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Showing content with the highest reputation on 09/23/16 in all areas
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7 pointsOur ArmA III Altis Life Server is going to be down due to an issue we're having with the current vehicle garage storage. At the moment, with the new ArmA III Update that has been released, your items will no longer be kept in any vehicle if you take them out of your garage and store them again. For this, we will be keeping the Altis Life Server down for maintenance until further notice. Altis Life is now back up. Sorry for any inconvenience.
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2 pointsBit late for this, but meh. It's obligatory I'm a (almost) 15 year old guy from Perth, WA. I spend my free time playing games, BMX racing and weightlifting. I love playing Altis Life cop! Loving my time in SG so far, and hope to see you all soon!
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2 pointsAs much as i would like cops to have more media.. but from my administrative point of view.. i would put my say in and see what you can come up with on rebal.. maybe a bank/fed.. or drug runs.. cause then it might show both sides of altis are fun and full of roleplay
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2 pointshow do you like my inspection stand? sorry, parko, still not a Kuma or slammer/
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2 pointsGF cant complain when i buy her a katiba for her birdthday Stops charity groups from contacting me (brada clan) Keeps Inland revenue off my back Can claim someone else should buy the IED Gives me immunity to shake dat ass at reble 1 for cash When people call for backup and i turn up on a quad bike straight pinning it no one can judge Gives credibility to the claim i have no ammo when we role up to rob the gas station so people have to split their rounds with me Keeps my estranged son from knowing how much im worth Keeps my broke dole bludger of an uncle from asking for a $20 for the local tinny house (brada clan - Cooki ) Keeps my mates from making me pay for fish and chips every Friday Can claim being broke when its my turn for the next round ha but really it was because its in the general forum and i did not think i needed to have it in their since most probs more people would see this then all my comp claims combined x2.. Which seems to be the case. so taking 10 seconds to put a blob there seemed right
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1 pointLIVE IT, LOVE IT, PLAY IT, STRAYAGAMING YOUR HOME OF ENTERTAINMENT ------------------------------------------------------- Facebook: https://www.facebook.com/strayagaming... ---------------------------------------------------------------------------------------- Twitter: https://twitter.com/Straya_Gaming ----------------------------------------------------------------------------------------------------------- Register here: https://strayagaming.com.au/forums/ ------------------------------------------------------------------------------------------------------------------------- Come have a chat to us here at Strayagaming.com.au | Official TeamSpeak | 119.252.190.96:10124
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1 point
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1 pointAPOSTLES - SHORE BASE - ROCK SPIRES Hello again, another idea on the drawing board. This idea aims to bring players a bit more towards the shore by creating towering apostles for them to climb. I have created this one with slanting angles so there is not too much cover for players, but enough flat zones to shoot from. Players can run straight up from the bottom, circling around until they reach the top. These are easy to build and place and can be added inland as well. The height is about 100m or close to. These don't use up too many props and look very natural in the ocean. In this example I have also built a trail of rocks from the shore to the bottom of the spire, broken in places to make players build bridges. The width of the path can also be varied to allow enough room for a car or as small as making a player tip-toe about a ledge to get around. Again, feedback appreciated :). I'll be rolling out more ideas shortly.
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1 pointWelcome to the community stranger..... Make sure you jump on TS and check out the rules here on the forums _____________________________________________________________ Better late then never, that's a quote right?
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1 pointGot More Mods, Which Means More Screenshots! I took some more screenshots. Vault Climb Overwatch Sprinting Relocating Drop
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1 point
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1 pointthanks mate. still a bit of work to do lining up some graphics and a few other bits and pieces.
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1 pointthats perfect. it actually kinda looks like a flanker
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1 pointMore cops, loved the 3 episodes up, i expect the future of the series to be great! I think you should do more serious police interaction, like responding to bank/Fed, or marshal law and gang on gang warfare!
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1 pointPATCH NOTES TO: Arma 3 Users UNIT: Main Branch ACTIVITY: Game Update 1.64 (Apex Protocol Difficulty Overhaul, Vehicle Path-Following Improvements, Simple Objects Integration) SIZE: ~5.6 GB / ~1.0 GB (depends on Apex ownership) NOTES Consider using the Steam client option to verify the integrity of the local game cache to avoid corrupted data after downloading this update. Consider defragmenting your HDD after downloading large updates. Updating a deeply moddable game and its platform is not without risks. We use various methods to communicate upcoming changes to our awesome modding community, such as via the Dev Hub. We also co-operate directly on troubleshooting, and we offer an opportunity to test updates via our Release Candidate tests. Modders, server administrators and other members of the community do their best to prepare for updates and to address issues post-release as quickly as possible. Please be mindful of some interruptions (especially