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Arma 3 Beta Updated


Dirty
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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

 

capsule_231x87.jpg

 

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