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ArmA 3 Patch 1.42

DATA:

  • Added: Cyrus 9.3 mm CSAT marksman rifle*
  • Added: MAR-10 .338 CTRG marksman rifle*
  • Added: Mk-I EMR 7.62 mm NATO marksman rifle*
  • Added: Mk14 7.62 mm FIA marksman rifle*
  • Added: ASP-1 Kir CSAT special purpose rifle*
  • Added: SPMG .338 NATO Medium Machine Gun*
  • Added: Navid 9.3 mm CSAT Medium Machine Gun*
  • Added: AMS NATO scope*
  • Added: Kahlia CSAT scope*
  • Added: Remote Designator NATO / CSAT and backpacks*
  • Added: Full Ghillie suits NATO / CSAT / AAF (variants for arid, semi-arid, lush)*
  • Added: #BIPODS
  • Added: CSAT Laser Designator (and NATO & AAF reskins)
  • Added: Suppressors for 9.3mm and .338 calibers (multiple color variants)
  • Added: Facepaints (9 faces with camouflage, variants for arid, semi-arid, lush)
  • Added: NATO Heavy Vest (multiple color variants)
  • Added: NATO Grenadier Vest (multiple color variants)
  • Added: AAF Grenadier Vest (multiple color variants)
  • Added: Many relevant unit / group configurations
  • Added: Showcase Marksmen**
  • Added: 3 Purple category Firing Drills**
  • Added: End Game Kavala
  • Added: Showcase Firing From Vehicles (SP & MP COOP)
  • Added: 3 VR Training Weapon Handling courses
  • Added: VR (Vehicle) Targets
  • Added: Balloons
  • Added: Swivel Target
  • Added: Dueling Target
  • Added: Shooting Mat
  • Added: Shot Timer
  • Added: Bullet Trap
  • Added: Air Horn
  • Added: 3 Music tracks
  • Added: 11 Steam Achievements
  • Added: Revive mechanic in End Game
  • Added: Two new specific models for SMG collimators
  • Added: Selected commanders have been trained to use their weapons and binoculars while turned out
  • Added: New recoil and weapon resting parameters
  • Added: New sounds for armored vehicle crashes
  • Added: Missing Head Down (Analogue) and Head Back (Analogue) actions to controls
  • Added: Indication of DLC hints to the Hints ListBox in Field Manual
  • Added: Damage indication on VR targets is now Arsenal-specific
  • Added: Final icons for 'procedural' attachments
  • Added: New shooting sounds for Mk200
  • Added: Material for weapon bullet penetration
  • Added: DLC property to uniforms
  • Added: Ability to show a specific category animation on Arsenal start
  • Added: Different sounds for turret elevation
  • Added: Reading Arsenal / Garage assets updated to a new format
  • Added: Empty belt links effect to Mk200 and Zafir
  • Added: Purple FD flag
  • Added: Purple Skeet_Clay and unified the purple on purple Balloons with it
  • Added: BIS_fnc_position now recognizes a string as object variable name
  • Added: Possibility to disable the default 3D task markers / waypoints to allow displaying of the new experimental 3D task markers
  • Added: Balloon target configuration for Firing Drills
  • Added: Bullet paths diagnostic to Virtual Arsenal
  • Added: Players are now sorted at the top of the respawn position menu
  • Added: Ability to call BIS_fnc_moduleMissionName independently
  • Added: User action to activate / deactivate the police light bar on Offroad
  • Added: Ammo hit and fly-by distances for AI detection & suppression
  • Added: FFV inertia parameters to config
  • Added: VhC implementation for the Time Trials
  • Added: Config parameters for secondary text in RscShortcutButton and RscButtonMenu
  • Added: "Zipper Theme" (new Marksmen track for Showcase Firing From Vehicles)
  • Added: Support for random Firing Drill target positions that require ASL
  • Added: Parameter for remote cameras in Striders and re-linked its samples
  • Added: Author to magazines
  • Added: Stance indicator icons for resting and deployment
  • Added: Sound definition for footsteps on some surfaces
  • Fixed: Left hand for Acts_Ending_Adams1
  • Fixed: Snipers should have LRPS instead of SOS optics
  • Fixed: Removed smoke launcher from UGV as it is not on the model
  • Fixed: Unit insignia were not visible in Virtual Arsenal
  • Fixed: Base weapons were not loaded correctly in Virtual Arsenal
  • Fixed: Black variants of MX-family of rifles are available in Arsenal
  • Fixed: Adjust stance key binds for Industry Standard preset
  • Fixed: Proper aimPrecision values for stance transitions
  • Fixed: Driver coveralls properly display the DLC icon in Editor
  • Fixed: Icon sizes and general macros for Hellcat, Huron, Marid, Slammer, T-100, Ifrit and Zamak
  • Fixed: veryuglylowercase animation state names to LeadingLetterCamelCase for better visual orientation
  • Fixed: Fatigue now resets correctly when resetting a stage of VR Training
  • Fixed: Broken link to Lynx sample
  • Fixed: General macros and correct author for various characters
  • Fixed: Attempt to fix discrepancies between VR entities and their soldiers counterparts
  • Fixed: Icons for VR soldiers
  • Fixed: Detection for specific vehicle type in function hitPart
  • Fixed: Radar dome should be more vulnerable to APFSDS rounds
  • Fixed: Fired rockets on Kajman are removed
  • Fixed: Faction showcases will now be marked correctly when finished
  • Fixed: Edit field in Insert Marker display was not selected by default
  • Fixed: DAGR missiles had the nameSound of rockets
  • Fixed: SOS should have the same reticle as before
  • Fixed: Commander proxy for Slammer
  • Fixed: Trying to restore an attachment on an incompatible weapon generated a RPT error
