· 10 years ago · Sep 22, 2016, 05:08 PM
1CHANGELOG
2DATA:
3Added: It is now possible to display an Arma 3 Units logo in a player's profile
4Added: Buttons for sorting and muting all players in the multiplayer lobby
5Added: An ability to search in the Zeus asset browser
6Added: An ability to sort Arsenal lists alphabetically or by a mod
7Added: An ability to fill uniforms, vests and backpacks with any magazine in the Virtual Arsenal (not just those compatible with currently selected weapons)
8Added: The amount of Chinese symbols the game is capable of displaying was increased by another 4000
9Added: A hull hit point with damage material to the RHIB boat so that it visually deteriorates under incoming fire even when not destroyed
10Added: A dry firing sound for the LIM-85 machine gun
11Added: Gunner Aim Indication for VTOL and Kajman pilots
12Added: A new sound configuration for the machine gun of the Prowler LSV
13Added: Unarmed characters for the Tanoa factions
14Added: The Dynamic Groups are now available in all Master Zeus scenarios
15Added: A new BIS_fnc_switchLamp function toggling the functionality of street lamps
16Added: An ability to block opening of the Dynamic Groups interface (missionNamespace setVariable ["BIS_dynamicGroups_allowInterface", false])
17Added: Pressing "O" in the Virtual Spectator mode now allows drawing of projectile paths
18Added: New samples for several dry firing sound effects
19Added: Splendid Camera now shows also the camera's ASL altitude
20Added: A new directory for sounds shared for all weapons
21Added: A new BIS_fnc_attachToRelative function
22Added: A new BIS_fnc_vectorDirAndUpRelative function
23Added: A new BIS_fnc_weaponDirectionRelative function
24Added: An indication of track mode in airplanes' TGPs (the PilotCamera class)
25Tweaked: The light settings of the nights on Altis and Stratis are now more consistent with Tanoa
26Tweaked: Tasks are now created for given entities on every machine including the Dedicated Server
27Tweaked: Disabled saving in the Main Menu scene
28Tweaked: SMGs (Sting, Vermin, PDW 2000 and Protector) can now be stored in vests as well as in backpacks. Therefore we have four distinct categories of weapons in regard to their allowed inventory storage space now:
29Pistols: uniform, vest, backpack
30SMGs: vest, backpack
31Rifles: backpack
32Long rifles & launchers: none
33Tweaked: Decreased mass of SPAR-16, SPAR-16 GL and SPAR-16S weapons to better match the size and weight of their models
34Tweaked: ORBAT credits
35Tweaked: The best matching server is now selected as default in MP Quick Play
36Tweaked: AI now lands with the Ceasar BTT more precisely on Tanoa (https://forums.bistudio.com/topic/191636-apex-vehicles-feedback/page-15#entry3060665)
37Tweaked: AI is now less prone to go prone in buildings (https://forums.bistudio.com/topic/143930-general-discussion-dev-branch/page-980#entry3023511)
38Tweaked: Default loadouts of some units were improved:
39All NATO SF units (excluding Marksman) now have ERCO optics equipped
40All CSAT SF units (excluding Marksman) now have ARCO optics equipped
41NATO SF JTAC units now have a khaki camoflage variant of the Laser Designator
42CSAT SF JTAC units now have a hexagon or a green hexagon camouflage variant of the Laser Designator depending on whether they belong to the CSAT or CSAT Pacific faction
43Tweaked: Updated vegetation LODs to smoothen the transitions between them
44Tweaked: Weapon switching on-the-move has been disabled for all Revive-related animation states
45Tweaked: Prepared new data and moved sound for static HMG shooting into the new configuration using soundsets
46Tweaked: The range of various explosion sounds was increased
47Tweaked: The mass of the ERCO optics now matches the ARCO optics
48Tweaked: The Revive bleed-out duration range was changed from 10-180 to 20-300 seconds (default value set to 120 seconds)
49Tweaked: Characters now kneel after landing with a parachute instead of going prone
50Tweaked: Laser Spot Tracker availability and indication for gunships and drones
51Tweaked: Several footstep sounds improvements (fade out, bass frequencies, straw sounds)
52Tweaked: The BIS_fnc_exportEditorPreviews function now allows taking screenshots of specific vehicle classes
53Tweaked: NATO Pacific Helicopter Crew now have their MXC weapons in the proper camouflage variant
54Tweaked: Driver positions for air vehicles are now labeled as 'Pilot' in the Virtual Garage
55Tweaked: The Pause Game and Vehicle Driver commands were moved into the in-game controls under the Common and Command categories respectively
56Tweaked: Mass values of the MAR-10 and the Cyrus rifles were reduced
57Tweaked: Inertia of the Cyrus and SPMG weapons was optimized
58Tweaked: Arsenal now shows mod icons even when launched in a scenario (i.e. not only in Editor or Virtual Arsenal)
59Tweaked: Arsenal sorting now prioritizes official content (in this order: Arma 3, Zeus, Karts, Helicopters, Marksmen, Apex)
60Tweaked: Sorting type is now preserved in a game session, not in a scenario session
61Tweaked: The MXM rifle can no longer fit into a backpack
62Tweaked: Pacific vehicles now carry the correct color variants of infantry weapons
63Tweaked: The Friendly Fire ending now uses standardized format in Showcase Infantry
64Tweaked: An Armillion localization fixes and tweaks
65Tweaked: The inertia coefficient value of the LIM-85 was slightly increased
66Tweaked: The rate of fire of the Rahim weapon was slightly decreased
