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3 pointsHey there, first post. im just wondering at my chances of getting this 'mod' allowed on the wasteland server, http://www.athenamod.com/ all it does has your map on another screen. could be very useful as the ingame map takes up all your vision. Thoughts?
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3 pointsHi All, We have released an extra update since all the work that was due is finished. In the release, there is a new Bug Report feature added to the player menu, please use this for submitting any bug reports you have. It will be saved to a database and then exported to a list that we can easily read and tick off. This update will be live from the 6pm restart Added: Bug Reporting Feature New Battleye filters Full screen night-vision helmet for the police Drug shipment Added push-ups with shift + 4 Removed: South Rebel Spawn, currently one does not exist Grass, yes we removed some grass SHA shortcode from the version number on the website Modified: Battleye filters Lowered the processing requirements for cotton Updated various crafting times and materials needed Shortened the crafting time Updated dialog for broadcasts Invisible admins no longer have name tags visible Fixed multiple duplication techniques
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1 pointAltis Towing and Repo is applying for licencing and seeking approval from the Sydney council to setup depot in the Sydney area. Please see the below documentation. Police Specific docs: Proposition to the Police Contract for Police All players: Brochure Proposal for the company: Proposal - @LuckyB33f / @TrueBlue Currently a work in progress. More to come Brutal
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1 point10GB ArmA 3 update today. https://dev.arma3.com/post/spotrep-00062 ROM: High Command TO: Arma 3 Users UNIT: Main Branch ACTIVITY: Game Update 1.66 (Footsteps Audio Overhaul, Tactical Ping, Maintenance) SIZE: ~10 GB / ~1.6 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 (1.64). It can be used to compare specific changes between major releases. The access code for this branch is: Arma3Legacy164 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: Tactical Ping Added: Controls for muting players in the scenario briefing and in the map interface Added: Support for new zeroing sounds Added: Sound samples for crawling on sand Added: The new explosionShielding named object property to all mines and explosives determining a resistance to bullet impacts Added: An icon for a target locked by a weapon's seeker that is temporarily out of the line of sight Added: An ability to override the group insignia for the Virtual Spectator (affects only the Spectator's view) Added: Gravel footsteps were added to the sound layers Added: A set of bitwise scripted functions Added: New config classes of NVGoggles to the list used by ambient animation function, so it handles them properly Added: Separate difficulty option for Tactical Ping Added: Several new task types (currently there are 58 object or action related task types + 26 task types containing Latin capital letters. A list of supported object / action related task types follows: default, armor, attack, backpack, boat, box, car, container, danger, defend, destroy, documents, download, exit, getin, getout, heal, heli, help, intel, interact, kill, land, listen, map, meet, mine, move, move1, move2, move3, move4, move5, navigate, plane, radio rearm, refuel, repair, rifle, run, scout, search, takeoff, talk, talk1, talk2, talk3, talk4, talk5, target, truck, unknown, upload, use, wait, walk, whiteboard Added: New tactical pace boots audio assets for Tanoa Added: New sounds for crawling through (shallow) water Added: The currently equipped CfgMagazines and CfgAmmo classes are bookmarked by default in the Config Viewer Added: Servo sound for AH-99 Blackfoot turret movement Added: Vaulting movement sound Added: New samples for M320 bolt movement Added: MP functionality to the Friendly Fire module Added: Map markers for HQ in Support scenarios Added: A new BIS_fnc_exportGUIBaseClasses function to copy basic GUI macros and base classes (e.g. RscText) to the clipboard Tweaked: Footstep audio technology was overhauled (new sounds, layers and configuration, removal of the old technology) Tweaked: Some buildings on Tanoa have been adjusted to visualize non-enterable doors better Tweaked: The speed of aiming down the weapon sights is now reflected by a weapon's mass value Tweaked: Hold Breath is now bound to Left Shift in the Arma 3 Apex preset (instead of the Right Mouse Button) Tweaked: The ability to set 500 m sectors in Zeus was removed as its visualization was causing freezes Tweaked: Collision envelopes for character movement to prevent levitating on stairs Tweaked: Claymore Charge, Explosive Charge and Explosive Satchel placed in the Eden Editor do not explode under fire just like their soldier placed counterparts. Variants destructible by shooting can be placed by script and their class names have "_scripted" class name suffix Tweaked: Positions of the inventory attachments icons of the AK-12 Tweaked: The Type-115 rifle now has a consistent range of zeroing (100 to 600 meters – secondary .50 muzzle included) Tweaked: The dispersion values of the Mk200 and Zafir machine guns were slightly increased Tweaked: The ti me needed for aiming down the sights of launchers has been adjusted Tweaked: The kick back force of the Type-115 secondary muzzle shots was slightly decreased Tweaked: Various translations in different languages Tweaked: The Zubr revolver is now more precise and powerful Tweaked: Standard, Urban and Pacific OPFOR Explosive Specialists can now survive an explosion of one anti-personnel mine (like their NATO and Independent counterparts) Tweaked: The damage of anti-personnel mines was adjusted Tweaked: The mass value of the Standard anti-personnel mine was lowered Tweaked: The Tripwire anti-personnel mines are now less likely to be spotted Tweaked: The Standard anti-personnel mines are now more likely to be spotted Tweaked: The damage model for the 'Basic' Revive setting was changed Tweaked: Basic interactions were separated from the action menu (for the Arma 3 Apex and Industry Standard presets) Tweaked: Damage dealt by the PDM-7 amphibious mine was increased Tweaked: Triggering of the PDM-7 amphibious mine is now done by passing over it within 10 meters (instead of 5 meters in all directions) Tweaked: The Aspect Ratio setting was removed from the Display options (see SITREP #00176 for motivations) Tweaked: Confirming a selection in the Action Menu can now be done by pressing Space in the Arma 2 key preset Tweaked: The BIS_fnc_locationDescription function was optimized Tweaked: Models of several structures on Tanoa were optimized Tweaked: Sharp rocks now have a better geometry for detecting bullet impacts Tweaked: The redundant NedMalloc_bi.dll, tbb3malloc_bi.dll and TCMalloc_bi.dll memory allocators were removed from the game distribution due to their age and potential stability issues Tweaked: Loadouts of AA and AT Missile Specialists of all factions have been adjusted (they are no longer overloaded by default) Tweaked: Mass values of the NLAW, Titan AT and Titan AA launchers were slightly decreased Tweaked: The flight pattern characteristics of the RPG-7 munitions were improved to better correspond with their real life counterparts Tweaked: The MetalPlate footstep reverb sounds (including the interior versions) were updated Tweaked: The Tile footstep reverb sounds were updated Tweaked: The volume of interior footstep reverb sounds was increased on Tanoa Tweaked: The sounds for crawling on straw were updated on Tanoa Tweaked: The audio settings for stone debris and crawling on straw were improved Tweaked: The load order of the CfgPatches classes was adjusted. Each deliverable as a whole is now dependent on all of the previous deliverables (in chronological order). Tweaked: The reverbs, softWood sounds, and medium boot LPF sounds were improved Tweaked: The "Wet" layer settings for Tanoa interiors were disabled Tweaked: The sound tail settings for interiors were updated Tweaked: Randomization of footstep sounds was improved (e.g. branch breaks and wood creaks) Tweaked: The CRV-6E Bobcat and Mi-290 Taru supply variants now also have a near infinite supply of ammunition, fuel and repair resources, just like the other supply vehicles in the game Tweaked: Reduced the head heaving and swaying in vanilla airplanes (https://forums.bistudio.com/topic/189734-targeting-improvements/page-16#entry3080333) Tweaked: Respawn script optimization Tweaked: Modest optimizations of the scripted Simulation Manager module Tweaked: Various small balancing adjustments of materials and textures across natural objects Tweaked: Separated settings for combat pace footstep audio on Tanoa Tweaked: AI driving improvements (zig-zagging and path refreshing) Tweaked: Improved tactical pace individual audio settings for footsteps Tweaked: The volume of footsteps on straw was adjusted Tweaked: The Protector SMG can now attach Flashlight and Laser Pointer to the side rail Tweaked: Civil variants of Zamak trucks have new textures. There is also another color for their cabins. Tweaked: The volume of footstep sounds on stone surfaces was lowered Tweaked: Sounds for footsteps on stone and grass surfaces were improved Tweaked: The grassTall sounds were improved Tweaked: Doorway collision geometry for the Airport_01_controlTower_F and Airport_01_terminal_F structures was improved Tweaked: Wired Fences now have correct fire geometry Tweaked: The brightness of several props (textures, materials) Tweaked: The fire geometry of palm trees was improved to better correspond with the visual models Tweaked: The insertion helicopter is now locked until players are supposed to disembark in Showcase Firing From Vehicles Tweaked: Tasks in the VR Training scenarios now include also direct links to the Field Manual Tweaked: Volume of the radio communication at the beginning of Showcase Commanding was rebalanced Tweaked: The Tanoa main menu preview video was updated Tweaked: Minimum overall & object visibility are now forced to ensure players can see the helicopter wreck from the UAV in Showcase Firing From Vehicles Tweaked: Player overstepping an obstacle movement sound - setting in config files - raised volume of related movement