Arma 3 Patch 1.82
- Dettagli
- Pubblicato Mercoledì, 11 Aprile 2018 20:00
- Scritto da Djmitri
- Visite: 2055
DATA:
- Added: Tanks DLC*
- Added: T-140 Angara Main Battle Tank*
- Added: Nyx Armored Weapons Carrier*
- Added: Rhino MGS Tank Destroyer*
- Added: "Altis Requiem" mini-campaign**
- Added: Showcase Tank Destroyers**
- Added: TT16: Weasel Run
- Added: TT17: Shipping and Handling
- Added: TT18: Hammer Time
- Added: Fully modeled 3D interiors for armored vehicles
- Added: Vehicle Customization for armored vehicles
- Added: Vanguard TDM multiplayer mode
- Added: 9M135 Vorona manually guided missile launcher
- Added: MAAWS Mk4 unguided recoilless rifle
- Added: Tanker Coveralls**
- Added: Crew Helmet
- Added: Offroad (AT) variant
- Added: MB 4WD (AT) variant***
- Added: MB 4WD (LMG) variant***
- Added: Prowler (AT) variant***
- Added: Qilin (AT) variant***
- Added: Zamak MLR variant (AAF)
- Added: Repair Depot (Civilian, Green, Tan variants)
- Added: Concrete Hedgehog (Whole, Disassembled, Half, Palette)
- Added: Czech Hedgehog (New)
- Added: Dragon's Teeth (New, Old variants)
- Added: Dragon's Tooth (New, Old variants)
- Added: Refueling Hose
- Added: Tank Bore Sighter
- Added: Tank Engine (New, Used variants)
- Added: Tank Road Wheel
- Added: Tank Sprocket Wheel
- Added: Tank Tracks (Long, Short variants)
- Added: Torque Wrench
- Added: Rhino Wreck
- Added: Angara Wreck
- Added: Nyx Wreck
- Added: Olive variants for the NATO (Pacific) armored vehicles
- Added: Tanks DLC music tracks
- Added: 9 new Steam Achievements
* Restrictions apply to those who don't own Arma 3 Tanks DLC.
** Content requires ownership of Arma 3 Tanks DLC.
*** Restrictions apply to those who don't own Arma 3 Apex.
- Added: 105mm, 120mm and 125mm HEAT shells
- Added: Titan, Scalpel, Jian, Macer, Sharur, Vorona, Firefist, RPG42, RPG7, MRAAWS, SPG9, Tratnyr, Shrieker (anti-armor variants) and DAGR now use HEAT submunitions
- Added: Cannon-launched HEAT missiles
- Added: New interior driver optics for the Gorgon, Marshall, and Marid APCs
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Added: Top-down missile flight profile for Firefist, Titan, Scalpel, Macer and cannon-launched 120mm MARUK laser-guided missile variant
Added: Overfly top attack missile flight profile for the PCML launcher - Added: DLC Content Browser video tiles for Tanks DLC (and Malden DLC / DLC Bundle 2)
- Added: Tanks DLC Content Browser section
- Added: Tanks DLC Welcome Screen
- Added: Roadway LOD meshes to the underside of the left and right wing of the G4M wreck so that players can walk on them when placed upside down
- Added: Airbrake meshes for the Buzzard
- Added: New UI inventory icons for IEDs
- Added: The AK12 compensator will now be hidden if it has a muzzle attachment
- Added: Rangefinder to PCML and Titan optics
- Added: UI control showing the current fire mode for artillery vehicles
- Added: Gunship helicopter pilots now have pilot cameras
- Added: Incoming missile warning for all tanks and APCs (base classes)
- Added: countermeasureActivationRadius (incoming missile warning range) set to 2km for AFVs and 10km for aircraft
- Tweaked: Sound technology of land vehicles was overhauled
- Tweaked: Weapon types, munition counts, magazine counts, and magazine reload times in vehicles have been adjusted
- Tweaked: Jets DLC addons were decrypted to PBO
- Tweaked: Laws of War DLC addons were decrypted to PBO
- Tweaked: Laser-guided bombs do not lock on the laser before launch anymore. LGBs are to be dropped using CCIP and they will lock-on after launch (LOAL) automatically.
