ArmA 3 Patch 1.42
- Dettagli
- Pubblicato Venerdì, 10 Aprile 2015 14:32
- Scritto da Djmitri
- Visite: 2241
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