sounds Tweaked: Minor turret servo sound adjustments Tweaked: The volume of footstep sounds on water was balanced Tweaked: Icons in the Zeus Custom Objective module were updated to Eden Editor versions Tweaked: Virtual Spectator mode is now described in the Field Manual Tweaked: The volume of servo ramp samples of VTOLs was increased Fixed: NATO (Pacific) Recon Marksmen were missing sound suppressors from their loadouts Fixed: The AKM rifle was available with an incorrect magazine in the editor Fixed: Cluster ammunition used a missile model (https://feedback.bistudio.com/T83464#1106580) Fixed: The speed of aiming down the weapon sights was not influenced by a weapon's mass value in all cases Fixed: End Game objective icons would not be placed correctly for objects above water Fixed: After dying near the Schematics in an End Game scenario, players could still see the possibility to connect to the Schematics Fixed: A pop up error when picking up the Schematics when playing an End Game scenario Fixed: Limping in a forward left direction with a raised weapon caused a loop (https://feedback.bistudio.com/T120109) Fixed: A pop up error when entering the Virtual Spectator Fixed: Respawn tickets were not depleting after a player's death in some cases Fixed: The "onPlayerKilled.sqf" and the "Killed" Event Handlers were not fired when players would bleed out in Revive Fixed: A pop up error in End Game Fixed: The LBV Grenadier Harness (Gray) would have an incorrect model when placed on the ground from the inventory Fixed: The Rangemaster Cap would have an incorrect texture when placed on the ground from the inventory Fixed: BIS_fnc_keyHold would not exit properly if the passed condition returned false while Space was being pressed Fixed: Various incorrect sound sample paths Fixed: Models of players could get duplicated after a respawn in an End Game scenario Fixed: The reloading sound for the 12.7 mm HMG was missing Fixed: The soundEdge parameter of the crawling animations had an incorrect value Fixed: Running diagonally in a crouch stance would have an inconsistent speed for different directions Fixed: The Details tab was shown automatically after the Respawn menu was opened in some cases Fixed: Scenarios would not start if a Dedicated Server administrator left during the scenario loading Fixed: Script error when switching window focus in the debriefing of Apex Protocol scenarios Fixed: Using the #missions server command in the campaign lobby on a Dedicated Server would kick all players out of the server Fixed: Running in a crouched tactical pace diagonally would result in an inconsistent speed for different directions Fixed: The cost of launcher ammunition was incorrect Fixed: End Game download icons were placed incorrectly (high above the download points) Fixed: A Score Table screen would be missing if players ended the scenario in the Respawn Menu Fixed: The free camera controls in the Virtual Spectator were missing in the controls helper Fixed: Typos in the wheel PhysX config (maxDroop) Fixed: A script error in the respawn limit scripts Fixed: An occasional script error when respawning (trying to apply a loadout from an already deleted list of loadouts) Fixed: When a player would pick up the schematics in End Game, there was a pop up error about a missing texture Fixed: An occasional script error in health post processes Fixed: When a Zeus switched to His own character view He was not able to exit it Fixed: A character would lower its weapon if the player kneeled while turning Fixed: Forced crouch when a character stopped crawling while turning to the side (https://feedback.bistudio.com/T118723 / https://feedback.bistudio.com/T117123) Fixed: Various Respawn Menu related script errors Fixed: Geometries inside the military offices Fixed: It was possible to hijack UI elements for malicious code execution in multiplayer Fixed: Open geometry in a shadow LOD Fixed: Incorrect text in the texture of the Bullet Trap Fixed: The BIS_fnc_attachToRelative and BIS_fnc_weaponDirectionRelative functions were affected by waves Fixed: The Zamak truck would have trouble entering the airfield in Showcase Gunships Fixed: Setting a rank via the Rank module was not working Fixed: Helicopters would sometimes land inside the town instead of their dedicated LZs in Showcase Firing From Vehicles Fixed: Reconnecting to a server as Zeus would no longer allow to remotely control a previously controlled unit Fixed: A problem with stamina postprocesses on new Intel drivers Fixed: The "MultistoryBuilding_01_F" was missing parts of its (fire) geometry (https://feedback.bistudio.com/T118367) Fixed: Seize scenarios would not end after time ran out Fixed: Exploitable collision geometry for several Large Altis House variants Fixed: Pillars in the Altis Airport Terminal were missing their collision geometry (http://feedback.arma3.com/view.php?id=27892) Fixed: Wooden Wall Pole had an incorrect fire geometry Fixed: Kart Time Trials didn't correctly trigger the death ending after injuries incompatible with life Fixed: There were too many footstep sounds when strafing slowly in crouched stance Fixed: The camera could get stuck when a directly controlled drone was destroyed Fixed: Tin Wall Pole had an incorrect fire geometry Fixed: Zeus task notification icons could get very small Fixed: There were too many crawl sounds being played at once Fixed: Players could run Rook over using a drone in Showcase Drones and the scenario wouldn't fail Fixed: Deleting user profiles would display an obsolete menu color Fixed: Script errors would appear after connecting to an End Game session as the Virtual Spectator Fixed: Script error when using the Virtual Spectator Fixed: Rewards for capturing sectors in the Seize Edoris scenario did not work in some cases Fixed: The Zone Restriction module would not work with preset area triggers from Eden Editor Fixed: Error message in End Game scenarios Fixed: Incorrect animation when swimming on the water surface Fixed: A "Wet" sound layer for footsteps was missing for the asphalt surface Fixed: Standing on the roof of Church_02 could cause objects to disappear (https://feedback.bistudio.com/T119597) Fixed: The BIS_fnc_arrayShuffle function could affect the source array Fixed: The strategic map was too dark (campaign) Fixed: A missing sound for incoming missiles in an aircraft Fixed: Various environment prop art glitches Fixed: Setting scripted waypoint types in Zeus was not working correctly (https://forums.bistudio.com/topic/189798-zeus-land-way-points-do-not-work/) Fixed: CSAT Pacific Team Leaders were missing an UGL for their rifle Fixed: CSAT Team Leaders, Squad Leaders, Recon Team Leaders and Spotters had incorrect camouflage variants of the ARCO optics Fixed: The Autocannon task in the Helicopters Virtual Training could be completed without player input Fixed: Names of the Support scenarios would be displayed incorrectly in the multiplayer lobby (mission folder names instead of localized names) Fixed: Awarded support could target groups and vehicles in the player base or its vicinity in Support scenarios Fixed: JIPing players could trigger task reassignment on other players Fixed: CSAT Viper's Special Purpose Suit could block the view of NGVs Fixed: There would be no sound when a vehicle collided with water Fixed: Information about used DLC content was missing in the Debfriefing screen after a scenario failed Fixed: Only the squad leader could disembark from the Hummingbird when playing Showcase Firing from Vehicles in multiplayer Eden Editor Added: A minimal distance parameter for the Garbage Collector settings (defines a minimal distance wrecks or bodies need to be from the nearest playable entity for a Garbage Collector to delete them) Added: Icons for toggling layer transformation and visibility (placed below the entity list) Added: Icons for task modules Added: "Apply to" attribute in several modules now also lists all editor layers. This way, it's possible to apply module function on all objects within the layer. Added: A new menu to preview available GUI grids. Access it by executing following code in Eden Editor's debug console: 0 = (findDisplay 313) createDisplay "RscTestGrids"; (https://community.bistudio.com/wiki/GUI_Coordinates) Tweaked: The modules list is now collapsed by default instead of showing the Misc category (to provide a clearer overview of all categories) Tweaked: In the save / load display, the search field was moved to the top right corner (in the top left corner it looked too much like a scenario name input field) Tweaked: Multi-line text input fields for attributes are now wider Tweaked: The default module icon is now more consistent with the "Modules" section icon Tweaked: Modules in the "Intel" category are now using new attributes Tweaked: The "Init" text field in the system attributes now only has 3 lines instead of 5. It's not used as often, so the change saves some space. Tweaked: All modules in the "Object Modifiers" category are now using the new Eden Editor attribute system Tweaked: "Create Task" module icon Tweaked: Range settings for camera movement in the Eden Editor were adjusted. Users can now lower them down to 10% or up to 300%. Fixed: An error would pop up when trying to open the Virtual Spectator from the Pause Menu while playing from the Eden Editor without a playable unit Fixed: Clicking on the "Collapse All" button while the list was filtered by a search phrase often resulted in an empty list after the phrase was removed Fixed: In the attributes of markers, Position was above Size. This was inconsistent with other entities, where Position is always first. The order has been switched. Fixed: Script error when trying to open the Virtual Spectator from the Pause Menu while previewing from the Eden Editor without a playable unit Fixed: Checkboxes didn't recognize string input values Fixed: The "Advanced Flight Model" attribute was missing from the editor's General attributes Prologue (potential spoilers) Fixed: The intro video would sometimes not be cleared from the screen and instead remain there for the rest of the Reality Check scenario Fixed: Players could shoot friendlies without being punished while the screen was fading to black at the start of the final cutscene of the Damage Control scenario Apex Protocol (potential spoilers) Fixed: The extraction truck wouldn't leave when some players got stuck in the Respawn Menu in the