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Tweaked: Changes to the Revive system:
- Players incapacitated in vehicles are no longer automatically killed
- Incapacitated crew can now be unloaded from their vehicle using a new action
- Bleeding mechanics and PP effect handling were simplified and optimized
- Being unconscious under water or in destroyed / burning vehicles makes players bleed 3x faster, to simulate drowning / burning
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Score handling was fixed:
- Incapacitating someone now properly triggers score adjustment (+1 for an enemy unit, -1 for a friendly unit)
- Executing someone doesn't affect score anymore (however it brings a rating penalty, even for enemies)
-
Rating issues were fixed:
- Rating is now properly adjusted when a unit is incapacitated, executed, revived, or secured
- Standard kill and team-kill rating adjustments (provided by the game) are also factored in
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Players can now use a new 'Secure' (hold) action to take an incapacitated enemy out of action in a less violent way
- Securing doesn't trigger a rating penalty as execution does
- Reviving animations were added
- Reviving positioning requirements are now more forgiving
- Collisions were removed from incapacitated animations on the animation config side; the scripted solution was removed
- Many minor adjustments and fixes were done
- Tweaked: Titan laser guidance has been removed
- Tweaked: Blackfish and gunship helicopters gunners now use FCS instead of CCIP (press 'T' before firing)
- Tweaked: Friction and bounciness of surfaces - improved sliding and drifting
- Tweaked: Improved driving characteristics, suspension and PhysX configuration of Kamysh, Kuma, Varsuk, Panther, Zamak, Tempest, Hatchback and Kart
- Tweaked: HEMMT suspension has been slightly improved (https://forums.bohemia.net/forums/topic/143930-general-discussion-dev-branch/?do=findComment&comment=3264690)
- Tweaked: Balancing of armor and penetration across multiple vehicles
- Tweaked: Penetration materials on all armored vehicle models
- Tweaked: Armor in config files and fire geometries as well as hit points in the models
- Tweaked: Slammer UP has its 120mm cannon back
- Tweaked: The Marshall, Gorgon, Kamysh and Slammer coaxial guns have had their caliber changed to 7.62mm
- Tweaked: Large vehicle magazines were split into smaller ones
- Tweaked: Magazine count on MRAPs and APCs has been doubled
- Tweaked: UGVs now only have a single ammo box ready per weapon
- Tweaked: Static HMG now has 4x 100rnd magazines instead of 2x 500rnd
- Tweaked: Cheetah and Tigris AA Titan missile counts and lock CM resistance (https://forums.bohemia.net/forums/topic/143930-general-discussion-dev-branch/?do=findComment&comment=3272545)
- Tweaked: Lower LODs of the Syndikat Camouflage uniform were adjusted to prevent clipping
- Tweaked: Geometry LODs of the Blackfish were improved
- Tweaked: One part of the Geometry LOD of the Abandoned Hauler was improved to prevent players from clipping into it when crawling underneath
- Tweaked: Suppressors on the Mk14 should no longer clip into the barrel
- Tweaked: The position of the muzzle slot proxy on the MK-1 EMR was moved to prevent the suppressor from clipping into the barrel
- Tweaked: Thermal textures of Darter / Tayran drones were improved
- Tweaked: Sun reflection on the RHIB glass parts was improved
- Tweaked: UV mapping of the RHIB in lower LODs was improved to remove some visual artifacts
- Tweaked: Vehicle weapons dispersion
- Tweaked: AI usage of vehicle weapons and accuracy (AIDispersionCoef) has been adjusted
- Tweaked: The muzzle attachment proxies on the AK12, SPAR17, and Cyrus were realigned (https://feedback.bistudio.com/T122035)
- Tweaked: The death stare of characters was made a bit more human-like (kudos to taro8 for assisting with it!)
- Tweaked: The BIS_fnc_effectFiredRocket function (that was recently fixed) is now optimized and tested. Undesired systemChat print was removed (https://feedback.bistudio.com/T127490).