67Several weapons were tweaked:
68Fixed: The secondary muzzle of the Type-115 weapon would inherit its muzzle speed from the primary muzzle
69Tweaked: The mass and recoil values were adjusted for the Type-115 weapon
70Tweaked: The mass and recoil values were adjusted for the SPAR-17 weapon
71Tweaked: Air friction and penetration values of the secondary ammunition of the Type-115 were increased
72Tweaked: The BIS_fnc_selectRandomWeighted function was optimized
73Tweaked: CSAT Pacific vehicles now transport proper weapons and ammunition
74Tweaked: Muzzle velocity of the AK-12 was decreased
75Tweaked: Ballistic performance of the 7.62x39 mm bullets was optimized (increased air friction, decreased penetration)
76Tweaked: Muzzle velocity of the SPAR-16S weapon was increased
77Tweaked: The Protector, SPAR-16S and SPAR-17 weapons now have proper cursor types
78Tweaked: Function BIS_fnc_setTaskLocal_handleJip was removed and its definition can be safely removed from remoteExec* whitelists. JIP is now properly handled within the BIS_fnc_setTaskLocal function.
79Tweaked: Character identities at the start of Showcase Scuba are now more distinct
80Tweaked: Helicopter flares were removed from Showcase Scuba
81Tweaked: Volume of the rotation sound for the 6.5 mm minigun
82Tweaked: The “Slingload†task completion radius was increased from 100 to 150 meters in the Support scenarios
83Tweaked: Ticket penalty for dying was reduced from 10 to 3 tickets in the Support scenarios
84Tweaked: NATO helicopter compositions were adjusted in the Support scenarios
85Tweaked: Rewards for completing objectives were doubled in the Support scenarios
86Tweaked: Gunner crosshair in HMD in the Blackfoot was improved
87Tweaked: Accuracy of the CAR-95-1 LSW was optimized
88Tweaked: Accuracy and muzzle speed of the CAR-76 DMR were optimized
89Tweaked: The damage model for Revive was optimized (soft damage should now scale better with the ammo caliber and should be in general less severe)
90Tweaked: Sound effects for firing missiles and rockets were moved to the new configuration, and some volumes were tweaked
91Tweaked: Pressing "Space" in the Splendid Camera will now teleport the player even on raised surfaces (e.g. building roofs or floors) as opposed to just to the terrain location under the cursor as before
92Tweaked: Sounds for launching rockets from helicopters were improved
93Tweaked: The config files for the static GMGs were overhauled
94Tweaked: Several improvements to the Campaign Lobby (new icons, sound volume tweak, script error on launch)
95Tweaked: The sounds of 20 mm and 40 mm GMGs are now separated
96Tweaked: Suppressor models and usage were overhauled (redundant suppressors for LMGs are no longer used as all LMGs are now compatible with standard suppressors of their caliber. Backwards compatibility is maintained despite that LMG suppressors are no longer available in the editor)
97The 5.56 mm suppressor now uses the former LMG suppressor model which is more appropriate for this caliber
98The CMR-76 is now compatible with Stealth Sound Suppressor used by the Type-115 instead of a standard 6.5 mm suppressor as it is more visually fitting and available in all necessary camouflage variants
99Suppressors for CAR-95 and CAR-95-1 use the model of Stealth Sound Suppressor as well (beware, they are not compatible with Type-115 and CMR-76 due to a different caliber!) as it is more visually fitting and available in all necessary camouflage variants
100The LIM-85 can now attach sound suppressors
101These shorter suppressor models now add less inertia to the weapons they are attached to than the longer suppressors for weapons of higher calibers, which slightly benefits the handling of suppressed weapons of lesser calibers
102Tweaked: The volume for shooting with a suppressed Syndikat LMG was improved
103Tweaked: Air friction of 7.62x39 and .50 BW bullets was increased
104Tweaked: It is no longer possible to open the Dynamic Groups interface while deploying
105Tweaked: The Friendly Fire module was implemented instead of a local friendly fire solution in Showcase Scuba
106Fixed: Insignia and clan sign patch on the CTRG uniforms were incorrectly displayed in Thermal Imaging
107Fixed: Camo variants of the CAR rifles had an incorrect icon
108Fixed: RTM file paths were not correctly defined for the passenger flatground KIA animations
109Fixed: Entities were marked as dead in the respawn menu despite being alive in some cases
110Fixed: Increased engine and fuel hit point armor on Kajman and decreased their armor on Taru
111Fixed: CSAT SF, NATO SF and Syndikat combat life savers are now trained to be better at healing (https://feedback.bistudio.com/T119427)
112Fixed: The unit logo used on the CTRG version of the Prowler would levitate on the side of the vehicle (https://feedback.bistudio.com/T118384)
113Fixed: Horizontal zeroing of the ERCO sights has been tweaked to make them more precise
114Fixed: The wreck of the Tempest (Device) truck would be levitating in the air
115Fixed: The HUD for the MQ-12 Falcon drone helicopter was missing (https://feedback.bistudio.com/T118037)
116Fixed: Error in the sound expression for some boats
117Fixed: When the BIS_fnc_setUnitInsignia was called in a character's init on a Dedicated Server, the texture wasn't visible on clients
118Fixed: Limping should no longer have a shake in the arm. Positions shouldn't jump when switching to pistol, and movement was dialed down for launcher idles.
