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Teamspeak TS

Arma 3 Patch 1.16

DATA

 

ZEUS

  • Showcases
    • Showcase Zeus
  • Multiplayer
    • ZGM 48+2 Master Altis
    • ZGM 16+2 Master Altis (NATO)
    • ZGM 16+2 Master Altis (CSAT)
    • ZGM 16+2 Master Altis (AAF)
    • ZGM 48+2 Master Stratis
    • ZGM 16+2 Master Stratis (NATO)
    • ZGM 16+2 Master Stratis (CSAT)
    • ZGM 16+2 Master Stratis (AAF)
    • ZSC 32+2 Control Edessa
    • ZvP 10+1 Defend Kamino
    • ZvP 10+1 Defend Syrta
    • ZvP 10+1 Seize Edoris
    • ZvP 10+1 Seize Feres

Game Types

  • ZDM / Zeus - Death Match
  • ZCTF / Zeus - Capture The Flag
  • ZCoop / Zeus - Cooperative Mission
  • ZSC / Zeus - Sector Control
  • ZCTI / Zeus - Capture The Island
  • ZTDM / Zeus - Team Death Match
  • ZRPG / Zeus - Role Playing Game
  • ZGM / Zeus - Game Master
  • ZvZ / Zeus vs. Zeus
  • ZvP / Zeus vs. Players

Modules

Note: Some of the modules are available only in the 2D editor, some in the Zeus interface and some in both places.

  • Animals
    • Sheep [ModuleAnimalsSheep]
    • Butterflies [ModuleAnimalsButterflies]
    • Goats [ModuleAnimalsGoats]
    • Poultry [ModuleAnimalsPoultry]
    • Seagulls [ModuleAnimalsSeagulls]
  • Audio
    • Play Music [ModuleMusic_F]
    • Play Radio Message [ModuleRadio_F]
    • Play Sound [ModuleSound_F]
  • Chemlights
    • Chemlight (Blue) [ModuleChemlightBlue_F]
    • Chemlight (Green) [ModuleChemlightGreen_F]
    • Chemlight (Red) [ModuleChemlightRed_F]
    • Chemlight (Yellow) [ModuleChemlightYellow_F]
  • Effects
    • Tracers [ModuleTracers_F]
  • Environment
    • Post-Process [ModulePostprocess_F]
    • Skip Time [ModuleSkiptime_F]
    • Weather [ModuleWeather_F]
  • Fire Support
    • Close Air Support (CAS) [ModuleCAS_F]
    • CAS - Gun Run [ModuleCASGun_F]
    • CAS - Missile Strike [ModuleCASMissile_F]
    • CAS - Gun and Missiles [ModuleCASGunMissile_F]
    • Ordnance [ModuleOrdnance_F]
    • 82 mm Mortar [ModuleOrdnanceMortar_F]
    • 155 mm Howitzer [ModuleOrdnanceHowitzer_F]
    • 230 mm Rocket [ModuleOrdnanceRocket_F]
  • Flares
    • Flare (Green) [ModuleFlareGreen_F]
    • Flare (Red) [ModuleFlareRed_F]
    • Flare (White) [ModuleFlareWhite_F]
    • Flare (Yellow) [ModuleFlareYellow_F]
  • Misc
    • Cover Map [ModuleCoverMap_F]
    • Create Radio Channel [ModuleRadioChannelCreate_F]
  • Objectives
    • Attack / Defend [ModuleObjectiveAttackDefend_F]