- Tweaked: Acceleration sensitive view motion in vehicles was reduced
- Tweaked: Stricter 6DOF translation limits in APCs and Tanks (base classes)
- Tweaked: All 120mm magazines can now be used for both cannon_120mm_long and cannon_120mm
- Tweaked: The BIS_fnc_establishingShot function (used in Showcase scenarios) now supports an optional parameter to control how long it lasts
- Tweaked: Wood Piles had incorrect materials
- Tweaked: The vehicle number on the nose and fins of the Blackfish VTOL can now be retextured
- Tweaked: Bomb glide performance
- Tweaked: PCML performance and damage
- Tweaked: Small hit increases of 5.56, 5.80, 5.45 and 12.7x33 calibers
- Tweaked: Penetration values of lower calibers
- Tweaked: Increased performance of 20mm HE rounds
- Tweaked: Fuel capacities of land vehicles are now more consistent across the sandbox
- Tweaked: The vehicle destruction fire damage radius was significantly reduced
- Tweaked: It is now possible to make a Hold Action appear on screen only if selected from the action menu
- Tweaked: The position of the Xian VTOL in Showcase CSAT was adjusted
- Tweaked: The Revive action is now valid as long as the memory point is on the screen (this should counterbalance the reviving animation movement)
- Tweaked: Deflection from materials has been reduced (making the deflecting property in ammo the maximum deflection angle)
- Tweaked: Ricocheting of various shells and bullets has been reduced
- Tweaked: The gunner entry point on the Sandstorm MLRS is now at the back of the vehicle (instead of the previous right side)
- Tweaked: Increased magazine reload times for vehicle weapons
- Tweaked: It is now possible to switch between gunner and passenger seats in the Ghosthawk helicopter
- Tweaked: Maximal gun elevation for AFV vehicles has been adjusted
- Tweaked: The precision of AI drivers when completing waypoints has been improved
- Tweaked: The drone flight model of the Greyhawk has been updated
- Tweaked: Increased visibility of the weapon reloading bar
- Tweaked: The static Titan now has a cursor shown in first person view
- Tweaked: A Hold Action attached to a character now properly works both inside and outside of vehicles
- Tweaked: The character that has a Hold Action attached is always the target, no matter whether it enters a vehicle or not (no need to use originalTarget)
- Tweaked: Minor audio tweaks to the Tempest truck
- Tweaked: Positions of optics proxies on the SPAR-16, SPAR-16 GL and SPAR-16S were adjusted (https://feedback.bistudio.com/T127575)
- Tweaked: Tanks, APCs and MRAPs became more capable of firing / detecting / locking targets from hull down positions (added sensorPosition) (https://feedback.bistudio.com/T127890)
- Tweaked: The credits have been updated (ORBAT)
- Tweaked: Slightly reduced projectile deflection randomization
- Tweaked: Improved Time Trial vehicle reset when starting on sloped terrain
- Tweaked: Minor improvement to vehicles flipping when colliding sideways with a low obstacle
- Tweaked: The audible range (AI) of wheeled vehicles, jets and helicopters has been slightly increased
- Tweaked: Improved geometry of Dirt Humps
- Tweaked: The PhysX geometry of the MB-4WD was improved to help it deal with obstacles
- Tweaked: Ground clutter models should now change LODs more smoothly (https://feedback.bistudio.com/T124606)
- Tweaked: Offroad's proxies are now part of each Offroad model to prevent different LODs for proxies and the car
- Tweaked: Naming conventions of the animatedBriefing and animatedOpening functions were updated
- Tweaked: The jungle camouflage of the M320 and LRPS were too bright compared to the snipers using them
- Tweaked: Initial view angles in CAS airplanes
- Tweaked: The exhaust texture of the grey and brown hex variant of the Buzzard should be a bit darker now
- Tweaked: Added an ejection seat warning decal to Buzzard's AAF camouflage
- Tweaked: All Katibas now have caseless ammunition chambered (https://twitter.com/Irawulf/status/660562927007768580)
- Tweaked: Reduced sway for launchers and binocular items
- Tweaked: Improved the shadow on the A6M Zero wreck's propeller head
- Tweaked: The CAR-84, CAR-95-1 and CMR-76 now have improved barrels and flash suppressors in the first resolution LOD
