R3vo/Sandbox1 – User

From Bohemia Interactive Community
< R3vo
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SPOTREP-0001

SPOTREP-0001

  • FROM: Project Lead
  • TO: Alpha Users
  • UNIT: Arma 3 Alpha, Arma 3 Alpha Lite
  • ACTIVITY: Game Update: 0.52 (shadow improvements, crash fixes, destructible windows)
  • SIZE: ~310 MB

CHANGELOG

DATA

  • Showcase SCUBA:
    • More forgiving alarm threshold
    • Added more hints
    • Improved scenario endings
    • More rockets for the launcher added
  • Showcase Helicopters:
    • Performance optimizations
    • Few minor tweaks
  • Showcase Vehicles:
    • More forgiving alarm threshold
    • Few minor tweaks
  • MP: Escape from Stratis
    • Fixed: Mission success after resuming game
    • 'Combat Get In' module added
    • Respawn time is now 30 seconds (was 120)
    • Improved mission endings
    • New task appears when both choppers on the airfield are destroyed
    • New mission ending "all boats and helicopters destroyed"
    • Warning hint pops up when the group leader is AI controlled
    • Patrolling Ka-60 Black now unloads troops when under fire
    • More enemies at the airfield
    • Some new map locations populated
  • MP: Headhunters
    • "Exfiltrate" task is now set as current after all targets are eliminated
    • The mission will now end when either all players are near the exfil marker or in a boat
    • 'Combat Get In' module added
    • Possible respawn desync in multiplayer fixed
  • New scenario ending screen added
  • Task notification visuals improved
  • Seagull in "BIRD", "GROUP" and "SIDE" respawn replaced by a basic spectator camera
  • Scenarios-button now always available, even when there's no content
  • Added more entries into Field Manual
  • Compass and watch re-sized
  • Ka-60 minigun now rotates
  • Ka-60 doors and glass made correctly penetrable
  • MH-9 passengers can now see the tail
  • Helicopter weapons tweaked
  • Class names for Ifrits changed to be the correct ones
  • Alamut and MX SW now have correct icons in command menu
  • Countermeasures now stored in one magazine per vehicle
  • Correct Alpha Lite logo in splash screens added
  • Most windows in houses are now destructable
  • Static weapons should be more durable, shouldn't be targetable by guided missiles and shouldn't be flippable by user action when destroyed
  • Added more camoflage selections for vests and helmets
  • Red faction uniforms have proper class names
  • Changed priorities in action menu
  • TRG iron-sights remodeled after feedback
  • Collimator sights are now default primary on combined optics (Ctrl + RMB is the default switch)
  • Camera shake on 6.5mm ammunition removed
  • Server browser UI overlapping fixed in some places
  • Squad URL is no longer automatically upper-cased (and thus broken)
  • Editor loading took long when using MX rifles - fixed
  • Added freelook in vehicles via default option
  • Correct tracer colors have been distributed among factions
  • Fish should be less inclined to travel on land

ENGINE

  • Shadow improvements implemented
  • Improved network performance (vehicles are no longer lagging as much)
  • Fixed several game crashes
  • Fixed synchronization of cargo poses in MP
  • Fixed various inventory-related bugs and crashes
  • Improved vehicle collisions
  • Grenades can no longer be thrown under water
  • Fixed airplane / helicopter camera shaking
  • Default and Development versions have different numbering to prevent incompatibilities in multiplayer


SPOTREP-0002

SPOTREP-0002

  • FROM: Project Lead
  • TO: Alpha Users
  • UNIT: Arma 3 Alpha, Arma 3 Alpha Lite
  • ACTIVITY: Game Update: 0.54 (new fog technology, adjustable sidearm stances, crash fixes)
  • SIZE: ~380 MB

CHANGELOG

DATA

ENGINE

  • New fog technology implemented
  • Picture-in-Picture optimization implemented
  • Terrain shadows tweaked
  • Fixed: AI no longer fires on targets it does not see (but which are reported by other group members)
  • Fixed: <a class="hghl" href="http://feedback.arma3.com/view.php?id=5210"> http://feedback.arma3.com/view.php?id=5210 </a>
  • (MP rotation synchronization fixed)
  • Fixed: <a class="hghl" href="http://feedback.arma3.com/view.php?id=1126"> http://feedback.arma3.com/view.php?id=1126 </a>
  • (Speed of sound delays tweaked)
  • Changes and fixes merged from Arma 2: Operation Arrowhead beta patches
  • MP pose synchronization fixed
  • Improved performance related to object instancing
  • Fixed - AI disembarking when moving to another vehicle position incorrectly
  • Game loading with "addAction" crash fixed
  • PhysX collisions related crashes fixed
  • Fixed: <a class="hghl" href="http://feedback.arma3.com/view.php?id=6881"> http://feedback.arma3.com/view.php?id=6881 </a>
  • (out of memory crash)
  • Fixed: Crash while taking RPG Alamut from ground
  • Larger string buffer for the 'format' script command
  • Fixed: Reloading different magazine type could do nothing but remove the magazine
  • Destruction of vehicle while manipulating with objects in its inventory fixed
  • Ambient creatures' position after game load fixed
  • Fixed: remote destroyed wheels have now the right distance detection to the ground
  • Fixed: healing sound effects were endlessly looped
  • Ships are no longer automatically deleted after destruction (consistent with other vehicle types)
  • Free fall inventory access fixed
  • Magazine manipulation while discarding weapons tweaked
  • Items' behavior while moving from dead body to container tweaked
  • Helicopter behavior improved (rotor simulation now does not allow helicopter to fly up-side down)
  • AI running up and down hill tweaked
  • Command 'stance' now returns more consistent values: "PRONE", "CROUCH" and "STAND"
  • Fixed: RMB to equip did not work for binoculars
  • Fixed: Vehicle commander stepped optics zoom did not function correctly
  • Fixed: artifacts on water near shore when looking from high distance
  • Solved issues related to flickering optics


SPOTREP-00003

SPOTREP-00003

  • FROM: Project Lead
  • TO: Alpha Users
  • UNIT: Arma 3 Alpha, Arma 3 Alpha Lite
  • ACTIVITY: Game Update: 0.56 (multiplayer security)
  • SIZE: ~38 MB

CHANGELOG

DATA

  • Added: Functions are now compiled using newly introduced <a class="hghl" href="http://community.bistudio.com/wiki/compileFinal"> compileFinal </a>
  • Added: Functions meta data are now secured against rewriting
  • Removed use of vulnerable script commands in DynO functions
  • Added: BIS_fnc_log enabled in public version when 'allowFunctionsLog = 1;' is set in description.ext
  • Fixed: BIS_fnc_sideColor can now load non-number values
  • Fixed: BIS_fnc_functionMeta was not working with scenario and campaign functions
  • Added: Scenario / campaign functions now support 'forced' param, allowing them to be executed automatically upon mission start
  • Added: BIS_fnc_spawn
  • Added: Ability to execute BIS_fnc_execVM and BIS_fnc_execFSM without arguments
  • Fixed: BIS_fnc_error was not working correctly
  • Changed: Splendid Camera roll speed decreased, users should no longer be inclined to take screens with too extreme roll

ENGINE

  • Fog is now really enabled for this branch <a class="hghl" href="http://community.bistudio.com/wiki/getFuelCargo"> getFuelCargo </a>
  • , <a class="hghl" href="http://community.bistudio.com/wiki/getAmmoCargo"> getAmmoCargo </a>
  • , <a class="hghl" href="http://community.bistudio.com/wiki/getRepairCargo"> getRepairCargo </a>
  • commands added
  • Fixes to serialization of particle emitters
  • Fixed: shoreline was not covered by fog properly
  • Correct
  • vonCodecQuality
  • is set now
  • Fixed: Animation source gear for PhysX vehicles
  • Fixed: Ships are now using the correct Arma 3 gearbox
  • Merge from OA: attack helicopter was unable to engage with rockets (PhysX-compatible)
  • Fixed:
  • canMove
  • on a vehicle with dead driver would return false in some cases
  • Improved synchronization of structure destruction in MP
  • Hotfixed: <a class="hghl" href="http://feedback.arma3.com/view.php?id=5928" target="_blank"> http://feedback.arma3.com/view.php?id=5928 </a>
  • (MP crash)
  • Fixed: AI now uses optics better to detect enemies
  • Fixed: Switching HDR settings could cause graphical corruption
  • Added: Removing destroyed buildings from PhysX simulation
  • Fixed: Crash opportunity related to PhysX
  • Added: new events for inventory event handlers: "Take" and "Put"
  • Fixed: improved path planning related to roads
  • Tweaked darkness detection and use of NVG by AI
  • Minor optimizations to dynamic lights
  • Added: <a class="hghl" href="http://community.bistudio.com/wiki/difficulty"> difficulty </a>
  • command to return high-level selected difficulty mode
  • Added: <a class="hghl" href="http://community.bistudio.com/wiki/getArtilleryETA"> getArtilleryETA </a>
  • script command
    • Input Array: [unit, targetX, targetY, targetZ, magazineType]
    • Returns: ETA of the first available mode (the mode the AI will probably use)
  • Fixed: Glitch in blending of 2 animations masks
  • Added: <a class="hghl" href="http://community.bistudio.com/wiki/compileFinal"> compileFinal </a>
  • command
  • Removed fully script commands: <a class="hghl" href="http://community.bistudio.com/wiki/setVehicleInit"> setVehicleInit </a>
  • , <a class="hghl" href="http://community.bistudio.com/wiki/clearVehicleInit"> clearVehicleInit </a>
  • , <a class="hghl" href="http://community.bistudio.com/wiki/processInitCommands"> processInitCommands </a>
  • Made all script commands final (no longer possible to reassign in most circumstances)
  • Fixed: healing sound could play in an endless loop
  • Attenuation of dynamic lights can now be influenced by a new parameter in asset configuration - maximum distance of light
  • On steep surfaces, players now crouch instead of fully standing up
  • -showScriptErrors enabled by default
    • To allow better debugging (may or may not be changed for final release)


SPOTREP-00004

SPOTREP-00004

  • FROM: Project Lead
  • TO: Alpha Users
  • UNIT: Arma 3 Alpha, Arma 3 Alpha Lite
  • ACTIVITY: Game Update: 0.58 (Dedicated Servers, lighting and audio tweaks, combat and stealth radio protocols)
  • SIZE: ~855 MB

CHANGELOG

DATA

  • Dedicated Server files added to the root of the game (
  • arma3server.exe
  • and supporting libraries)
  • Comprehensive lighting tweaking ( <a class="hghl" href="http://forums.bistudio.com/showthread.php?153773-Lighting-tweaking" rel="nofollow" target="_blank"> details </a>)\n* Environmental tweaks: sun, lens flares, material changes for changed lighting
  • Lights optimization
  • Lighting tweaks for vehicles (headlights, positional lights) and flashlights
  • Increased light intensity of muzzle flashes
  • Added: dedicated combat radio protocol
  • Added: dedicated stealth radio protocol
  • Fixed various radio protocol issues
  • Asset audio overhaul: volume balancing, WAV to WSS conversion and more ( <a class="hghl" href="http://forums.bistudio.com/showthread.php?154605-Audio-tweaking" rel="nofollow" target="_blank"> details </a>)\n* Alarm sound now also configured under
  • CfgSounds
  • , as “Alarm”
  • Improved Ka 60 fire geometry
  • Various types of lights on the Ka 60 improved (placement, parameters)
  • Fixed: <a class="hghl" href="http://feedback.arma3.com/view.php?id=7401" rel="nofollow" target="_blank"> http://feedback.arma3.com/view.php?id=7401 </a>
  • (Ka 60 rotor collisions)
  • Fixed: <a class="hghl" href="http://feedback.arma3.com/view.php?id=1219" rel="nofollow" target="_blank"> http://feedback.arma3.com/view.php?id=1219 </a>
  • (wrong Ka 60 horizon indication)
  • Adjusted mass distribution of MH-9
  • Fixed: Position lights of helicopters have been adjusted
  • AI helicopter handling improved
  • Improved ‘fording depth’ for helicopters to deal with ‘landing’ on water better
  • Speedboat (minigun) now uses correct muzzle points
  • Fixed: <a class="hghl" href="http://feedback.arma3.com/view.php?id=7584" rel="nofollow" target="_blank"> http://feedback.arma3.com/view.php?id=7584 </a>
  • (top-speed gear change for the Hunter)
  • Fixed: Tweaked fire geometry (mostly glasses) for the Hunter
  • Tweaked MRAPs' maximum light radius to improve performance
  • MRAPs should have tracers every third shot now
  • Fixed: <a class="hghl" href="http://feedback.arma3.com/view.php?id=8384" rel="nofollow" target="_blank"> http://feedback.arma3.com/view.php?id=8384 </a>
  • (helicopter wreck's smoke and electricity effect did not stop after wreck was deleted)
  • Launcher AI settings and weapon performance configuration tweaked
  • Various (missile) ammunition behavior tweaks (maneuvering, locking, etc.)
  • Material penetration properties modified
  • Fixed: <a class="hghl" href="http://feedback.arma3.com/view.php?id=6682" rel="nofollow" target="_blank"> http://feedback.arma3.com/view.php?id=6682 </a>
  • (MXM suppressor)
  • Holosights have been replaced by ACO for Katiba
  • 12.7mm HMG Rate of Fire fixed
  • Tweaked missiles for AH-9 to be better used by AI
  • Adjusted DAGR locking cone and adjusted its AI characteristics
  • Fixed: NLAW and RPG-32 optics rotated by 0.7° down, muzzle 0.7° up for better aiming by both for players and AI
  • Fixed: MXM and MX SW handles have better materials
  • Range Master character added
  • All chest rigs should be of better visual quality
  • BLUFOR marksman's has changed its color to match his uniform
  • Removed hand grenades from helicopter pilots and crew
  • Diver UW magazine count modified
  • Automatic rifleman shouldn't have a tracer round every bullet anymore
  • Removed little cubes from BLUFOR rifleman's right wrist
  • Fixed: Missing texture of backpack has been re-mapped <a class="hghl" href="http://forums.bistudio.com/showthread.php?153178-Movement-speed-tweaking" rel="nofollow" target="_blank"> Movement speed tweaking </a>
  • and unification deployed
  • Various little tweaks and fixes on common houses
  • Fixed: <a class="hghl" href="http://feedback.arma3.com/view.php?id=802" rel="nofollow" target="_blank"> http://feedback.arma3.com/view.php?id=802 </a>
  • (fuel station coloration after destruction)
  • Fixed: <a class="hghl" href="http://feedback.arma3.com/view.php?id=3333" rel="nofollow" target="_blank"> http://feedback.arma3.com/view.php?id=3333 </a>
  • (telephone pole collisions)
  • Added
  • numberOfDoors
  • parameter to structure configs
  • Added
  • numberOfHatches
  • parameter to structures configs
  • Reduced durability of reflectors and markerlights on structures
  • Added baked lighting for crowns and trunks of trees and shrubs (macro maps)
  • Last / distant LOD for plants improved
  • Fixed: various bush material / alpha shaders
  • Smoke shell effect tweaked
  • Rocket effects tweaked
  • Blood hit and fire dust effects tweaked
  • Added small settlement near Kamino firing range
  • Stratis bridges improved for characters and vehicles
  • Stratis environmental settings tweaked: lighting (night and underwater), fog, haze, colors
  • Tweaks to Stratis lamp placements
  • Fixed: Sandbag barriers adjusted on Stratis
  • Added: New system for displaying <a class="hghl" href="https://community.bistudio.com/wiki/Mission_Presentation" rel="nofollow" target="_blank"> scenario overview </a>
  • information
  • Side colors are now customizable. Two presets are available; one based on previous Arma 3 colors (default) and one recreating the Arma 2 scheme
  • Author's name in scenario overview is formatted like "by %s". If undefined "by Unknown Community Author" is displayed
  • Added tooltips to
  • CListBox
  • and key presets
  • Added: When the default (GUI) color is updated, it will be forced for all users who were using the previous default
  • Welcome Screen no longer shown for new profiles made during the same session
  • Fixed: White background when downloading scenarios looked like the game stopped responding. Custom color used instead of white
  • Added: Debriefing now shows number of respawns instead of reverts in multiplayer
  • Fixed: Quick command linked to the old communications menu
  • Added: Correct cursor for supports communications menu
  • Added: Framework for respawn templates - custom scripts and functions executed when player dies and respawns ( <a class="hghl" href="http://community.bistudio.com/wiki/Arma_3_Respawn" rel="nofollow" target="_blank"> details </a>)\n* Added: Currently existing respawn effects (e.g., seagull, spectator camera, ...) moved to the respawn templates
  • Added: Communication menu manager
  • Function BIS_fnc_objectsGrabber would sometimes not close the output Array
  • Fixed: Functions viewer was not working when launched from mission editor
  • Added: Adding new control presets and their tooltips
  • Fixed: Notification area is now wider
  • Fixed: Debug console was not visible when launched from Splendid camera in non-editor mission
  • Field Manual Commanding / Move hint improved
  • BIS_fnc_arrayShuffle added to functions
  • Fixed: BIS_fnc_infoText was using obsolete sound
  • Added: A notification is displayed when a new communication menu item is added
  • Fixed: allowFunctionsRecompile description.ext param had no effect
  • Added: BIS_fnc_loadInventory throws an error when non-existent uniform is added
  • Added: BIS_fnc_MP now accepts SIDE type as a target. Function will be executed on computers of all players on the given side
  • Optimized: BIS_fnc_selectRandomWeighted
  • Added: Variable header added to local functions
  • Fixed: BIS_fnc_sortBy ignored entries with duplicate values
  • Danger FSM: Script command
  • setUnitPosWeak
  • used instead of
  • setUnitPos
  • . Priority of event
  • DCCanFire
  • is higher now
  • Fixed: Chromatic aberration remained when camera was launched from the pause menu
  • Removed:
  • pauseOnLoad.sqf
  • redundant script
  • Optimized: Module framework now loads modules significantly faster and takes less time during a mission
  • Added: BIS_fnc_startLoadingScreen and BIS_fnc_endLoadingScreen - a simple loading screen manager which gives a designer the ability to control his / her loads without fear of breaking others
  • Added: Error message will now interrupt loading screen
  • Fixed: The default editor template was still calling functions
  • Fixed: Feedback FSM optimization
  • Fixed: When
  • respawnOnStart
  • was set to 1 in
  • description.ext
  • , death scripts were sometimes executed after respawn scripts
  • Added: Correct ETA for mortar support in SCUBA mission

ENGINE

  • New Dedicated Server parameters for configuring ports for Steam services (should allow multiple DS per OS-instance) ( <a class="hghl" href="http://community.bistudio.com/wiki/server.cfg#Arma_III_-_STEAM_ports_configuration" rel="nofollow" target="_blank"> details </a>)\n* Updated to Physx3.2.4
  • Fixed several MP synchronization issues
  • Fixed several crash opportunities in SP and MP
  • Several inventory interaction and stability fixes
  • Removed destroyed buildings from PhysX simulation
  • Fixed: Wheel speed in damaged or destroyed state
  • Dynamic light influence to AI visibility tweaked
  • Tweaked darkness coefficient computation for AI visibility and NVG threshold for AI
  • Fixed: Hard limit usage while performing light sorting
  • Added: New hard limits implemented into particle lights
  • Added: New parameters for particle effects (global variants of surfNormalX, Y and Z)
  • Fixed: Starting scenarios from subfolders did not work correctly
  • Fixed: Audio distance curve
  • Added: Radio filter / effect
  • Fixed: MX UGL had a displaced crosshair
  • Added: Loiter waypoint
  • Fixed: AI will not eject before player
  • Fixed: Taking additional ammo for pistol would play reloading sound
  • Fixed: Certain magazines could not be moved to another container from backpacks
  • Fixed: RMB in inventory (moving from backpack to your own backpack) lost the item
  • Fixed: Headgear items when on the ground (WeaponHolder) were missing the 'Take' action
  • Fixed: Backpack items when on the ground (WeaponHolder) were missing the 'Take' action
  • Fixed: Sidearm taken from enemies are duplicated if put into the vest or backpack
  • Fixed: Texture flickering on wrecks
  • Fixed: Tooltip crash in MP sessions listbox
  • Fixed: <a class="hghl" href="http://feedback.arma3.com/view.php?id=7673" rel="nofollow" target="_blank"> http://feedback.arma3.com/view.php?id=7673 </a>
  • (crash when trying to bind controls - drag and drop)
  • Added
  • lbSetTooltip
  • script command
  • Removed redundant
  • CfgFirstAid >> firstAidScript
  • Small optimization of face mimics
  • Fixed:
  • enableFatigue
  • command was not working
  • Fixed: Manual control for locked missiles works again
  • Added: Most detailed shadow lod is now displayed in view pilot
  • Fixed: Helicopters engines now are damaged correctly upon contact with water