Heart of Darkness scenario Fixed: Error message after Joining In Progress to the Extraction scenario Fixed: The respawn position at Viper's black site was added too early in the Apex Protocol scenario Fixed: The campaign lobby was storing the settings as raw text instead of localized string IDs Fixed: Pressing the Escape key in the campaign lobby would close the lobby display but the player would stay in the map / briefing screen Fixed: The Keystone and End Game scenarios wouldn't end if a player disconnected while the final video was playing in some cases Fixed: In the Apex Protocol campaign, revive and respawn settings would reset when an admin disconnects Fixed: Some conversation lines in the Firestarter scenario used unbalanced volumes Fixed: Mission briefing would not be skipped if the scenario was started by a countdown in the Scripted Lobby of the Apex Protocol campaign Fixed: There would be script errors present in the Apex Protocol Scripted Lobby when using an older user profile and changing the difficulty settings Fixed: The extraction boat in the Extraction scenario would refuse to move in some cases (hotfix) Fixed: Depending on the players' actions, Miller would sometimes say the wrong thing in regards to the first drone, or not say anything at all in the Apex Protocol scenario Fixed: Being dead at the end of the End Game scenario would result in a flickering cursor in the final video and credits Fixed: Players could respawn despite the option being disabled in the Apex Protocol campaign lobby The East Wind (potential spoilers) Tweaked: The Moral Fiber scenario is now using the overhauled AI convoy behavior Tweaked: The Game Over scenario loading time is now improved (https://feedback.bistudio.com/T76352) Tweaked: Tasks in the Supply Network scenario now include also direct links to the Field Manual Fixed: Camp Rogain would sometimes not respond to Adams trying to reach them after the AAF attack in the Drawdown 2035 scenario Fixed: The Strider at the first checkpoint wouldn't move off the road in the Common Enemy scenario Fixed: Players wouldn't be spotted by the checkpoint guards despite approaching them while offroad in the Common Enemy scenario Fixed: Players could enter enemy-occupied vehicles in the Situation Normal scenario in some cases ENGINE Added: Support of ADS HQ textures Added: New IDC values for pilot cameras (IDC_IGUI_WEAPON_CAM_TRACK_AREA, IDC_IGUI_WEAPON_CAM_TRACK_TARGEAdded: A new "FiredMan" Event Handler Added: A new "PlayerViewChanged" Event Handler Added: A new #restartserver Dedicated Server command Added: A new aimTransitionSpeed config parameter for switching between normal mode and iron sights / optics Added: New HTML templates for displaying player information in the Diary in multiplayer Each state (in Unit, in Squad, none) has its own template showing what information will be displayed Templates can be adjusted in the diary config (CfgDiary) Added: A new toFixed script command Added: New GUI IDCs for unitInfoType: IDC_IGUI_TOTAL_AMMO_COUNT 26006, IDC_IGUI_TOTAL_MAX_AMMO_COUNT 26106 and IDC_IGUI_MAX_AMMO_COUNT 26206 Added: A new "getUnitLoadout config" script command variant Added: A new "Fired" Even Handler for muzzle config (example: CfgWeapons/Default/Eventhadler/init = "hint str _this") Added: It is now possible to set a custom speed for the animate and animateSource script commands Added: A new explosionShielding object shape property Added: A new entities script command (with native filtering support) Added: Support for an optional parameter (include crew or not) for the entities script command Added: It is now possible to mute players through the Diary interface Added: It is now possible to mute players through the Diary interface accessed via pressing the "J" key twice Added: A new inAreaArray set of script commands Added: A hideText ability was added to the CEdit control (can be used as a password input) Added: Support for a sliderStep config value for sliders Added: A server config option to force a server to autostart a scenario in the cycle and wait for players in the role selection screen (autoSelectMission) Added: Support for showing which player in MP is the admin / host of a MP session Added: A new P3D parameter that will disable a model for cover search by the AI ("aicovers=0") Added: New selectMin and selectMax script commands (returning minimal and maximal values of an array) Added: Voting, Role Selection, Briefing and Debriefing timeouts can be set in server.cfg There are four new parameters to set up timeouts in server.cfg. They can be array values with two numbers for setting different timeouts when players are ready or not. They can also have a single numeric value, both ready and notReady parameters are then set to the given value. Examples: votingTimeOut = 5; //5 seconds for ready and notReady votingTimeOut[] = {5, 10}; //5 seconds for ready, 10 for notReady New parameters: votingTimeOut roleTimeOut briefingTimeOut debriefingTimeOut Tweaked: The nearestOjects and nearestTerrainObjects commands now allow a 2D distance check Tweaked: Freelook is now always enabled when the Task Overview is shown and the player is in a vehicle Tweaked: The getNearestObjects, getNearestTarrainObjects