in the first hours / days after a release) while we all work to improve the game together. A Legacy Build Steam branch is available for advanced users. It contains the previous significant main branch version (1.62). It can be used to compare specific changes between major releases. The access code for this branch is: Arma3Legacy162 This update does not apply to the experimental Linux and Mac port betas at time of writing. We hope to be updating those as soon as possible. You can find the servers in the Steam library (switch the filter to "Tools") - "Arma 3 Server" (based on your OS, it will download the Windows or Linux version). Administrators can also use the command-line SteamCMD utility. The app ID is to be 233780. NVIDIA GameWorks™ Technology provided under license from NVIDIA Corporation. Copyright © 2002-2016 NVIDIA Corporation. All rights reserved. NVIDIA® and PhysX® are trademarks of NVIDIA Corporation and are used under license. In case of problems, please check the Bohemia Interactive support F.A.Q., Arma 3 F.A.Q., BattlEye F.A.Q., or Launcher troubleshooting guide. You can help us to further improve the game by posting your feedback on the Feedback Tracker. CHANGELOG DATA: Added: It is now possible to display an Arma 3 Units logo in a player's profile Added: Buttons for sorting and muting all players in the multiplayer lobby Added: An ability to search in the Zeus asset browser Added: An ability to sort Arsenal lists alphabetically or by a mod Added: An ability to fill uniforms, vests and backpacks with any magazine in the Virtual Arsenal (not just those compatible with currently selected weapons) Added: The amount of Chinese symbols the game is capable of displaying was increased by another 4000 Added: A hull hit point with damage material to the RHIB boat so that it visually deteriorates under incoming fire even when not destroyed Added: A dry firing sound for the LIM-85 machine gun Added: Gunner Aim Indication for VTOL and Kajman pilots Added: A new sound configuration for the machine gun of the Prowler LSV Added: Unarmed characters for the Tanoa factions Added: The Dynamic Groups are now available in all Master Zeus scenarios Added: A new BIS_fnc_switchLamp function toggling the functionality of street lamps Added: An ability to block opening of the Dynamic Groups interface (missionNamespace setVariable ["BIS_dynamicGroups_allowInterface", false]) Added: Pressing "O" in the Virtual Spectator mode now allows drawing of projectile paths Added: New samples for several dry firing sound effects Added: Splendid Camera now shows also the camera's ASL altitude Added: A new directory for sounds shared for all weapons Added: A new BIS_fnc_attachToRelative function Added: A new BIS_fnc_vectorDirAndUpRelative function Added: A new BIS_fnc_weaponDirectionRelative function Added: An indication of track mode in airplanes' TGPs (the PilotCamera class) Tweaked: The light settings of the nights on Altis and Stratis are now more consistent with Tanoa Tweaked: Tasks are now created for given entities on every machine including the Dedicated Server Tweaked: Disabled saving in the Main Menu scene Tweaked: SMGs (Sting, Vermin, PDW 2000 and Protector) can now be stored in vests as well as in backpacks. Therefore we have four distinct categories of weapons in regard to their allowed inventory storage space now: Pistols: uniform, vest, backpack SMGs: vest, backpack Rifles: backpack Long rifles & launchers: none Tweaked: Decreased mass of SPAR-16, SPAR-16 GL and SPAR-16S weapons to better match the size and weight of their models Tweaked: ORBAT credits Tweaked: The best matching server is now selected as default in MP Quick Play Tweaked: AI now lands with the Ceasar BTT more precisely on Tanoa (https://forums.bistudio.com/topic/191636-apex-vehicles-feedback/page-15#entry3060665) Tweaked: AI is now less prone to go prone in buildings (https://forums.bistudio.com/topic/143930-general-discussion-dev-branch/page-980#entry3023511) Tweaked: Default loadouts of some units were improved: All NATO SF units (excluding Marksman) now have ERCO optics equipped All CSAT SF units (excluding Marksman) now have ARCO optics equipped NATO SF JTAC units now have a khaki camoflage variant of the Laser Designator CSAT SF JTAC units now have a hexagon or a green hexagon camouflage variant of the Laser Designator depending on whether they belong to the CSAT or CSAT Pacific faction Tweaked: Updated vegetation LODs to smoothen the transitions between them Tweaked: Weapon switching on-the-move has been disabled for all Revive-related animation states Tweaked: Prepared new data and moved sound for static HMG shooting into the new configuration using soundsets Tweaked: The range of various explosion sounds was increased Tweaked: The mass of the ERCO optics now matches the ARCO optics Tweaked: The Revive bleed-out duration range was changed from 10-180 to 20-300 seconds (default value set to 120 seconds) Tweaked: Characters now kneel after landing with a parachute instead of going prone Tweaked: Laser Spot Tracker availability and indication for gunships and drones Tweaked: Several footstep sounds improvements (fade out, bass frequencies, straw sounds) Tweaked: The BIS_fnc_exportEditorPreviews function now allows taking screenshots of specific vehicle classes Tweaked: NATO Pacific Helicopter Crew now have their MXC weapons in the proper camouflage variant Tweaked: Driver positions for air vehicles are now labeled as 'Pilot' in the Virtual Garage Tweaked: The Pause Game and Vehicle Driver commands were moved into the in-game controls under the Common and Command categories respectively Tweaked: Mass values of the MAR-10 and the Cyrus rifles were reduced Tweaked: Inertia of the Cyrus and SPMG weapons was optimized Tweaked: Arsenal now shows mod icons even when launched in a scenario (i.e. not only in Editor or Virtual Arsenal) Tweaked: Arsenal sorting now prioritizes official content (in this order: Arma 3, Zeus, Karts, Helicopters, Marksmen, Apex) Tweaked: Sorting type is now preserved in a game session, not in a scenario session Tweaked: The MXM rifle can no longer fit into a backpack Tweaked: Pacific vehicles now carry the correct color variants of infantry weapons Tweaked: The Friendly Fire ending now uses standardized format in Showcase Infantry Tweaked: An Armillion localization