SPOTREP-00005

SPOTREP-00005

  • FROM: Project Lead
  • TO: Alpha Users
  • UNIT: Arma 3 Alpha, Arma 3 Alpha Lite
  • ACTIVITY: Game Update: 0.60 (Sniper Package)
  • SIZE: ~552 MB

CHANGELOG

DATA

  • Added 1 x BLUFOR M320 LRR .408 sniper rifle
  • Added 1 x BLUFOR ghillie suit sniper and spotter duo
  • Added 1 x OPFOR GM6 Lynx 12.7mm sniper rifle
  • Added 1 x OPFOR ghillie suit sniper and spotter duo
  • Added 1 x Rangefinder binoculars
  • Added sniper Field Manual records
  • Added rangefinder hint
  • Added
  • Stance Indicator
    • Not yet linked to options, but it will be
    • Known issue: sometimes shown off-screen - reset user profile or wait for positioning option in Beta
  • Fixed: Adjusted rotation speed of turrets for Speedboat
  • Fixed: <a class="hghl" href="http://feedback.arma3.com/view.php?id=3351" rel="nofollow" target="_blank"> http://feedback.arma3.com/view.php?id=3351 </a>
  • (BLUFOR Speedboat shouldn't have optics for rear gunner)
  • Fixed: <a class="hghl" href="http://feedback.arma3.com/view.php?id=8558" rel="nofollow" target="_blank"> http://feedback.arma3.com/view.php?id=8558 </a>
  • (adjusted speedometers for Ifrit, Hunter and Offroad)
  • Revamped hitpoints for wheels in all soft vehicles to destroy correct wheels
  • Vehicle weapons are now lockable to prevent losing lock during weapon change
  • TRG now uses correct 5.56x45mm ammunition
  • Fixed: Ammo for MXM in special ammo box
  • Combat pace transition from stand to kneel while moving FL fixed
  • Weapons disabled in running states
  • Radio Protocol: enlarged Combat Protocol - over 100 lines (additionally recorded and configured)
  • Radio Protocol: fixed missing Stealth sentences (additionally recorded and configured)
  • Radio Protocol: 53 new names added for identity usage
  • Disabled Difficulty tab in Game Options in MP
  • Fixed: When respawnOnStart was set to 1 in description.ext, death scripts were sometimes executed after respawn scripts
  • BIS_fnc_addCommMenuItem: Arguments [caller:Object, cursorPos:Array, target:Object, is3D:Bool, itemID:String] are now passed into expression field as _this
  • Removed doubled
  • onPauseScript
  • execution
  • Ballistic penetration of bushes (foliage) adjusted
  • Fixed: Evasive left and Lean left toggle are not conflicting actions
  • Adjusted default friction material to allow vehicles to slide a bit over the rocks and boats over terrain
  • Fixed: <a class="hghl" href="http://feedback.arma3.com/view.php?id=8414" rel="nofollow" target="_blank"> http://feedback.arma3.com/view.php?id=8414 </a>
  • (particle effect was always generated on the ground)
  • Fixed: <a class="hghl" href="http://feedback.arma3.com/view.php?id=4620" rel="nofollow" target="_blank"> http://feedback.arma3.com/view.php?id=4620 </a>
  • (light of vehicles’ destruction is disabled under water now)
  • oxygenCapacity
  • parameter of all units changed
  • Fixed: <a class="hghl" href="http://feedback.arma3.com/view.php?id=8589" rel="nofollow" target="_blank"> http://feedback.arma3.com/view.php?id=8589 </a>
  • (OPFOR squad leader was named "Rifleman")
  • Fixed: Number of group members of motorized groups
  • Changed: Minefield Site now rotates all mines in the direction of the Site module
  • Added: Dialog for custom init code for virtual providers in Supports module
  • Added: Dialog for custom supply crate init code for supply drop in Supports module
  • Fixed: broken Showcase Helicopters texts

ENGINE

  • Fixed: Incorrect reloading while in optics
  • Fixed: Crash on exiting the game (audio-related)
  • Fixed: Crash while ordering subordinate to fire artillery same time as having Hunter selected to receive orders
  • Helicopter AI improvements (e.g. diving too much during attack runs)
  • Improved ship AI path planning
  • Added: Reveal action reveals mines
  • Decreased mine reveal angle
  • Dynamic light influence on AI visibility tweaked further
  • Changed threshold for when AI puts on NVG
  • Decreased flashlight influence on side recognition
  • Terrain decal fix (Stratis runway)
  • Fixed: Stabilize car turrets
  • Fixes to refreshing of difficulty indicator in Campaign and Scenarios displays
  • Fixed: Selection of first RscTree item after opening Scenarios dialogue
  • Added: UI controls validator (inventory can recognize which UI controls were not properly initialized, and show some error information)
  • Fixed: Visual representation of broken wheels not matching the correct wheel for wheels destroyed using scripts
  • Fixed: Tree destruction animation
  • Sprint now overrides Combat Pace in all cases
  • Aiming down in combat pace doesn't make player start running anymore
  • Added config multiplier of damage that crew receives when vehicle crashes to object
  • MP score table properly integrated into debriefing display
  • Fixed: Ragdoll could interfere with cargo poses in multiplayer
  • Fixed: Ragdoll launching into air by destroyed objects
  • Fixed: When user tries to pick an item from a corpse to a slot and that slot already contains another item, linked item would disappear
  • Non-local objects shouldn't collide with ground (breaking joints - <a class="hghl" href="http://feedback.arma3.com/view.php?id=7884" rel="nofollow" target="_blank"> http://feedback.arma3.com/view.php?id=7884 </a>)\n* Fixed: Random rotation of the submunition pattern (artillery)
  • Fixed: Setting of full-screen gamma
  • Fixed:
  • markerDir
  • return value type
  • Improved loading of scenario overview images from PBOs (one known issues to do with subfolders remains)


SPOTREP-00006

SPOTREP-00006

  • FROM: Project Lead
  • TO: Alpha / Beta Users
  • UNIT: Arma 3 Beta
  • ACTIVITY: Game Update: 0.70 (Beta release)
  • SIZE: ~1.3 GB

CHANGELOG

DATA

  • Beta content:
  • Mk.20
    • - Green faction assault rifle
  • Zafir
    • - Red faction machine gun
  • Titan
    • - AA / AT rocket launcher for all sides
  • ACP-C2
    • - Green faction pistol
  • Scorpion EVO-4
    • - Green and Red faction submachine gun
  • Vermin SBR
    • - Blue faction submachine gun
  • HEMTT
    • - Blue faction heavy truck
  • Quadbike
    • - now for all factions
  • Strider
    • - Green faction MRAP
  • Zamak
    • - Red and Green faction truck
  • SDV
    • - all factions small submerged vehicle
  • AMV-7 Marshal
    • - Blue faction heavy APC
  • MSE-3 Marid
    • - 6-wheeled APC for Red faction
  • CH-49 Mohawk
    • - Green faction transport helicopter
  • Mi-48 Kajman
    • - Red faction transport / gunship
  • AH-99 Blackfoot
    • - Blue faction attack helicopter
  • UH-80 Ghosthawk
    • - Blue faction transport helicopter
  • Green Army Faction
  • Animals
    • : sheep, chicken, goat, dog
    • Many objects for Firing Drills (targets, moving targets, walls, etc.)
  • Characters
    • :

Green AAF faction BLUFOR and OPFOR additions Civilian Competitor

  • Playable Content
    • :
  • Showcase: Combined Arms
  • Showcase: Supports
  • Showcase: Commanding
  • Showcase: Night
  • MP: Defend Kamino
  • MP: Combined Arms COOP
  • Challenge: Course of Fire: Green
  • Challenge: Course of Fire: Red
  • Challenge: Course of Fire: Blue
  • Challenge: Course of Fire: Orange
  • New and enhanced versions of radio protocols
  • Two additional voice actor sets added
  • New setup of radio filter effects
  • Sounds of weapons, vehicles and their weapons have been enhanced
  • Sounds of soldier collisions and movement have been added
  • Adjusted names for units in radio protocol
  • Correct
  • soundHit
  • for flesh (see <a class="hghl" href="http://feedback.arma3.com/view.php?id=7570" rel="nofollow" target="_blank"> http://feedback.arma3.com/view.php?id=7570 </a>)\n* Sounds of collisions were added for vehicles
  • Added new sound suppressor for 5.56mm weapons
  • Cars now have horns as a weapon for their driver with correct sounds
  • RPG-32 and NLAW should be of the same usability
  • Vehicle grenades have been tweaked in their damage and explosive radii
  • Sniper weapons have realistic ammo air friction and tweaked reload times
  • M200 has better animation and unnecessary bones were removed from model
  • Added
  • opticsZoom
  • parameters to
  • GrenadeLauncher
  • and
  • PutMuzzle
  • AI engagement ranges for MX, Katiba, Mk200 and TRG tweaked
  • Changed dispersion and rate of fire for MX, Katiba, Mk200 and TRG to more realistic values
  • Changed: Video options layout
  • Added: Separate Post-Process settings in video options
  • Added: FPS indicator in video options
  • Added: Respawn menu
  • Added:
  • EditBoxes
  • connected to sliders in video options for precise setting
  • Added: Custom colors and layout is now configured in
  • CfgUIColors
  • and
  • CfgUIGrids
  • Replaced:
  • BIS_fnc_guiGrid
  • occurances replaced by direct grid macros
  • Fixed: Font in
  • RscDisplayCapture
  • was too large and bold
  • Added: Command bar backgrounds are now plain color, without any shadow effects (consistent with the rest of UI)
  • Added: New visual style of advanced hints
  • GUI Beta skin
  • Added: Stream-friendly UI switch in game options
  • Fixed: Artillery computer - displaying of weapon name and firing via Enter / Space keys. Tweaked layout
  • Changed: Color of sliders
  • Fixed: Text size in switches (
  • RscXListBox)\n* Fixed: TI textures for MH-9 family helicopters
  • Fixed: TI texture for rubber boat
  • 100 m increments in all range (100 - 1500 m) of
  • discreteDistance
  • (zeroing steps) parameter for all vehicle mounted weapons
  • Transition from prone to upright sprint while unarmed no longer causes visual sliding
  • Going prone from tactical sit no longer makes you stand up
  • Moving with binoculars with rifle improved
  • Switching to rifle while sprinting with pistol crouched no longer results in going prone
  • Reloading launchers forces out of optics mode
  • Combat Pace for 3 seconds when pressing LMB
  • Map animations disabled (quad bike entering fix; stances fix)
  • Improved sideways erected run to sprint transition
  • Hands warping when starting to crawl fixed
  • Optics are now disabled when crawling with pistol
  • Swapping sidearm to main weapon with a dedicated key in prone now works correctly
  • Self-heal rifle animations are now interrupt-able (for ragdoll)
  • Taking out launcher while prone and with main weapon in hand now puts you into launcher kneeled pose (without going into stand)
  • Binoculars animations revision
  • Shooting vs. running conflict resolved and fixed
  • Animations for embarking into various vehicles added
  • Added: New task system (backward compatible with the old one)
  • Fixed: Module functions are now spawned, not called
  • Added: Prototype of respawn templates for position and inventory selection
  • Fixed: Preload manager sometimes didn't trigger loading screen
  • Removed binocular body from inactive NVG model
  • Fixed: Multiplayer framework didn't work correctly on headless client
  • Fixed missing name in MP lobby. (Headhunters, Escape from Stratis)
  • Close door action now has higher priority
  • Added: Corpse removal for Escape from Stratis
  • Fixed: Ammo count in the Hunter in Showcase: Vehicle (after a recent config change)
  • Defined empty preset for erasing all key mappings
  • PhysX geometries of world objects have been improved
  • Trees now all use MCA lightmap
  • Explosive ammo hit particle effect tweaked
  • Fixed: Empty plastic barrels burst into flame when shot ( <a class="hghl" href="http://feedback.arma3.com/view.php?id=6955" rel="nofollow" target="_blank"> http://feedback.arma3.com/view.php?id=6955 </a>)\n* Added new particle effects for missiles
  • Fire for burning barrel tweaked (it was too big)
  • Broken glass effects tweaked, new effects added
  • Object destruction smoke tweaked
  • Loadouts of units have been largely modified (factions loadout standards were set)
  • Modified cargo loadout of vehicles
  • Changed class property to
  • housesimulated
  • for all runway lights
  • Added
  • placement=vertical
  • property to all lamps and vertical objects like the lighthouse
  • Added new icons and entries to Field Manual
  • Headgear and backpacks have new inventory icons
  • Adjusted damping rates of damaged and destroyed wheels of all vehicles
  • Correct UI picture for GL version of Katiba

Removed config classes:

  • arifle_MX_TWS_snds_F, arifle_MX_ACOg_point_F, arifle_MX_GL_ACOg_point_F, arifle_MX_GL_COWS_point_F, arifle_MXC_Holo_point_snds_F, arifle_MXC_ACOg_point_F, arifle_MXC_COWS_point_F, arifle_MXC_ACO_flash_F, arifle_MXC_ACOg_flash_F, arifle_MXC_Nstalker_point_F, arifle_MX_SW_ARCO_point_F, arifle_MX_SW_NVS_point_snds_F, arifle_MX_SW_TWSMG_point_snds_F, arifle_MXM_ARCO_point_F, arifle_MXM_SOS_point_F, arifle_MXM_TWSS_F, arifle_Khaybar_C_Nstalker_point_F, arifle_Khaybar_C_ACOg_flash_snds_F, arifle_Khaybar_C_ACOg_F, arifle_Khaybar_COWS_point_F, arifle_Khaybar_Hamr_point_F, arifle_Khaybar_Nstalker_point_F, arifle_Khaybar_TWS_F, arifle_Khaybar_GL_COWS_point_F, arifle_Khaybar_GL_Nstalker_point_F, LMG_Mk200_COWS_point_snds_F, LMG_Mk200_COWS_pointer_F, LMG_Mk200_TWSMG_F, LMG_Mk200_Holo_point_F, LMG_Mk200_Holo_point_snds_F, LMG_Mk200_ACO_F, LMG_Mk200_ACO_point_F, arifle_TRG20_Nstalker_point_F, arifle_TRG20_Holo_point_F, arifle_TRG21_Hamr_point_F, arifle_TRG21_COWS_point_F, arifle_TRG21_Nstalker_point_F, arifle_TRG21_GL_Hamr_point_F, arifle_TRG21_GL_ARCO_point_F, arifle_TRG21_GL_COWS_point_F, arifle_TRG21_GL_Nstalker_point_F, arifle_Mk20C_ACO_snds_F, arifle_Mk20_COWS_point_F, arifle_Mk20_GL_Mark_F, arifle_Mk20_Mark_F, srifle_EBR_Nstalker_point_F, srifle_EBR_SOS_F, srifle_EBR_ACO_point_F, srifle_EBR_Holo_F, srifle_EBR_Mark_point_snds_F, srifle_EBR_Hamr_F, srifle_EBR_Hamr_point_F, arifle_SDAR_ACO_point_F

Motivation: These classes were not used by default soldier load-outs and we deemed them unnecessary. Some of them used wrong optics for the given side of the weapon, some didn't make any sense. We would like to encourage adding different weapons rather via scripting and specific add-ons to them than having bazillions of pre-defined guns few people are likely to use and we cannot maintain quality control on them all. Renamed config classes:

  • arifle_Khaybar_C_ACOg_point_F -> arifle_Katiba_C_ACO_pointer_F
  • arifle_Khaybar_C_ACOg_F -> arifle_Katiba_C_ACO_F
  • arifle_Khaybar_ACOg_point_F -> arifle_Katiba_ACO_pointer_F
  • arifle_Khaybar_ARCO_point_F -> arifle_Katiba_ARCO_pointer_F
  • arifle_Khaybar_ACOg_F ->  arifle_Khaybar_ACO_F
  • arifle_Khaybar_GL_ACOg_point_F -> arifle_Katiba_GL_ACO_pointer_F
  • arifle_MX_ACO_pointer_F
  • arifle_MX_point_F -> arifle_MX_pointer_F
  • arifle_MX_Holo_point_F -> arifle_MX_Holo_pointer_F
  • arifle_MX_Hamr_point_F -> arifle_MX_Hamr_pointer_F
  • arifle_MX_ACO_point_F -> arifle_MX_ACO_pointer_F
  • arifle_MX_GL_ACO_point_F -> arifle_MX_GL_ACO_pointer_F
  • arifle_MX_GL_Hamr_point_F -> arifle_MX_GL_Hamr_pointer_F
  • arifle_MXC_Holo_point_F -> arifle_MXC_Holo_pointer_F
  • arifle_MX_SW_Hamr_point_F ->  arifle_MX_SW_Hamr_pointer_F
  • arifle_MXM_Hamr_point_F -> arifle_MXM_Hamr_pointer_F
  • arifle_TRG20_ACO_point_F -> arifle_TRG20_ACO_pointer_F
  • arifle_TRG21_ACO_point_F -> arifle_TRG21_ACO_pointer_F
  • arifle_TRG21_ARCO_point_F -> arifle_TRG21_ARCO_pointer_F
  • arifle_TRG21_GL_ACO_point_F -> arifle_TRG21_GL_ACO_pointer_F
  • LMG_Mk200_ARCO_F ->  LMG_Mk200_MRCO_F
  • LMG_Mk200_ARCO_pointer_F -> LMG_Mk200_pointer_F
  • arifle_SDAR_ACOg_F -> arifle_SDAR_ACO_grn_F
  • arifle_SDAR_ACO_F -> arifle_SDAR_ACO_red_F
  • arifle_SDAR_ARCO_point_F ->  arifle_SDAR_ARCO_pointer_F
  • arifle_SDAR_Nstalker_point_F -> arifle_SDAR_Nstalker_pointer_F
  • srifle_EBR_MRCO_point_F -> srifle_EBR_MRCO_pointer_F
  • srifle_EBR_ARCO_point_F -> srifle_EBR_ARCO_pointer_F
  • arifle_TRG20_ACOg_F -> arifle_TRG20_ACO_F
  • arifle_TRG20_ACOg_point_F -> arifle_TRG20_ACO_pointer_F
  • arifle_TRG20_ACOg_flash_snds_F -> arifle_TRG20_ACO_flash_F
  • arifle_TRG21_ACOg_point_F -> arifle_TRG21_ACO_pointer_F
  • arifle_TRG21_GL_ACOg_point_F -> arifle_TRG21_GL_ACO_pointer_F
  • arifle_Mk20C_ACOg_F ->  arifle_Mk20C_ACO_F
  • arifle_Mk20_ACOG_F -> arifle_Mk20_MRCO_F
  • arifle_Mk20_GL_ACOG_point_F -> arifle_Mk20_GL_MRCO_pointer_F
  • arifle_Mk20_GL_ACOgrn_F ->  arifle_Mk20_GL_ACO_F
  • srifle_EBR_ACOg_point_F -> srifle_EBR_ACO_pointer_F
  • srifle_EBR_Mark_F -> srifle_EBR_MRCO_pointer_F

Motivation: Weapon class names have been unified across the whole scale of weapons to be more consistent with the rest of game. There is no need to differentiate ACO colors in the class name of the weapon because each weapon is given only to specific side which use some color of ACO.