- Tweaked: The shadows of several dirt humps were improved
- Tweaked: Several LODs of the Sofa were improved to allow deploying bipods on the back rest
- Fixed: Alpha sorting of a few pieces of glass was incorrect
- Fixed: Incorrect texture on the civilian RHIB engine water outlets
- Fixed: Unlocalized texts in the debug code performance result window
- Fixed: AI would take dangerous shortcuts from runway to taxiway on Tanoa (https://feedback.bistudio.com/T118265)
- Fixed: The 'in vehicle' behavior of the Hold Action feature did not behave correctly
- Fixed: Characters could glitch through the model of the Slammer MBT in some cases (https://feedback.bistudio.com/T127768)
- Fixed: Assault / Rescue boats - switching seats between the driver and other positions was not possible
- Fixed: The Praetorian, Centurion and Spartan can now be locked by IR-guided weapons (when heated-up by weapon fire)
- Fixed: AI planes had trouble landing on the USS Freedom carrier
- Fixed: APCs are now an 'Armor' type of threat for the AI
- Fixed: Your own weapon's cursor should no longer be displayed in tank / APC interior views
- Fixed: A rogue selection on the left pylon of the AH-9 helicopter (https://feedback.bistudio.com/T127822)
- Fixed: Duplicated light hitpoints for several vehicles
- Fixed: Dead commanders of the Slammer and Gorgon could stick out of the vehicles
- Fixed: Missing sounds across several assets
- Fixed: There was an issue with the transition to incapacitated state in case of a disabled 3rd person view
- Fixed: Some Chinese font characters were missing (0x59B3, 0x71C4, 0xF98A)
- Fixed: Small texture error on the AK12 rifle
- Fixed: Missing keybind shortcuts in the Fixed-Wing (UAV) Field Manual entry
- Fixed: Rifle inspection revealed that all black MX base and GL rifles were missing the manufacturer decals. These were re-applied.
- Fixed: Trailing spaces in a named property of some objects (https://feedback.bistudio.com/T127302)
- Fixed: Polygons clipping through the front of the HEMTT truck cabin
- Fixed: Stretched texture in the cockpit of the Caesar BTT wreck model
- Fixed: The RHIB would still be shown as hot in TI mode when in a destroyed state
- Fixed: Some faces were missing on the LIM-85's gas tube collar
- Fixed: On all SPAR rifles the bolt would clip through the receiver when firing or when the weapon was empty
- Fixed: A selection issue in Hummingbird's FireGeometry LOD
- Fixed: RPT errors created by FIA ammo boxes
- Fixed: The glass parts of the Caesar BTT would not hide when in a destroyed state
- Fixed: There was a floating mesh part in the second LOD of the Syndikat camouflage uniform
- Fixed: Prowler & Qilin suspension so their wheels are no longer sunk in the ground
- Fixed: The .50 cal part of the Type 115 gun would eject empty cases even though it uses caseless ammo
- Fixed: Closed a mesh hole in the lowest LOD of the Ghosthawk
- Fixed: Some parts of the upper Bergen backpack where weighted to the character's head
- Fixed: Several holes in the last two LODs of the A6M Zero wreckage were patched
- Fixed: Several holes on the canopy mesh of the A6M Zero wreckage were patched
- Fixed: The RCO, MRCO, ARCO and ERCO had an artifact on the lens when the sun was reflected from them
- Fixed: Light reflection on the Yorris sight was too strong (https://feedback.bistudio.com/T117549)
- Fixed: Minor clipping errors on the Bandit Clothes (Polo Shirt) uniform
- Fixed: Some parts of the Bandit Clothes (Checkered) uniform were missing RVMATs
- Fixed: Some UVs of the Prowler in lower LODs weren't in their designated spot leading to texture errors
- Fixed: Players could get stuck when climbing a ladder on the Land_Pier_Box_F structure (https://feedback.bistudio.com/T127375)
- Fixed: Shadow was clipping through the Syndikat Camouflage uniform
- Fixed: Removed the Altis flag from the 2nd LOD of the Syndikat Camouflage uniform
- Fixed: Minor mismatch of MB 4WD's suspension animations
- Fixed: Shadow errors on lower LODs of all ground uniforms models
- Fixed: Incorrect connection of vehicle parts in the shadow LOD of the Blackfish VTOL
- Fixed: Small hole in the water drain pipes on the RHIB
- Fixed: Script error connected to the BIS_fnc_effectFiredRocket function (https://feedback.bistudio.com/T127490)