commands will now sort in 3D for a 3D search Tweaked: The switchCamera script command now works also without specifying the camera type Tweaked: AI convoy driving on roads was improved (related to offset) Tweaked: Collision avoidance for AI driving vehicles was improved Tweaked: Empty namespace variable names are no longer allowed Tweaked: The InventoryOpened Event Handler now provides more Intel on what containers were opened (http://feedback.arma3.com/view.php?id=23192) Tweaked: The TBB4 memory allocator was updated to version Intel TBB 2017 Update 2 (tbb2017_20161004oss) Tweaked: Vehicle turrets controlled by AI would watch North too intensively (https://forums.bistudio.com/topic/191515-ai-driving-feedback-topic/page-3#entry3042271) Tweaked: The hideSelection command now works for more selections on Simple Objects Tweaked: The enableAI and disableAI commands now support a new "ALL" parameter Tweaked: Using setSpeedMode "FULL" now works also on unarmed AIs Tweaked: The diag_codePerformance command can now be executed in the MP environment when a debug console is available Tweaked: Sound simulation for disabled objects was optimized Tweaked: The "unitInfoType" and "unitInfoTypeRTD" parameters can be defined in the configs of turrets Tweaked: The "aimTransitionSpeed" parameter can now be configured for each weapon (and multiplied by the global one) Tweaked: AI underwater detection Tweaked: Vehicle-in-Vehicle Transport vehicles now have their side set when loaded with another vehicle Tweaked: It is now possible to load a vehicle into an enemy vehicle by script or editor Tweaked: The createSimpleObject command now supports object types and plain shapes Tweaked: The setUnitLoadoutFromConfig command was renamed to setUnitLoadout (overloaded) Tweaked: The NVGMarkers now work with the "blinking = true", flareMaxDistance and flareSize parameters Tweaked: AI detection of submerged objects was improved Tweaked: The functionality of Use Actions was separated Tweaked: Non-active channel markers are again visible and slightly transparent Tweaked: A part of the animation system is now cached to improve the performance of session loading Tweaked: The in-game server browser is now always sorted Tweaked: AI formation leaders of tracked vehicles are now slowing down to wait for their squad mates more frequently Tweaked: Collisions of stairs were tweaked Tweaked: AI driver precision of following the leader vehicle Tweaked: AI drivers - commanded speeds "slow" and "normal" to be slower Fixed: An incorrect ComboBox picture color could be used Fixed: The playerSide command was not updated in the Server Lobby Fixed: Loading a save file (e.g. after getting killed) would always turn the GPS off (it will now be on if the game was saved when it was on) Fixed: AI characters with their simulation disabled would still keep their collision geometries Fixed: An assert after loading a save game with a bag lying on the ground Fixed: It was possible to load vehicles into the vehicles of opposing factions Fixed: Helicopter gunners would ignore the disableAI "AUTOTARGET" command Fixed: Static weapons would sink into the ground in multiplayer environment (https://feedback.bistudio.com/T117186) Fixed: Boats would get stuck on shores too easily Fixed: Using the setUnitPos command on "CARELESS" soldiers would not behave correctly Fixed: The Linux build did not correctly convert relative paths to full paths (https://forums.bistudio.com/topic/188939-linux-dedicated-server-map-roads-shapefile-not-found) Fixed: Boats would get stuck on the shores too easily Fixed: The TaskSetAsCurrent Event Handler would not be called every time the current task was changed Fixed: Pasting a text into the Search field would delete factions from the Create field in Zeus Fixed: The selectPlayer command would remove switchable units (reducing the Team Switch options) Fixed: Lights of a transported vehicle were visible through the transporting vehicle Fixed: The setAperture command would not reset after a scenario ended (https://feedback.bistudio.com/T116832) Fixed: Server crash in Zeus Fixed: Crash connected to the pilotCamera config Fixed: A "Selection missing in CfgModels" message would appear in the RPT file when using Simple Objects Fixed: The loadBackpack command would return incorrect values for loaded magazines (https://feedback.bistudio.com/T120470) Fixed: Items added via the setUnitLoadout and addHeadgear commands could become unavailable for a pick up on a Dedicated Server Fixed: Crash when using the keyImage script command with a negative value (https://feedback.bistudio.com/T120449) Fixed: Dropped equipment could become unobtainable in some cases Fixed: Lip-sync was not activated and radio effects were applied for direct speech (https://feedback.bistudio.com/T120414) Fixed: Potential server crashes (Profiling Branch) Fixed: Damaged hit points of vehicles now can be repaired just as any global damage Fixed: The rotation of cursor and camera was not synchronized in the Virtual Spectator Fixed: The map interface would not properly close and the game could become unresponsive (https://feedback.bistudio.com/T116824) Fixed: Some copyright text in the Field Manual was mentioned