119Fixed: The CMR-76 6.5mm could get stuck during reloading in the prone stance
120Fixed: Adjusted get-in memory points on the Tempest
121Fixed: The FV-720 Mora was missing in the AAF Showcase (https://feedback.bistudio.com/T117319)
122Fixed: Interior tail sounds would not play in some cases
123Fixed: Fast successive triggering of a 'Hold Action' (e.g. via spacebar spamming) would break its visualization
124Fixed: Double-clicking in the SP Scenarios menu didn't work correctly
125Fixed: The safety switch of the SPAR-16 rifle would be in an incorrect position after changing the fire modes (https://forums.bistudio.com/topic/191637-apex-weapon-feedback/page-21#entry3073169)
126Fixed: The rear right light of the Xi'an VTOL was not turned off properly
127Fixed: Some magazines were listed twice in Eden Editor / Zeus Ammo Box attributes
128Fixed: The UnitPos attribute values were incorrect
129Fixed: Equipment of unarmed characters is now consistent across all factions (Altis and Tanoa)
130Fixed: Armed Striders had incorrect axes set for their fuel indicators
131Fixed: Instruments on the MB 4WD were duplicated
132Fixed: The speed of scrolling (using ScrollBar UI controls) was too fast
133Fixed: Browsing different uniforms, vests or backpacks in Arsenal didn't update the capacity information
134Fixed: The default zeroing interval of aiming with the iron sights was not correct for the CMR-76 weapon
135Fixed: The drivers of water scooters did not grip the vehicle’s handles properly
136Fixed: The Prowler Light had some unwanted holding bars on the roll-cage
137Fixed: The knee ragdoll limits did not fit the new version of PhysX
138Fixed: The Loadmaster position and several bench pod positions for the Taru were not localized
139Fixed: Karts Race scenarios would not end automatically if all drivers died
140Fixed: Various JIP issues in Karts Race scenarios
141Fixed: Weather changes made by Zeus in Karts Race scenarios would never bring rain
142Fixed: The BIS_fnc_kbTell function did not correctly handle the broadcasting of the enableSentences and fadeSound options
143Fixed: Incorrect geometry on an airport terminal
144Fixed: Incorrect damage property value for the WaterTower_01_F
145Fixed: The suppressor for the SPAR-16S rifle was not centered properly
146Fixed: The suppressor for the SPAR-16S rifle was not compatible with different camouflage variants
147Fixed: BLUFOR Pacific Recon Marksmen did not have suppressors in their loadouts (https://feedback.bistudio.com/T119498)
148Fixed: The brightness of concrete barriers was too high
149Fixed: UGVs could be invisible when rendered at low LODs
150Fixed: The Rangemaster Cap had an incorrect texture when placed on the ground from an inventory
151Fixed: The LBV Grenadier Harness (Gray) had an incorrect texture when placed on the ground from an inventory
152Fixed: The game would become unresponsive when respawning in a multiplayer scenario with the Respawn Menu enabled
153Fixed: The default Revive bleed-out value for pre-Apex scenarios was incorrectly set to 1200 seconds
154Fixed: When playing in MP, dying in the Hummingbird resulted in a permanent black screen in Showcase Firing From Vehicles
155Eden Editor
156
157Added: Ability to merge a scenario into the currently opened one (external files will not be merged)
158Added: Waypoints for Vehicle-in-Vehicle operations are now available in the Eden Editor
159Added: An ability to filter the Eden Editor asset browser by mods (click on the new drop-down menu next to search field and pick any of the mods there)
160Added: Eden Editor Attribute for setting custom textures on selected objects (e.g. laptop or TV screens, billboards, helper signs, etc.)
161Added: A new "Clear" button was added to the Eden Editor ammo box attribute
162Added: Glasses are now listed among headgear in the Eden Editor ammo box attribute
163Added: A new "Insignia" attribute for characters.
164Added: Class names are now displayed in the tooltips of selected drop-down menus in the Eden Editor (e.g. faces, music tracks, etc.)