  • MH9_Base_F -> Heli_Light_01_base_F
  • B_MH9_F -> B_Heli_Light_01_F
  • AH9_Base_F -> Heli_Light_01_armed_base_F
  • B_AH9_F -> B_Heli_Light_01_armed_F
  • O_Ka60_F -> O_Heli_Light_02_F
  • O_Ka60_Unarmed_F -> O_Heli_Light_02_unarmed_F
  • Rubber_duck_base -> Rubber_duck_base_F
  • B_Assaultboat -> B_Boat_Transport_01_F
  • O_Assaultboat -> O_Boat_Transport_01_F
  • Rescue_duck_base -> Rescue_duck_base_F
  • Speedboat_Base -> Boat_Armed_01_base_F
  • Speedboat_minigun_Base -> Boat_Armed_01_minigun_base_F
  • B_SpeedBoat -> B_Boat_Armed_01_minigun_F
  • O_SpeedBoat -> O_Boat_Armed_01_hmg_F
  • Hunter_Base -> MRAP_01_base_F
  • Hunter_RCWS_Base -> MRAP_01_gmg_base_F
  • Hunter_HMG_Base -> MRAP_01_hmg_base_F
  • B_Hunter_F -> B_MRAP_01_F
  • B_Hunter_RCWS_F -> B_MRAP_01_gmg_F
  • B_Hunter_HMG_F -> B_MRAP_01_hmg_F
  • Ifrit_Base -> MRAP_02_base_F
  • Ifrit_MG_Base -> MRAP_02_hmg_base_F
  • Ifrit_GMG_Base -> MRAP_02_gmg_base_F
  • O_Ifrit_F -> O_MRAP_02_F
  • O_Ifrit_MG_F -> O_MRAP_02_hmg_F
  • O_Ifrit_GMG_F -> O_MRAP_02_gmg_F
  • Offroad_Base -> Offroad_01_base_F
  • c_offroad -> C_Offroad_01_F
  • Quadbike_Base_F -> Quadbike_01_base_F
  • B_Quadbike_F -> B_Quadbike_01_F
  • O_Quadbike_F -> O_Quadbike_01_F
  • Mk6_Mortar_Base -> Mortar_01_base_F
  • B_Mk6 -> B_Mortar_01_F
  • O_Mk6 -> O_Mortar_01_F
  • B_Mk6Mortar_Support -> B_Mortar_01_support_F
  • B_Mk6Mortar_Wpn -> B_Mortar_01_weapon_F

Motivation: We decided to change class names of vehicles to more generic ones to support possible renaming (as it may be seen on some assets) and easier mission scripting. It should be easier for mission maker to simply add a MRAP by describing it in class name rather to remember all the names of assets.

ENGINE

  • Optimized object preparation and rendering
  • Optimized MP traffic - up to 35% reduction for non-custom message data
  • Added optimization of preloading large map features (takes up to 30% less time)
  • Fixed some of the FPS drops in longer MP games
  • Fixed several crash opportunities
  • Script command "
  • items
  • " returns only items that are not magazines, explosives, grenades and that are not linked to a unit
  • Script command "
  • addItem
  • " returns error message "No entry...!" if invalid config name is used
  • Script command "
  • removeAllItems
  • " removes only items listed by command "items"
  • Script command "
  • weapons
  • " lists also weapons in inventory
  • Script command "
  • removeItemFromPrimaryWeapon
  • " renamed to "
  • removePrimaryWeaponItem
  • "
  • Returned array of script command "
  • assignedItems
  • " does not contain headgear and goggles
  • New script command "
  • removeAllPrimaryWeaponItems
  • "
  • New script command "
  • removeHandgunItem
  • "
  • New script command "
  • removeAllHandgunItems
  • "
  • New script command "
  • canAdd
  • "
  • New script command "
  • primaryWeaponMagazine
  • "
  • New script command "
  • secondaryWeaponMagazine
  • "
  • New script command "
  • handgunMagazine
  • "
  • Interiors of amphibious vehicles are not flooded with water anymore, added new parameter
  • waterPPInVehicle
  • RPT file header contains allocator used in the game (for logging purposes)
  • Several mostly MP-related inventory fixes
  • Distance display disabled in command cursor to prevent cheating
  • Fixed: Thermal Imaging now works even for proxies
  • Fixed: Wind emitters are prepared only once per simulation
  • Fixed: Adjusted simulation for PhysX objects to be called every simulation step once
  • Added: AI is now better able to adjust shots at longer distances
  • Fixed: AI is better in choice of weapons
  • Added: Doppler effect to modify source frequency
  • Added: New colision sound sources for soldiers and small trees
  • Fixed: Wind in same direction as helicopter is decreasing helicopter air friction
  • Fixed CTD when changing overall video options and FPS texts are displayed
  • Wire triggers are ignoring objects with mass less then the set limit


SPOTREP-00007

SPOTREP-00007

  • FROM: Project Lead
  • TO: Beta Users
  • UNIT: Arma 3 Beta
  • ACTIVITY: Game Update: 0.72 (Interface layout options, Steam invites, Fatigue feedback, Fixathon)
  • SIZE: ~885 MB

CHANGELOG

DATA

  • Added: Ability to set starting time of Defend Kamino (MP)
  • Firing Drills: Automatic reload and resupply added upon restart (for lazy Mr. Endstar)
  • Firing Drills: Now using symbology on selector targets
  • Firing Drills: Ability to immediately quit at the end of CoFs added
  • Firing Drills: CoF Green - updated to reflect changed magazines for sidearm
  • Firing Drills: Times of day tweaked to match new Stratis configuration
  • Firing Drills: Use of color was inconsistent for non-medal times
  • Firing Drills: Restarting within a CP would leave the IGUI element active
  • Firing Drills: Medal icon sometimes shown using Training rules
  • Firing Drills: Added audio cue when going over the next medal time
  • Firing Drills: Conversations all switched to radio again
  • Showcase time of day tweaks to match Stratis sunrise configuration
  • Showcase SCUBA now uses Titan launchers instead of RPG-42
  • "Interface Layout" configuration tool added to Game Options
  • Added: More heads to select from in user profile
  • Interface clock control replaced with an improved version in map, editor, briefings and tasks
  • AI icons in role assignment screen are not deformed anymore<
  • Fixed: Cargo cannot take control from commander
  • Gunner and driver of class "Car" and its children now use optics to detect targets
  • Tweaked collision damage to vehicles. They now should be a bit more resistant, mostly at lower speeds.
  • Tweaking of wheels and suspension of both APCs (floating in air)
  • Adjusted agility of helicopters
  • Added parachutes to light helicopters
  • Passengers of all helicopters are now able to eject and paradrop
  • Added cargo parachutes for supports
  • Fixed: It is no longer possible to get directly from flatbed / cargo space to cabin of Trucks and vice versa
  • Adjusted radius of Zamak's destroyed wheels
  • Zamak now has the correct wheels destroyed (by shooting)
  • Doors of Mi-48 are closed by default now
  • Fixed getting in UH-80 as pilot for more players simultaneously
  • Gunners of UH-80 should be able to switch seats
  • Added day camouflage variant of Ghost Hawk
  • Weapons of CH-49 cargo no longer stick out of the roof
  • Tweaked hit points of the CH-49 Mohawk
  • Disabled levitation of the Strider's wheels
  • Fixed glass on doors of Ifrit
  • Green faction assault boat has its own texture
  • Green faction has its SDV now
  • Marid's crew should now abandon vehicle when all steerable wheels are gone
  • Fixed: Marid should have correct names of weapons
  • Fixed: Path to sounds of Speedboat
  • Speedboat's water friction has been tweaked
  • Engines of armed Strider hit points now have correct names
  • Fixed: AMV map icon was too small
  • Fixed: HEMTT exhaust right next to passenger head
  • HEMTT now has correct destruction of cargo part
  • Fixed: HEMTT windshield destruction
  • Fixed: HEMTT various descruction issues
  • Adjusted AH-9 missile burst for AI
  • Basic collimator optics should have the same zeroing
  • Iron sights of SOS optics now have correct zeroing
  • Tweaked basic setting of the direction of grenade throws
  • Fire mode switches are now animated for most weapons
  • GM6 rate of fire has been adjusted
  • Katiba variants are back
  • Flares light intensity tweaked
  • Changed magazine for Green faction pistol in equipment
  • Aiming of the ACP-C2 has been adjusted
  • ACP-C2 uses .45 magazines
  • Fixed: ACP-C2 and Vermin should have sound suppressors for .45 ACP ammo (class muzzle_snds_acp)
  • Improved ASRAAM behavior
  • Tweaked recoils for Scorpion and Vermin
  • Fixed: OPFOR Recon should have their weapons back
  • Fixed: Tweaked dispersion of mortar shells
  • Fixed: PCML and RPG-42 use unguided missiles
  • Careless AI are no longer stuck in prone after crawling under an obstacle
  • Parachuting soldiers are not sad anymore (death pose removed)
  • Adjusted vulnerability of character heads
  • OPFOR helmet heads-up displays retracted
  • OPFOR recon units inventory loadouts changed to match their BLUFOR recon counterparts
  • Weight and capacity of all uniforms, vests and bags overhauled into one logical, balanced and gradually scaling norm, where bags of the same type and / or purpose should share corresponding values with minor side unique differences.
  • Fixed: OPFOR Recon inventory loadout
  • Adjusted Stratis' world coordinates (affects time of day effects)
  • Fixed: No units on certain Sites
  • Animal Sites enabled
  • Animal Sites generation reworked into a function
  • Animal Sites  MP support added
  • Changed: Minefield Site now rotates all mines in the direction of the Site module
  • Fixed: Support type no longer available without any usable providers (Supports module)
  • Fixed: Script error messages caused by Supports module ( <a class="hghl" href="http://feedback.arma3.com/view.php?id=11326" rel="nofollow"> http://feedback.arma3.com/view.php?id=11326 </a>)\n* Added: Dialog for custom init code for virtual providers in Supports module
  • Added: Dialog for custom supply crate init code for supply drop in Supports module
  • Added: Custom HQ parameter for Support Requester module
  • Added: HQ now informs you if you have new supports available (when using the Supports module). You can disable these reports by using BIS_SUPP_reportNewSupports = false;
  • Added: "Create diary record" module now allows adding a briefing entry to sides of synchronized units and to all playable units (the same options as "Create task" module have). This should simplify MP mission configuration.
  • Added: Module for setting a group callsign, can be found in "Group Modifiers" category.
  • Fixed: Units created BIS_fnc_spawnGroup were in the wrong order and of incorrect ranks.
  • Added: "Headquarters" module, assigning HQ speaker with specific callsign for the given side.
  • Added: Scripted event handler "ticketsExhausted" is now called when number of respawn tickets reaches 0.
  • Fixed: Error messages when placing certain modules without input parameters
  • Suffocating PP effects disabled for animals
  • Fixed: Error in BIS_fnc_arrayShift ( <a class="hghl" href="http://feedback.arma3.com/view.php?id=10276" rel="nofollow"> http://feedback.arma3.com/view.php?id=10276 </a>)\n* BIS_fnc_endMission is now terminated when trying to trigger a good ending over a bad one
  • Apart from "Synchronized Units" and "Groups of synchronize units", the "Create Task" module now offers new options - "Sides of synchronized units" and "All playable units"
  • Entering Splendid Camera while in vehicle optics resulted in NVG / TI modes being black
  • Removed: Ambient Combat module. It was a simple port from Arma 2 and it wasn't maintained anymore.
  • Fix: respawnDelay entry was ignored when defined as a string, not as a number
  • No more infinite clicking if space is held to skip titlecards or establishing shots
  • No longer possible to press buttons other than Space and Esc while titlecards or establishing shots are playing
  • Added: Respawn templates expanded by ability to define side specific templates using new description.ext params: respawnTemplatesWest, respawnTemplatesEast, respawnTemplatesGuer and respawnTemplatesCiv. When not found for player's side, existing respawnTemplates param is used instead.
  • Added: In CfgFunctions, 'forced' entry allowed designer to execute a function on mission start, before units are initialized. The entry is now renamed to 'preInit', and new entry 'postInit' provides option to execute the function right after objects were initialized.
  • Config definition parameter (_this select 7) in advanced hint function removed. No need for it anymore, function checks all config files now.
  • Notifications now support independent definition of picture color and picture text color
  • Introduced several variants (5 up from 1) of glass shard effects for destructible glass based on size and shape of windows
  • Fixed: Selections of windows on airport control tower
  • Fixed: Missing radio protocol sentence for Helicopter Attack "chopper destroyed" event
  • Fixed: Mortar sound reload spectral edited

CHANGED CLASSES

  • ACP-C2 now uses
  • 9Rnd_45ACP_Mag
  • magazine and a new
  • muzzle_snds_acp
  • sound suppressor
  • Vermin SMG now uses
  • 30Rnd_45ACP_Mag_SMG_01
  • and
  • 30Rnd_45ACP_Mag_SMG_01_tracer_green
  • magazines and a new
  • muzzle_snds_acp
  • sound suppressor
  • Green faction has received its SDV with class
  • I_SDV_01_F
  • Green faction has received its Supply create with class
  • I_supplyCrate_F

ENGINE

  • Support for Steam friend invites / joins
  • Added: Wind synchronization in MP
  • Disabled loading screen when switching closing map
  • Switching weapon modes doesn't require two key presses when the weapon info IGUI is hidden anymore
  • AI use Thermal Imagery to detect enemy when available
  • Removed warp when reloading in 3D optics
  • Improved thread synchronization of object drawing
  • Recognition of damaged part of body has been improved
  • Fix and slight optimization of detection of Simul Weather optimization
  • Fixed: Brightness of nearby objects in the first frame after map display is closed
  • Fixed: Items disappearing during inventory operations
  • Fixed: Unable to take weapons from non-local containers
  • Fixed: MP: Unable to throw grenades after taking vest from ground
  • Fixed: Magazine not being removed for other clients if a player loads it directly into their gun
  • Fixed: When player tries to place a vest or uniform into a backpack from the ground, target backpack will be copied and stored on the ground
  • Fixed: Headgear no longer displayed after leaving a multiplayer game
  • Fixed: Players could not access vehicles that cannot move
  • Fixed: Helicopters don't wait with another burst of CounterMeasures
  • Fixed: Helicopter collective ascent / descent rates were not consistent among devices
  • Fixed: GET IN waypoint - AI went for wrong seats in the helicopters
  • Fixed: Icons and text outside of valid area in combo boxes, added ST_NO_RECT style support
  • Fixed: Text alignment support for map icons
  • Added: Scripting commands for tree interface control
  • Fixed: Command enableEnvironment to toggle off all ambient wildlife
  • Fixed: setAmmo command description
  • Fixed: AI turn limitation while aiming


SPOTREP-00008

SPOTREP-00008

  • FROM: Project Lead
  • TO: Beta Users
  • UNIT: Arma 3 Beta
  • ACTIVITY: Game Update: 0.74 (BattlEye anti-cheat, APC Package)
  • SIZE: ~905 MB

CHANGELOG

DATA

  • Added: BTR-K Kamysh tracked IFV
  • Added: IFV-6c Panther tracked IFV
  • Added: BattlEye anti-cheat engine integration
  • Added: Commander position for Marshall and Kamysh
  • Corrected position for optics and coaxial machinegun moved to correct place (AMV)
  • Added clan sign support for many Beta vehicles
  • Added: Various vehicles have adjusted items in inventory
  • Fixed: Ifrit GMG now has 96 grenades instead of 64
  • Fixed: Hunter GMG now has 96 grenades instead of 64
  • Fixed: Strider GMG now has 96 grenades instead of 64
  • Fixed: Bad glass sorting on Strider
  • Fixed: Tweaked AI driving skills with Speedboat
  • Fixed: Lowered hit of 40mm HE grenades as they were too strong and MRAPs now uses magazines with 96 grenades
  • Fixed: APC turrets now have more authentic vision modes
  • Fixed: Tweaked suspension of APCs
  • Fixed: Improved crew and cargo animations of APCs
  • More believable braking performance of Marshall and Marid
  • Remotely controlled turrets on new APCs have no hatches (so crew cannot turn out from them)
  • Adjusted lift force of xH-9, AH-99 and PO-30 helicopters
  • Adjusted collective of xH-9 family helicopters
  • Adjusted xH-9 family maneuverability around roll-axis
  • Moved Blackfoot gunner optic view to correspond with PiP
  • Fixed: Destroyed parachute doesn't start to burn
  • Supply parachutes now have correct colors per sides
  • Fixed: Changed glass materials for CH-49 Mohawk
  • Daytime version of UH-80 is now listed as made by Bohemia Interactive
  • Copilot of the UH-80 now uses the cyclic
  • Fixed: Blurred tail rotor in cargo-view
  • Transport helicopters have means to detect incoming missiles
  • Helicopters: added
  • bodyFrictionCoef
  • config parameter
  • Doors should be openable by scripts for helicopters
  • Improved cockpit PiP monitors
  • Added plain brown versions of Mk. 20 rifles (classes
  • arifle_Mk20_plain_F
  • ,
  • arifle_Mk20C_plain_F
  • and
  • arifle_Mk20_GL_plain_F)\n* Added specialized collimator for SMGs (classes
  • optic_ACO_grn
  • ,
  • optic_aco_smg
  • , and
  • optic_Holosight_smg)\n* Improved animations of Mk.20 rifle
  • Fixed: Iron sights now have 100 m increments (up to 600 m)
  • Even holosight should have basic zeroing of 200 m
  • Fixed: Repaired AS map of MX rifle family
  • Added some delay between throwing 'nades
  • Fixed: Hammer of ACP-C2 is correctly readied to fire
  • Better cursor for laser designator
  • Revamped sound suppressor configuration
  • Correct name sound for Scalpel missiles
  • Fixed: String error after after shooting a smoke round from MX 3GL
  • Tweak: Cannons and Skyfire rockets AI engagement ranges and probabilities
  • Fixed: Showcase Infantry - Undefined variable error when engaging the spotters
  • Fixed: Showcase Infantry - No artillery rounds were hitting the village at the end of the mission
  • Showcase Helicopters: Radio issues fixed - some conversations were not playing because using wrong channels
  • Showcase Helicopters: Ambient animations added to starting location and Camp Rogain
  • Showcase Helicopters: Problem with mission not ending when helicopter crashed into water fixed
  • Showcase Vehicles: Various tweaks: more sunlight, exfil task position, player can get in the boat before his driver now
  • Fixed: Showcase Supports - Mission should end a bit sooner now
  • Added: BIS_fnc_log and BIS_fnc_error now display player's profile name
  • Added: Sector module - creates a contested sector, handles its capturing and map visualization
  • Added: Respawn Position module - adds respawn point for specific side and unit / vehicle type
  • Added: Vehicle Respawn module - set vehicle respawn, including customizable position, delay, notification, etc.
  • Added: Additional military buildings can now be garrisoned by Sites
  • Added: When "ORBAT group" module is not synced to "Strategic Map" module, the icon will be displayed on the main map instead
  • Added: "Defend" mission type (used for example in "Defend Kamino") is now using unified sectors. Mission ends when enemy side holds all sectors on the map.
  • Added:
  • functionPriority
  • entry for module logics. It's now possible to set order in which modules are initialized. The higher the value is, the later the module function is executed.
  • Added: When player joins to a mission with MenuPosition respawn template, he'll be moved to the latest, not random respawn.
  • Added: CfgNotifications classes now supports
  • soundRadio
  • entry; these are radio sentences played by HQ (created by "Headquarters Entity" module).
  • Fixed: Disabled vehicles were not respawning
  • Fixed: Script error messages caused by Supports module ( <a class="hghl" href="http://feedback.arma3.com/view.php?id=11326"> http://feedback.arma3.com/view.php?id=11326 </a>)\n* Fixed undefined variable errors when using BIS_fnc_UnitPlay
  • Fixed: In module setup preview, optional connections appeared transparent. However, the transparent line looked a bit like grouping line. Now only the icon remain transparent to prevent this issue.
  • Fixed: Main menu script error
  • Fixed: After JIP, persistent functions were sometimes executed before mission objects were created.
  • Firing Drills: Targets would not deactivate when leaving Competitive CPs
  • Firing Drills: FM records with introduction, rules and tips added
  • Firing Drills: bonus & penalty logic between Training and Competitive made consistent
  • Firing Drills: first version of PiP feedback added for long-range accuracy targets
  • Firing Drills: There could be a doubled icon next to previous times
  • Firing Drills: Final times were not colored correctly in all cases
  • Firing Drills: The main task is now completed when ending the challenge
  • Fixed: undefined variable in CoF: Blue
  • Fixed: undefined variable in CoF: Green
  • Changed: Titan used instead of RPG-42 in Showcase SCUBA
  • Improved: Script initialization on the mission start. Functions, modules and automatic scripts are now executed on the correct order
  • Fixed: BIS_fnc_selectRandom no longer shows a scripting error when an empty array was passed as argument
  • Find more documentation on modules and other design topics <a class="hghl" href="https://community.bistudio.com/wiki/Arma_3_Modding_Updates"> here </a>
  • Added: Vertical position of map in loading screen is now randomized, adding some variety to it
  • Fixed: Broken drawing of comboboxes in date modules
  • Fixed: Wrong column widths in the Multiplayer display with some UI size
  • Fixed: MP display error
  • Radio Protocol: Targeting and Reporting tweaks and fixes (distances, probabilities, etc.)
  • Radio Protocol: Missing words fixed for several protocols
  • Added: New attenuation effect for interiors of vehicles correctly dampens the outside noise (e.g. from weapons)
  • Added: Noise sounds for APCs
  • Fixed: Sounds of some vehicles have their file paths changed to correct ones
  • Better sound for smoke launchers
  • Lamps have better emissive material
  • Roadcone and Roadbarrier lights are now operational
  • Added loading screen environment trivia
  • Fixed: Tweaked fog on horizon and clouds (removed visible transitions for some fog settings)
  • Fixed: Ambient light is now correctly affected by moon and stars intensity
  • Fixed: Sunken fuel station on Stratis
  • Sprinting left and right while standing allows for quick drop to adjusted left and right urban prone positions (use prone key while sprinting sideways)
  • Adjusted poses received boost to fluency
  • Improved responsiveness of stance changing
  • Added: Korean, Japanese and Cyrillic symbols to fonts
  • Fixed: AI ability to track enemy that is not visible
  • Fixed: Adjusted content of ammunition and weapon crates
  • Restructured grouping of editor objects and renamed object editor categories
  • New control presets
  • Hiding in the grass now affects AI better (configuration on Stratis surface types done)
  • Adjusted visibility and audibility of fire for AI
  • Many small objects and furniture are now PhysX-simulated when spawned in editor / via script
  • Note: You may see some of the faction names have started to change from their generic color names. Nothing to worry about. We'll introduce them properly when we're ready for it :-)