    • Control Sector [ModuleObjectiveSector_F]
    • Custom Objective [ModuleObjective_F]
    • Get In [ModuleObjectiveGetIn_F]
    • Move [ModuleObjectiveMove_F]
    • Neutralize [ModuleObjectiveNeutralize_F]
    • Protect [ModuleObjectiveProtect_F]
  • Scenario Flow
    • Briefing [ModuleDiary_F]
    • Countdown [ModuleCountdown_F]
    • End Scenario [ModuleEndMission_F]
    • Respawn Tickets [ModuleRespawnTickets_F]
  • Respawn
    • Loadouts [ModuleRespawnInventory_F]
    • Players (BLUFOR) [ModuleRespawnPositionWest_F]
    • Players (Civilian) [ModuleRespawnPositionCiv_F]
    • Players (Independent) [ModuleRespawnPositionGuer_F]
    • Players (OPFOR) [ModuleRespawnPositionEast_F]
    • Vehicles (BLUFOR) [ModuleVehicleRespawnPositionWest_F]
    • Vehicles (Civilian) [ModuleVehicleRespawnPositionCiv_F]
    • Vehicles (Independent) [ModuleVehicleRespawnPositionGuer_F]
    • Vehicles (OPFOR) [ModuleVehicleRespawnPositionEast_F]
  • Smoke Shells
    • Smoke (Blue) [ModuleSmokeBlue_F]
    • Smoke (Green) [ModuleSmokeGreen_F]
    • Smoke (Orange) [ModuleSmokeOrange_F]
    • Smoke (Purple) [ModuleSmokePurple_F]
    • Smoke (Red) [ModuleSmokeRed_F]
    • Smoke (White) [ModuleSmokeWhite_F]
    • Smoke (Yellow) [ModuleSmokeYellow_F]
  • Zeus
    • Game Master [ModuleCurator_F]
    • Add Camera Area [ModuleCuratorAddCameraArea_F]
    • Add Editable Objects [ModuleCuratorAddEditableObjects]
    • Add Editing Area [ModuleCuratorAddEditingArea_F]
    • Add Icon [ModuleCuratorAddIcon_F]
    • Manage Addons [ModuleCuratorAddAddons_F]
    • Manage Resources [ModuleCuratorAddPoints_F]
    • Restrict Editing Around Players [ModuleCuratorAddEditingAreaPlayers_F]
    • Set Attributes - Groups [ModuleCuratorSetAttributesGroup_F]
    • Set Attributes - Markers [ModuleCuratorSetAttributesMarker_F]
    • Set Attributes - Objects [ModuleCuratorSetAttributesObject_F]
    • Set Attributes - Players [ModuleCuratorSetAttributesPlayer_F]
    • Set Attributes - Waypoints [ModuleCuratorSetAttributesWaypoint_F]
    • Set Camera Position [ModuleCuratorSetCamera_F]
    • Set Costs - Modules [ModuleCuratorSetModuleCosts_F]
    • Set Costs - Objects [ModuleCuratorSetObjectCosts_F]
    • Set Costs - Soldiers & Vehicles [ModuleCuratorSetCosts_F]
    • Set Costs (Default) [ModuleCuratorSetDefaultCosts_F]
    • Set Costs (Side) [ModuleCuratorSetSideCosts_F]
    • Set Editing Area Type [ModuleCuratorSetEditingAreaType_F]
    • Set Editing Costs [ModuleCuratorSetCoefs_F]