165Added: Speaking nationality is now indicated by an icon in the Eden Editor identity attribute
166Added: A face texture preview is now shown in the Eden Editor face attribute
167Added: A new "Call Sign†Eden Editor attribute for characters. It's used in radio protocols (e.g. a leader will order "Kerry, fall back" instead of a generic "2, fall back")
168Added: It is now possible to set decay and altitude base of the fog in the Environment attributes
169Added: Tooltips explaining advanced search options
170Added: Vehicle appearance in Eden can now be tweaked using Garage. Click RMB on a vehicle and select the "Edit Vehicle Appearance" item to access it. This replaces previous "Skin" attribute.
171Added: It is now possible to define Linked Layers in Eden Editor to link objects to the modules of End Game objectives
172Tweaked: Several non-interactive and non-destructible object types are now Simple Objects by default when placed in the Eden Editor
173Tweaked: The "None" option in music and sound attributes is now always available as the first option
174Tweaked: Insignia on the CTRG Stealth Uniform can now be changed in the Eden Editor and Virtual Arsenal (and there is none by default)
175Tweaked: Pressing the "Clear" button in the Eden Ammo Box attribute will now erase items only in the selected category (e.g. while Handguns are selected, only handguns will be cleared). Pressing the button when all items are selected will still delete all of them.
176Tweaked: Spectator can now be combined with the "Respawn on custom position" Respawn setting in the Eden Editor
177Tweaked: Respawn icons are now smaller and more consistent with other icons
178Fixed: Available faces in the Eden Editor face attribute were tied to a character's identity (all faces are available now)
179Fixed: The NATO HQ in End Game scenarios was sometimes called Watchtower instead of Broadway
180Fixed: The module for setting default character and vehicle costs in Zeus didn't respect the new object categorization
181Fixed: A script error connected to the Revive system for Joined-In-Progress players
182Fixed: It was possible to play as a drone from the Eden Editor, leading to unforeseen results
183Fixed: A missing default value when placing an empty Site module could result in an infinite loading screen
184Fixed: Potential script error when using the Virtual Support Providers
185Fixed: Eden Editor location of the Back Alley Fences was incorrect
186Prologue (potential spoilers)
187
188Fixed: Resting & deployment indicators would flicker when the player is held in place in the Reality Check scenario
189The East Wind (potential spoilers)
190
191Fixed: Sgt. Hardy's body was clipping into the ground at Signal Lost's start
192Fixed: The soldier on the H barrier at Camp Rogain in Drawdown 2035 was being incorrectly pushed off it
193Fixed: Some AAF squads and platoons were part of Task Force Aegis in the Maxwell Hub according to their ORBAT icons
194Fixed: The Crossing Paths scenario flow could get blocked when retreating to Camp Maxwell (AI could get stuck in the village)
195Fixed: The Preventive Diplomacy could fail after loading an autosave (https://feedback.bistudio.com/T117492)
196Fixed: The extraction truck would sometimes leave without a player in the Wet Work scenario
197Several improvements to the Breaking Even scenario:
198Fixed: Various soldiers and a truck would not properly retreat at the end of the scenario
199Fixed: The player group could be instantly detected during the initial sequence when ordered to take out the guards
200Tweaked: The truck driver no longer teleports inside his truck during the retreating phase, but instead uses a standard Get In procedure
201Tweaked: The truck now leaves the Outpost faster when retreating to the forest
202Apex Protocol (potential spoilers)
203
204Added: Support for Respawn and Revive settings in the Campaign Lobby
205Added: Respawn tickets were implemented to all Apex Protocol scenarios
206Added: Riker squad will remind the players not to follow them at the start of the Keystone scenario
207Tweaked: Improvements to the Campaign Lobby (sounds, tooltips, combat efficiency rating and animation sequence)
208Tweaked: Default unconscious state bleed out time was changed from 20 seconds to two minutes (affects also scenarios with no specific bleed out value set, incl. Apex Protocol and official End Game variants)
209Tweaked: Night-time variants of Recon loadouts now have ERCOs equipped by default
210Tweaked: Rating is now set to the player's score when the scenario ends
211Tweaked: The final video has been updated
212Tweaked: All players have UAV Terminals in the Apex Protocol mission by default now
213Tweaked: Tasks were optimized for the Warm Welcome and Firestarter scenarios
214Tweaked: The AI pilot landing in the Warm Welcome scenario has been optimized
215Tweaked: The speed of map centering was increased in the Warm Welcome and Firestarter scenarios
216Tweaked: Mission flow would sometimes stall because of AI wandering away from target location New York in Keystone
217Tweaked: Modified conditions of searching target location New York to prevent the Keystone scenario from appearing obstructed due to AI wandering away