ENGINE

  • The game will now report undefined variables in scripts as an error, hopefully motivating fixes in these scripts, and better scripts in the long-term.
  • Fixed: SMAA Post-Process
  • Fixed: Small performance tweak in rotation blur Post Process
  • Fixed: Flash suppressor changed sound of underbarrel grenade launchers
  • Fixed: Some cases of sliding players
  • Removed sensitivity smoothing for aiming deadzone
  • Helicopters: main rotor collision added
  • Helicopters:
  • startDuration
  • config parameter added
  • Added:
  • mainBladeCenter
  • and
  • mainBladeRadius
  • for all helicopters
  • Added:
  • liftForceCoef
  • ,
  • cyclicAsideForceCoef
  • and
  • cyclicForwardForceCoef
  • config parameters for helicopters
  • Helicopters: autorotation tweaks, barrel roll tweaks
  • Added: added
  • allowAgainstInfantry
  • ammo config parameter
  • NVGs are hidden inside vehicles, and this can be configured per position
  • Added: New <a class="hghl" href="http://forums.bistudio.com/showthread.php?155866-Arma-3-Particle-Effects-docu&p=2445569&viewfull=1#post2445569"> parameters </a>
  • for particles created by script
  • Fixed: Scripting command tvSetData
  • Added: Error message when trying to pass Array in Array as parameter for tree commands
  • Fixed: Tank shells now have visible tracer
  • Fixed: Freelook not turning the whole player anymore
  • Fixed: Inconsistent land shadow segments while switching landscapes
  • Fixed: Broken parallax mapping on the terrain in some places
  • GPU benchmark should not cause "driver not responding" conditions anymore
  • Instancing now takes craters into account
  • Changed: Particles quality is set to Standard instead of Low when Overall quality is set to Standard
  • Stance indicator fades in / out when changing stances
  • Fixed: AI ballistic calculation
  • Fixed: AI now can shoot over animals
  • Fixed: AI now consider proper muzzle direction for rocket launchers
  • AI shouldn't take unguided missiles as guided
  • AI shouldn't use rockets against infantry that much
  • AI ballistic calculation improved for unguided rockets
  • AI prefer crouch stance while engaging
  • Continual fire will be decreasing position error (as a counterweight to decreased visibility of shooting)
  • Lock is now independent from zoom
  • Read more about AI tweaks and fixes <a class="hghl" href="http://forums.bistudio.com/showthread.php?159711-Development-Branch-Captain-s-AI-Log"> here </a>


SPOTREP-00009

SPOTREP-00009

CHANGELOG

  • Enabled publication to and download from <a class="hghl" href="http://steamcommunity.com/workshop/browse/?appid=107410" target="_blank"> Steam Workshop </a>
  • of singleplayer and multiplayer scenarios
  • Player is now able to freelook while holding binoculars
  • Better binocular animations
  • Improved transitions in pistol tactical movement
  • Pistol optics disabled when side-prone
  • Fix: Playback speed of ladder animations matched to vertical movement speed
  • Fix: Swimming animations
  • Fix: <a class="hghl" href="http://feedback.arma3.com/view.php?id=11604" rel="nofollow" target="_blank"> http://feedback.arma3.com/view.php?id=11604 </a>
  • (animation loop gets correctly terminated when the condition evaluates to true)
  • Interpolations with launchers have been improved (animations)
  • Tweaked climbing position for ladders on Transmitter Towers
  • Decreased speed on ladders
  • Soldiers in open parts of vehicles keep their NVGs on their heads
  • Drivers have gone to training lessons to improve their driving capabilities
  • Fix: Tweaked flight model of all helicopters
  • Helicopters: added bodyFrictionCoef config parameter
  • CSAT technicians have invested some time in enhancing horizontal banking indicators in HMDs of their helos
  • Adjusted lift force of xH-9, AH-99 and PO-30 helicopters
  • Fix: Blurred tail rotor in cargo-view of xH-9
  • Adjusted collective of xH-9 family helicopters
  • Fix: Improved UH-80 lights
  • NATO technicians have found and removed invisible barriers around Ghosthawk
  • Camo version of UH-80 is now listed as made by Bohemia Interactive
  • Crew of AH-99 is now trained to get in proper seats
  • Fix: Pilot of AH-99 can get back in after having disembarked
  • Swapped PiPs for gunner / pilot of AH-99; improved compass
  • Revamped flight model of AH-99 Blackfoot to cut the slack
  • Technicians allowed pilots to customize their AH-99 by using setObjectTexture even to different color than V. Olive (see <a class="hghl" href="http://feedback.arma3.com/view.php?id=12486" rel="nofollow" target="_blank"> http://feedback.arma3.com/view.php?id=12486 </a>)\n* Gunner of Mi-48 has his zeroing displayed
  • Changed glass materials on CH-49
  • CH-49 Mohawk should correctly show damaged hull
  • Fix: Bad collisions for HEMTT
  • Fix: Problems with lights on HEMTTs
  • Fix: Co-driver of HEMTT is no longer a designated role
  • Fix: HEMTT and Zamaks have better cargo poses
  • HEMTT and Zamak have new custom get out animations
  • Speed indicator of Zamak has been re-calibrated by CSAT technicians
  • Zamak has a more authentic look
  • HEMTT has better destruction of windows
  • Technicians allowed drivers to customize their HEMTTs and Striders by using setObjectTexture even to different color (see <a class="hghl" href="http://feedback.arma3.com/view.php?id=12486" rel="nofollow" target="_blank"> http://feedback.arma3.com/view.php?id=12486 </a>)\n* Fix: Quadbike driving model improvements
  • Fix: Angular damping of land vehicles in water
  • Added new penetration materials for armored vehicles
  • Adjusted Rolled Homogeneous Armor against small arms fire
  • Tracked APC crews kill-able with penetrating shots
  • APCs damage model has been improved
  • Fix: <a class="hghl" href="http://feedback.arma3.com/view.php?id=11953" rel="nofollow" target="_blank"> http://feedback.arma3.com/view.php?id=11953 </a>
  • (Marshal - commander first-person seeing through gun)
  • Corrected position for optics, coaxial machinegun made on correct place on the AMV
  • Fix: CSAT technicians have loaded correct color of tracers into Kamysh
  • Adjusted Strider engine hitpoints
  • Commanders of Panther have been trained to open hatch first and turn out just after that
  • Panther has visually improved damping
  • Panther commanders have been trained to pop-out of their hatch a bit less - for their own safety
  • Panther should be a bit higher on its suspension
  • Marid should have standard RCWS reticle
  • Improved penetration model of Marid / Marshall
  • Tracked APCs don't have suspension of tracker / trailer wheels
  • Technicians have taken some stronger light sources and installed them on speedboats
  • Adjusted Center of Mass of rubber boat
  • Technicians allowed pilots to customize their SDV by using setObjectTexture even to different color (see <a class="hghl" href="http://feedback.arma3.com/view.php?id=12486" rel="nofollow" target="_blank"> http://feedback.arma3.com/view.php?id=12486 </a>)\n* Crew of Kamysh has learned how to get in from the sides to reach the hatches
  • Crew of APCs is allowed to show their NVGs
  • MRAPs are now correctly listed as made by Bohemia Interactive
  • Lights should be correctly visible for offroads
  • Reduced initial slip of offroads
  • Civilian vehicles should have thin metal plate materials instead of thick ones
  • Fix: Persistent task notification
  • Fix: Lighting of 3D GUI objects
  • Fix: Vehicle classes were not sorted alphabetically
  • Fix: Respawn menu was updated even after it was closed
  • Fix: Title of Showcases, Challenges and Scenarios displays
  • Added: Faction flag is now visible when inserting an unit in the editor
  • Added: Film grain and subtle animation for scenario overview images
  • Fix: Updating of weather ToolBox in MiniIntel after weather is changed in Intel
  • Added: Distances added to target and get in menus
  • Added: Launcher magazines now display their purpose in GUI to make the right choice of magazines
  • Added: Player's name to respawn menu
  • Improved: Island preview image is now larger and better proportioned
  • Selecting the same island twice will no longer refresh the clouds
  • Fix: Rendering issue of map objects. As a result, compass in the map is now re-enabled
  • Optimized handling of SITREP text to improve performance
  • Proper font for SITREP text now used instead of default
  • Fix: Showcase Infantry - Undefined variable error when engaging the spotters
  • Fix: Showcase Infantry - No artillery rounds were hitting the village at the end of the mission
  • Fix: Showcase Scuba - Wrong hint class used
  • Added: Showcase SCUBA - Danger close mortar friendly fire penalty
  • Fixed: Showcase SCUBA - Mortar support available in establishing shot
  • Fix: Showcase Vehicles - More sunlight, exfil task position, player can get in the boat before his driver now
  • Showcase Night - Total time for main objective changed from 1400 seconds to 1800 seconds
  • Showcase Night - Total time to meet extraction boat changed from 180 seconds to 240 seconds
  • Fix: Escape from Stratis - Mission fail is now reliable in more situations
  • Fix: Escape from Stratis - Wrong Author tag
  • Added: Escape from Stratis - Corpse removal
  • Fix: Showcase: Supports - Should end a bit sooner now
  • Fix: Combined Arms - Wrong debriefing was being shown if all players would be dead after retreat task was added
  • Added: Defend Kamino - New respawn inventory system
  • Firing Drills:
  • Added: 3D CP indicators now scale and alternate color to attract attention
  • Added: CP center, area and shooting box markers implemented
    • Training: CPs always shown
    • Competitive: previously activated and first next CP shown only
  • Added: Target markers implemented (active CP targets shown)
    • Post-completion: always shown for both rule sets as AAR
    • Normal, no-shoot and bonus targets indicated
    • Hit and missed targets indicated
  • Added: Competitors are healed with every reset / restart
  • Added: FM records with introduction, rules and tips
  • Added: CP briefing target box now follow different logic: top value (targets remaining) and bottom value (bonuses remaining, if any)
  • Added: Bonus & penalty logic between Training and Competitive made consistent
  • Added: First version of PiP feedback added for accuracy targets
  • Added: Now using symbology on selector targets
  • Added: Ability to immediately quit at the end of CoFs added
  • Added: Added audio cue when going over the next medal time
  • Added: CoFs now select the correct default weapon with every reset / restart
  • Fix: Competitor weapons were not properly reset when more weapon types were available during the CoF
  • Fix: Broken hint in CoF Orange
  • Fix: Undefined variable in CoF Blue
  • Fix: Undefined variable in CoF Green
  • Fix: CoF Green: Switched to plain version Mk. 20
  • Fix: Restarting within a CP would leave the IGUI element active
  • Fix: Medal icon sometimes shown using Training rules
  • Fix: Systems now terminate on competitor death (impressive achievement!)
  • Fix: Timing / CP UI does not close anymore when injured
  • Fix: Conversations all switched to radio again
  • FIx: Check Point and target voice messages would sometimes continue after restarting
  • Fix: CoF Green - Competitors were rudely teleported into the ocean
  • Many small objects and furniture are now PhysX-simulated when spawned in editor / via script
  • Camping objects now have better PhysX
  • Editor objects now have icons more descriptive of their shape (instead of squares with question marks)
  • Fix: OPFOR ammo box (wrong machine gun ammo type)
  • Fix: BLUFOR ammo bearer chemlights color (green instead of blue)
  • Correct rifle scope for BLUFOR Recon Team Leader and BLUFOR Recon Marksman
  • Correct uniform for BLUFOR Recon Paramedic
  • Updated Ammo boxes with new RPG HE rocket types
  • Updated special weapons ammo boxes with optics for each respective faction
  • Added HE grenades for JTAC soldiers
  • Binoculars added for Team Leader
  • Fix: Disappearing of objects viewed through the open doors when inside the buildings
  • New control presets
  • New key presets with fixed Track IR controls
  • Arma 2 original preset updated to new Zoom function
  • Fix: Minor vehicle controls key binds bug causing interference with new key presets
  • Fix: Minor optics bug in key presets. Wrong macro combination replaced by absolute number of corresponding key bind.
  • Fix: Few minor errors in controls presets considering the aircraft gear up / down
  • TrackIR Z-axis has been fixed
  • Adjusted visibility and audibility of fire for AI
  • Adjusted underwater view distance for AI
  • Soldiers have been trained to correctly distinguish different types of helicopters / boats as a threat for them
  • AI soldiers have been trained to better distinguish enemy unit types and target the highest threat
  • Structures should have correct cost values
  • Soldiers have been trained to walk on stairs better
  • Alpha has been sorted better for roads
  • Overhauled soldier carrying capacity, bags, bag types, bag content, all items weights and also corresponding equation values for fatigue gain
  • Changed uniform weight to carry ratios
  • Roadcone and Roadbarrier lights are now operational
  • Signs on Stratis have been changed to reflect factions
  • Fix: Typo in few values in building destruction smoke
  • Fix: Color of dust in mortar fire effect tweaked
  • Smoke effect for destroyed mortar added
  • Fix: Grass parts in the tracked vehicle dust effect tweaked
  • Fix: Dust effects for user-made airplanes are no longer under the terain
  • Fix: Smoke screen of vehicles deployed too close
  • New RPG launch effect
  • Number of particles in missile trail effect reduced
  • Added: Vehicle weapons empty cases on medium particle quality
  • Small tweaks of missile explosions
  • Blood effects have been tweaked for larger caliber hits
  • AMV and Kamysh properly eject shells
  • APCs should have enhanced fire effects
  • Error in explosive satchel / charge explosion effect fixed
  • Optimization of underwater particle effects
  • AI visibility properly set for all particle effects
  • Fix: Silenced Scorpion has correct fire modes
  • Fix: Hit coefficient set according to other suppressors configs
  • Revamped sound suppressor configuration
  • Fix: Incorrect alpha sorting on Mk20GL with a 3D scope
  • Fix: Mk.20 magazine has now correct shadows
  • Improved animations of Mk.20 rifle
  • MX and Mk.20 reload magazine animations have been improved
  • MX rifles have correct description of ammo used on them
  • MX without optics is by default zeroed according to iron sights
  • Fix: Issue with parts of character clipping into 3D scope
  • RCWS turrets share the same reticle
  • Fix: Cost of .45 ACP ammo compared to 9mm
  • RPG-42 using more realistic munitions
  • Added new reticle for RPG
  • Fix: SDAR dispersion set to more realistic value
  • Fix: Zeroing is now in steps 30, 100, 200, 300, 400 for SDAR
  • Tweak: Set recoils for TRG and Katiba
  • Removed shaking where it shouldn't be feel-able: autocannons, NSVT machine gun
  • Reduced optics shake on mortars and cannons
  • PCML reticle has been polished
  • Minor tweaks in our ammo types calibres and typical speeds to better match their real-life behaviour
  • Decreased priority of touch off to prevent self destructive behavior of our explosive specialists
  • Tweak: Engagement ranges of 30mm cannon and Skyfire rockets
  • Independent Mk6 should be correctly displayed as made by Bohemia Interactive
  • Tweak: aiRateOfFire of Titan launchers changed from 5.0 to 8.0
  • Countermeasures have correct name displayed
  • Adjusted magazineReloadTime of class Throw (for grenades)
  • Tweaked ammo penetration values for small caliber weapons. This follows the previous update of larger calibers. All changes are based upon real ammunition characteristics and are calculated according our analysis equations.
  • Added new actors and samples to Radio Protocol
  • Minor tweaks of Stealth Radio Protocol
  • Added: When reporting targets, divers, medics, MRAPs, and some other types are identified by specific word
  • Fix: Tracked APCs were called "tank" in radio protocol
  • Fix: Louder sounds for characters
  • Sounds of movement has been tuned for all soldiers
  • Added SFX samples for stance changes
  • Fix: Improper sound in rifle kneel inventory animations ( <a class="hghl" href="http://feedback.arma3.com/view.php?id=12379" rel="nofollow" target="_blank"> http://feedback.arma3.com/view.php?id=12379 </a>)\n* Echo inside of vehicles has been adjusted
  • Sounds of weapon closures have been adjusted (typically used for bolt moving back)
  • Adjusted sounds of tracked vehicles
  • Adjusted sounds of quad bikes
  • Adjusted sounds of bullet impacts
  • Adjusted sound volume for quad bike and offroad
  • Fix: Adjusted sounds for offroad
  • Adjusted attenuation of sounds for Offroad
  • Adjusted sounds for grenades (impact and smoke grenades)
  • Adjusted sounds for Scorpion
  • Adjusted sounds for ACP-C2
  • All cars went through technical inspection and have their sounds tuned
  • Adjusted sounds for 30mm cannon
  • Adjusted sound controllers for vehicle slip
  • APCs have improved sounds
  • Sound suppressors are now more effective on greater range (shot is not possible to hear beyond 200 meters)
  • Fix: After JIP, persistent functions were sometimes executed before mission objects were created
  • Fix: In Splendid Camera, setting daytime is now rounded to whole minutes, instead to whole hours as it was previously
  • Fix: Various issues with tasks in MP missions on Dedicated Server
  • Fix: Vehicles marked as respawn points using "Respawn Position" module were not recognized upon mission start
  • Fix: BIS_fnc_respawnTickets sometimes didn't update the value correctly and caused too large network load
  • Fix: No radio messages received from HQ when playing MP as a client
  • Fix: Sectors with "Ownership limit" set to 1 were not possible to capture
  • Fix: HQ call signs created by "Headquarters Entity" module were not assigned on clients
  • Fix: When multiple vehicles were synchronized to "Respawn Position" module, only the first of them was marked as a respawn point
  • Fix: Finalizing a sector created by sector module did not work globally
  • Fix: When task checked by BIS_fnc_taskState didn't exist, returned value was an ARRAY, not STRING as it should have been
  • Fix: missionFlow.fsm was executed too early, before the mission was initialized. This was caused by the function which calls it being tagged as 'preInit', which has now been changed to 'postInit'
  • Fix: Vehicle exploded after being deserted even though explosion was disabled in Vehicle Respawn module ( <a class="hghl" href="http://feedback.arma3.com/view.php?id=12123" rel="nofollow" target="_blank"> http://feedback.arma3.com/view.php?id=12123 </a>)\n* Fix: Supports - Supports available conversation gets spammed for each connected player
  • Fix: Supports - Supply drop chopper stays and fights enemy
  • Fix: Various issues with Supports module after respawn
  • Fix:  Renegade players didn't receive tasks assigned to sides
  • Fix: When a vehicle marked as respawn position was destroyed while client was driving it, it disappeared from the list of respawn positions
  • Fix: When "Vehicle Respawn" module with "Force respawn" enabled was synchronized to multiple vehicles, only the first one was respawned upon mission start
  • Fix: When new task recipients were added, no "Task Notification" announcement was shown to them
  • Added: 'functionPriority' entry for module logics. It's now possible to set order in which modules are initialized. The higher the value is, the later the module function is executed.
  • Added: When player joins to a mission with MenuPosition respawn template, he'll be moved to the latest, not random respawn.
  • Added: CfgNotifications classes now supports 'soundRadio' entry; these are radio sentences played by HQ (created by "Headquarters Entity" module).
  • Added: Respawn loadouts in CfgRespawnInventory are no longer conditioned based on 'show' parameter. Instead, new functions BIS_fnc_addRespawnInventory and BIS_fnc_removeRespawnInventory are added to manage the loadouts in the same  way as respawn positions are handled
  • Added: "Defend" mission type (used for example in "Defend Kamino") is now using unified sectors. Mission ends when enemy side holds all sectors on the map.
  • Added: "MissionEnd" respawn template will now fail a mission when all respawn tickets (set by BIS_fnc_respawnTickets) are exceeded
  • Added: Calling 'west call BIS_fnc_moduleSector' will now return number of sectors belonging to a side (in this case west)
  • Added: BIS_fnc_removeSupportLink, allowing designers to quickly disable support availability
  • Added: Modules disabled using 'enableSimulation' command are no longer executed
  • Added: On-screen functions errors are now always visible in editor preview
  • Added: Function logs now works automatically in the mission editor preview
  • Added: Functions can now be recompiled in the editor
  • Various undefined variables have been fixed
  • New function: BIS_fnc_nearestRoad that returns the nearest road segment to certain position, within given radius
  • New function: BIS_fnc_groupVehicles that returns all vehicles a group possesses
  • Added: Functions for working with associative arrays:
    • BIS_fnc_consolidateArray - Finds duplicates in array of strings and consolidates it to the array of sub-arrays
    • BIS_fnc_addToPairs - Adds a number to pair array, defined by the key. If key is not found, new entry is created
    • BIS_fnc_finInPairs - Searches the pair array for the 1st occurrence of the key string and returns the value associated with it
  • Hints in FM have been adjusted according to recent zoom changes
  • Optimized: Persistent global modules are no longer executed using BIS_fnc_MP, which should help with server performance
  • Fix: Repaired low LODs for crates
  • Fix: Thistles have different model
  • Fix: Trunk textures of some trees have been tweaked
  • Added correct penetration material on supply drop object
  • Lamps have better emissive material
  • Supply parachutes now have correct colors per sides
  • Knees of pilots look better
  • Added camo selections for Independent infantry models
  • Some plants, roads and rocks have their specular materials tweaked
  • Improved skin material of soldiers
  • Adjusted color of khaki vest
  • New helmet camo selections for OPFOR Heli Crew
  • Adjusted colors of backpacks
  • HAMR 3D scope specular reduced
  • Berret is darker and more desaturated
  • Desert boonie hat has better colors
  • Adjusted color of AAF belt
  • OPFOR GL vest grenade pouches made darker with green upper part
  • Metal barrel should look better even in distant levels of detail
  • Camo helmets have been improved
  • NVG model visible on character heads has been improved
  • Character head hit points are now more precise
  • Changed a few bag camo types and their respective icons in addition to overall character polishing
  • Land_CampingChair_V1_F and Land_CampingChair_V1_folded_F no longer have their models switched around

