzle direction for rocket launchers AI shouldn't take unguided missiles as guided AI shouldn't use rockets against infantry that much AI ballistic calculation improved for unguided rockets AI prefer crouch stance while engaging Continual fire will be decreasing position error (as a counterweight to decreased visibility of shooting) Lock is now independent from zoom View the full article Quote Link to comment Share on other sites More sharing options...
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