218Tweaked: One of the possible locations of the "Near New York" respawn point was moved to prevent AI spawn camping in the Keystone scenario
219Tweaked: AI convoy driving was improved in the Warm Welcome and Firestarter scenarios
220Tweaked: All vehicles with disabled simulation are now locked in the Warm Welcome scenario
221Tweaked: Compositions of the Warm Welcome and Firestarter scenarios changed to simple objects (except interactive objects, such as fireplaces)
222Tweaked: Some compositions in the Warm Welcome scenario were tweaked (simple objects)
223Tweaked: The speed of the convoy is no longer limited in the Warm Welcome scenario
224Tweaked: All compositions of the Apex Protocol scenarios have been converted to Simple Objects for better performance
225Tweaked: The co-op campaign lobby now properly displays difficulty selection and settings
226Tweaked: New tooltips for the Apex Protocol difficulty overhaul were localized
227Tweaked: All objects in the Keystone, Warm Welcome, Heart of Darkness, Extraction, Apex Protocol and End Game scenarios now use Simple Objects whenever possible
228Tweaked: The number of Syndikat troops in the jungle was tweaked in the Firestarter scenario
229Tweaked: The speed and distance between vehicles in the convoy was tweaked in the Warm Welcome scenario
230Tweaked: New convoy driving was enabled in the Firestarter scenario
231Fixed: It was not possible to unlock the "None The Wiser" achievement (in the Heart of Darkness scenario)
232Fixed: Achievements "Better with Friends" and "Lone Wolf" would only unlock if the missions were played in a specific order
233Fixed: Apex Protocol scenarios were not correctly labelled as completed in the mission list displays
234Fixed: Truck and Salvo were swapped in the Heart of Darkness scenario
235Fixed: An undefined variable error could appear in the Heart of Darkness scenario
236Fixed: A script error could appear for players connecting during the final cutscene of the End Game scenario
237Fixed: The "Near" respawn positions were being added too early in the Keystone scenario
238Fixed: All "Near" respawn positions were unlocked after a player died in the Apex Protocol scenario
239Fixed: Scenario flow would sometimes get stuck and the Capture The Island task would not succeed in the Apex Protocol scenario
240Fixed: Players sometimes got stuck on a black screen after the mission started in the Keystone scenario
241Fixed: The "Near Radio Tower" respawn position was sometimes added too soon after clearing the "New York" task in the Keystone scenario
242Fixed: UAV Terminals were not automatically connected to drones upon hacking them in the Apex Protocol scenario
243Fixed: Players that did not hack a drone could not connect to it until they respawned in the Apex Protocol scenario
244Fixed: UAV Terminals were not correctly added back to players upon respawn in the Apex Protocol scenario
245Fixed: Final cutscenes in the Keystone and End Game scenarios failed to handle dead players correctly in some cases
246Fixed: The final cutscene of the Keystone scenario didn't have subtitles
247Fixed: "Missing string" was shown when selecting the "Mission" tab in the Briefing of the Heart of Darkness scenario
248Fixed: Formatting of the text within the Briefing tabs in the Warm Welcome scenario was incorrect
249Fixed: The "Enter Disarm Codes" action was not localized correctly in the End Game scenario
250Fixed: Incorrect marker links in the "Mission" Briefing section of the Keystone mission
251Fixed: One conversation was not correctly triggered in the Apex Protocol mission
252Fixed: It was possible to access ammo boxes with their simulation disabled
253Fixed: The extraction VTOL in the Firestarter scenario now has its doors closed
254Fixed: Players were unable to take the weapons on the table during the final defense in the End Game scenario
255Fixed: Night Vision Goggles were removed from the loadouts of riflemen in the Firestarter scenarios
256Fixed: Some subtitles in the Firestarter scenario were duplicated
257Fixed: An incorrect fade effect would be displayed in the lobby in some cases
258Fixed: Script errors when joining during the ending video of End Game and Keystone
259Fixed: The final cutscene of the Apex Protocol mission would not trigger under certain circumstances
260Fixed: Players did not have the correct ID, "Raider 2", for their group in Warm Welcome
261Fixed: Charges wouldn't properly detonate if a player attempted to disarm them prior to the ambush in Warm Welcome
262Fixed: Full briefing > signal is showing up now for the Warm Welcome scenario
263ENGINE
264Added: Simple Objects integration
265Added: Quick Play now displays dialogs with basic information about the found server, with an option to cancel the connection
266Added: Drawing markers is now connected with the current (VON) communications channel also
267Added: Sound tweaking functions for transports & environment (https://feedback.bistudio.com/T117787)
268Added: Units and URL links bellow the unit description in the profile display
269Added: A new #monitords command for Dedicated Server admins (showing FPS of the Server)
270Added: diag_ActiveScripts script command returning an array of running scripts
271Added: Enhanced key combination possibilities for mapping (mouse axes, special keys, etc.)