Functions

  • Config
    • BIS_fnc_crewCount
  • Curator
    • BIS_fnc_addCuratorAreaFromTrigger
    • BIS_fnc_addCuratorIcon
    • BIS_fnc_curatorAttachObject
    • BIS_fnc_curatorAttributes
    • BIS_fnc_curatorAutomatic
    • BIS_fnc_curatorAutomaticPositions
    • BIS_fnc_curatorHint
    • BIS_fnc_curatorObjectEdited
    • BIS_fnc_curatorObjectPlaced
    • BIS_fnc_curatorObjectRegistered
    • BIS_fnc_curatorObjectRegisteredTable
    • BIS_fnc_curatorPinged
    • BIS_fnc_curatorRespawn
    • BIS_fnc_curatorSayMessage
    • BIS_fnc_curatorVisionModes
    • BIS_fnc_curatorWaypointPlaced
    • BIS_fnc_drawCuratorDeaths
    • BIS_fnc_drawCuratorLocations
    • BIS_fnc_drawCuratorRespawnMarkers
    • BIS_fnc_exportCuratorCostTable
    • BIS_fnc_forceCuratorInterface
    • BIS_fnc_initCuratorAttribute
    • BIS_fnc_isCurator
    • BIS_fnc_isCuratorEditable
    • BIS_fnc_isForcedCuratorInterface
    • BIS_fnc_listCuratorPlayers
    • BIS_fnc_manageCuratorAddons
    • BIS_fnc_mirrorCuratorSettings
    • BIS_fnc_registerCuratorObject
    • BIS_fnc_removeCuratorIcon
    • BIS_fnc_removeDestroyedCuratorEditableObjects
    • BIS_fnc_setCuratorAttributes
    • BIS_fnc_setCuratorCamera
    • BIS_fnc_setCuratorVisionModes
    • BIS_fnc_shakeCuratorCamera
    • BIS_fnc_showCuratorAttributes
    • BIS_fnc_showCuratorFeedbackMessage
    • BIS_fnc_toggleCuratorVisionMode
  • CuratorChallenges
    • BIS_fnc_addCuratorChallenge
    • BIS_fnc_completedCuratorChallengesCount
    • BIS_fnc_curatorChallengeDestroyVehicle
    • BIS_fnc_curatorChallengeFindIntel
    • BIS_fnc_curatorChallengeFireWeapon
    • BIS_fnc_curatorChallengeGetInVehicle
    • BIS_fnc_curatorChallengeIlluminate
    • BIS_fnc_curatorChallengeSpawnLightning
    • BIS_fnc_finishCuratorChallenge
    • BIS_fnc_formatCuratorChallengeObjects
    • BIS_fnc_manageCuratorChallenges
  • Environment
    • BIS_fnc_setDate
    • BIS_fnc_setFog
    • BIS_fnc_setOvercast
  • Map
    • BIS_fnc_drawAO
    • BIS_fnc_drawMinefields
    • BIS_fnc_drawRespawnPositions
    • BIS_fnc_locationDescription
  • Misc
    • BIS_fnc_activateAddons
    • BIS_fnc_endMissionServer
    • BIS_fnc_exportCfgGroups
    • BIS_fnc_isLoading
    • BIS_fnc_isUnitVirtual
    • BIS_fnc_neutralizeUnit
    • BIS_fnc_playEndMusic
    • BIS_fnc_selectDiarySubject
    • BIS_fnc_setPPeffectTemplate
  • MP
    • BIS_fnc_sayMessage
    • BIS_fnc_estimatedTimeLeft
    • BIS_fnc_playMusic
    • BIS_fnc_playSound
    • BIS_fnc_setObjectTexture
  • Objects
    • BIS_fnc_initIntelObject
    • BIS_fnc_initVirtualUnit
  • Respawn
    • BIS_fnc_initRespawnBackpack
  • Variables
    • BIS_fnc_getServerVariable
    • BIS_fnc_setServerVariable