- Fixed: Damage to wheels would cause a switch of materials for the whole vehicle
- Fixed: Suspension diving of the MB 4WD was incorrect when accelerating
- Fixed: Incorrect durability of Full Ghillie uniforms (https://feedback.bistudio.com/T127160)
- Fixed: Some dashboard indicators on the Tempest truck were incorrect
- Fixed: The Blackfish VTOL was missing propellers in the last two LODs
- Fixed: Incorrect shadow under the collar of the Syndikat Camouflage Uniform
- Fixed: Shading errors in lower resolution LODs of the RPG-42 (https://feedback.bistudio.com/T84532)
- Fixed: Artifacts on the compass with Ambient Occlusion enabled
- Fixed: The direction of unit logos on several vehicles was incorrect (https://feedback.bistudio.com/T127527)
- Fixed: Alpha sorting of insignias on several uniforms
- Fixed: The ERCO scopes had an invisible front glass
- Fixed: Proxies for sight attachments on the AK-12 and AK-12 GL were not properly aligned
- Fixed: Character collisions with the front of the Van (Service variant) were incorrect
- Fixed: It was possible to see through the cockpit glass of the Orca helicopter while in thermal view (https://feedback.bistudio.com/T127552)
- Fixed: The gear lever in the Ifrit MRAP was behaving erratically for an automatic transmission
- Fixed: Character collisions with the empty BTR-K were incorrect
- Fixed: The gear lever in the Strider MRAP was behaving erratically for an automatic transmission
- Fixed: AI didn't want to use 30mm HE shells against infantry
Tac-Ops Mission Pack (potential spoilers)
- Added: An autosave after the player calls the infantry to go in the Disintegration Point scenario of the Stepping Stone operation
- Tweaked: Timing of the guerrilla Gorgon attack was adjusted in the Avenging Furies scenario of the Beyond Hope operation
- Tweaked: Balance of the fight at the ERV was improved in the LZ Nowhere scenario of the Steel Pegasus operation
- Tweaked: Post-processing of some voice lines in the Stepping Stone operation was removed
- Tweaked: Amount of ammo in the player's squad in the Fait Accompli scenario of the Stepping Stone operation
- Tweaked: It is not possible to save during the intros and outros of the Steel Pegasus operation anymore
- Tweaked: Anti-Air defense is now better balanced in the Disintegration Point scenario of the Stepping Stone operation
- Tweaked: Marker size (potential AT defense) in the Disintegration Point scenario of the Stepping Stone operation
- Tweaked: Behavior of the APC was improved in the Disintegration Point scenario of the Stepping Stone operation
- Tweaked: Enemy AI skills were lowered in the No Reprieve scenario of the Beyond Hope operation
- Fixed: Missing string in the LZ Nowhere scenario of the Steel Pegasus operation
- Fixed: Special Forces roles were not marked as finished in the overview image in the Stepping Stone operation
- Fixed: The 'Seasoned Warfighter' Steam Achievement could work incorrectly in the Disintegration Point scenario of the Stepping Stone operation
- Fixed: Some lines in outros of the operations could overlap
- Fixed: Incorrect date in the Fait Accompli scenario of the Stepping Stone operation
- Fixed: Incorrect speed when clicking map marker links in the Disintegration Point scenario of the Stepping Stone operation
- Fixed: An incorrect artillery support icon in the Disintegration Point scenario of the Stepping Stone operation
- Fixed: Players could get stuck after resuming the outro in the Disintegration Point scenario of the Stepping Stone operation
- Fixed: Scenario progress could get stuck after resuming an outro of the Beyond Hope operation
- Fixed: Overlapping texts in the intro and outro sections of the Stepping Stone operation
- Fixed: There was a duplicated conversation in some cases in the Disintegration Point scenario of the Stepping Stone operation
- Fixed: Insufficient amount of spare ammo in one of the crates in the Avenging Furies scenario of the Beyond Hope operation
- Fixed: AI crew would refuse to disembark in some cases in the Disintegration Point scenario of the Stepping Stone operation
- Fixed: Re-entering the APC in the beginning of the Disintegration Point scenario of the Stepping Stone operation could block the progress of the scenario
- Fixed: Behavior of the APC and Slammer was tweaked in the Disintegration Point scenario of the Stepping Stone operation