272Added: Vehicle and Brain components can now be inherited from a parent class without redeclaration
273Added: New actionIDs and actionParams script commands
274Added: A new _thisEventHandler variable containing an Event Handler handle was added to the entity, MP and mission Event Handler types (addEventHandler, addMPEventHandler, addMissionEventHandler)
275Added: An engine implementation of the Stance attribute
276Added: A new visibleScoretable command (returning a bool)
277Added: New "targettoview", "weapontoview" and "radartoview" MFD sources (used for HUD and HMD configuration)
278Added: Pilot cameras now support laser designating
279Added: New "pilotCameraRotX" and "pilotCameraRotY" animation sources
280Added: New getPilotCameraPosition, getPilotCameraDirection, getPilotCameraRotation, getPilotCameraTarget, hasPilotCamera, setPilotCameraDirection, setPilotCameraRotation and setPilotCameraTarget script commands
281Added: Checkboxes for muting players in the Multiplayer Lobby
282Added: A new isMultiplayerSolo script command
283Added: A new setShotParents script command
284Added: A new setConvoySeparation script command
285Tweaked: AI path-following was overhauled (better handling of driving and convoy behavior)
286Tweaked: Analytics back-end overhaul
287Tweaked: The PhysX component of AI driving was improved
288Tweaked: The speed of commanded movement of vehicles was optimized
289Tweaked: The remoteExec* commands will not execute if no object with a given netID exists
290Tweaked: AI now turns on the lights in vehicles a bit earlier
291Tweaked: Turning commands for AI drivers have been optimized
292Tweaked: The ability to get unstuck was improved for the AI drivers
293Tweaked: The speed of AI driving through waypoints in limited speed was optimized
294Tweaked: Error reporting of the modParams script command was improved
295Tweaked: Script functions related to audio were improved
296Tweaked: The AI vehicle pathfinding was improved
297Tweaked: Avoiding of trees and rocks by AI drivers was improved
298Tweaked: Default curves for eye tracking were updated
299Tweaked: AI driving speed was slightly increased
300Tweaked: The refresh button now indicates that a refresh is in progress for the Units
301Tweaked: Ragdoll is now disabled for transported units
302Tweaked: Speed of AI driving
303Tweaked: Disabled soft formation for car formation driving
304Tweaked: Optimized visibility check (AI agents will not do raycast tests to another friendly AI agent)
305Tweaked: Countermeasures now work again for the Ship class vehicles
306Tweaked: Renegades can now see their own mines only, soldiers need to reveal their mines to the teammates on the same side
307Tweaked: The kickPlayersOnSlowNetwork parameter can now be configured separately for each kind of slowness on the network
308Tweaked: Quick Play now filters out servers running Tanoa for players who do not own Apex expansion
309Tweaked: Searching for a landing position by AI pilots was improved
310Tweaked: Implementation of the Units image manager in the game (downloading / caching)
311Tweaked: Handling of mines was optimized
312Tweaked: Players could interrupt idle animations of their characters by clicking the Right Mouse Button
313Tweaked: The focus of the work area is properly switched now when Right Mouse Button is pressed in Zeus
314Tweaked: Renegades can now disable all mines
315Tweaked: Performance drops when using the “LAND†waypoint in an obstructed area
316Tweaked: The shownScoretable command now returns a number
317Tweaked: The actionParams command now matches the addAction array of parameters
318Tweaked: The PhysX libraries were updated
319Tweaked: Sprint can now be temporarily interrupted by firing
320Tweaked: Locking on targets of laser-guided bombs now uses the same prediction as the CCIP Indicator
321Tweaked: Steering and convoy and formation behavior were improved for AI driving
322Tweaked: The precision of static turrets controlled by AI now depends on AI gunner skill more
323Tweaked: Using disableAI "MOVE" now stops vehicles driven by AI
324Tweaked: Computation of the icon offset for the CListNBoxCheckable checkboxes was improved
325Tweaked: Data signature checks are now disabled for Headless Clients
326Tweaked: The Mute / Unmute checkboxes now correspond with the selected UI scale
327Tweaked: The order of items in the magazine description array for the setUnitLoadout and getUnitLoadout commands (from [magName, ammoLeft, count] to [magName, count, ammoLeft])
328Tweaked: The UI of the checkboxes for muting / unmuting players was improved
329Tweaked: Players shooting with drones are now considered the initiators of the shots
330Tweaked: Restrictions on usage of the addOwnedMine command (SP and AI) were removed
331Tweaked: AI should now be able to drive faster in convoys
332Tweaked: AI formation following of vehicles was improved (non-convoy behavior)
333Tweaked: Dedicated Server administrators will no longer be able to login with a blank passwordAdmin
334Tweaked: AI convoy driving precision was improved
335Tweaked: AI convoy behavior in Combat mode was improved
336Tweaked: Tobii EyeX head tracking was disabled on a request from Tobii as it was causing conflicts between leaning and zooming of characters (eye tracking still works)
337Tweaked: AI car driving should be slightly more precise
338Fixed: The number of items in a character’s inventory should affect performance of the game less