  • Fixed: Arsenal loadout was randomized even after trying it, not only on mission start
  • Fixed: AH-99 Blackfoot cockpit glass looked damaged in VR
  • Fixed: LRPS and MOS had switched reticles
  • Fixed: Nightstalker zeroing gap and maximal zoom magnitude
  • Fixed: Attempt to fix weapon penetration issues
  • Fixed: Non-owned DLC asset FM hint title
  • Fixed: Marker channel selection was visible even in SP
  • Fixed: When the benches of the MH-9 were removed, then added, they were added folded
  • Fixed: OPFOR Rifleman should be default instead of Officer
  • Fixed: BIS_fnc_obvjectVar sometimes could sometimes assign a duplicate variable to different objects
  • Fixed: It was possible to respawn on a dead group leader when the respawn point was the group
  • Fixed: When a respawn point was removed when the player had it selected in the respawn menu, he was still able to respawn on it if he didn't pick any position afterwards
  • Fixed: Recognition of compatible items was not calculated correctly (http://feedback.arma3.com/view.php?id=23111)
  • Fixed: Missing CfgPatches classes
  • Fixed: For security reasons, it's no longer possible to overwrite the path of official BIS functions in CfgFunctions
  • Fixed: Incorrect variable name in BIS_fnc_objectVar
  • Fixed: FD rifle decal had inconsistent transparency
  • Fixed: If a FD CP only contained bonus targets, those would not be shown in the IGUI properly
  • Fixed: If you left a CP with only bonus targets remaining, there would be incorrect audio feedback
  • Fixed: Tab highlighting in the server browser
  • Fixed: Unable to collapse advanced hint after exiting UAV terminal
  • Fixed: Attempt to fix all discrepancies between the editor groups composition design and current in-game state, discovered while testing editor groups
  • Fixed: Dead players were not added to the checked list in the BIS_fnc_getUnitByUid function
  • Fixed: Nighstalker optics zoom values, so dynamic zoom calculation will correspond to the tool-tip info
  • Fixed: Adjusted minimal zeroing of MOS
  • Fixed: Katiba GL had some strange view while used in FFV
  • Fixed: FD09 - random flying target
  • Fixed: Firing Drill PiP feedback would sometimes get stuck without target
  • Fixed: Window geometries in some houses to allow more meaningful deployment
  • Tweaked: All weapons - Improved shooting sounds, tails, interior tails added, supersonic crack, bullet hits, interior house attenuation class added, tails for UGL added
  • Changed: Zafir was re-chambered (old class name for magazines 150Rnd_762x54_Box became 150Rnd_762x51_Box)
  • Changed: Rahim was re-chambered (old class name for magazines 10Rnd_762x54_Mag became 10Rnd_762x51_Mag)
  • Updated: PhysX logo in the splash screen
  • Tweaked: UGL minor sound changes
  • Tweaked: Footsteps sound definitions updated
  • Tweaked: NATO Recon Marksmen should have Range Finder not Laser Designator
  • Changed: New reticle for SOS scope
  • Tweaked: Standardized dispersion values for MOA (in-game differences are less than marginal)
  • Changed: Names of GM6 samples
  • Changed: Sounds for selected reloading animations
  • Changed: Sound of Strider GL
  • Changed: Sound distance attenuation parameter disabled (due to redesigned feature)
  • Tweaked: Simplified config for Church SFX
  • Changed: Improved max zeroing of all weapons (limits now less restrictive, but maintains meaningful differences between types).
  • Changed: Partial re-factoring of Van_01_base_F and similar
  • Changed: Weapon tails updated and configured
  • Changed: Slammer commander position
  • Tweaked: Polished small DLC logos in the Field Manual and Debriefing
  • Changed: Game credits updated
  • Tweaked: Zooming / zeroing values of various scopes
  • Changed: Vehicle customization (See documentation for more details)
  • Tweaked: Assigning new pictures for FM topics
  • Tweaked: Characters equipment update (use of new Marksmen gear)
  • Tweaked: Silencer shot tails changed from prototype samples to final samples and other small changes
  • Changed: Collimators have been changed to a new technology
  • Changed: Adjusted default equipment of various soldiers
  • Changed: Replaced FD frozen competitor mechanic with a more robust solution
  • Tweaked: Ammo boxes have been updated with new weapons and items
  • Changed: Commanders are now able to board Sochor form both sides
  • Changed: Color to "Gold platform" for default mod logo
  • Changed: BIS_fnc_objectsMapper stores object simulation state in the spawned objects
  • Changed: In the campaign, vehicle randomization is now handled by VhC
  • Changed: Removed the Internet / LAN button because it was replaced by tabs in the server browser
  • Tweaked: Recon Teams have one less member now
  • Tweaked: Redistributed different collimator reticles according to design
  • Tweaked: Updated ammo box compositions (suppressors and new Marksmen optics) according to an updated analysis
  • Tweaked: Kart shaking while driving
  • Tweaked: Geometries of windows on several shops have been tweaked to allow Weapon Deployment
  • Updated: Adjust stance FM hint
  • Tweaked: Mass of several weapons to better scale their different weights in regard to their real counterparts according to design
  • Improved: Camo1 selection of OPFOR soldier updated to include boots
  • Tweaked: Firing Drill PiP feedback using better targeting parameters
  • Changed: Function 'diag_log' added to the whitelist for the MP remote execution