ENGINE

  • Script errors shown by default in development branch, hidden in main branch
  • -nologs parameter enabled for the main branch
  • Fix: Showcase saves can be loaded from showcase menu
  • Fix: Game taking significantly longer to start (due to font textures)
  • Fix: Fixed transfer of mission list from Dedicated Server to client
  • Fix: Various issues with tasks in MP missions on Dedicated Servers
  • Improvements: AI and rangefinding - ballistic prediction
  • Increased error of player position, when AI is killed by player
  • Hiding in the grass now affects AI better
  • AI ballistic calculation improved for unguided rockets
  • AI prefer crouch stance while engaging
  • Continual fire will be decreasing position error (as a counterweight to decreased visibility of shooting)
  • Fleeing units will not break do_not_fire command
  • Decreased AI hearing ability to pinpoint enemy unit position
  • Decreased use of prone stance when target is close
  • Decreased use of crouch stance when moving
  • Decreased use of crouch stance in stealth
  • Fix: AI is unable to take a backpack from a ground
  • AI learned how to move legs during rotation (animations)
  • Worked on AI recoil control, dependent on skill
  • Hearing (AI): speed makes a bigger difference
  • Fix: MP selection of an item in the inventory not stable / flashing capacity bars
  • Fix: Cannot add vehicle weapon to another vehicle ( <a class="hghl" href="http://feedback.arma3.com/view.php?id=12324" rel="nofollow" target="_blank"> http://feedback.arma3.com/view.php?id=12324 </a>)\n* Fix: Fixed missing name in MP lobby. (Headhunters, Escape from Stratis)
  • Changed PhysX vehicle wheel radius collision
  • Set minimum limit for applying PhysX forces. Cars with anti roll bars didn’t want to hibernate (to save performance when not needed)
  • Fix: Helicopter collisions with ground (the force was applied twice)
  • Fix: Rendering of weapons in the first frame after map is closed
  • Fix: Rendering of UI objects after windowed / full-screen switch
  • Fix: Errors and loss of player control if you restarted the mission during titlecards or establishing shots
  • Fix: Expanded combo box didn't show whole texts
  • Fix: Order when merging road shapes
  • Fix: PiP usage of SSAO / Caustics textures
  • Added: Echo to attenuation inside vehicles
  • Added: Loop, fade in and fade out for vehicle smokes
  • Added: Configurable muzzle flash light color
  • Added: Scripting commands: magazinesAmmo, magazinesAmmoFull
  • Added: New scripting command weaponsItems
  • Added: Scripting commands: addMagazineGlobal, removeMagazineGlobal, addWeaponGlobal, removeWeaponGlobal
  • Lock is now independent from zoom
  • arma3server.exe has its own icon
  • Player no longer chokes when swimming on the surface
  • Optimization of the particle system
  • Optimization of the visibility calculation through particles
  • Simulation tasks can now potentially use one more CPU core
  • Helicopters: Roll inputs between keyboard and Joystick are halved
  • Better parallax textures on ground surfaces
  • NVGs in enabled state are always visible inside vehicles
  • Animation skeleton is now loaded correctly when weapon is initialized before soldier
  • New scripting command for creating crew for given vehicle (createVehicleCrew)
  • ‘Handgun On’ with launcher selected doesn't go back to launcher anymore
  • Tweaked sorting of sections when optimizing shape


SPOTREP-00010

SPOTREP-00010

  • FROM: Project Lead
  • TO: Beta Users
  • UNIT: Arma 3 (Beta)
  • ACTIVITY: Game Update: 1.00 (Release)
  • SIZE: ~3.7 GB

ADDED

270 square kilometers of hot sun-baked Mediterranean Altis terrain

  • Weapons
  • PDW SMG
  • Static GMG variants (
  • low, raised and autonomous)
  • Stati
  • c HMG variants (l
  • ow, raised and autonomous)
  • Static AA variants
  • Static AT variants
  • NVS optics (Image Intensification)
  • Nightstalker optics (Image Intensification + Daytime + Thermal Imagery Amber)
  • TWS optics (Daytime + Thermal Imagery White-Hot + Thermal Imagery Black-Hot)
  • TWS MG optics (Daytime + Thermal Imagery White-Hot + Thermal Imagery Black-Hot)
  • Vehicles
  • M2A1 Slammer tank
  • T-100 Varsuk tank
  • AFV-4 Gorgon wheeled APC
  • IFV-6a Cheetah tracked IFV AA
  • M4 Scorcher self-propelled artillery
  • M5 Sandstorm MLRS
  • 2S9 Sochor
  • self-propelled artillery
  • ZSU-39 Tigris tracked IFV AA
  • CRV-6e
  • Bobcat tracked engineering vehicle
  • A 143 Buzzard jet fighter
  • Truck variants
  • SUV
  • Hatchback variants
  • Ship and boat variants
  • FIA faction
  • Playable Content
  • Showcases
  • Armed Assault
  • Drones
  • Gunships
  • Tanks
  • Faction: NATO
  • Faction: CSAT
  • Faction: AAF
  • Challenges
  • Challenge: CoF: Red 2
  • Challenge: CoF: Red 3
  • Challenge: CoF: Blue 2
  • Challenge: CoF: Blue 3
  • Challenge: CoF: Orange 2
  • Challenge: CoF: Orange 3
  • Multiplayer
  • MP_COOP_m03 - Escape from Altis
  • MP_COOP_m08 - Tanks
  • MP_COOP_m05 - Defend Syrta
  • MP_COOP_m06 - Seize Edoris
  • MP_COOP_m07 - Seize Feres

CHANGELOG

  • AH-9 family of helicopters has had its collision geometry tweaked
  • NATO technicians have allowed zeroing for AH-99
  • Fixed: Crew of the Blackfoot has been trained to fit the cockpit properly
  • Fixed: <a class="external-link" href="http://feedback.arma3.com/view.php?id=10508" rel="nofollow" target="_blank"> http://feedback.arma3.com/view.php?id=10508 </a>
  • (optics of the Mi-48 were too dirty)
  • New poses for Marid commander
  • Fixed optics model when turned out as commander of Marid (and other APCs)
  • CSAT commanders have been trained to not to open the hatch of Marid that much to have better cover inside
  • CSAT Marid drivers has been trained to open only their hatches and not ones of their commander who open their own hatches correctly now
  • Technicians have observed nausea syndromes of crew of amphibious vehicles and adjusted the speed of turning in water for them
  • Fixed: Indestructible wheels of wheeled APCs
  • Fixed: Animation position to prevent big leg clipping in Panther
  • Added compass to vehicles with turret
  • Orca updated with better cargo animations, pilot and copilot animations and new get in / out animations for passengers
  • Set sound for ladder animation
  • Added sounds of bodies falling (based on surfaces)
  • Linked sounds of stance changes (and some other) to all weapons
  • Added new main menu music track
  • Added main theme music track
  • Added lock detection sounds
  • Added sounds for locking targets
  • Set audio attenuation for static turrets
  • Added new voices for Radio Protocol (English, Altian English and Farsi)
  • Sounds of various vehicles have been adjusted (Offroad, Zamak, HEMTT and Hunter)
  • Fixed: Helicopter engine sound played after damage
  • RPG launch effect tweaked
  • RPG-42 is now able to hit correctly targets in the distance again
  • New impact effects for SABOT ammo
  • Mortar bag base config class added for new bag type entries
  • Damaged static weapons now actually look damaged
  • Fixed: Missing weapon in Basic Weapons (AAF) crate
  • Fixed: TRG rifles have incorrect mouse-over description of caliber
  • Static weapons are now deployable in formation in the editor
  • Added NVG with corresponding camo selections for all respective factions
  • Updated new boonie hat textures
  • Updated textures for new chest rigs
  • Chest rig camo selection fix
  • Added flags to uniforms
  • You can now drop to prone adjust in both rifle and pistol. Use sprint key to sprint sideways (left / right) and press Prone / Toggle Prone button to land in adjusted pose. You can also get into urban prone left / right from standing or kneeling adjust poses (left / right). All combinations are now possible.
  • New-style character collisions enabled foor smoother CQB movement and reduced 'sticking'
  • Firing Drills: NVG are now correctly added as items
  • Firing Drills: Deflection hits no longer score bonuses
  • Firing Drills: Fixed Range Officer animation so the animation sounds were not played endlessly as a ticking sound
  • Firing Drills: “Shooter ready?” message disabled - reducing out-of-place messages during quick-start a tiny bit
  • Firing Drills: All medal times tweaked based on testing / new additions to CoFs
  • Firing Drills: Implemented new voice-over work for bonus / accuracy targets
  • Firing Drills: CoF Green updated to match new features: optional targets, accuracy targets, etc.
  • Firing Drills: CoF Green - Solved Range Officer not looking the right way
  • Firing Drills: CoF Green - One moving target now starts at a random position
  • Firing Drills: CoF Green - Added accuracy target CP
  • Firing Drills: CoF Green - Added bonus target CP
  • Firing Drills: CoF Green - Tweaked shooting box sizes
  • Firing Drills: CoF Green - New target variants used
  • Firing Drills: CoF Green - Intro using MOCAP implemented - skipped after 5 starts
  • Firing Drills: CoF Green - Restarting at the end would not terminate the outro conversation well
  • Firing Drills: CoF Green - Last lane - first CP had its shooting box too far left
  • Firing Drills: CoF Green - Last lane - second CP had a very frustrating prone shooting box
  • Firing Drills: CoF Red (1) updated to match new features
  • Firing Drills: CoF Red - Fixed broken shooting boxes on the bridge
  • Firing Drills: CoF Red - First target with no-shoot is now harder to hit
  • Firing Drills: CoF Red - Added extra target to final CP
  • Firing Drills: CoF Red - New target variants used
  • Firing Drills: CoF Red - Tweaked shooting box sizes
  • Firing Drills: CoF Red - Bonus / accuracy targets added
  • Firing Drills: CoF Blue (1) updated to match new features
  • Firing Drills: CoF Blue - New target variants used
  • Firing Drills: CoF Blue - Tweaked shooting box sizes
  • Firing Drills: CoF Blue - Bonus / accuracy targets added
  • Firing Drills: CoF Orange (1) updated to match new features
  • Firing Drills: CoF Orange - Range Officer is using his binoculars again, now the animation graph is fixed
  • Firing Drills: CoF Orange - New target variants used
  • Firing Drills: CoF Orange - Bonus / accuracy targets added
  • Firing Drills: CoF Orange - Tweaked shooting box sizes
  • Firing Drills: CoF Orange - Mowed the grass at some shooting positions
  • Firing Drills: CoF Orange - Added few long-range targets to make zeroing / aim have more relevance
  • Firing Drills: CoF Orange - One moving target was moving way too fast
  • Added Showcase Combined Arms single-player friendly fire handling
  • Showcase Vehicles and Showcase Helicopters are now in the CSAT language
  • Changed: Voice acting for player in Showcase SCUBA
  • Changed: Papa Bear has a new voice in Showcase Infantry
  • Adjusted music at the start of Showcase Vehicles
  • Added different identities to Showcase characters (for Farsi)
  • Fuel stations have been bought by a new company and proudly display its logo
  • Improved collisions on most rocks
  • Missing icons of weapon backpacks should be purged
  • AAF officers should have the correct icon for their uniform in the inventory
  • Fixed: Wrong group in Supports Module
  • Fixed: SeaWall no longer shows up on the map
  • Added: Many supporting assets such as static objects (some of which usable in editor)
  • Added: UAV Terminal item
  • Fixed: Function priorities were ignored when executing trigger-activated modules
  • Fixed: Sometimes being unable to skip establishing shots and titlecards if you restart the mission while they're playing
  • Fixed: Vehicles synced to Vehicle Respawn Module with position set to "starting position" were not spawned precisely on the starting position
  • Removed: Red position circle hinting about player's position in map. Since the compass was reintroduced, this feature is no longer necessary.
  • Improved system for handling UAV sounds during establishing shots and world scenes
  • Sound is no longer muted during establishing shots and world scenes
  • Added looping music to Stratis world scenes
  • Added Artillery Computer entry in Field Manual
  • Updated Field Manual hints after previous optics fix in Arma 3 default controls preset
  • Several Field Manual entries have been updated with new icons
  • Hints for targeting have been improved
  • Hints for using rotory-wing aircraft have been adjusted according to current controls
  • Control schemes for Submarines and Planes are now configurable
  • Fixed minor issues with control presets
  • Menu colors changed to release skinning
  • Added: Scrollbar for Scenarios overviews
  • Added: Credits (ORBAT and rolling - by clicking the Arma 3 logo)
  • Fixed: BIS_fnc_codePerformance local variables can no longer be overwritten
  • Fixed: Tasks were not updated for players waiting for respawn
  • Fixed: Intro section was selected in the Editor instead of Mission by default
  • Renamed buttons in Pause Menu: Suspend -> Save & Exit and Revert -> Load
  • Custom game types are now displayed as Unknown
  • Removed: Mortar, Artillery and MLRS modules (they were not finished)
  • Added title button with icon for favorite column. Tweaked positions of columns.
  • Fixed: Object variables were not assigned correctly when BIS_fnc_objectVar was called on non-local object. This affected for example respawn positions and communication menu items.
  • Improved the Cyrillic font and added characters to the Korean font

ENGINE

  • Added support for marking favorite sessions in the MP server display
  • 3D sound playback of Radio Protocol added for units other than your group
  • Virtual memory limit increased for 32 bit OS ( <a class="external-link" href="http://forums.bistudio.com/showthread.php?152866-Development-branch-discussion&p=2481817&viewfull=1#post2481817" rel="nofollow" target="_blank"> details </a>)\n* Engine memory footprint optimization (font character data are now stored differently, shaders are created on demand, AI road network, etc.)
  • Updated static table for network strings (MP optimization)
  • Various tweaks to PhysX and related performance
  • Fixed: Voice selected in the Profile options menu was not used for the player in-game
  • Fixed: Editor insert unit pictures, colors settings do not require restart anymore to take effect
  • Reduced cloud clipping due to optimizations in vertex shader
  • Fixed: Shadow volume instancing
  • Fixed: Transfer of mission list from Dedicated Server to client
  • Fixed: "Unhandled user message" spam in RPT for animals
  • New parameter for logging Steam messages to RPT ( <a class="external-link" href="http://feedback.arma3.com/view.php?id=12961" rel="nofollow" target="_blank"> http://feedback.arma3.com/view.php?id=12961 </a>)\n* Texture header is not preloaded when found in TexHeader manager (UI font optimization during loading)
  • Next throwable item is selected after current one is removed from gear
  • Fixed: Right clicking magazine forces a reload animation
  • Fixed: Right clicking on a loaded magazine would move magazine from an owner’s weapon to the ground
  • Fixed: You can't put a magazines directly into the empty weapon from the ground if there's another container tab (e.g. crate)
  • Fixed: You can't RMB binoculars / rangefinders onto the ground
  • Fixed: Can't RMB-equip mine detectors from the ground
  • Removed multiple cases of being stuck because of failed attempt to change stance / select weapon
  • AI leading targets accuracy improved
  • AI leading rockets improved
  • AI helicopter gunner aiming improved
  • AI prefer to stop and shoot, rather than running to cover, if enemy is close
  • Helicopter gunner will not automatically attack targeted friendly units
  • Increased range of IR lasers
  • Removed cases of player appearing as dead body in static turrets
  • Added: New scripting command - unlinkItem
  • Fixed: Blinking SSAO
  • Rain re-enabled
  • Fixed: <a class="external-link" href="http://feedback.arma3.com/view.php?id=12961" rel="nofollow"> Fixed loading long list of subscribed missions </a>
  • Fixed: Progress bar color in splash window changed for release
  • Fixed: Delay of damaged texture change is now correctly reset
  • Added: Config parameter for keeping buildings in epe scene (PhysX) after destruction (bool keepInEPESceneAfterDeath)
  • Changed thrust and brake for tracked vehicle damaged tracks
  • Sound: Default volume now 100%
  • Fixed: Game crash when moving missiles from Hex pack to ground ( <a class="external-link" href="http://feedback.arma3.com/view.php?id=13244" rel="nofollow"> http://feedback.arma3.com/view.php?id=13244 </a>)\n* Fixed: Various problems with PhysX tree collisions
  • Fixed: Tracked vehicle mouse turning is no longer blocking key turning
  • Fixed: Team switch was inaccessible after player died
  • Enabled ejection from drowning helicopters
  • Fixed: Laser dot not occluded by objects when in first person view
  • Changed behavior of PhysX tank without driver
  • Fixed: NVG - it was possible to activate even without NVG in inventory
  • Radio Protocol message exclusion fixed - used e.g. for combat shouts
  • Music from main menu plays even during browsing of Field Manual (simulation no longer paused)
  • Fixed: Terrain shader bug on latest NVIDIA drivers (+ slight optimization)
  • Fixed: MP CTD when client submit briefing screen via the Continue button
  • Firing a weapon produces better color of light
  • UI sounds volume driven by radio slider (instead of music previously)
  • Removed animals from target list
  • Fixed: Voice preview is only played when editing profile