fixes and tweaks Tweaked: The inertia coefficient value of the LIM-85 was slightly increased Tweaked: The rate of fire of the Rahim weapon was slightly decreased Several weapons were tweaked: Fixed: The secondary muzzle of the Type-115 weapon would inherit its muzzle speed from the primary muzzle Tweaked: The mass and recoil values were adjusted for the Type-115 weapon Tweaked: The mass and recoil values were adjusted for the SPAR-17 weapon Tweaked: Air friction and penetration values of the secondary ammunition of the Type-115 were increased Tweaked: The BIS_fnc_selectRandomWeighted function was optimized Tweaked: CSAT Pacific vehicles now transport proper weapons and ammunition Tweaked: Muzzle velocity of the AK-12 was decreased Tweaked: Ballistic performance of the 7.62x39 mm bullets was optimized (increased air friction, decreased penetration) Tweaked: Muzzle velocity of the SPAR-16S weapon was increased Tweaked: The Protector, SPAR-16S and SPAR-17 weapons now have proper cursor types Tweaked: Function BIS_fnc_setTaskLocal_handleJip was removed and its definition can be safely removed from remoteExec* whitelists. JIP is now properly handled within the BIS_fnc_setTaskLocal function. Tweaked: Character identities at the start of Showcase Scuba are now more distinct Tweaked: Helicopter flares were removed from Showcase Scuba Tweaked: Volume of the rotation sound for the 6.5 mm minigun Tweaked: The “Slingload” task completion radius was increased from 100 to 150 meters in the Support scenarios Tweaked: Ticket penalty for dying was reduced from 10 to 3 tickets in the Support scenarios Tweaked: NATO helicopter compositions were adjusted in the Support scenarios Tweaked: Rewards for completing objectives were doubled in the Support scenarios Tweaked: Gunner crosshair in HMD in the Blackfoot was improved Tweaked: Accuracy of the CAR-95-1 LSW was optimized Tweaked: Accuracy and muzzle speed of the CAR-76 DMR were optimized Tweaked: The damage model for Revive was optimized (soft damage should now scale better with the ammo caliber and should be in general less severe) Tweaked: Sound effects for firing missiles and rockets were moved to the new configuration, and some volumes were tweaked Tweaked: Pressing "Space" in the Splendid Camera will now teleport the player even on raised surfaces (e.g. building roofs or floors) as opposed to just to the terrain location under the cursor as before Tweaked: Sounds for launching rockets from helicopters were improved Tweaked: The config files for the static GMGs were overhauled Tweaked: Several improvements to the Campaign Lobby (new icons, sound volume tweak, script error on launch) Tweaked: The sounds of 20 mm and 40 mm GMGs are now separated Tweaked: Suppressor models and usage were overhauled (redundant suppressors for LMGs are no longer used as all LMGs are now compatible with standard suppressors of their caliber. Backwards compatibility is maintained despite that LMG suppressors are no longer available in the editor) The 5.56 mm suppressor now uses the former LMG suppressor model which is more appropriate for this caliber The CMR-76 is now compatible with Stealth Sound Suppressor used by the Type-115 instead of a standard 6.5 mm suppressor as it is more visually fitting and available in all necessary camouflage variants Suppressors for CAR-95 and CAR-95-1 use the model of Stealth Sound Suppressor as well (beware, they are not compatible with Type-115 and CMR-76 due to a different caliber!) as it is more visually fitting and available in all necessary camouflage variants The LIM-85 can now attach sound suppressors These shorter suppressor models now add less inertia to the weapons they are attached to than the longer suppressors for weapons of higher calibers, which slightly benefits the handling of suppressed weapons of lesser calibers Tweaked: The volume for shooting with a suppressed Syndikat LMG was improved Tweaked: Air friction of 7.62x39 and .50 BW bullets was increased Tweaked: It is no longer possible to open the Dynamic Groups interface while deploying Tweaked: The Friendly Fire module was implemented instead of a local friendly fire solution in Showcase Scuba Fixed: Insignia and clan sign patch on the CTRG uniforms were incorrectly displayed in Thermal Imaging Fixed: Camo variants of the CAR rifles had an incorrect icon Fixed: RTM file paths were not correctly defined for the passenger flatground KIA animations Fixed: Entities were marked as dead in the respawn menu despite being alive in some cases Fixed: Increased engine and fuel hit point armor on Kajman and decreased their armor on Taru Fixed: CSAT SF, NATO SF and Syndikat combat life savers are now trained to be better at healing (https://feedback.bistudio.com/T119427) Fixed: The unit logo used on the CTRG version of the Prowler would levitate on the side of the vehicle (https://feedback.bistudio.com/T118384) Fixed: Horizontal zeroing of the ERCO sights has been tweaked to make them more precise Fixed: The wreck of the Tempest (Device) truck would be levitating in the air Fixed: The HUD for the MQ-12 Falcon drone helicopter was missing (https://feedback.bistudio.com/T118037) Fixed: Error in the sound expression for some boats Fixed: When the BIS_fnc_setUnitInsignia was called in a character's init on a Dedicated Server, the texture wasn't visible on clients Fixed: Limping should no longer have a shake in the arm. Positions shouldn't jump when switching to pistol, and movement was dialed down for launcher idles. Fixed: The CMR-76 6.5mm could get stuck during reloading in the prone stance Fixed: Adjusted get-in memory points on the Tempest Fixed: The FV-720 Mora was missing in the AAF Showcase (https://feedback.bistudio.com/T117319) Fixed: Interior tail sounds would not play in some cases Fixed: Fast successive triggering of a 'Hold Action' (e.g. via spacebar spamming) would break its visualization Fixed: Double-clicking in the SP Scenarios menu didn't work correctly Fixed: The safety switch of the SPAR-16 rifle would be in an incorrect position after changing the fire modes (https://forums.bistudio.com/topic/191637-apex-weapon-feedback/page-21#entry3073169) Fixed: The rear right light of the Xi'an VTOL was not turned off properly Fixed: Some magazines were listed twice in Eden Editor / Zeus Ammo Box attributes Fixed: The UnitPos attribute