twice Fixed: Scenario markers were not visible when the Line Drawing was disabled (https://feedback.bistudio.com/T120359) Fixed: GetIn / GetOut orders on cars and tanks were not working correctly Fixed: The garbage collector would be called incorrectly in some cases Fixed: Weapon animations were not displayed correctly in the Virtual Spectator Fixed: Handling of the first Steam subscription list was not correct Fixed: The display title was changing to an incorrect title after returning from a Challenge Fixed: Players in the multiplayer lobby would be listed as hosts / admins Fixed: Admins would get stuck on the loading screen if the scenario started without selecting a role first Fixed: The "Play" button in the Campaigns and Challenges menus would display changes inconsistently Fixed: The inAreaArray ARRAY was using radians instead of degrees Fixed: The inAreaArray LOCATION was ignoring unknown types in the objects / position array Fixed: The mouse cursor would not move along with freelook in the Task Overview interface while in a vehicle Fixed: Commanders would need to unmark a target before marking another one Fixed: Empty variable names "" in for loops would cause the game to freeze (https://feedback.bistudio.com/T120748) Fixed: The game could get stuck when downloading a scenario while the server changed a scenario to another one Fixed: Some of the weapon animations were not visible for the Virtual Spectator Fixed: Tracked amphibious vehicles were not able to move in water Fixed: AI would continue firing even after their target was eliminated in some cases (https://feedback.bistudio.com/T71576) Fixed: An opened Diary screen would prevent a scenario from ending in some cases Fixed: Crash when the Script field of the Scripted waypoints references a non-existent file Fixed: The featureSize config value was not behaving correctly Fixed: The GetOutMan Event Handler did not return commanders when it was supposed to Fixed: Using the "Destroy" waypoint type could cause AI units to flee instead of engaging targets Fixed: The GetOutMan Event Handler would return commanders too often Fixed: Dialogues played over the radio could get stuck and time out if the player got too close to the speaker Fixed: The GetIn Event Handler did not always return commanders for turret positions Fixed: Task Status was not properly shown in the Diary interface Fixed: AI drivers in groups would have trouble crossing bridges on Tanoa Fixed: Tasks were not visible in the Diary after loading the game from a save The East Wind (Potential spoilers) Fixed: AI following vehicles could navigate incorrectly in the Supply Network scenario Eden Editor Added: Support for coloring Simple Objects in Eden Editor by a different color Added: A new OverviewTextLocked scenario attribute Added: The getMissionLayerEntities command now works with layer IDs as well Tweaked: Changing a global attribute now marks the scenario as having unsaved changes Tweaked: Transform > Move to formation is now properly rotating all selected entities according to their group leader Fixed: Objects with reversed models would be placed with an incorrect orientation in-game Fixed: Moving soldiers to a non-default formation would not work correctly Fixed: Units placed on top of objects could flicker in Eden Editor Fixed: Placing groups onto objects would be imprecise in some cases Fixed: Transforming a squad into the Wedge formation would not work correctly Fixed: Using the "Undo" operation multiple times could auto-delete the next placed entity Fixed: Placing an occupied vehicle into another occupied vehicle of an opposing faction would cause an explosion on scenario preview Fixed: The getMissionLayerEntities command would not work after a second preview Fixed: Importing a scenario from the 2D editor with no player units could behave incorrectly (https://feedback.bistudio.com/T117667) Fixed: The Trigger Area Widget could be moved around the scene when dragged to negative values Fixed: The Trigger Area Widget would get deformed when dragged to negative values and rotated Fixed: FPS drops when a large number of empty tracked vehicles with disabled simulation is present in a scenario Fixed: Proxies were not hidden correctly for Simple Objects Fixed: Waypoints assigned to drones would flash in the Entity List and not be correctly categorized Fixed: Groups distant from the camera could get visually ungrouped in the Entity list Fixed: Placing a character could cause performance drops (addressed by pre-loading the animation system) Fixed: The "Delete" operation in the History tab was missing a string and displayed just "%s" Fixed: Performing an "Undo" operation after a character (e.g. soldier or a crew member) was deleted would not restore its model Fixed: Modifying the Area Widget would not fire the AttributesChanged3DEN Event Handler Fixed: An incorrect scenario was opened after merging two scenarios Fixed: The selected player is not copied correctly when pasting to a new empty scenario Fixed: Transforming and then moving to formation did not align a group correctly if it was rotated before Fixed: Group lines would remain active after deleting a character Fixed: Entities were not displayed in layers after