339Fixed: Some parameters for AI driving had an incorrect syntax
340Fixed: Crash in Zeus when selecting an entity
341Fixed: Commanders, copilots and gunners were capable of surviving an explosion of their vehicle
342Fixed: The tvTooltip script command was not working with controls
343Fixed: Infantry waypoints with limited speed were behaving incorrectly
344Fixed: Idle animations would stop after certain actions
345Fixed: AI drivers would ignore the ‘MOVE’ and ‘LOAD’ waypoints
346Fixed: Vehicle commanders could not give orders when turned out in a tank
347Fixed: Airplane HUD elements were not collimated (https://feedback.bistudio.com/T77312)
348Fixed: Non-empty drones were duplicated in the UAV Terminal
349Fixed: Crash of a Headless Client when deleting units from a group
350Fixed: Occasional cases of animation glitching when switching weapons
351Fixed: It was possible to duplicate backpacks
352Fixed: Using disableAI "MOVE" or "PATH" would not work for AI drivers
353Fixed: Vehicle engines were not audible for non-driving passengers
354Fixed: An incorrectly selected unit in the display was not handled correctly
355Fixed: Unidentified game type was displayed for Apex Protocol and Survival game modes
356Fixed: Only one unit in a squad would obey the Get In command
357Fixed: init.sqf would be executed for Joined-In-Progress players when the scenario was already in a debriefing stage
358Fixed: It was not possible to interact with tasks in a map while operating a UAV
359Fixed: AI units were receiving damage from opening their parachute (https://feedback.bistudio.com/T86346)
360Fixed: Players connected to Dedicated Server should no longer duplicate when moving to a next Apex Protocol scenario
361Fixed: CTD on video playback
362Fixed: No entry '\description.ext.Campaign' errors
363Fixed: AI could not properly hit a target with the RPG-42
364Fixed: Setting “maxDesync†and “maxPacketLoss†parameters in the server.cfg would override the #maxping command
365Fixed: AI would attempt to squat during a freefall
366Fixed: Tasks Overview cursor would be overridden by a grenade launcher cursor
367Fixed: Countermeasures for Car vehicles (https://feedback.bistudio.com/T117552)
368Fixed: Clunky parachute landing
369Fixed: AI in a vehicle loaded into an empty vehicle will not process their unload command
370Fixed: Tactical pace is now slowed down in shallow water
371Fixed: The filePatchingExceptions Dedicate Server config parameter did not work properly
372Fixed: It was not possible to place a loaded RPG-7 in the editor
373Fixed: The Units / Squad logo was not visible to other units after a respawn
374Fixed: It was possible to perform actions (e.g. Get In) on vehicles with their simulation disabled
375Fixed: Tasks were not initialized properly after loading a save file (https://feedback.bistudio.com/T119273#1489041)
376Fixed: Broken save during healing (https://feedback.bistudio.com/T82314)
377Fixed: Script command inArea for triggers
378Fixed: Localized the axis strings for detecting joysticks
379Fixed: The fire command so that weapon selection stays until the firing is done
380Fixed: Some conversations were transmitted both through radio and 3D space
381Fixed: Keys with modifiers (e.g. SHIFT) would be marked as duplicates for similar actions without the key modifiers
382Fixed: Dry sounds would not be played for static and vehicle weapons
383Fixed: The “Disconnect†and “Continue†buttons in a Debriefing screen would have the same functionality when playing the Apex Protocol campaign solo
384Fixed: Recoil was applied also when throwing objects
385Fixed: Sorting of localized strings in Virtual Arsenal was incorrect
386Fixed: Drones could be controlled by unconscious players
387Fixed: Reloading a weapon would cancel deployment when prone
388Fixed: AI gunners would refuse to occupy the gunner seat of Kuma in some cases
389Fixed: The setUnitLoadout command used with a classname would ignore backpacks (https://feedback.bistudio.com/T117143)
390Fixed: AI characters would refuse to to disembark from helicopters / VTOLs with an AI pilot present
391Fixed: The sound pitch of fatigue / health feedback sounds (e.g. heavy breathing) did not correspond with the pitch in the profile settings
392Fixed: Crash when using the actionParams script command with a script file specified
393Fixed: The GetText() method for a string would return an invalid string
394Fixed: Crash when a helicopter with no Geometry LOD is present
395Fixed: Zeus could not delete objects in the map view
396Fixed: Server crash related to PhysX
397Fixed: The GetIn entity Event Handler would not fire for characters moved in vehicles by scripts
398Fixed: Incorrect behavior of satellite textures on map borders when the land segments have a none-zero offset
399Fixed: Characters would be forced to stand up on terrains too steep for being prone
400Fixed: Crash when starting a SP scenario
401Fixed: The Communication Menu would not close after an entity died
402Fixed: The setUnitPos command would not work for fleeing AI
403Fixed: Confirming an Apex Protocol scenario by pressing the Enter key would skip one scenario in the Campaign Lobby
404Fixed: Potential crash
405Fixed: The dynamic aiming error did not behave properly for AI reloading weapons
406Fixed: Mouse sensitivity would increase when colliding with objects (http://feedback.arma3.com/view.php?id=24828)
407Fixed: Passengers of vehicles would survive underwater in MP
408Fixed: The 'inventory open' pose would be present even after closing the inventory