values were incorrect Fixed: Equipment of unarmed characters is now consistent across all factions (Altis and Tanoa) Fixed: Armed Striders had incorrect axes set for their fuel indicators Fixed: Instruments on the MB 4WD were duplicated Fixed: The speed of scrolling (using ScrollBar UI controls) was too fast Fixed: Browsing different uniforms, vests or backpacks in Arsenal didn't update the capacity information Fixed: The default zeroing interval of aiming with the iron sights was not correct for the CMR-76 weapon Fixed: The drivers of water scooters did not grip the vehicle’s handles properly Fixed: The Prowler Light had some unwanted holding bars on the roll-cage Fixed: The knee ragdoll limits did not fit the new version of PhysX Fixed: The Loadmaster position and several bench pod positions for the Taru were not localized Fixed: Karts Race scenarios would not end automatically if all drivers died Fixed: Various JIP issues in Karts Race scenarios Fixed: Weather changes made by Zeus in Karts Race scenarios would never bring rain Fixed: The BIS_fnc_kbTell function did not correctly handle the broadcasting of the enableSentences and fadeSound options Fixed: Incorrect geometry on an airport terminal Fixed: Incorrect damage property value for the WaterTower_01_F Fixed: The suppressor for the SPAR-16S rifle was not centered properly Fixed: The suppressor for the SPAR-16S rifle was not compatible with different camouflage variants Fixed: BLUFOR Pacific Recon Marksmen did not have suppressors in their loadouts (https://feedback.bistudio.com/T119498) Fixed: The brightness of concrete barriers was too high Fixed: UGVs could be invisible when rendered at low LODs Fixed: The Rangemaster Cap had an incorrect texture when placed on the ground from an inventory Fixed: The LBV Grenadier Harness (Gray) had an incorrect texture when placed on the ground from an inventory Fixed: The game would become unresponsive when respawning in a multiplayer scenario with the Respawn Menu enabled Fixed: The default Revive bleed-out value for pre-Apex scenarios was incorrectly set to 1200 seconds Fixed: When playing in MP, dying in the Hummingbird resulted in a permanent black screen in Showcase Firing From Vehicles Eden Editor Added: Ability to merge a scenario into the currently opened one (external files will not be merged) Added: Waypoints for Vehicle-in-Vehicle operations are now available in the Eden Editor Added: An ability to filter the Eden Editor asset browser by mods (click on the new drop-down menu next to search field and pick any of the mods there) Added: Eden Editor Attribute for setting custom textures on selected objects (e.g. laptop or TV screens, billboards, helper signs, etc.) Added: A new "Clear" button was added to the Eden Editor ammo box attribute Added: Glasses are now listed among headgear in the Eden Editor ammo box attribute Added: A new "Insignia" attribute for characters. Added: Class names are now displayed in the tooltips of selected drop-down menus in the Eden Editor (e.g. faces, music tracks, etc.) Added: Speaking nationality is now indicated by an icon in the Eden Editor identity attribute Added: A face texture preview is now shown in the Eden Editor face attribute Added: A new "Call Sign” Eden Editor attribute for characters. It's used in radio protocols (e.g. a leader will order "Kerry, fall back" instead of a generic "2, fall back") Added: It is now possible to set decay and altitude base of the fog in the Environment attributes Added: Tooltips explaining advanced search options Added: Vehicle appearance in Eden can now be tweaked using Garage. Click RMB on a vehicle and select the "Edit Vehicle Appearance" item to access it. This replaces previous "Skin" attribute. Added: It is now possible to define Linked Layers in Eden Editor to link objects to the modules of End Game objectives Tweaked: Several non-interactive and non-destructible object types are now Simple Objects by default when placed in the Eden Editor Tweaked: The "None" option in music and sound attributes is now always available as the first option Tweaked: Insignia on the CTRG Stealth Uniform can now be changed in the Eden Editor and Virtual Arsenal (and there is none by default) Tweaked: Pressing the "Clear" button in the Eden Ammo Box attribute will now erase items only in the selected category (e.g. while Handguns are selected, only handguns will be cleared). Pressing the button when all items are selected will still delete all of them. Tweaked: Spectator can now be combined with the "Respawn on custom position" Respawn setting in the Eden Editor Tweaked: Respawn icons are now smaller and more consistent with other icons Fixed: Available faces in the Eden Editor face attribute were tied to a character's identity (all faces are available now) Fixed: The NATO HQ in End Game scenarios was sometimes called Watchtower instead of Broadway Fixed: The module for setting default character and vehicle costs in Zeus didn't respect the new object categorization Fixed: A script error connected to the Revive system for Joined-In-Progress players Fixed: It was possible to play as a drone from the Eden Editor, leading to unforeseen results Fixed: A missing default value when placing an empty Site module could result in an infinite loading screen Fixed: Potential script error when using the Virtual Support Providers Fixed: Eden Editor location of the Back Alley Fences was incorrect Prologue (potential spoilers) Fixed: Resting & deployment indicators would flicker when the player is held in place in the Reality Check scenario The East Wind (potential spoilers) Fixed: Sgt. Hardy's body was clipping into the ground at Signal Lost's start Fixed: The soldier on the H barrier at Camp Rogain in Drawdown 2035 was being incorrectly pushed off it Fixed: Some AAF squads and platoons were part of Task Force Aegis in the Maxwell Hub according to their ORBAT icons Fixed: The Crossing Paths scenario flow could get blocked when retreating to Camp Maxwell (AI could get stuck in the village) Fixed: The Preventive Diplomacy could fail after loading an autosave (https://feedback.bistudio.com/T117492) Fixed: The extraction truck would sometimes leave without a player in the Wet Work scenario Several improvements to the Breaking Even scenario: Fixed: Various soldiers and a truck would not properly retreat at