Miscellaneous

  • Added: 2 Zeus music tracks
  • Added: Automatic initialization of mission parameters with "init" or "function" attribute present.
  • Added: Predefined mission parameters:
    • Admin debug console
    • Hour
    • Independents are friendly to
    • Time limit
    • Time of day
    • Respawn tickets
    • Weather
  • Added: MenuPosition and MenuInventory respawn templates will now automatically respawn the player when he / she joins the game, letting him / her select a position and loadout.
  • Added: Height is no longer ignored in respawn positions added using BIS_fnc_addRespawnPosition. When on building floors, players will respawn on the exact spot instead of around the building. When in the air, players will respawn parachuting down.
  • Added: Calling BIS_fnc_endMission will now play a victory / loss music cue. This can be disabled using a new optional function parameter.
  • Fixed: Align left and align center texts in HUDs for A-164 and To-199 planes
  • Fixed: The smoke module is not visible to clients on MP (http://feedback.arma3.com/view.php?id=18000)
  • Fixed: Splendid camera didn't work well with UAVs and remotely controlled units
  • Fixed: Localization issues in GUI editor
  • Fixed: Deleting a task didn't remove its variable completely
  • Fixed: Research House yellow arrow was floating in the air
  • Fixed: Bug in the shadows of the concrete ramp
  • Fixed: 'Supports' menu in High Command lead to the wrong class
  • Fixed: Overall angle of lights for To-199 'Neophron'
  • Fixed: Left and center aligns in HUDs of helicopters
  • Fixed: Position of rockets on the Greyhawk / Ababil
  • Fixed: Rate of fire for the cannon of A-143 'Buzzard'
  • Fixed: Sector flags were based on the faction of players' vehicles, not players themselves (e.g. a BLUFOR player capturing a sector in a stolen OPFOR vehicle resulted in the flag being OPFOR)
  • Fixed: Camera of the Greyhawk / Ababil CAS variants
  • Fixed: Range Officer moved to Men (Story) category
  • Fixed: Zero divisor error in particle hit effects
  • Fixed: An issue with rocket launchers locking MRAPs incorrectly
  • Fixed: An issue where players were unable to get into the gunner position of an armed Offroad
  • Fixed: Position of zeroing in the gunner's position of the Offroad
  • Fixed: Kajman helicopters no longer shoot rockets in pairs
  • Fixed: Small and cropped texts in armor optics
  • Fixed: Stadium offset glitches
  • Added: New get in and get out animation for the To-199 Neophron
  • Added: Stall, lights and anti-collision light indicators in the HUDs for A-164 and To-199 planes
  • Added: Opening cockpit and new instruments for To-199 'Neophron'
  • Added: Details to the commander gun of the Slammer UP
  • Added: Debug console can now be made available for admins using new "DebugConsole" mission param (see https://community.bistudio.com/wiki/Arma_3_Mission_Parameters for more details)
  • Added: When a respawn point at an altitude larger than 20m is added using BIS_fnc_addRespawnPosition, players will respawn in a parachute
  • Added: Locking sounds for PCML so it is no longer muted
  • Added: BIS_fnc_loop for code / function looping with timing and conditional control
  • Added: BIS_fnc_runLater for code / function executing later, with timing and conditional control
  • Added: Specific holders for NVG, binoculars and laser designator
  • Updated: Offroad PhysX - lowered inertia, strengthened clutch, changed gearbox and engine
  • Updated: Ghost Hotel Gazebo visuals
  • Updated: Roadways and AI path-finding around the Stadium
  • Updated: Penetration materials on the small radar building
  • Updated: Cannons of BLUFOR and OPFOR CAS planes should now be stronger
  • Updated: Wipeout flight model with new parameters and reduced nose-drop issues
  • Adjusted scripts for animal color randomization to be more MP-friendly
  • Moved air intake switch threshold for Neophron from 50-70m to 10-25m
  • Optimization of various particle effects
  • BIS_fnc_establishingShot: fixed viewing angle dependency on direction of camera movement
  • BIS_fnc_establishingShot: Formatting of SITREP made consistent with campaign presentation
  • BIS_fnc_addStackedEventHandler now supports custom parameters to be used as suggested: http://forums.bistudio.com/showthread.php?167822-Stacked-event-handlers-OnEachFrame-OnPlayerConnected-etc&p=2617251&viewfull=1#post2617251
  • Increased the limit for the Strider's speed indicator (http://feedback.arma3.com/view.php?id=16472)
  • Adjusted AoA of both CAS planes
  • The hint for flares is now correct for standard flare launchers
  • The Stadium has a new tower for commentators
  • New version of lamps have been added to the Stadium
  • Jet exhaust effects optimization
  • The damage of various parts of vehicles has been made more distinguishable and dependent on the damage source (explosion vs shots)
  • Increased indirect range radius of rocket launchers to increase the lethal radius of blasts around point of impact. This change improves especially the lethality of Anti-Personnel rockets (RPG HE, Titan AP).
  • Dust effect while shooting handguns while prone added
  • Smoke effects for Blackfoot when heavily damaged added
  • Unified the amount of First Aid Kits available in support vehicles
  • Redesigned the AVTerminal UI
  • Fixed: Random flickering of rolling credits
  • The camo pattern of the Neophron has been tweaked to be more suited for low-level flight
  • Repaired glass sorting and window damaging for the Tempest
  • Set up proper hit values for 12.7mm APDS and SLAP ammunition to maintain their effectiveness against lightly armored targets. Also added proper costs for them.
  • The Stadium decals are now properly covered by shadows
  • Adjusted pathways for the Stadium
  • Some particle lights tweaked (mainly missiles)
  • Greyhawk / Ababil UAVs have missiles / bomb controlled by the gunner
  • Altis has been tweaked
  • Fuel signs on gas stations have been fixed in distant LODs
  • Geometry of VTOL wreck has been fixed
  • The shadow of the cap with headphones has been fixed
  • AT mine clusters for artillery have been loaded with proper AT mines

Potential campaign spoilers:

  • Handled the transition of gear from a scenario that is connected to more then one other scenario (e.g. Paradise Found > Status Quo and Game Over)
  • Longer delays between music tracks in Jukeboxes
  • Fixed: In Preventive Diplomacy there was a chance CAS support would engage the enemy without the player requesting its support
  • Fixed: Moral Fiber: Failed Misison even though enemy armor was destroyed (http://feedback.arma3.com/view.php?id=18005)
  • Fixed: In Moral Fiber point X-ray is considered cleared, even though enemy soldiers that can shoot the player are still present
  • Fixed: Bingo Fuel: Cistern was being attacked by an armored vehicle while diverting fuel
  • Removed unnecessary briefingName definition for Showcase  Fixed-wings
  • Status Quo
    • The FPS in Athira was improved by trimming the composition and separating it into 2 compositions
    • The car accident composition is now handled by FPS optimization routines as well
    • Shouting ambient units were silenced
    • Empty groups are now correctly deleted when compositions are despawned
    • The date and time in mission Intel fixed to be on par with cfgTimeline
    • The airport main doors are now opened and disabled, to prevent player closing the doors, which resulted in the reporter walking through closed doors
  • Game Over
    • Player and his team made to be immortal when the scenario is finished (they could crash in their helicopter during the black out)
    • Unused conversation deleted
    • Changed channel from direct to side as Kerry can already be in a vehicle (and won't hear himself if in 3rd person view)
    • Friendly and enemy aerial vehicles added (no ATGMs for enemies)
    • AA launchers / AA teams at key points added 

ENGINE

 

ZEUS

 

Scripting Commands

  • activatedAddons
  • addCuratorEditableObjects
  • addCuratorAddons
  • addCuratorCameraArea
  • addCuratorEditingArea
  • addCuratorPoints
  • allCurators
  • allowCuratorLogicIgnoreAreas
  • assignCurator
  • curatorAddons
  • curatorCamera
  • curatorCameraArea
  • curatorCameraAreaCeiling
  • curatorCoef
  • curatorEditableObjects
  • curatorEditingArea
  • curatorEditingAreaType
  • curatorPoints
  • curatorRegisteredObjects
  • curatorRegisteredObjects
  • curatorSelected
  • curatorWaypointCost
  • getAssignedCuratorLogic
  • getAssignedCuratorUnit
  • objectCurators
  • openCuratorInterface
  • removeAllCuratorAddons
  • removeAllCuratorCameraAreas
  • removeAllCuratorEditingAreas
  • removeCuratorAddons
  • removeCuratorCameraArea
  • removeCuratorEditableObjects
  • removeCuratorEditingArea
  • setCuratorCameraAreaCeiling
  • setCuratorCoef
  • setCuratorEditingAreaType
  • setCuratorWaypointCost
  • showCuratorCompass
  • shownCuratorCompass
  • unassignCurator

Event Handlers

  • curatorFeedbackMessage
  • curatorGroupDoubleClicked
  • curatorGroupPlaced
  • curatorGroupSelectionChanged
  • curatorMarkerDeleted
  • curatorMarkerDoubleClicked
  • curatorMarkerEdited
  • curatorMarkerPlaced
  • curatorMarkerSelectionChanged
  • curatorObjectDeleted
  • curatorObjectDoubleClicked
  • curatorObjectEdited
  • curatorObjectPlaced
  • curatorObjectRegistered
  • curatorObjectSelectionChanged
  • curatorPinged
  • curatorWaypointDeleted
  • curatorWaypointDoubleClicked
  • curatorWaypointEdited
  • curatorWaypointPlaced
  • curatorWaypointSelectionChanged
  • Fixed: Log warning message format caused a crash in rare cases
  • Fixed: CTD related to missing groups
  • Fixed: Sound: Changed loop count from infinite to 1. Sample no longer needs to explicitly stop.
  • Fixed: Sound: Update restarted sample position
  • Fixed: Scripting command createUnit is now respecting height coordinate, but also places the object at the right height
  • Fixed: Skipping changes when weather is synchronized from the server
  • Fixed: Missing NULL test for AI (slight optimization)
  • Fixed: Loading player profile when launching a Dedicated Server
  • Fixed: Endless loop when a text is too large to fit into a multiline edit box
  • Fixed: Time error scaling in MP games
  • Fixed: Broken multiline texts in CStatic and CEdit
     
  • Added: introduced script command isEqual (http://feedback.arma3.com/view.php?id=18089)
  • Added: Custom icon for Logic side in diary
  • Sound: Enabled infinite looping for "loop" sounds
  • Support of UAV feed in description.ext (showUAVFeed with the same functionality as https://community.bistudio.com/wiki/Description.ext#showGPS)
  • Weapon sway is now computed in more vertical manner
  • UAV Terminal map interaction has been enhanced
  • Intel's TBB4 allocator updated to version 4.2u3
  • Weapon switching happens after reloading of the current weapon is finished
  • Optimized animation movement parameters
  • Disabled unit no longer track targets
  • Disabled units have more of their functions disabled (optimization)
  • Possibility to set radius of loiter waypoints added

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