Remnants of War (potential spoilers)
- Fixed: Incorrect date format in the Remnants of War briefing timeline when playing in French
- Fixed: The car alarm was not playing when the player stole the SUV or when the earthquake occurred in "The Guerrilla"
The East Wind (potential spoilers)
- Fixed: An enemy AA unit could have troubles reaching its destination in the Air Superiority scenario
- Tweaked: The Basic Civilian Behavior module now also works in the multiplayer environment
- Fixed: Performance drop when selecting and manipulating multiple entities (https://feedback.bistudio.com/T127366)
- Fixed: In Turkish, slider values in Eden Editor's attributes (e.g. Skill or Health) were written as "100%" instead of the correct "%100"
- Fixed: Animations and textures listed in Eden Editor Garage were not alphabetically sorted
- Fixed: In Eden Editor Garage, switching to and from to the animations list inverted the state of the selected animations
- Fixed: In the animations list in the Virtual Garage, the status of animations dependent on other animations was not always shown correctly
ENGINE:
- Added: Extended Damage Model applied to armored vehicles
- Added: Top-down attack and other missile flight profiles
- Added: New damageTracks and damageWheels animation sources
- Added: New setPlateNumber and getPlateNumber script commands
- Added: The "projection" MFD vector property now supports an additional value (2) (it will use the planar projection - same as projection = 1 - but without FOV scaling)
- Added: It is now possible to draw a straight line in maps (LCtrl + LShift + RMB)
- Added: A new "hitPointClass" reflector parameter (when set, the "hitPoint" is ignored, and "hitPointClass" will connect to an existing hitpoint in the vehicle)
- Added: A new "swayCoef" weapon parameter
- Added: New OpticsIn & OpticsOut config parameters (overriding memoryPointGunnerOptics) reading direction, pitch and roll from a bone
- Added: New driverInfoPanelCameraPos and gunnerInfoPanelCameraPos options
- Added: Shot instigators are propagated to sub-munitions now (https://feedback.bistudio.com/T123463)
- Added: A new "headAimDown" parameter for turrets (useful together with "usesPip", in normal turrets still use "initElev")
- Added: A new "belog" startup parameter (to be used with "netlog" only) for enhanced BattlEye logging
- Added: A new "plateFont" map config parameter (overrides "fontPlate")
- Added: New "plateFormat" and "plateLetters" parameters
- Added: New "missileManualControlCone" parameter for manually guided missiles
- Added: New "pixelPrecision" parameter (0: default - auto, 1: on, 2: off)
- Added: New ctrlSetPixelPrecision script command
- Added: A new "turretworld" MFD vector source
- Added: The 'Unload incapacitated' action is now unloading the vehicle driver the same way as other units
- Added: A new "#" script operator (works in the same way same as select, but is shorter to write and has higher priority than math functions)
- Added: Various environmental sound controllers were enabled for vehicles
- Added: A new disableMapIndicators script command
- Added: An ability to define a vehicle's sensor and AI eyes position (sensorPosition)
- Added: New config parameter hullExplosionDelay as an array of two floats in seconds, for all vehicle types (works only when hullDamageCauseExplosion is true)
- Added: Sub-munition support for shells
- Added: New deflectionDirDistribution and penetrationDirDistribution ammunition parameters to configure randomization of projectile trajectory after deflection / penetration
- Added: A new submunitionInitialOffset ammunition parameter
- Added: A new submunitionParentSpeedCoef submunition parameter
- Tweaked: User actions now work if closer than (bounding sphere radius + 15 metres) to the center of an object (https://feedback.bistudio.com/T126959)
- Tweaked: The visiblePositionASL, modelToWorldVisual, worldToModelVisual, and getPosVisual script commands now return a more precise position (fewer glitches) for units in vehicles and in the multiplayer environment
- Tweaked: The getCursorObjectParams command now works with Simple Objects (https://feedback.bistudio.com/T127144)
- Tweaked: The "PlateInfos" config parameter now works with armored vehicles