* Restrictions apply for those who don't own Arma 3 Marksmen DLC.

** Content requires ownership of the Arma 3 Marksmen DLC.

ENGINE:

 

  • Added: Weapon Deployment
  • Added: Weapon Resting
  • Added: Recoil Overhaul
  • Added: Distance-based attenuation filter
  • Added: Sound: Attenuation of exterior sounds while inside structures
  • Added: Sound: Enabled audio features (low pass, building interior)
  • Added: Allow Firing From Vehicles in turned out position in most turrets
  • Added: Weapon attachments can be manipulated directly from the ground via the inventory
  • Added: Placing a map marker now includes visibility / broadcast scope combobox
  • Added: UPnP support for servers (see the documentation for more details)
  • Added: AI suppression enabled
  • Added: Script command WFSideText is extended to support side for backward compatibility
  • Added: Visualization of hook / unhook commands
  • Added: Password-protected serverCommand script command (enabled for Dedicated Server and Headless Client)
  • Added: New actions for infantry weapon switching
  • Added: Parameters for setting color of item's second picture to List, Combo and XListBox
  • Added: Magazine compatibility improvement with new property magazineGroup (documentation)
  • Added: Network command security enhancements; brute-force protection
  • Added: Allow weapon sound without soundEffectName attribute set
  • Added: Telescopic turrets now have sounds when being raised / lowered
  • Added: GUI option for UPnP when creating server
  • Added: Direct switch weapons in vehicles: guns / rockets / missiles / bombs
  • Added: File and product version to extension description
  • Added: Extended logging information about #login activities on Dedicated Servers
  • Added: Scripting commands isWeaponRested and isWeaponDeployed
  • Added: Config parameters for weapon deployment (documentation)
  • Added: New script commands for manipulation with channels - enableChannel, channelEnabled, setCurrentChannel, currentChannel, getPlayerChannel
  • Added: Parameters dangerRadiusBulletClose and dangerRadiusHit for CfgAmmo
  • Added: isTurnedOut script command
  • Added: Enabled support for Steam friends in the server browser
  • Added: Vehicles have a new config array AmphibiousRatios used when the vehicle is in water (backwards-compatible)
  • Added: Weapon Resting (WeaponRested) and Deployment (WeaponDeployed) event handlers
  • Added: Sound: Weapon Deployment SFX
  • Added: Mod / DLC icons in the "Insert Group" dialog in editor
  • Added: AI Suppression commands: getSuppression, setSuppression
  • Added: Script command documentation for enableAI / disableAI (AIMINGERROR and SUPPRESSION)
  • Added: Stance indicator for resting and deployment
  • Fixed: setCurrentTask can be used with taskNull
  • Fixed: Enabling / disabling FFV positions now propagates correctly in multiplayer
  • Fixed: Error message that appeared after creating RscListBox using ctrlCreate
  • Fixed: Better handling the temp / toggle UI for optics action
  • Fixed: Huron back seats now have correct aiming limits
  • Fixed: FFV crash when changing position of soldiers in MP
  • Fixed: Shadows should work again in Buldozer
  • Fixed: Player can now assign default action in map separately (LMB to set waypoint)
  • Fixed: Typo in colorPictureDisabled parameter used by List, Combo and XListBox
  • Fixed: Move Head Back and Move Head Down can now use negative values
  • Fixed: AI will not eject without parachutes, but will jump if helicopter is close to ground
  • Fixed: Double press of Enter was needed to switch to external cam in vehicle
  • Fixed: Crash when shooting a unit without defined hit points
  • Fixed: Support for sticks with 128 buttons
  • Fixed: PhysX crash opportunity when scene is cleaned