409Fixed: BattlEye was not initialized properly on Linux Dedicated Server start-up
410Fixed: The player list in the Server Lobby would not be updated correctly
411Fixed: The mute button in the Server Lobby did not work correctly
412Fixed: Calling remoteExec with an object / group as a target would not behave correctly in some cases
413Fixed: Group formation would be set too late after a scenario initialization
414Fixed: JIP players were able to draw on the map even with drawingInMap disabled (https://feedback.bistudio.com/T119279)
415Fixed: Crash connected to the createAgent and selectPlayer commands
416Fixed: Encoding of downloaded Units data was incorrect
417Fixed: It was not possible to change a game type in the server browser filter
418Eden Editor
419
420Added: Advanced Fog implementation in Eden attributes
421Added: Support for addons with author defined as array in the missing addons screen
422Added: A new LoiterASLAware attribute related to the flyInHeightASL command
423Added: A new action for merging entities from another scenario to the current one
424Added: Support for reading layers used in the Eden Editor from a scenario
425Added: Support for a Placement Radius attribute for groups
426Tweaked: It is now possible to rotate and move the camera in a map interface (similar to other entities)
427Tweaked: All waypoints are now drawn when an element from their parent group is selected
428Fixed: Disabling attribute when more values are there in case of the same per object type with different objects
429Fixed: Transformation attributes were missing for non-empty vehicles
430Fixed: Script error when using the Garbage Collector in Eden Editor (connected to the "AddAll" variable)
431Fixed: The 3D cursor would sometimes appear on the ground on uneven terrain
432Fixed: The player unit would be assigned to a drone when no other player is present in a scenario (https://feedback.bistudio.com/T86291)
433Fixed: Eden variable names would accept also commands (https://feedback.bistudio.com/T119741)
434Fixed: The “Delete†button in the Save / Load dialog is now working only when the scenario list has focus
435Fixed: The "Guard" waypoint combined with triggers did not work correctly (https://feedback.bistudio.com/T86121)
436Fixed: An entity placed on water in the 3D scene would be placed on a different location than a unit placed via the map interface
437Fixed: Crash when using the "Undo" operation after setting a variable name for a crewed vehicle
438LAUNCHER:
439Added: An ability to search and filter the mods
440Added: An ability to search and filter the parameters (you can search by their name, command-line parameter, value or keyword)
441Added: Average CPU load is significantly reduced
442Added: Launcher now hibernates itself when the game is started or Launcher is not active - it stops internal processes when the game is active and further reduces CPU usage to zero
443Added: More information about mods is now cached (lowers usage of your harddrive / SSD and speeds up starting)
444Added: The number of active parameters is now displayed on the parameters page
445Added: It is now possible to select which parameters are displayed on the first Parameters page (favorites)
446Added: An ability to import a list of mods from a file or a website by dragging the site or a file with a list of mods to the Launcher
447Added: An ability to export and share a mod preset (via a new button) or export the list of mods to a file (all mods or only the loaded ones)
448Added: A context menu item to the Server Browser and a command to copy server information to the clipboard
449Added: A new keyboard shortcut and a hint to the filter box on the Servers page
450Added: A close / kill game button to the Mods page to overlay displayed when the game is running ("Please exit the game to manage mods")
451Added: A new "Dismiss all" button was added to the notification bar (dismisses all active notifications)
452Tweaked: Spacing added to the default checkbox style
453Tweaked: Mods and mission parameters were removed from the default set of favorite parameters (favorites can be set by users)
454Tweaked: Navigation was improved
455Tweaked: The toolbar in the Servers page is now visually consistent with the rest of the toolbars
456Tweaked: User Interface of the Parameters tab has been overhauled
457Fixed: Installing mods on exFAT and FAT drives could result in those mods being marked as corrupted
458Fixed: Some Steam Workshop mods could go missing when users moved their Legacy Workshop mods storage to a different drive (Windows 10 bug)
459Fixed: Re-initialization of Steam when switching between offline and online mode was incorrect
460Fixed: Invoking a repair operation while Steam is not available would create an error message on the desktop
461Fixed: Fixed an issue where an invisible animation was using CPU unnecessarily
462Fixed: A corrupted preset file could prevent other presets from loading
463Fixed: Crash when a Units logo was corrupted in a specific way
464Fixed: Selecting a unit on the Dashboard with the previous 'No Unit' option selected would incorrectly select both options
465Fixed: Potential crash when entering an incorrect value in the Direct Connect dialog
466Fixed: The message box can now be dragged by the full caption bar (previously only the top half was active)
467Fixed: Text behaved incorrectly in the text fields (it jumped up and down as user moved text cursor in the text)