- Tweaked: The "hiddenSelectionsTextures" parameter now works on magazines (only if the weapon supports the magazine as proxy)
- Tweaked: The 3rd, 4th, and 5th parameters in the createVehicle script command are now optional
- Tweaked: Entity locality is now set before the init script call
- Tweaked: Direct tracked vehicles driving (by WASD keys) was improved
- Tweaked: MFD vector sources can be used in text elements now (as source = "[x]impactpoint" or source = "[y]impactpoint")
- Tweaked: Initial angles for interior head tilting are now restricted to first-person view
- Tweaked: The addAction command now can accept a memoryPoint (https://feedback.bistudio.com/T126959)
- Tweaked: Code clean-up and refactoring
- Tweaked: The third person change of view parameter is now delayed to improve the overall player experience
- Tweaked: The Steam API DLL was updated to version 1.42
- Tweaked: Reduced the default time an AI tank driver has to be stuck before turning away and re-planning
- Tweaked: AI driving wheeled vehicles now prefer roads less when in Combat or Stealth mode
- Tweaked: Tanks no longer generate exhaust particles when their driver is unconscious
- Tweaked: Missiles now respect the maxControlRange values
- Tweaked: Solved radio message spam when directly controlling an armored vehicle as effective commander
- Tweaked: Radio spam during vehicle commanding was reduced
- Tweaked: The target aim point for the pilot camera was changed
- Fixed: Issues with turret locality in multiplayer (https://feedback.bistudio.com/T76687)
- Fixed: Game crash (https://feedback.bistudio.com/T127213)
- Fixed: Using disableAI "WEAPONAIM" was producing incorrect results
- Fixed: Warning messages connected to the set3DENMissionAttribute script command were not correct
- Fixed: The worldToModelVisual script command did not behave correctly
- Fixed: Potential memory allocation issue on 64-bit game executables
- Fixed: Incorrect vehicle Dynamic Simulation states near players
- Fixed: The InitAngleX and InitAngleY parameters were not behaving correctly (HeadAimDown was deprecated for turrets)
- Fixed: Incorrect swapping of items contained in uniforms (https://feedback.bistudio.com/T127432)
- Fixed: Centering of the pilot view was incorrect in one more case
- Fixed: Particles were 'sliding' when the Splendid Camera was rotating
- Fixed: The setUnitLoadout command could cause lag / FPS drops when creating entities (https://feedback.bistudio.com/T127225)
- Fixed: Incorrect view transition when switching from first to third person view in some vehicles
- Fixed: The moveOut script command would not be effective on unconscious characters inside vehicles
- Fixed: The camera could get stuck for unconscious players in the multiplayer environment
- Fixed: The captureFrame, enableTest, disableTest, logEntities and exportJIPQueue commands were available for voted Dedicated Server administrators
- Fixed: The 'Unload incapacitated' action could be activated more than once
- Fixed: Potential CTD connected to multiplayer
- Fixed: Potential CTD in Zeus
- Fixed: Some radio messages could get duplicated (https://forums.bohemia.net/forums/topic/143930-general-discussion-dev-branch/?page=954&tab=comments#comment-3272742)
- Fixed: CTD connected to the actionParams script command (https://feedback.bistudio.com/T127774)
- Fixed: Textures would change to a darker shade after shooting a vehicle with a rifle / pistol (https://feedback.bistudio.com/T127775)
- Fixed: Displaying non-sea water surfaces could be incorrect when fog was also applied
- Fixed: AI crew could drive over their commander after he disembarked from a vehicle (the driver now will switch to the Stop mode if he was in the Formation mode)
- Fixed: Dedicated Server CTD
- Fixed: The enableWeaponDisassembly script command would not work after loading
- Added: "Tanks" tag to Eden Editor
- Fixed: Markers are now properly hidden using set3DENIconsVisible
LAUNCHER:
- Added: Support for Tanks DLC
SERVER:
- Updated: Stand-alone Windows Dedicated Server (1.82)
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Updated: Stand-alone Linux Dedicated Server (1.82)
- 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;expansion;jets;argo;orange;tacops;tank;dlcbundle;dlcbundle2 to your arma3server.exe shortcut