  • Fixed: Zoom artifacts when switching optics mode in other view modes than gunner
  • Fixed: Functionality of the Team Switch button.
  • Fixed: Potential PhysX memory leak for dropped weapons on remote units
  • Fixed: R-Shift can now be used to switch maker colors / pictures
  • Fixed: Disabled custom channels were always shown when creating a new marker
  • Fixed: No channel selected by default when creating a new marker while having Direct channel selected
  • Fixed: personTurret aiming limits sometimes applied to the turret
  • Fixed: AI sometimes warped to a requested building position instantly if given an order while moving
  • Fixed: Switching unit stopped music track
  • Fixed: Crew will not turn out when in combat mode (even if player-commander does)
  • Fixed: Possible CTD on shutdown
  • Fixed: Weapon proxy drawing when there are not enough graphical LODs
  • Fixed: Switching fire modes in FFV
  • Fixed: Sound: Muffled sounds
  • Fixed: Kicked Headless Client should not rejoin as seagull
  • Fixed: CTD of servers when dragging a backpack from a crate
  • Fixed: AI sometimes runs away when the vehicle it is supposed to get into, is moving
  • Fixed: moveInCargo for vehicles with FFV turned-out positions
  • Fixed: Play click sound for changing infantry weapon fire mode
  • Fixed: setSkill with sub-skill in MP overwriting the entire skill of a unit
  • Fixed: Taking a bag that is filled with another bag from the ground causes the game to crash
  • Fixed: precisionAI replication to clients
  • Fixed: Knocked over trees should now fall down in the correct direction after vehicle collision in MP
  • Fixed: Pressed buttons on a 128 button controller have full range <0, 1>
  • Fixed: Aiming error sometimes being stuck at 0
  • Fixed: Usage of UAVs zoom / optics / weapon switching
  • Fixed: "password" serverCommand stopped working
  • Fixed: Action reload ammo type had the wrong name
  • Fixed: Changing selectionFireAnim from "zasleh" hid muzzle flash forever
  • Fixed: Condition to switch to 'none' weapon when entering water
  • Fixed: Right mouse button interaction with dead bodies in the inventory causes items to disappear
  • Fixed: Zoom in vehicles with a commander turret without weapon
  • Fixed: Can't place any explosives while falling (still can set them off)
  • Fixed: Moving magazines between weapons from inventory (while being a crew member)
  • Fixed: Improper soldier actions visible while manning a turret in a vehicle
  • Fixed: External camera while turned-out and switching out of optics
  • Fixed: An undefined variable in a formatted string in a script caused a CTD
  • Fixed: Slow walk is not enabled by default anymore
  • Fixed: FAKs were increasing hit point damage to 0.25
  • Fixed: Wrong tool-tip formatting in the inventory display
  • Fixed: Disabled personTurret in turn-out state, optics and switching weapons
  • Fixed: Some values were incorrectly initialized when the createMine command is called
  • Fixed: Added check for null pointer to address a potential CTD
  • Fixed: Driving vehicles, which can float, on shore
  • Fixed: Suppression increased by Hit events properly
  • Fixed: Firing from airplanes and helicopters
  • Fixed: AI not moving in formation correctly
  • Fixed: Situation where inventory items might disappear when manipulated in MP
  • Fixed: Minor AI pathfinding behavior fixes after changing AI locality (no ghost-like movement through building on some occasions, etc.)
  • Fixed: Zeroing visible on disabled FFV for commander in Sochor
  • Fixed: Stacking vests inside vests possible via the Take action
  • Fixed: Missing null test when attempting to get in a vehicle as agent
  • Fixed: UI element - Dynamic zoom is based on minFov, not initFov
  • Fixed: Zeroing + initSpeed (kudos to http://feedback.arma3.com/view.php?id=23256)
  • Fixed: CTD when logging out from FFV turned-out position