returning from a Preview if the visibility / transformation toggle was used Fixed: Pressing Alt + LMB while aiming at an entity would place waypoints Fixed: The "Script" attribute was not available for SCRIPTED waypoint types Fixed: The "Script" attribute could not be applied to SCRIPTED waypoints after reloading a scenario Fixed: The "Advanced Flight Model" attribute was missing from the Eden Editor attributes (fix is now in the engine, the data part was reverted) Fixed: Entity attribute changes would not be saved if the variable name was left empty Fixed: Importing a scenario from the 2D editor with no unit set as player would result in an empty scenario (https://feedback.bistudio.com/T117667) Fixed: AI vehicle gunners would refuse to engage enemies in multiplayer in some cases LAUNCHER Added: Check for a presence of 64-bit only game extensions (the 32-bit game can't use 64-bit game extensions - future prep) Added: Check that selected the memory allocator is 32-bit (the 32-bit game can't use 64-bit allocators - future prep) Tweaked: Handling of items after the Steam data cache is lost was improved Fixed: Potential crash when switching back to the News page in the Launcher (https://forums.bistudio.com/topic/180024-official-arma-3-launcher-dev-branch/page-7#entry3089057) Fixed: When Launcher was started with parameters -noLauncher and -useBe, the rest of the startup parameters were not passed to the game Fixed: Launcher was unable to kill the game process in some cases (e.g. because it was blocked by the Operating System) Fixed: Special characters in tooltips were displayed incorrectly Fixed: Parameters with a combo box that allowed custom value to be entered by the user (like Memory allocator or World) could forgot that value SERVER Updated: Stand-alone Windows Dedicated Server (1.66) Updated: Stand-alone Linux Dedicated Server (1.66) 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 pointI would like 2 take a moment 2 thanks my boi @Tiggati for getting involved in this project and making it what it is today
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1 pointHAHHAHAHA. Would a roast about map editing be applicable in a situation like this?
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1 pointWOW. That's absolute dog. 3:00 mark. Doesn't show him flash banging me 3 times. Just the bit where I'm flashed and can't see jack shit and spray like a sped. >:D
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1 pointFinally the legend arrives ! Welcome bro <> bit delayed but **** it haha good to see you still around arma conner !
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1 pointHey lads, my name is Connor. I am a former executive and developer for OzzyGaming, migrating to Strayagaming for a better life. I have been around for a few days now and must say I'm enjoying myself so far. My main purpose here is to assist in developing the Altis Life server in any way I can, and hope to do so for a long time into the future. Cheers, Connor
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1 pointI think no they don't show it. But they should have it holstered just like civs. It doesn't need to be in a backpack or vest, just have the weapon holstered. but with that said, like said earlier, it gives the cops less of a chance to react to trolls and rebels and end up not having an equal advantage. Safe zones they should be holstered.
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1 pointI like the idea this is centred around, and its easy enough to implement. However, I think you'll find that there is generally a rearm truck at the airfield's western water edge, and if not, I would generally buy one for my jets... CON: Not relying upon team as much for protection quick service = quick take off and preventing players from the chance of destroying you while you are taxiing domination of the map = Rage quit/ salt Diverting other players to airfield instead of focusing on missions and other objectives PRO: Entice the other teams to try and gain control of the airfield. Faster takeoff/ rearming = domination of the map It doesn't matter how you look at it... The jet is overpowered as FU in the right hands. End result, We could sit here and argue all day about pros and cons but I think we will leave it the way it is for now.
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1 pointHey all Whilst coming back to the straya gaming after the launch of apex I've thought of something that would be similar to a server i used to play on in arma 2 THE HALO JUMP Mod previously this wouldn't have been possible considering the size of aircraft that would be required to drop that many people off and make it effective, but how ever the game has changed since apex's release and the new black fish it out. Not sure if this mod has passed through the forums or not but as someone who played loads of arma 2 (when people still played it) and played one modded servers that had stuff like the halo mod and sling loading (remember this is arma 2) it made the game really exiting and fun. as a side note i don't believe that the mod/script is large and wont be taxing to the server, but that's for the moderators and admins to decide. Thanks Ora209