SPOTREP-00011

SPOTREP-00011

  • FROM: Project Lead
  • TO: Arma 3 Users
  • UNIT: Main Branch
  • ACTIVITY: Game Update: 1.02 (Altis performance, AI tweaks, Fixathon)
  • SIZE: ~1 GB

CHANGELOG

DATA

  • Potential Altis performance optimization (especially when using a lot of AI units): removed class properties from models in
  • Structures_F
  • that don't need it
  • Many small Altis object positioning tweaks and other terrain fixes
  • Fixed: Flipped moon texture
  • The moon halo object can now be different from the sun halo object (new world config parameter
  • moonHaloObject)\n* The light reflected by the moon has been made more realistic
  • Added: New runway parts for left and right airstrip on Altis
  • Runway lights have new models and configuration
  • Fixed: Darker runway at a distance and with overcast weather
  • Fixed: Ladder on hospital building has been reversed ( <a href="http://feedback.arma3.com/view.php?id=13399" target="_blank"> http://feedback.arma3.com/view.php?id=13399 </a>)\n* Fixed: Blinking resolution LODs on signs
  • Configured power line wires to be destroyed along with power line towers
  • Animals should be avoiding roads more now
  • Fashionable LCD panels for MBT gunners instead of old-style optics, and new reticles displayed on them
  • Player tank driver can turn out, while commander is turned in
  • Civilian (and FIA) trucks have been revamped
  • Added: Ability to mount Marshall driver position from right side
  • Fixed: Slammer recoil
  • Added: T-100 recoil animation for main gun
  • T-100 commander optics features in line with OPFOR tracked vehicles
  • T-100 back armor made thinner
  • Improved handling of terminal ballistics on armored vehicles
  • More realistic water fording ability for tracked armor
  • Added compass and additional radars for copilot seats
  • Removed magic disappearance of rotor blades for some helicopters
  • AH-99 badly placed exhausts fixed ( <a href="http://feedback.arma3.com/view.php?id=9909" target="_blank"> http://feedback.arma3.com/view.php?id=9909 </a>)\n* Adjusted position of Blackfoot pilot crosshair in HMD
  • Added stabilization for UAV optics
  • Fixed: Incorrect duplicate of get-in points for Speedboats
  • Fixed: Zooms of armed offroad gunner set to standard naked eye level ( <a href="http://feedback.arma3.com/view.php?id=14213" target="_blank"> http://feedback.arma3.com/view.php?id=14213 </a>
  • and <a href="http://feedback.arma3.com/view.php?id=14699" target="_blank"> http://feedback.arma3.com/view.php?id=14699 </a>)\n* Added: Mortar/HMG/GMG/Bipod/Tripod bags for every faction
    • Added missing backpacks for Mk6 weapon
  • Capacity tweaking for mortars, GMGs and HMGs (inventory)
  • Fixed: Animations of static weapons
  • Tweaked: Bag weight for static weapons. It was too high for our maximum soldier load.
  • Fixed bombs of CAS UAVs
  • Re-balanced mine damage and overall mine usability
  • Tweaked: Pistol weights to match maximum soldier load count
  • Fixed: Negative friction of 120mm shells
  • Reticle materials for 3D scopes now glow in the dark
  • Fixed: Problem with 3D scope alpha sorting
  • Added:
  • BIS_fnc_unitPlay
  • function severely optimized. Unit playback is now smooth even when applied on multiple vehicles at the same time. Backwards compatible - will improve already released missions without need to change anything.
  • Tweaked: Action menu priorities
    • Increased action priority for weapon assembly
  • Fixed: Radio protocol is no longer played during story conversations triggered by
  • BIS_fnc_kbTell
  • Fixed: Some groups spawned by Sites module had their skill set too high
  • Fixed: CAS bombing issues in Supports Module
  • Fixed: Rare occurrence of undefined variable for civilian randomization scripts
  • Fixed: Game sometimes got stuck in loading screen after respawn ( <a href="http://feedback.arma3.com/view.php?id=14474" target="_blank"> http://feedback.arma3.com/view.php?id=14474 </a>)\n* Added: Warning about using
  • BIS_fnc_addRespawnPosition
  • - calling the function on client at the mission start will result in data not being broadcasted correctly
  • Fixed: Modules were not executed in the right order on server
  • Fixed: Sending multiple recipients to
  • BIS_fnc_MP
  • caused the function to be ignored in singleplayer
  • Added: Recipient sent to
  • BIS_fnc_MP
  • can now be string - variable name of an object. The function will be executed where the object is local.
  • Fixed: Incorrect returned value when task checked by
  • BIS_fnc_taskCompleted
  • didn't exist
  • Fixed: "Vehicle Respawn" module didn't recognize airplanes, rendering them non-respawnable ( <a href="http://feedback.arma3.com/view.php?id=13078" target="_blank"> http://feedback.arma3.com/view.php?id=13078 </a>)\n* Fixed: HQ entities created by Headquarters module (used for example in Defend and Seize missions) were all using European voice. Correct voices (English for NATO and Persian for CSAT) are assigned now.
  • Fixed: "Set Task Destination" module is now optional, destination can now be configured in "Create Task" module. The same is true for task state ( <a href="http://feedback.arma3.com/view.php?id=4144" target="_blank"> http://feedback.arma3.com/view.php?id=4144 </a>)\n* Fixed: Functions with tag without specific name (i.e., no 'tag' attribute) were incorrectly categorized in the functions viewer
  • Fixed:
  • BIS_fnc_sandStorm
  • was using incorrect particle texture ( <a href="http://feedback.arma3.com/view.php?id=13773" target="_blank"> http://feedback.arma3.com/view.php?id=13773 </a>)\n* Added: Delay before respawn menu is applied only when player is simulated
  • Fixed: "EndMission" respawn template failed a mission even when some players were still alive after respawn tickets were exceeded
  • Fixed: Module effects were applied to vehicle commanders, not to vehicles themselves
  • Fixed: Debug console was not available for logged admins ( <a href="http://feedback.arma3.com/view.php?id=13764" target="_blank"> http://feedback.arma3.com/view.php?id=13764 </a>)\n* Fixed: Respawn display sometimes didn't close once player respawned
  • Fixed: Advanced hints save / load issue
  • Added:
  • BIS_fnc_countdown
  • - allows setting and managing countdown
  • Function
  • BIS_fnc_findInPairs
  • renamed to BIS_fnc_getFromPairs and now supports all variable types
  • New function
  • BIS_fnc_findInPairs
  • returns index of an item from the associative array found under the key
  • Fixed: Notifications are no longer displayed after player dies in singleplayer missions
  • Fixed: Zone Restriction module would sometimes fire a warning event when a unit left a vehicle
  • Fixed: Info about ability to sync "Respawn Position" module to a vehicle was missing
  • BLUFOR soldiers are now able to switch textures via
  • setObjectTexture
  • CSAT soldiers have been trained to distinguish fixed-wing UAV of their side better when standing next to it
  • Less pronounced character lip sync animations
  • Fixed: Several inventory capacity issues
  • Fixed: OPFOR pilots ammo load
  • Fixed: Guerrilla Rifleman AT backpack load out
  • Fixed: Guerrilla Engineer bag type
  • Fixed: Khaki vest camo for OPFOR snipers and Olive vests for AAF
  • Minor fix in BLUFOR repair specialist chest rig
  • Added: New icon for BLUFOR chest rig
  • Added: New icons for Guerrilla uniform types
  • Added side-specific textures and pictures for mortar bags
  • Introduced mass difference between normal and light helmets
  • Various characters models and textures tweaks, most notably the US flag being removed from AS and SMDI maps
  • Civilians are more prone to be fatally wounded by anything (damage tolerance and armor)
    • Tweaked hitpoints of civilians. Now they will be fatally injured by one hit (5.56 mm and better caliber) to torso.
  • Configured destruction of
  • wreck_heli_attack_01
  • (Blackfoot wreck)
  • Added Korean and Japanese characters from other fonts to EtelkaMonospacePro (fixes missing texts in e.g. establishing shots in those languages)
  • Font:
  • EtelkaMonospaceProBold
  • added for backwards compatibility (inherits everything from
  • EtelkaMonospacePro)\n* Rolling credits now end after finishing and a short timeout
  • Fixed: Class name in title bar can't be edited any more in Insert Unit and Insert module in mission editor
  • Fixed: Positions of location labels (e.g., town names) in Splendid Camera were offset
  • Fixed: Respawn position selection list was blinking
  • Fixed: Tile effects were interactive, stealing mouse focus
  • Fixed: Error message for "Viper Green in trouble" conversation in Showcase Vehicles
  • Removed: Showcase Night radio at the enemy camp
  • Tweaked: Showcase Night player is now sitting on the front of the boat during insertion
  • Tweaked: Showcase Night boat driver now has a beanie hat
  • Tweaked: Showcase Night when player is detected near a site, enemies should now better hunt him
  • Tweaked: Showcase Night enemy patrols on sites are now on in safe behavior
  • Tweaked: Showcase Night enemies now play ambient animations
  • Tweaked: Showcase Night when player is detected on an enemy site, the nearest, not yet cleared, enemy site will become combat aware
  • Fixed: Showcase Night random patrols had skill of 1, now it's 0.4
  • Fixed: Showcase Night soldier leaning on the lighthouse was going through it
  • Fixed: Showcase Night enemies don't have NVGoggles any more (they wrongly had them because of class name changes)
  • New: Showcase Night enemy vehicle will now come and investigate the south after half the chaos threshold has been reached
  • Fixed: In Combined Arms single player you could kill insertion choppers crew without triggering friendly fire
  • Fixed: Defend Syrta character classes had wrong backpack
  • Fixed: Defend Syrta CSAT AA class had wrong backpack
  • Fixed: Seize and Defend missions were sometimes not executed properly on Dedicated Server
  • Tweaked: Civilian vehicles are now unlocked in MP scenarios
  • Tweaked: Lowered cost of enemy vehicles by 0.5 in MP scenarios
  • Tweaked: Tanks should now only spawn on last zone (MP)
  • New: Added Spotter and Sniper load outs on the last objective (MP)
  • Changed: Defend Syrta now has disabled AI by default
  • Firing Drills: CoF Green - removed manual hiding of barriers now they were removed from Stratis globally
  • Firing Drills: CoF Red 3 - disabled detecting statue as no-shoot until new solution is found (old one removed due to map optimizations)
  • Music has been reorganized to new class names, old ones are kept for compatibility
  • Main menu music track fix (different version of same track)
  • British Radio Protocol voices added (1 x Jay Crowe + 3 x Jayholder as data placeholder for future recordings)
  • Removed occasional animation glitch after Team Switch
  • Digital Deluxe Edition: Tactical Guide updated with various tweaks
  • Digital Deluxe Edition: Map updated with higher resolution

==== ENGINE ==== <a href="http://forums.bistudio.com/showthread.php?159711-Development-Branch-Captain-s-AI-Log" target="_blank"> Many AI tweaks and fixes </a>

  • Enabled blood when Korean language is selected
  • Improved: Tank collisions / flipping
  • epeImpulseDamageCoef
  • parameter can now be changed for any vehicle
  • AI drivers are now better able to navigate out of obstacle and unstuck themselves
  • New possibility to turn off adaptive crosshair in options
  • Fixed: Favorite sessions in LAN view
  • Increased the limit of shown servers in the server browser from 500 to 10000
  • Fixed: Broken location detection of MP clients - people should be finally able to see servers close to them
  • Fixed: Country detection in MP
  • Crouch (toggle) now works correctly for launchers
  • Fixed: Aiming while holding 'sprint' key and not moving
  • Removed zoom warp (by using sprint while in optics)
  • Fixed: More strange zoom while sprinting with fatigue removed
  • NRemoved strange zoom when aiming while trying to sprint with high fatigue
  • Improved: Helicopter dropping like a stone when AA hits them
  • Fixed: Crash when player engages in conversation and has no topic
  • Added: Random angular velocity for dropped weapons in ragdoll
  • Fixed: DnD with container on soldier's container tab caused wrong behavior
  • Fixed: DnD with container on soldier's linked backpack caused wrong behavior
  • Fixed: Replacing linked weapon from weapon stored in backpack caused wrong behavior
  • Fixed: Bag disappearance and duplication
  • Fixed: Gear shows no magazines except handguns
  • removeWeapon
  • can also unlink assigned items now
  • Fixed: Command removeBackpack
  • Fixed:
  • removeAllContainers
  • leaves unit with uniform model even though their uniform is removed ( <a href="http://feedback.arma3.com/view.php?id=7879" target="_blank"> http://feedback.arma3.com/view.php?id=7879 </a>)\n* Fixed: Action Drop Backpack was not working
  • The
  • Men
  • category is now properly sorted in the unit dialog in editor
  • Fixed:
  • saveStatus
  • and loadStatus commands did not work
  • Fixed:
  • CheckCursorActionTarget
  • performance
  • Skybox lighting is now done per-pixel
  • New <a href="http://forums.bistudio.com/showthread.php?160330-Development-Branch-Scripting-Discussion&p=2509659&viewfull=1#post2509659" target="_blank"> scripting commands </a>
  • for getting and setting identity parameters
  • New scripting command for getting fog parameters (
  • fogParams)\n* Added parameter
  • turretCanSee
  • config parameter to distinguish usability of compass for copilots


SPOTREP-00012

SPOTREP-00012

  • FROM: Project Lead
  • TO: Arma 3 Users
  • UNIT: Main Branch
  • ACTIVITY: Hotfix: 1.02 (Multiplayer stability)
  • SIZE: ~16 MB

CHANGELOG

ENGINE

  • Fixed: Common multiplayer instability related to PhysX simulation (ragdoll versus respawn) in patch 1.02. Please allow some time for all servers and clients to update - issues may persist if either isn't yet updated (they are able to connect to each other).


SPOTREP-00013

SPOTREP-00013

  • FROM: Project Lead
  • TO: Arma 3 Users
  • UNIT: Main Branch
  • ACTIVITY: Game Update: 1.04 (Campaign episode "Survive", New weapons, Light shafts, Enhanced rain)
  • SIZE: ~1.4 GB

CHANGELOG

DATA

  • Added: Campaign episode “Survive”
    • We recommend not using active mods - or at least accept that we cannot influence their effects on the campaign.
    • Consider checking for data corruption by verifying local data in the Steam client.
  • Added: 3 new music “Survive” tracks
  • Added: Rahim marksman rifle - bullpup 7.62 (CSAT)
  • Added: Zubr .45 revolver (CSAT)
  • Added: 4-Five .45 pistol (NATO)
  • Added: MRD and Yorris pistol collimators
  • Added: DMS marksman scope
  • Added: 'Scrapping' objects:
    • Decommissioned hunter
    • Boxes
    • Pallets
    • Misc. scrap
  • Added: Wooden tables
  • Added: Small objects (courtesy of the DayZ stand-alone team):
    • Canteen
    • Water bottle
    • Baked beans
    • Cereal box
    • Powdered milk
    • Rice
    • Antibiotics
    • Bandages
    • Blood bag
    • Defibrillator
    • Disinfectant spray
    • Pain killers
    • Vitamin bottle
    • Water purification tablets
    • Duct tape
    • Batteries
    • Box of matches
    • Butane canister
    • Butane torch
    • Heatpack
    • Gas cooker
    • Gas canister (medium)
    • Can opener
    • Tin container
    • Fire extinguisher
    • Shovel
    • Metal wire
  • Added: Story characters, uniforms and vests
  • Added: 4 British-accented English Radio Protocols
  • Fixed: Vehicle equipment loads
  • Sandstorm has a correct texture for its turret
  • Fixed: Panther collision issue
  • Improved: Physics setup of Panther
  • Fixed: Reduced moire effect in MBT gunner optics
  • Added: New muzzle flash to Slammer
  • Fixed: Slammer accelerating too fast
  • Fixed: Slammer should have 5 forward gears
  • Fixed: Scorcher 'jumping' sometimes
  • Added: New type muzzle flash for tanks (applied on T-100)
  • Improved: Varsuk driving physics
  • Tweaked: Brakes of tracked vehicles
  • Improved: Damage handling on wheeled APCs
  • Tweaked: 120mm cannon firing effect
  • Fixed: Zamak driver can get in again, and also die
  • Fixed: Positions of active UI elements in Mk6 and Scorcher
  • Fixed: Color and shadow of the range indicator in armored vehicles
  • Fixed: TI issues of Mi-48 and Ka-60
  • Tweaked: Elevation limit for Mi-48 gunner
  • Turret of Mi-48 Kajman has correct axis for horizontal rotation (strictly vertical to make AI hit something)
  • Fixed: XH-9 family of helicopters doesn't produce strong shake in external view anymore
  • Fixed: TI issues on the Orca’s rockets
  • Fixed: Speedboat commander localization
  • Gunner of SDV is now able to turn his head correctly
  • Added: Compass to UGV and SDV
  • Fixed: Correct classes for SDV divers
  • Cargo of Stomper shows their NVG properly
  • Engine of SUV can be correctly hit now
  • New command bar and map icons for the Buzzard
  • Entering Offroad from the back no longer results in teleporting to the front
  • Improved: Kamysh driving model
  • Fixed: Levitating wheels on civilian trucks
  • Fixed: Mapped different light material on back lights of civilian trucks
  • Fixed: Added fire geometry components behind the glass of the front lights of civilian trucks
  • Fixed: Front lights positioning on box truck
  • Fixed: Fuel tank hitpoints and wheel hitpoints of civilian trucks
  • Fixed: MX SW should have even the "Single" fire mode
  • ABR has correct fire mode switch animation
  • Tweak: New recoils for ACP-C2
  • Fixed: Weapons placed in
  • WeaponHolder_Single_F
  • should remain visible even on edge of view
  • Fixed: Camera shake for static weapons has been adjusted
  • Fixed: BLUFOR mortar can be properly assembled
  • Static weapons are properly set to accept bipods / tripods from other sides
  • Adjusted deflection for various GL ammo types
  • Decreased damage, range and weight of demo charges (it was too huge and devastating for its purposes - <a class="external-link" href="http://feedback.arma3.com/view.php?id=14849" rel="nofollow"> http://feedback.arma3.com/view.php?id=14849 </a>
  • -  and caused capacity issues for BLUFOR divers)
  • Added: Correct textures and icons for some unused but still present vest classes
  • No more launchers in backpacks
  • Side-specific static weapon backpacks are distinguished in editor
  • Added correct backpacks to static weapons per sides
  • Slightly increased mass of 7.62mm, .408 and 12.7mm ammo magazines to better match their RL weight and somewhat increase the important differences between magazines used. Soldier loads should be unaffected.
  • Increased Kitbag weight and capacity to better match its model size and to bring more diversity amongst bags
  • Increased tactical pack weight and capacity to better match its model size and to bring more diversity amongst bags
  • Increased weight of mines and mine detector to better match their real values
  • Changed explosives specialists bag types
  • Increased Independent ghillie suit weight and capacity to resolve issue with spotters not having a Claymore
  • Fixed: Some discrepancies between vest models and their capacities
  • Introduced some diversity amongst vest types in their weight and capacity
  • Independent diver has an adjusted outfit
  • Rangemaster and competitor have been trained to be able to throw grenades
  • Fixed: Configuration issue ( <a class="external-link" href="http://feedback.arma3.com/view.php?id=12840" rel="nofollow"> http://feedback.arma3.com/view.php?id=12840 </a>)\n* Introduced more diversity into already existing vests:
    • Light (Lite) variants with lesser weight and armor
    • Medium variants (Rig) with better armor and medium variants (GL) with better explosive protection
    • Heavy variant for BLUFOR (Special) with limited capacity and greater weight
  • Fixed: Clipping through ladders in offices
  • Various ladder tweaks
  • Fixed: Gap between ground and bottom edge of the gate of research domes
  • Fixed: Shadow of plastic chairs now behaves better
  • Hotfix to prevent AI from firing at camonets
  • Damage to windows no longer transfer to total damage (to prevent buildings with many windows from taking excessive damage from explosives)
  • Improved visuals of the power generator object
  • Several bug fixes for Altis (e.g. object clipping or objects on roads)
  • Runway lights have been tweaked
  • Configured
  • featureSize
  • for
  • LandMark_F
  • to prevent runway lights from fading too soon
  • Fixed: "Treat yourself" was not localized ( <a class="external-link" href="http://feedback.arma3.com/view.php?id=14519" rel="nofollow"> http://feedback.arma3.com/view.php?id=14519 </a>)\n* Better textures for OPFOR and Independent divers
  • Fixed: Blinking of buoy and helipad
  • Fixed: Path to bomb falling sound
  • Fixed: Duplicated class names in music selection list
  • Added: Missing radio track
  • Fixed: Fire damage from fire created by script
  • ORBAT and rolling credits updated with new names for new content
  • Disabled obsolete music volume dimming during rolling credits
  • Credits display now destroyed correctly when it ends
  • Fixed: Bug with closing of rolling credits automatically soon after its start
  • Fixed: Conversations weren't terminated fast enough after one of the participants died
  • Cinema border function is now 'spawned' (can be also ‘called’ by designer)
  • Fixed: Missing tasks for clients Joined In Progress with disabled AI in Headhunters and both Escape missions
  • Disabled obsolete diagnostics in some showcases
  • Name of Showcase SCUBA is now correct in Czech
  • Fixed: Some modules were activated too early, leading to breaking Seize missions
  • Firing Drills: map briefings disabled where they should not be
  • Added: New lowering of weapons
  • Adjusted left walking for erc / knl states
  • Adjusted weapon sway of binoculars ( <a class="external-link" href="http://feedback.arma3.com/view.php?id=12559" rel="nofollow"> http://feedback.arma3.com/view.php?id=12559 </a>
  • - thanks to MadDogX)
  • When dying, camera will follow head movement
  • Lip sync slowed down, slightly visually improved
  • Added: More eye-pleasing disabled color of
  • RscTree
  • Added: New aspect ratios to Video Options
  • Radio Protocol messages now have different visualization than narrative messages
  • Chat messages use narrative visualization instead of Radio Protocol
  • Texture of explosion particles has been improved
  • Refraction effect for destruction flames added