  • Fixed: Exit the UAV Terminal display when the player loses the UAV Terminal
  • Fixed: Turned out weapons when starting as commander in a vehicle
  • Fixed: PCML selected in turned out turret if selected before embarking
  • Fixed: Items disappear when trying to take them from a remote player's corpse
  • Fixed: Suppression and AimingError components can be re-enabled again
  • Fixed: Grenades ready to use for FFV, if spawned as a commander
  • Fixed: AI suppression influencing personTurrets properly
  • Fixed: Item added to UGC monitor before raising events (SteamLayer)
  • Fixed: Not all subscribed items were registered for UGC monitoring thus breaking Launcher (SteamLayer)
  • Fixed: Calculation error causing AI to stop shooting at a target above it
  • Fixed: Zeus Godly Creations achievement (unlocks achievement on the 200th unit, not the 201st unit)
  • Fixed: Double 100% publish progress report (SteamLayer)
  • Fixed: Possible CTD in the load script command
  • Hotfixed: Pistol accessory on a dead body gets duplicated
  • Fixed: AI soldiers should no longer get stuck around buildings
  • Fixed: Inventory - Disappearing items (vests and uniforms) in inventory after swapping
  • Fixed: Un-subscribe fail handling (SteamLayer)
  • Fixed: Remotely-controlled unit cannot access vehicle's weapon without getting out first
  • Fixed: Healing was not properly canceled by reloading
  • Fixed: Weapon orientation after ragdoll initialization
  • Fixed: Problem with the ''weapon'' tab, when a player tries observe attachments close to a crate on the ground
  • Fixed: Game crash after trying to create non-existent weapon attachments (bad config name)
  • Fixed: Taking a bag that is filled with another bag from the ground causes the game to crash
  • Fixed: Author resolve counter was not decremented properly - list change may not raise sometimes (SteamLayer)
  • Fixed: Crash in MP browser
  • Hotfixed: Subscribe content list processing will fire subscribed events before authors resolution (it will still fire the event after the authors resolution as well) (SteamLayer)
  • Changed: Supersonic crack improved
  • Removed: Surrender action from subordinate action list
  • Changed: AI sight now limited by object view distance, not landscape view distance
  • Changed: PhysX interface re-factoring
  • Changed: Further Physx code re-factoring
  • Tweaked: AI aiming error when it has lost sight of a target
  • Optimized: Remove unused variables from the inventory system
  • Changed: Selecting default logoSmall for DLC / mods
  • Changed: Vehicle commander will turn in in combat mode
  • Tweaked: Further improvements of AI getting into a vehicle
  • Optimized: Visibility raycast for dead bodies is limited to 50m. For living soldiers it is limited to 3km.
  • Tweaked: AI suppression
  • Changed: FFV inertia parameters moved to CfgWeapons
  • Tweaked: Aiming error recovery made shorter for 0 value of error
  • Tweaked: Weapon distraction for aiming error
  • Changed: drawIcon3D takes one more parameter - drawSideArrows
  • Changed: The RPM of amphibious cars are now taken from the Arma 3 simulation and not from PhysX vehicles in water
  • Changed: Case insensitive comparison when trying to find a PiP texture
  • Changed: Manual fire disabled for commanders using their personal weapons
  • Tweaked: Use more PhysX iteration on ragdoll items
  • Changed: The selectWeapon command disallows rocket launchers for personTurrets
  • Improved: Commander-gunner communication (commander will assign targets faster)
  • Tweaked: Sound: Changed shooting sounds dynamic
  • Tweaked: Sound: Distance volume curve & distance frequency filter
  • Changed: CWeaponTypeSlotsManager checks max count of available attachment slots and linked items
  • Optimized: Network traffic