the end of the scenario Fixed: The player group could be instantly detected during the initial sequence when ordered to take out the guards Tweaked: The truck driver no longer teleports inside his truck during the retreating phase, but instead uses a standard Get In procedure Tweaked: The truck now leaves the Outpost faster when retreating to the forest Apex Protocol (potential spoilers) Added: Support for Respawn and Revive settings in the Campaign Lobby Added: Respawn tickets were implemented to all Apex Protocol scenarios Added: Riker squad will remind the players not to follow them at the start of the Keystone scenario Tweaked: Improvements to the Campaign Lobby (sounds, tooltips, combat efficiency rating and animation sequence) Tweaked: Default unconscious state bleed out time was changed from 20 seconds to two minutes (affects also scenarios with no specific bleed out value set, incl. Apex Protocol and official End Game variants) Tweaked: Night-time variants of Recon loadouts now have ERCOs equipped by default Tweaked: Rating is now set to the player's score when the scenario ends Tweaked: The final video has been updated Tweaked: All players have UAV Terminals in the Apex Protocol mission by default now Tweaked: Tasks were optimized for the Warm Welcome and Firestarter scenarios Tweaked: The AI pilot landing in the Warm Welcome scenario has been optimized Tweaked: The speed of map centering was increased in the Warm Welcome and Firestarter scenarios Tweaked: Mission flow would sometimes stall because of AI wandering away from target location New York in Keystone Tweaked: Modified conditions of searching target location New York to prevent the Keystone scenario from appearing obstructed due to AI wandering away Tweaked: One of the possible locations of the "Near New York" respawn point was moved to prevent AI spawn camping in the Keystone scenario Tweaked: AI convoy driving was improved in the Warm Welcome and Firestarter scenarios Tweaked: All vehicles with disabled simulation are now locked in the Warm Welcome scenario Tweaked: Compositions of the Warm Welcome and Firestarter scenarios changed to simple objects (except interactive objects, such as fireplaces) Tweaked: Some compositions in the Warm Welcome scenario were tweaked (simple objects) Tweaked: The speed of the convoy is no longer limited in the Warm Welcome scenario Tweaked: All compositions of the Apex Protocol scenarios have been converted to Simple Objects for better performance Tweaked: The co-op campaign lobby now properly displays difficulty selection and settings Tweaked: New tooltips for the Apex Protocol difficulty overhaul were localized Tweaked: All objects in the Keystone, Warm Welcome, Heart of Darkness, Extraction, Apex Protocol and End Game scenarios now use Simple Objects whenever possible Tweaked: The number of Syndikat troops in the jungle was tweaked in the Firestarter scenario Tweaked: The speed and distance between vehicles in the convoy was tweaked in the Warm Welcome scenario Tweaked: New convoy driving was enabled in the Firestarter scenario Fixed: It was not possible to unlock the "None The Wiser" achievement (in the Heart of Darkness scenario) Fixed: Achievements "Better with Friends" and "Lone Wolf" would only unlock if the missions were played in a specific order Fixed: Apex Protocol scenarios were not correctly labelled as completed in the mission list displays Fixed: Truck and Salvo were swapped in the Heart of Darkness scenario Fixed: An undefined variable error could appear in the Heart of Darkness scenario Fixed: A script error could appear for players connecting during the final cutscene of the End Game scenario Fixed: The "Near" respawn positions were being added too early in the Keystone scenario Fixed: All "Near" respawn positions were unlocked after a player died in the Apex Protocol scenario Fixed: Scenario flow would sometimes get stuck and the Capture The Island task would not succeed in the Apex Protocol scenario Fixed: Players sometimes got stuck on a black screen after the mission started in the Keystone scenario Fixed: The "Near Radio Tower" respawn position was sometimes added too soon after clearing the "New York" task in the Keystone scenario Fixed: UAV Terminals were not automatically connected to drones upon hacking them in the Apex Protocol scenario Fixed: Players that did not hack a drone could not connect to it until they respawned in the Apex Protocol scenario Fixed: UAV Terminals were not correctly added back to players upon respawn in the Apex Protocol scenario Fixed: Final cutscenes in the Keystone and End Game scenarios failed to handle dead players correctly in some cases Fixed: The final cutscene of the Keystone scenario didn't have subtitles Fixed: "Missing string" was shown when selecting the "Mission" tab in the Briefing of the Heart of Darkness scenario Fixed: Formatting of the text within the Briefing tabs in the Warm Welcome scenario was incorrect Fixed: The "Enter Disarm Codes" action was not localized correctly in the End Game scenario Fixed: Incorrect marker links in the "Mission" Briefing section of the Keystone mission Fixed: One conversation was not correctly triggered in the Apex Protocol mission Fixed: It was possible to access ammo boxes with their simulation disabled Fixed: The extraction VTOL in the Firestarter scenario now has its doors closed Fixed: Players were unable to take the weapons on the table during the final defense in the End Game scenario Fixed: Night Vision Goggles were removed from the loadouts of riflemen in the Firestarter scenarios Fixed: Some subtitles in the Firestarter scenario were duplicated Fixed: An incorrect fade effect would be displayed in the lobby in some cases Fixed: Script errors when joining during the ending video of End Game and Keystone Fixed: The final cutscene of the Apex Protocol mission would not trigger under certain circumstances Fixed: Players did not have the correct ID, "Raider 2", for their group in Warm Welcome Fixed: Charges wouldn't properly detonate if a player attempted to disarm them prior to the ambush in Warm Welcome Fixed: Full briefing > signal is showing up now for the Warm Welcome scenario ENGINE Added: Simple Objects integration Added: Quick Play now displays dialogs with basic information about the found server, with an option to cancel the