ENGINE

  • Added: Light Shaft technology
  • Enabled new rain tech
    • Particles for individual rain drops
    • Influence by wind
    • Global and local lighting
    • Proper occlusion (e.g. no rain under object geometries)
  • Drawing of lens flares tweaked in engine
  • Clouds can not be disabled fully in Video Options anymore (caused artifacts and did not result in significant performance gain)
  • Sun lens flare occlusion tweaked
  • Fixed: Occlusion queries when using PiP
  • Fixed: Creation of MSAA depth / stencil buffer on DX10-only cards
  • Disabled search for primary monitor if position is set by command-line parameters (
  • posX
  • /
  • posY)\n* #lightpoint
  • objects are now correctly serialized
  • Removed wave computations for some unnecessary cases
  • AI-controlled turrets lead targets better
  • Small aiming inaccuracy for helicopter turrets fixed
  • Decreased AI time spent on tracking of friendly and known units
  • AI GMG gunners are now better able to attack soldiers on buildings
  • Target bearing is no longer based on formation direction
  • Added: Instructor Figure switch to Game Options
  • Fixed: Repair icon position
  • Fixed: Accessing Campaign menu stops the world scene
  • Fixed: Campaign menu did not refresh when getting back from a scenario
  • Note: Scenarios now show the map briefing even when no briefing.html (outdated method) is present
  • Fixed: If mission is reverted turn it into non-complete state (UI)
  • Fixed:
  • hudInfo
  • heading (compass should be shown correctly in turrets)
  • Fixed: Mouse over description used
  • descriptionShort
  • twice
  • Added: 3rd level for Campaign scenario tree
  • Fixed: Vest gets its duplicate when client takes them from non-local container ( <a class="external-link" href="http://feedback.arma3.com/view.php?id=14539" rel="nofollow"> http://feedback.arma3.com/view.php?id=14539 </a>)\n* Event handler
  • Put
  • added also into
  • UnmountItemFromWeapon
  • to inventory and
  • UnmountWeapon
  • to inventory
  • Event
  • Take
  • was added into taking backpack from a ground to a backpack slot action
  • Fixed: Subordinates can work with squad leader's equipment
  • Fixed: Vest gets duplicated when client takes it from non-local dead body
  • Fixed: Unable to DnD weapon optics from inventory
  • Fixed: Binoculars were invisible in inventory
  • Fixed: Cannot retrieve weapon items/vests/headgear/uniform/backpack from player immediately after death
  • Fixed: Introduce new scripting command to return all backpack containers ( <a class="external-link" href="https://community.bistudio.com/wiki/everyBackpack" rel="nofollow"> everyBackpack </a>)\n* Fixed: EventHandler from remote corpse did not work ( <a class="external-link" href="http://feedback.arma3.com/view.php?id=7824" rel="nofollow"> http://feedback.arma3.com/view.php?id=7824 </a>)\n* Fixed: MP AT soldiers could have an infinite count of rockets
  • Fixed: Replacing weapons created duplicates in some circumstances
  • Fixed: Replacing weapons with a magazine destroyed linked weapons in some circumstances
  • Fixed: A throwable weapon is now properly selected after taking a sidearm
  • Fixed: A bug where RMB multiplied magazines from the weapon magazine slot after loading a savegame
  • Fixed: Taking a sidearm could break the weapon info
  • Added: New scripting commands were added <a class="external-link" href="https://community.bistudio.com/wiki/magazinesDetailUniform" rel="nofollow"> magazinesDetailUniform </a>
  • , <a class="external-link" href="https://community.bistudio.com/wiki/magazinesDetailVest" rel="nofollow"> magazinesDetailVest </a>
  • , <a class="external-link" href="https://community.bistudio.com/wiki/magazinesDetailBackpack" rel="nofollow"> magazinesDetailBackpack </a>
  • New scripting commands added (add, remove, canAddItem from / to <a class="external-link" href="https://community.bistudio.com/wiki/canAddItemToUniform" rel="nofollow"> uniform </a>
  • , <a class="external-link" href="https://community.bistudio.com/wiki/canAddItemToVest" rel="nofollow"> vest </a>
  • , <a class="external-link" href="https://community.bistudio.com/wiki/canAddItemToBackpack" rel="nofollow"> backpack </a>
  • - <a class="external-link" href="http://feedback.arma3.com/view.php?id=14576" rel="nofollow"> http://feedback.arma3.com/view.php?id=14576 </a>)\n* New scripting commands added ( <a class="external-link" href="https://community.bistudio.com/wiki/uniformContainer" rel="nofollow"> uniformContainer </a>
  • , <a class="external-link" href="https://community.bistudio.com/wiki/vestContainer" rel="nofollow"> vestContainer </a>
  • , <a class="external-link" href="https://community.bistudio.com/wiki/backpackContainer" rel="nofollow"> backpackContainer </a>
  • - <a class="external-link" href="http://feedback.arma3.com/view.php?id=14576" rel="nofollow"> http://feedback.arma3.com/view.php?id=14576 </a>)\n* Scripting commands
  • addItemsTo
  • XYZ can add also magazines and weapons now
  • Vests should now correctly refresh when getting changed
  • Save / Load while reloading doesn't break the game anymore. Older saves might not work correctly.
  • Fixed: Crash opportunity after calling
  • removeSimpleTask
  • Fixed: Potential PhysX crash
  • Fixed: Crash related to paragliding in MP
  • Fixed: CTD when lasing a target with an UAV as a team leader
  • Fixed: CTD when changing Video Options
  • Fixed: Game crashed when switching weapons in unarmed helicopters
  • Fixed:
  • playNextMagazineSound
  • crash (while trying to add a magazine to an empty weapon slot)
  • Scripting commands
  • addItemCargo
  • and
  • addItemCargoGlobal
  • can add also magazines and weapons now
  • Fixed: Display eventhandlers being duplicated after restarting a mission
  • Fixed: Parachute animation (strange black surfaces between wires)
  • Fixed: Player now cannot enter vehicles while healing / being healed
  • Fixed: More precise water surface for particles
  • Fixed: Swimming at water surface
  • Fixed: Change indirect grenade damage behind cover
  • Fixed: Camera zoom when in gunner position and controlling UAV
  • Fixed: Airplane auto-landing
  • Fixed:
  • getVariable [var, default]
  • returns
  • default
  • , if value of
  • var
  • is
  • nil
  • Fixed: The
  • deleteVehicle
  • command on a UAV now also deletes the AI crew in it
  • Fixed: A rocket fired from AT stayed in the launcher
  • Fixed: Save / load of air units circling around using a Loiter waypoint
  • Added: Separate action for healing yourself and healing your comrade (to allow separate animation eventually)
  • Added: Proposal for change in attachment configuration design for weapons ( <a class="external-link" href="http://feedback.arma3.com/view.php?id=2766" rel="nofollow"> http://feedback.arma3.com/view.php?id=2766 </a>)\n* Added: New commands
  • addScoreSide
  • and <a class="external-link" href="https://community.bistudio.com/wiki/forceRespawn" rel="nofollow"> forceRespawn </a>
  • Memory allocation tweak for road networks
  • Assemble base can now be an array. It remembers the assemble base for disassembly, so static weapons can use compatible parts from different actions and remember what part is from what source.
  • Vehicles with
  • allowDamage
  • set to false will no longer explode
  • Updated wheels' center of mass for PhysX vehicles
  • Script commands
  • setCausticsParams
  • ,
  • setSkyFogColorationStart
  • ,
  • setHorizonSunColorationScale, setHorizonFogColorationStart
  • are not available anymore (were only meant for debugging purposes)
  • No longer allowing the assembling of UAV and static weapons during freefall
  • Added: New airplane
  • rudderInfluence
  • parameter
  • Maximum number of servers listed in MP is changed back to 500 (unfortunately there is no way around this for now)
  • Markers created on Dedicated Servers are now JIP compatible
  • Sound: Improved MP 3D sound playback
  • Sound: Added sound event for changing fire mode action (just in engine:
  • changeFiremodeSound
  • - not yet plugged into data)


SPOTREP-00014

SPOTREP-00014

  • FROM: Project Lead
  • TO: Arma 3 Users
  • UNIT: Main Branch
  • ACTIVITY: Hotfix: 1.04 (Campaign menu)
  • SIZE: ~16 MB

CHANGELOG

ENGINE

  • Fixed: Double-clicking a node / folder in the campaign menu tree (e.g. Survive), will now expand it - making it clearer how to start playing. The other option is pressing the arrow next to a node.


SPOTREP-00015

SPOTREP-00015

  • FROM: Project Lead
  • TO: Arma 3 Users
  • UNIT: Main Branch
  • ACTIVITY: Game Update: 1.06 (Surround sound dialogues, Campaign fixes)
  • SIZE: ~841 MB

CHANGELOG

DATA

  • Tweaked: Hiding of rocket pods on unarmed variants of light helicopters
  • Helicopters have their supplies transport capacity tweaked
  • Fixed: Vehicle equipment loads in response to this issue ( <a href="http://feedback.arma3.com/view.php?id=14161" target="_blank"> http://feedback.arma3.com/view.php?id=14161 </a>)\n* Adjusted Buzzard's HUD
  • Adjusted rudder coefficient of Buzzard
  • Fixed: Dead pilots in Buzzards have a correct pose now
  • Better LCD screen resolution for current state of vehicle optics
  • Slammer fire geometry and damage setup improvement
  • Added: Missing PhysX and suspension settings on Kamysh and Tigris
  • Kamysh hull hitpoints improved
  • Kamysh and Tigris front side armor easier to pierce through
  • Reflection and macro UV stretching on Marshall wheels fixed
  • Marshall interior damage materials tweaked
  • Marid damage material UVs tweaked
  • Fixed: Panther material problems
  • Redefined camo selections on armored vehicles
  • Multiple tweaks and repaired hidden selections on armored vehicles
  • Fixed: SUV has a texture error inside ( <a href="http://feedback.arma3.com/view.php?id=13883" target="_blank"> http://feedback.arma3.com/view.php?id=13883 </a>)\n* Fixed: AH-9 minigun barrel axis is wrong ( <a href="http://feedback.arma3.com/view.php?id=645" target="_blank"> http://feedback.arma3.com/view.php?id=645 </a>)\n* Fixed: RAH-99 spot light emissive texture is always active ( <a href="http://feedback.arma3.com/view.php?id=12819" target="_blank"> http://feedback.arma3.com/view.php?id=12819 </a>)\n* Flickering shadows in interiors of cars should be fixed
  • Getting out of a static turret now causes player to face the turret
  • Ejecting has been removed from action menu for static weapons because there is no need to eject when getting out is enough
  • Fixed: Bad penetration materials on static Titan launcher (AT)
  • Removed old lights from Zamak
  • Removed lights from lower LODs of Bobcat
  • View-pilot LOD of Gorgon tweaked
  • Fixed: Animation for gunner of Gorgon
  • Fixed: Missing textures on Gorgan ( <a href="http://feedback.arma3.com/view.php?id=16032" target="_blank"> http://feedback.arma3.com/view.php?id=16032 </a>)\n* Speedboat has now correct sorting of anti-water material
  • Fixed: Hitpoints of main rotor for Mohawk
  • Fixed: More appropriately sized missiles for Cheetah
  • Fixed: Rear lights on HEMTTs
  • Fixed: The stick of xH-9 family helicopters works again
  • Fixed: FIA truck cabin was not visible from the back ( <a href="http://feedback.arma3.com/view.php?id=16043" target="_blank"> http://feedback.arma3.com/view.php?id=16043 </a>)\n* Fixed: Offroad Armed was only enterable from drivers side ( <a href="http://feedback.arma3.com/view.php?id=16025" target="_blank"> http://feedback.arma3.com/view.php?id=16025 </a>)\n* Fixed: Camo in view LOD of transport truck
  • Sabot hit effect tweaked
  • Tweaking of dust effects created by infantry
  • Hit of ground by rifles should be now better visible on medium and low particle quality
  • New underwater effect for smoke grenades
  • Fixed: inSpeed and inDir variables for explosion effects
  • Divers and their equipment has been visually tweaked
  • Independent soldiers have been visually tweaked
  • AAF have their helmets visually tweaked
  • Unified standardized ammo loads for each vehicle type for every faction
  • Unified smoke and smoke shell colors for every faction
  • Changed BLUFOR Recon Marksman default rifle to EBR (from MXM variant)
  • Small uniform weight / capacity ratio update
  • Updated setup of heli pilot / heli crew / pilot equipment so it's now comparable across factions
  • Swapped load order of some equipment to help engine to load inventory properly (heavier stuff should go first)
  • Weapon weight diversification:
    • Overall weapons weight increased
    • Increased weight of heavy pistols
    • Greater and better scaled weight differences between various weapons of the same type
  • Minor balance of OPFOR equipment:
    • Decreased weight of pilot uniform
    • Decreased capacity of standard uniforms
    • Increased weight of standard uniforms
    • Increased capacity of harnesses vests
  • Lowered damage of destroyed house hitpoints
  • New materials, improved textures for timbers and wood pile
  • Assistant Missile Specialist (AT) for all factions now carries one Anti-Personnel rocket and three Anti-Tank rockets, instead of just four Anti-Tanks rockets. Thus he offers somewhat broader spectrum of possibilities for Missile Specialist.
  • Increased amount of supplementary ammo carried by Assistant Automatic Rifleman for all factions to:
    • BLUFOR 12x 6.5mm 100 round magazine
    • OPFOR 8x 7.62mm 150 round magazine
    • INDEP 6x 6.5mm 200 round magazine
  • Fixed: Minor fix of INDEP equipment. GL vest variant for INDEP Squad and Team leaders to match the distribution with other factions
  • Fixed: Rebalanced independent vests to introduce even more diversity among armors
  • Fixed: Minor redistribution of Guerrilla weapons
  • Fixed: Introduced minor variability in BLUFOR assistant automatic rifleman supplementary ammunition
  • Added: Titan AP rockets for BLUOR IFV and INDEP IFV
  • Added: RPG HE rockets for OPFOR BTR
  • Added: Tactical vest for OPFOR Helipilot
  • Decreased weight of OPFOR Marksman Rahim rifle
  • Increased weight of BLUFOR Marksman MXM variant rifle
  • Tweaked camera shaking from medium and heavy ordnance firing, hits and explosions
  • Grenades now cast shadow while flying towards their target
  • Mines now have a correct side
  • The artillery computer of mortars has been re-calibrated to actual computer type (slightly more accurate)
  • Zephyr missiles have their distinctive magazines
  • Fixed: Stretched LCD overlay UV for CROWS optics
  • Fixed: Bad normal mapping on MRCO optic
  • Fixed: Floating scope on MXM weapon ( <a href="http://feedback.arma3.com/view.php?id=3102" target="_blank"> http://feedback.arma3.com/view.php?id=3102 </a>)\n* Fixed: Range on M2HMG misaligned ( <a href="http://feedback.arma3.com/view.php?id=15126" target="_blank"> http://feedback.arma3.com/view.php?id=15126 </a>)\n* Fixed: Tweaked parameters of SDARs underwater ammo
  • Fixed: TRG rifles have correct mouse-over description of caliber
  • Repaired penetration material on some signs
  • Configured the second ladder for dp_smallFactory_F and added a second ladder
  • Thin armor plate surface added
  • Added: New armor plate materials for future appliances
  • All official objects should now in editor correctly show their author
  • Removed first red page from Notepad, File (documents) and File (top secret)
  • Improved: Falling into rocks by lighthouse and unable to get out ( <a href="http://feedback.arma3.com/view.php?id=7276" target="_blank"> http://feedback.arma3.com/view.php?id=7276 </a>)\n* Various small objects have their models reworked (wooden piles and electronics)
  • Bunker object makes better use of its ladder
  • Configured new marker lights for e.g. runway lights and airport tower lights
  • Fixed: Label shading on ammo boxes
  • Fixed: Can we please get the ramps on the H-Barrier watchtowers working? ( <a href="http://feedback.arma3.com/view.php?id=15884" target="_blank"> http://feedback.arma3.com/view.php?id=15884 </a>)\n* Fixed: Geometry component of Scrap Heap
  • Fixed: Textures of bridges in lower LODs
  • Fixed: Walking on stairs on cargo tower and cargo patrol tower
  • 'colorBackground' attribute in CfgORBAT renamed to 'colorInsignia'
  • Bug caused by change of EH functionality in engine fixed
  • Updated: BIS_fnc_objectSide can now detect actual player's side, even after it was changed on the fly. This affects BIS_fnc_MP function, but the its behavior should remain same.
  • Removed: Chair on top of building in Showcase Armed Assault (would float after building destruction)
  • Fixed: Indestructible communications tower in Showcase Vehicles
  • Updated: Marker colors based on sides are now named consistently with other uses of sides. Previous classes were preserved because of backward compatibility.
  • Updated: Scripted side recognition - (side group player) and (playerSide) is now replaced by (player call BIS_fnc_objectSide)
  • Fixed: When using "Vehicle Respawn" module with respawn on start position, vehicles were not respawn precisely on the spot
  • Fixed: BIS_fnc_deleteTask no longer attempts to delete non-existent tasks
  • Fixed: Tasks were not deleted globally (by the previous function)
  • Fixed: handleDamage EH issue ( <a href="http://feedback.arma3.com/view.php?id=6644" target="_blank"> http://feedback.arma3.com/view.php?id=6644 </a>)\n* Fixed: Sector icons in the 3D scene were not based on difficulty
  • Fixed: Flaw in the logic of BIS_fnc_quotations and BIS_fnc_cinemaBorder was preventing saving from being re-enabled when they terminated
  • Fixed: Returned distance from trigger border in BIS_fnc_inTrigger was twice the actual value
  • Added: CfgFactionClasses entries now contain 'flag' attribute defining what flag texture is used
  • Added: Holding right shift while moving Splendid Camera will slow down the movement. Useful for precise camera positioning.
  • Added: BIS_fnc_deleteTask - a function to completely remove a task
  • Added: When using "Vehicle Respawn" module with respawn on marker, vehicle now respawned on starting position when no marker is found. This is true only when the vehicle has simulation enabled.
  • Added: It's now possible to remove vehicle respawn (see header of BIS_fnc_moduleRespawnVehicle for more details)
  • Added: Triggers synchronized to "Sector" module through "Unlock" logic will be activated based on sector owner. This enables triggering specific events or modules based on who's in control of the sector. See in-game module description for more details.
  • Added: Some "Sector" module attributes (e.g., participating sides or sector areas) can now be modified on the fly.
  • Added: Improved visualization of sectors added by "Sector" module
  • Added: Faction flag is now used to visualize sector owned instead of side flag
  • Added: "Players cost" attribute in "Sector" module can now be a code, dynamically calculated during mission
  • Added: "Deserted delay" attribute replaced by more logical "Deserted distance". When vehicle is abandoned, a vehicle will respawn after no player is in the given distance from it.
  • Added: BIS_fnc_playerSideFaction - returns the representative faction of the given side
  • Added: New optional attribute for Sector - score reward. Defines how many points are awarded to a side which captured the sector.
  • Added: Calling 'true call BIS_fnc_moduleSector' will now list all sectors.
  • Correctly unsetting of texture in film grain PP
  • Game Options: Language switch changed to ComboBox
  • Updated: MP mission HUD (i.e. the bar visualizing sectors or remaining respawn tickets) now shows side score of all involved sides, instead of merely displaying the leading side
  • UI: Insert Marker - Flags are no longer colorized (the white parts were incorrectly colored)
  • Added: Expand button to campaign menu
  • Fixed: Cinematic borders didn't cover the screen edges ( <a href="http://feedback.arma3.com/view.php?id=15765" target="_blank"> http://feedback.arma3.com/view.php?id=15765 </a>)\n* Fixed: Preview image for selecting interface colors was always white
  • Fixed: Text area for number of respawn tickets was too narrow
  • Fixed: Tooltips of controls in more than one control group
  • Fixed: Pause menu effects were visible after returning to a mission from which player previously exited the game while in pause menu
  • Added: Links to Community Wiki and editing forum to debug console header
  • Added: Faction score in debriefing screen
  • Fixed: Cinema borders now properly hide other GUI elements