LAUNCHER:

 

  • Added: Support for the new Steam Workshop version (full mods, multiple files, unlimited file size - you’ll need the new Publisher before such items can be published)
  • Added: Custom command-line parsing, skipping OS parsing
  • Added: Workaround to nudge Steam to upgrade subscribed Workshop items to the new version
  • Added: Workaround for legacy items that are not converted for the new Workshop version
  • Added: Explicit queue for synchronization tasks
  • Added: Loading box label marked as localizable
  • Added: Notification about auto-included items in the status bar
  • Added: A new folder selection dialog when adding a local mod and a folder with mods for auto-inclusion
  • Added: Enabled selection of multiple folders with mods at once
  • Added: Mods can be managed while Steam is off-line
  • Fixed: “Vypnout harwarovou” > “hardwarovou”
  • Fixed: The list of presets expands beyond popup boundaries and it is clipped instead of enabling a vertical scrollbar
  • Fixed: Incorrect status displayed in the mod details when an item update is queued
  • Fixed: Handled a situation when Launcher fails to start because it attempts to detect a running instance of the game with higher privileges
  • Fixed: Parameter decoding is skipped for Steam parameters
  • Hotfixed: Steam UGC status workflow has changed for legacy items; updating state automaton to compensate
  • Hotfixed: Made a label on the Options page localizable with current translations
  • Fixed: Changed color of of label 'Auto-included' from general orange to the correct green color
  • Fixed: The 'Updated' label of a mod now stays on until the Launcher is restarted and is not overridden by any other synchronization
  • Fixed: An error message was briefly displayed on the news page before the first news page was loaded
  • Fixed: the last active preset were not loaded correctly under specific circumstances

SERVER:

  • Updated: Stand-alone Windows Dedicated Server (1.42)
  • Updated: Stand-alone Linux Dedicated Server (1.42)
    • Known issue: Steam client modifies the steam_appid.txt file incorrectly. In case of issues, verify its content is: 107410
    • Known issue: Sometimes the add-ons are loaded from the wrong installation (e.g. main game)
    • Try adding -mod=curator;kart;heli;mark;dlcbundle to your arma3server.exe shortcut

 

 

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