connection Added: Drawing markers is now connected with the current (VON) communications channel also Added: Sound tweaking functions for transports & environment (https://feedback.bistudio.com/T117787) Added: Units and URL links bellow the unit description in the profile display Added: A new #monitords command for Dedicated Server admins (showing FPS of the Server) Added: diag_ActiveScripts script command returning an array of running scripts Added: Enhanced key combination possibilities for mapping (mouse axes, special keys, etc.) Added: Vehicle and Brain components can now be inherited from a parent class without redeclaration Added: New actionIDs and actionParams script commands Added: A new _thisEventHandler variable containing an Event Handler handle was added to the entity, MP and mission Event Handler types (addEventHandler, addMPEventHandler, addMissionEventHandler) Added: An engine implementation of the Stance attribute Added: A new visibleScoretable command (returning a bool) Added: New "targettoview", "weapontoview" and "radartoview" MFD sources (used for HUD and HMD configuration) Added: Pilot cameras now support laser designating Added: New "pilotCameraRotX" and "pilotCameraRotY" animation sources Added: New getPilotCameraPosition, getPilotCameraDirection, getPilotCameraRotation, getPilotCameraTarget, hasPilotCamera, setPilotCameraDirection, setPilotCameraRotation and setPilotCameraTarget script commands Added: Checkboxes for muting players in the Multiplayer Lobby Added: A new isMultiplayerSolo script command Added: A new setShotParents script command Added: A new setConvoySeparation script command Tweaked: AI path-following was overhauled (better handling of driving and convoy behavior) Tweaked: Analytics back-end overhaul Tweaked: The PhysX component of AI driving was improved Tweaked: The speed of commanded movement of vehicles was optimized Tweaked: The remoteExec* commands will not execute if no object with a given netID exists Tweaked: AI now turns on the lights in vehicles a bit earlier Tweaked: Turning commands for AI drivers have been optimized Tweaked: The ability to get unstuck was improved for the AI drivers Tweaked: The speed of AI driving through waypoints in limited speed was optimized Tweaked: Error reporting of the modParams script command was improved Tweaked: Script functions related to audio were improved Tweaked: The AI vehicle pathfinding was improved Tweaked: Avoiding of trees and rocks by AI drivers was improved Tweaked: Default curves for eye tracking were updated Tweaked: AI driving speed was slightly increased Tweaked: The refresh button now indicates that a refresh is in progress for the Units Tweaked: Ragdoll is now disabled for transported units Tweaked: Speed of AI driving Tweaked: Disabled soft formation for car formation driving Tweaked: Optimized visibility check (AI agents will not do raycast tests to another friendly AI agent) Tweaked: Countermeasures now work again for the Ship class vehicles Tweaked: Renegades can now see their own mines only, soldiers need to reveal their mines to the teammates on the same side Tweaked: The kickPlayersOnSlowNetwork parameter can now be configured separately for each kind of slowness on the network Tweaked: Quick Play now filters out servers running Tanoa for players who do not own Apex expansion Tweaked: Searching for a landing position by AI pilots was improved Tweaked: Implementation of the Units image manager in the game (downloading / caching) Tweaked: Handling of mines was optimized Tweaked: Players could interrupt idle animations of their characters by clicking the Right Mouse Button Tweaked: The focus of the work area is properly switched now when Right Mouse Button is pressed in Zeus Tweaked: Renegades can now disable all mines Tweaked: Performance drops when using the “LAND” waypoint in an obstructed area Tweaked: The shownScoretable command now returns a number Tweaked: The actionParams command now matches the addAction array of parameters Tweaked: The PhysX libraries were updated Tweaked: Sprint can now be temporarily interrupted by firing Tweaked: Locking on targets of laser-guided bombs now uses the same prediction as the CCIP Indicator Tweaked: Steering and convoy and formation behavior were improved for AI driving Tweaked: The precision of static turrets controlled by AI now depends on AI gunner skill more Tweaked: Using disableAI "MOVE" now stops vehicles driven by AI Tweaked: Computation of the icon offset for the CListNBoxCheckable checkboxes was improved Tweaked: Data signature checks are now disabled for Headless Clients Tweaked: The Mute / Unmute checkboxes now correspond with the selected UI scale Tweaked: The order of items in the magazine description array for the setUnitLoadout and getUnitLoadout commands (from [magName, ammoLeft, count] to [magName, count, ammoLeft]) Tweaked: The UI of the checkboxes for muting / unmuting players was improved Tweaked: Players shooting with drones are now considered the initiators of the shots Tweaked: Restrictions on usage of the addOwnedMine command (SP and AI) were removed Tweaked: AI should now be able to drive faster in convoys Tweaked: AI formation following of vehicles was improved (non-convoy behavior) Tweaked: Dedicated Server administrators will no longer be able to login with a blank passwordAdmin Tweaked: AI convoy driving precision was improved Tweaked: AI convoy behavior in Combat mode was improved Tweaked: Tobii EyeX head tracking was disabled on a request from Tobii as it was causing conflicts between leaning and zooming of characters (eye tracking still works) Tweaked: AI car driving should be slightly more precise Fixed: The number of items in a character’s inventory should affect performance of the game less Fixed: Some parameters for AI driving had an incorrect syntax Fixed: Crash in Zeus when selecting an entity Fixed: Commanders, copilots and gunners were capable of surviving an explosion of their vehicle Fixed: The tvTooltip script command was not working with controls Fixed: Infantry waypoints with limited speed were behaving incorrectly Fixed: Idle animations would stop after certain actions Fixed: AI drivers would ignore the ‘MOVE’ and ‘LOAD’ waypoints Fixed: Vehicle commanders could not give orders when turned out in a tank Fixed: Airplane HUD elements were not collimated (https://feedback.bistudio.com/T77312) Fixed: Non-empty drones were duplicated in the UAV Terminal Fixed: Crash of a Headless Client when deleting units from a group Fixed: Occasional cases of animation glitching when switching weapons Fixed: It was possible to duplicate backpacks Fixed: Using disableAI "MOVE" or "PATH" would not work for AI drivers Fixed: Vehicle engines were not audible for non-driving passengers Fixed: An incorrectly selected unit in the display was not handled correctly Fixed: Unidentified game type was displayed for Apex Protocol and Survival game modes Fixed: Only one unit in a squad would obey the Get In command Fixed: init.sqf would be executed for Joined-In-Progress players when the scenario was already in a debriefing stage Fixed: It was not possible to interact with tasks in a map while operating a UAV Fixed: AI units were receiving damage from opening their parachute (https://feedback.bistudio.com/T86346) Fixed: Players connected to Dedicated Server should no longer duplicate when moving to a next Apex Protocol scenario Fixed: CTD on video playback Fixed: No entry '\description.ext.Campaign' errors Fixed: AI could not properly hit a target with the RPG-42 Fixed: Setting “maxDesync” and “maxPacketLoss” parameters in the server.cfg would override the #maxping command Fixed: AI would attempt to squat during a freefall Fixed: Tasks Overview cursor would be overridden by a grenade launcher cursor Fixed: Countermeasures for Car vehicles (https://feedback.bistudio.com/T117552) Fixed: Clunky parachute landing Fixed: AI in a vehicle loaded into an empty vehicle will not process their unload command Fixed: Tactical pace is now slowed down in shallow water Fixed: The filePatchingExceptions Dedicate Server config parameter did not work properly Fixed: It was not possible to place a loaded RPG-7 in the editor Fixed: The Units / Squad logo was not visible to other units after a respawn Fixed: It was possible to perform actions (e.g. Get In) on vehicles with their simulation disabled Fixed: Tasks were not initialized properly after loading a save file (https://feedback.bistudio.com/T119273#1489041) Fixed: Broken save during healing (https://feedback.bistudio.com/T82314) Fixed: Script command inArea for triggers Fixed: Localized the axis strings for detecting joysticks Fixed: The fire command so that weapon selection stays until the firing is done Fixed: Some conversations were transmitted both through radio and 3D space Fixed: Keys with modifiers (e.g. SHIFT) would be marked as duplicates for similar actions without the key modifiers Fixed: Dry sounds would not be played for static and vehicle weapons Fixed: The “Disconnect” and “Continue” buttons in a Debriefing screen would have the same functionality when playing the Apex Protocol campaign solo Fixed: Recoil was applied also when throwing objects Fixed: Sorting of localized strings in Virtual Arsenal was incorrect Fixed: Drones could be controlled by unconscious players Fixed: Reloading a weapon would cancel deployment when prone Fixed: AI gunners would refuse to occupy the gunner seat of Kuma in some cases Fixed: The setUnitLoadout command used with a classname would ignore backpacks (https://feedback.bistudio.com/T117143) Fixed: AI characters would refuse to to disembark from helicopters / VTOLs with an AI pilot present Fixed: The sound pitch of fatigue / health feedback sounds (e.g. heavy breathing) did not correspond with the pitch in the profile settings Fixed: Crash when using the actionParams script command with a script file specified Fixed: The GetText() method for a string would return an invalid string Fixed: Crash when a helicopter with no Geometry LOD is present Fixed: Zeus could not delete objects in the map view Fixed: Server crash related to PhysX Fixed: The GetIn entity Event Handler would not fire for characters moved in vehicles by scripts Fixed: Incorrect behavior of satellite textures on map borders when the land segments have a none-zero offset Fixed: Characters would be forced to stand up on terrains too steep for being prone Fixed: Crash when starting a SP scenario Fixed: The Communication Menu would not close after an entity died Fixed: The setUnitPos command would not work for fleeing AI Fixed: Confirming an Apex Protocol scenario by pressing the Enter key would skip one scenario in the Campaign Lobby Fixed: Potential crash Fixed: The dynamic aiming error did not behave properly for AI reloading weapons Fixed: Mouse sensitivity would increase when colliding with objects (http://feedback.arma3.com/view.php?id=24828) Fixed: Passengers of vehicles would survive underwater in MP Fixed: The 'inventory open' pose would be present even after closing the inventory Fixed: BattlEye was not initialized properly on Linux Dedicated Server start-up Fixed: The player list in the Server Lobby would not be updated correctly Fixed: The mute button in the Server Lobby did not work correctly Fixed: Calling remoteExec with an object / group as a target would not behave correctly in some cases Fixed: Group formation would be set too late after a scenario initialization Fixed: JIP players were able to draw on the map even with drawingInMap disabled (https://feedback.bistudio.com/T119279) Fixed: Crash connected to the createAgent and selectPlayer commands Fixed: Encoding of downloaded Units data was incorrect Fixed: It was not possible to change a game type in the server browser filter Eden Editor Added: Advanced Fog implementation in Eden attributes Added: Support for addons with author defined as array in the missing addons screen Added: A new LoiterASLAware attribute related to the flyInHeightASL command Added: A new action for merging entities from another scenario to the current one Added: Support for reading layers used in the Eden Editor from a scenario Added: Support for a Placement Radius attribute for groups Tweaked: It is now possible to rotate and move the camera in a map interface (similar to other entities) Tweaked: All waypoints are now drawn when an element from their parent group is selected Fixed: Disabling attribute when more values are there in case of the same per object type with different objects Fixed: Transformation attributes were missing for non-empty vehicles Fixed: Script error when using the Garbage Collector in Eden Editor (connected to the "AddAll" variable) Fixed: The 3D cursor would sometimes appear on the ground on uneven terrain Fixed: The player unit would be assigned to a drone when no other player is present in a scenario (https://feedback.bistudio.com/T86291) Fixed: Eden variable names would accept also commands (https://feedback.bistudio.com/T119741) Fixed: The “Delete” button in the Save / Load dialog is now working only when the scenario list has focus Fixed: The "Guard" waypoint combined with triggers did not work correctly (https://feedback.bistudio.com/T86121) Fixed: An entity placed on water in the 3D scene would be placed on a different location than a unit placed via the map interface Fixed: Crash when using the "Undo" operation after setting a variable name for a crewed vehicle LAUNCHER: Added: An ability to search and filter the mods Added: An ability to search and filter the parameters (you can search by their name, command-line parameter, value or keyword) Added: Average CPU load is significantly reduced Added: Launcher now hibernates itself when the game is started or Launcher is not active - it stops internal processes when the game is active and further reduces CPU usage to zero Added: More information about mods is now cached (lowers usage of your harddrive / SSD and speeds up starting) Added: The number of active parameters is now displayed on the parameters page Added: It is now possible to select which parameters are displayed on the first Parameters page (favorites) Added: An ability to import a list of mods from a file or a website by dragging the site or a file with a list of mods to the Launcher Added: An ability to export and share a mod preset (via a new button) or export the list of mods to a file (all mods or only the loaded ones) Added: A context menu item to the Server Browser and a command to copy server information to the clipboard Added: A new keyboard shortcut and a hint to the filter box on the Servers page Added: A close / kill game button to the Mods page to overlay displayed when the game is running ("Please exit the game to manage mods") Added: A new "Dismiss all" button was added to the notification bar (dismisses all active notifications) Tweaked: Spacing added to the default checkbox style Tweaked: Mods and mission parameters were removed from the default set of favorite parameters (favorites can be set by users) Tweaked: Navigation was improved Tweaked: The toolbar in the Servers page is now visually consistent with the rest of the toolbars Tweaked: User Interface of the Parameters tab has been overhauled Fixed: Installing mods on exFAT and FAT drives could result in those mods being marked as corrupted Fixed: Some Steam Workshop mods could go missing when users moved their Legacy Workshop mods storage to a different drive (Windows 10 bug) Fixed: Re-initialization of Steam when switching between offline and online mode was incorrect Fixed: Invoking a repair operation while Steam is not available would create an error message on the desktop Fixed: Fixed an issue where an invisible animation was using CPU unnecessarily Fixed: A corrupted preset file could prevent other presets from loading Fixed: Crash when a Units logo was corrupted in a specific way Fixed: Selecting a unit on the Dashboard with the previous 'No Unit' option selected would incorrectly select both options Fixed: Potential crash when entering an incorrect value in the Direct Connect dialog Fixed: The message box can now be dragged by the full caption bar (previously only the top half was active) Fixed: Text behaved incorrectly in the text fields (it jumped up and down as user moved text cursor in the text) SERVER: Updated: Stand-alone Windows Dedicated Server (1.64) Updated: Stand-alone Linux Dedicated Server (1.64) 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;dlcbundle to your arma3server.exe shortcut
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1 pointHi Community! Time for another Poll, This time its regarding Battlefield 1. So after the release of the beta a few days ago, a few of us have been missing from school/ work and have seemingly dropped off the face of the earth... Now i believe it to be either because peeps are having so much fun playing it, or they just want to unlock the beta dog-tag ( play 4 different days + be level 15) But please, i'm not interested in hearing what you like or dislike about the game, I've created this topic to see if you are keen on seeing a strayagaming server available in the multiplayer list after the release date. I see 2 main benefits, 1, keeping strayagaming together and active through yet another game, and plus, advertising to get new peeps to join our ever growing community. But like all servers, theres always the maintenance side of it... so if you do vote to get a server up and running, (know its not mandatory) but it'll really help out if you would consider donating to keep it alive :3 Anyway, Vote up!!!! PLEASE NOTE: Please do not vote on this poll if you either haven't purchased the game already or don't intend to in the future. This Post was made to gather members opinions on the matter. Whether Head Staff decide on getting a server or not, it wont necessarily be based from this polls results. Have a splendid week peeps!
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1 pointgot a few clips here boys, im terrible at editing come at me. Feat, @Mozkelby @Unit_3397 @Jared @Shrike @Dak Commstar and some salty kids.
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1 pointSo about week ago i bought the Strayagaming Jumper and it has arrived today. I'm quiet happy with it's a nice materiel and it doesn't inch the living hell out of you. to be honest you can wear this without a shirt and still feel comfy.
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1 pointyou guys are making me paranoid..so are we getting locks or what ....also the issue with nuggets stepping on apers get rid of that punish screen its stupid..
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1 pointAdding onto Unit's reply, Locking vehicles, and the ability to store your vehicle in a garage, is apart of the latest Wasteland update, of which we have not installed. Yep, you'll be able to store your vehicles in a garage too for when the mother calls ya out for dinner unexpectedly early. Anyway, that'll be coming mate, just hang tight!