CAMPAIGN (SPOILERS!)

  • More campaign texts have been adjusted to match voice-over work
  • Maxwell: Soldier that was leaning against a tree and was clipping removed
  • Maxwell composition updated to fix the clipping during the Wet Work briefing
  • Adjusted dates and time of briefings at Maxwell
  • Updated: Object compositions of Maxwell
  • Fixed: Players would sometimes get stuck after the introductory Maxwell animations
  • Fixed: Crossing Paths Camp Maxwell task was not declared completed
  • “Report In” task navigating to the mission providers will now properly show the waypoint in all situations
  • The 'discussion group' detection distance for ambient conversations was set generally too high
  • Simple termination of the 2nd ambient animation added to prevent unwanted collisions during briefing cutscene, where some of the soldiers suddenly had no weapons
  • The mission intel OSD was showing the wrong location information in Maxwell
  • Added: Safecheck code to prevent overlapping of the two different mission intel OSDs
  • Patrol notification was showing even if the Patrol gets disabled
  • Missing line breaks in “Patrol” task description were added
  • World object persistency detection / destruction was failing in case of the radio tower in A_in / A_in2
  • Fixed: Weapon pool persistent variables causing issues when reverting campaign
  • The starting gear in the equipment pool was adjusted
  • Adjusted the crash site composition to prevent the medic from getting stuck
  • Miller's identity was not set correctly
  • Fixed: Potential script error with mortars in Tipping Point
  • Improved behavior of mortars in the episode finale. Standing still when not in cover is guaranteed to kill you. Moving and staying in cover drastically decreases the chance.
  • Further improvements to the balance of the mortar segment
  • Slight adjustments to player's team's reactions to paratroopers
  • Further improvements to the behavior of the extraction boats
  • Name of Alpha Lead in ORBAT was not updating correctly
  • Added: Crossing Paths light flash on LZ Connor when AAF starts the attack
  • Dead identities should be now correctly replaced by new ones
  • Tried to prevent more cases of medics getting stuck after they tend to the wounded
  • Zone restriction module has been updated for soldiers
  • Tweaked: Code for triggering missions through strategic map to prevent blinking after the map fades to black
  • Improved ambient animation termination code to make it more reliable
  • Fixed: Duplicity in equipment visualization after briefings
  • Improved transition from strategic map into briefing
  • Player can now freely switch between 1st and 3rd person views during briefings
  • Player can now freely switch between 1st and 3rd person views during ‘welcome to Maxwell’ cutscenes
  • Pressing [Space] before the scene is rendered should not break the intro walk-in part
  • Transition from Patrol to Maxwell improved; it is not playing an intro animation anymore
  • Force-started briefings now directly trigger the default mission and there is no armory after the briefing is done
  • The ambient animation function now auto-terminates if it is executed on unit that is already playing ambient animation
  • Hub briefing skip mechanics fixed & improved. Players can now skip the whole briefing and get directly to the armory if they press [Space] before it loads.
  • Weather is now correctly updated when the time shifts for a briefing (e.g. fixes out-of-place rain during one briefing). Wind and rain are handled better.
  • Fixed: Safecheck mechanic that could break the campaign progression

ENGINE


SPOTREP-00016

SPOTREP-00016

  • FROM: Project Lead
  • TO: Arma 3 Users
  • UNIT: Main Branch
  • ACTIVITY: Game Update: 1.08 (AAF Reinforcements Pack, Workshop improvements)
  • SIZE: ~1 GB

CHANGELOG

DATA

  • Added MBT-52 Kuma tank
  • Added FV-720 Mora Infantry Fighting Vehicle
  • Added: Wy-55 Hellcat (armed and unarmed) helicopters
  • Added: LRPS optics
  • Added: IR grenades
  • Added: Black variants of MX rifles
  • Added: Selected parts of the Tactical Guide to Field Manual
  • Added: Guerrilla headwear with headsets
  • Added: Improved narrative characters
  • Added: AAF Armor Groups for editor
  • Added: 7 new faces of developers
  • Added: 4 new ambient sounds
  • Added: New pile of wood model
  • Added: New camping light model
  • Added: 3 graves
  • Added: 2 variants of a garbage container
  • Added: 5 variants of graffiti
  • Added: Playground castle with slide!
  • Added: 2 wooden shelves
  • Added: Various leaflets and posters
  • Added: Board map of Altis, Stratis and customizable empty map
  • Added: Five variants of luggage heaps
  • Added: Four variants of a trash barrel
  • Added: Various fishing gear
  • Added: Third Altian Radio Protocol
  • Tweaked:
  • ScrollBar
  • scrollSpeed
  • Tweaked: Adjusted stances have their speeds
  • Tweaked: Panther turning and acceleration performance
  • Tweaked: Kamysh hull hitpoint (minor)
  • Tweaked: Slammer hitpoints (tracks less resistant to mines)
  • Tweaked: Tracks fire geometry for artillery
  • Tweaked: T-100 geometry
  • Tweaked: Post-Processing refract texture for rain
  • Tweaked: More materials on armored vehicles
  • Tweaked: Bandana model in far LODs
  • Tweaked: AI engagement ranges. AIs should prefer full-auto mode with MX SW.
  • Tweaked: Position and anti-collision lights on aircrafts (to make the lights glow smaller from large distances and larger from close distances)
  • Optimized:
  • BIS_fnc_selectRandom
  • function
  • Improved: Slammer damage visual indication
  • Adjusted: Collision damage coefficient for Darter to make landings a bit easier
  • Changed: Class property of fuel station feed from
  • house
  • to
  • vehicle
  • Changed: Parent class of
  • PlayGround_base_F
  • from
  • Static
  • to
  • HouseSmall
  • NATO technicians replaced optically camouflaged suspension of Slammer tank with a more powerful traditional variant
  • Showcase AAF: Buzzard will try to avoid collision with objects on runway again
  • Mortar has new UI icon and various visual tweaks
  • Opacity of black alpha in 3D scopes reduced
  • Reduced power of 120mm APFSDS (armor tweaking)
  • Repaired camo selections of HEMTTs and Zamaks
  • T-100 commander gun is more fragile
  • Functional mirrors for Gorgon
  • HEMTT models have been reworked (proxies have been merged into the models for better performance)
  • Minor key presets improvement. Zooming in and out mapped on mouse side buttons in all presets by default. It might be more convenient for some users then to have it on Numeric keys by default (though that is still available).
  • Update of backpack equipment. Introduced new backpack for divers of all factions.
  • Changed muzzle damage reductions to 0.8, for 0.7 was too much for new protection levels, resulting in too many hits required for a kill.
  • Grenade damage levels set according the new soldier protection levels. Introduced greater difference between HE Grenade and Mini Grenade. HE Grenades now act as heavier and more powerful defensive grenades, Mini Grenades are lighter, can be throw much further away, but do less damage.
  • Anti-personnel explosives damage levels set according the new soldier protection values.
  • Optimization of diver equipment for all factions
  • APDS ammo for Independents removed from ammo boxes
  • Sparks of Sabot hit should glow even at night now
  • Tuned armor damage textures
  • Functional mirrors for Marid
  • Rear view mirrors for Marshall
  • Reconfigured position and collision lights for all aircraft
  • KIA animation tweaks and fixes. All KIA animations are now 2x faster (inside vehicles).
  • KIA animation for injured passengers of medevac Zamak
  • Removed obsolete proxy of HEMMT ammo
  • Increased weight of Hand Grenade
  • Configured navigation lights for boats (+ renamed memory points to English)
  • Laser Designator is now consistent with other binocular types and could be lowered
  • Minor tweaks in soldier equipment:
    • Optimized magazine count across factions
    • Introduced freshly overhauled Mini Grenades for Recon units
    • Increased Chest rig capacity by 20%
    • Spotters now possess Laser Designators instead of Range Finders
    • Set up correct gear protection values for gear introduced with “Survive”
  • Elevated throw angle by a little to better match arm movement and also put grenade little further by default
  • Optimized APERS mine count between BLUFOR and OPFOR Recon demo specialists
  • Optimized guerrilla team leader magazine count
  • Story characters have been tweaked
  • Decreased overall helmet protection to elevate importance of headshots
  • Minor downgrade of heaviest vest to be less effective against explosives
  • Minor optimization of soldier ammo loadouts
  • Unified squad leaders and team leaders ammo count across factions
  • Unified basic rifleman / scouts magazine ammo count across factions
  • Changed OPFOR Urban brown tactical vests for black ones that suits their camouflage patterns much better
  • Minor optimization of ammo bearers loadouts to increase their usability
  • Optimized OPFOR Urban magazine counts and assistants equipment
  • Showcase Combined Arms extraction chopper was not locked after players board it
  • Khaki chest rig is now fully khaki
  • Adjusted weights of Rice box to minimize PhysX sliding from gunfire
  • Maxwell: Navigation waypoint is no longer attached to the briefing speaker unit but is attached to the briefing center object
  • Assistant automatic rifleman renamed to asst. auto rifleman
  • Equipment tweaks: 6 HE grenade shells were added for BLUFOR and OPFOR ammo bearers. INDEPs will not have them for they carry more machine gun ammo along with a heavier rocket type (NLAW). They should now serve as quite universal ammo loading points for different weaponry of the whole squad and thus provide robust supply support in contrast to specialized support of different Assistant units.
  • Flipped emissive faces of position lights, renamed
  • PositionLight
  • selection to
  • PositionLights
  • and moved anti-collision lights from
  • PositionLights
  • selection to
  • CollisionLights
  • Unified class naming of heads - all
  • NATOHeads
  • have been renamed to
  • WhiteHeads
  • (that means just
  • NATOHead_01
  • and
  • 16
  • to
  • 21
  • , the rest was already correctly
  • WhiteHead)\n* Adjusted init scripts for vehicles to use <a href="https://community.bistudio.com/wiki/setObjectTextureGlobal" target="_blank"> setObjectTextureGlobal </a>
  • ( <a href="http://feedback.arma3.com/view.php?id=15618" target="_blank"> http://feedback.arma3.com/view.php?id=15618 </a>)\n* Wheels of the Strider have been balanced to prevent their shadows to be cast in wrong direction
  • Balanced
  • cfgPatches
  • class for LRR
  • Disabled [inventory] map link in MP
  • Radio Protocol: preview samples used in profile editor now include all speakers for each voice type
  • Increased scroll speed of
  • ComboBoxes
  • Fixed: Campaign and Challenges menu inconsistency around expanding and collapsing trees
  • Fixed: Priorities of disassembling static weapons and getting into them
  • Fixed: Wheeled APCs damage balancing
  • Fixed: Speed of tracks for most of the tracked vehicles
  • Fixed: Gorgon turret animations
  • Fixed: Wrong view geometry of wreck of Slammer, offset in wreck proxy position
  • Fixed: MLRS launcher elevator animations
  • Fixed: Setting number of respawn tickets to 0 resulted in unlimited tickets, and the other way around (MP Defend)
  • Fixed: Blinking face in the thistle model
  • Fixed: Cropping of the campaign overview text
  • Fixed: OPFOR ACO now glows green in the dark (glowed red before)
  • Fixed: Disappearing rain in relation to ATOC
  • Fixed: It was possible to respawn on removed respawn position ( <a href="http://feedback.arma3.com/view.php?id=15988" target="_blank"> http://feedback.arma3.com/view.php?id=15988 </a>)\n* Fixed: T-100 missing hitpoints of commander's turret
  • Fixed: Empty LOD of T-100
  • Fixed: ‘Locking’ of texture in rain Post-Processing
  • Fixed: Crane glitches ( <a href="http://feedback.arma3.com/view.php?id=15727" target="_blank"> http://feedback.arma3.com/view.php?id=15727 </a>)\n* Fixed: Walking on stairs of Cargo tower and Cargo patrol tower
  • Fixed: GM6 Lynx 12.7mm 5Rnd Mag bullet trajectory ( <a href="http://feedback.arma3.com/view.php?id=16166" target="_blank"> http://feedback.arma3.com/view.php?id=16166 </a>)\n* Fixed: Camos / PiP mirrors for armored vehicles
  • Fixed: Camo selections of speedboats
  • Fixed:
  • BIS_fnc_sideName
  • returned incorrect value type for unrecognized side ID
  • Fixed: Propeller axes names (had redundant space in name)
  • Fixed: TI on reserve wheels of Zamak trucks
  • Fixed: Side score was displayed on the right bar even when "Multiplayer score" difficulty option was disabled
  • Fixed: Point lights of mortar flares
  • Fixed: Sabot hit effects produced wrong particles on some surfaces
  • Fixed: Display name of
  • 250Rnd_30mm_HE_shells_Tracer_Green
  • Fixed: Showcase Night fog was not working
  • Fixed: Showcase Night - player reporting first contact improved
  • Fixed: Visual glitch on vest / assault pack
  • Fixed: Launchers - launched rocket remained in inventory
  • Fixed: Memory point names for fire effects of some vehicle weapons (coaxial on T-100 has effect on right place now)
  • Fixed: Extended armor parameter coefficients for every respective difficulty. You should not be invincible anymore when playing on lower difficulty settings with extended armor on.
  • Fixed: Incorrect mirror reflection in Offroads ( <a href="http://feedback.arma3.com/view.php?id=14877" target="_blank"> http://feedback.arma3.com/view.php?id=14877 </a>)\n* Fixed: Ability to crawl inside DPP tank large ( <a href="http://feedback.arma3.com/view.php?id=7271" target="_blank"> http://feedback.arma3.com/view.php?id=7271 </a>)\n* Fixed: Mismatched data for Laser Designator; it should now have correct texture even on the front
  • Fixed: Labels on OK button in campaign menu
  • Fixed: Mi 48 lower rotor blade was duplicated ( <a href="http://feedback.arma3.com/view.php?id=13308" target="_blank"> http://feedback.arma3.com/view.php?id=13308 </a>)\n* Fixed: Missing "from binocular" animation for all states. Removed warp when changing stances in binocular pistol mode.
  • Fixed: Stance transitions in pistol
  • Fixed: Guerrilla editor groups
  • Fixed: Time acceleration was not restored after Team Switch
  • Fixed: Units in safe mode get stuck after exiting Ifrit and helicopters
  • Fixed: Getting stuck in the roof at Mike 26 ( <a href="http://feedback.arma3.com/view.php?id=7277" target="_blank"> http://feedback.arma3.com/view.php?id=7277 </a>)\n* Fixed: Damaged factory missing / broken texture ( <a href="http://feedback.arma3.com/view.php?id=13488" target="_blank"> http://feedback.arma3.com/view.php?id=13488 </a>)\n* Fixed:
  • Land_Net_Fence_Gate_F
  • very hard to interact with ( <a href="http://feedback.arma3.com/view.php?id=13642" target="_blank"> http://feedback.arma3.com/view.php?id=13642 </a>)\n* Fixed: Missing classes of Altian Radio Protocols
  • Fixed: Showing loading screen in
  • BIS_fnc_startLoadingScreen
  • sometimes delayed the rest of the script by several milliseconds
  • Fixed: Scripting error when no respawn position was found
  • Fixed: LRPS and DMS now have correct optic type for AI
  • Fixed: Armed offroad is enterable as a co-driver from the right side ( <a href="http://feedback.arma3.com/view.php?id=16447" target="_blank"> http://feedback.arma3.com/view.php?id=16447 </a>)\n* Fixed: Campaign weapon persistency issue
  • Added: Ability to set forced sector owner using:
  • [,] call BIS_fnc_moduleSector
  • Added:
  • centerSize
  • parameter for visible point lights
  • Added: Script command <a href="https://community.bistudio.com/wiki/getClientState" target="_blank"> getClientState </a>
  • Added: Unit playback by
  • BIS_fnc_unitPlay
  • can be now terminated by calling:
  • Added wrench icon to command menu of FIA engineer
  • Added: New function
  • BIS_fnc_jukebox
  • Added:
  • PositionLights
  • selections for boat models and mapped emissive materials
  • Added: Alpha version of
  • BIS_fnc_exportCfgVehicles
  • Added:
  • BIS_fnc_objectType
  • and
  • BIS_fnc_itemType
  • - functions to return category and specific type of an object or a weapon respectively
  • Added: Side-specific diver goggles
  • Added: IR grenades to the gear of Squad Leaders, JTACs, Spotters and Specialist Assistants of all factions
  • Added: Compass to all positions in Speedboat
  • Added: List of units that are being inserted to Editor > Insert Group
  • Added: Icons for OPFOR Urban Harness vest variant
  • Added:
  • BIS_fnc_crewCount
  • - returns number of crew positions in vehicle
  • Added:
  • BIS_fnc_importImageLinks
  • function
  • Added: More names into full credits
  • Added: Empty ORBAT sizes
  • Added:
  • numberOfWindows
  • parameter to structures and restructured position of
  • numberOfDoors
  • Added: More controller schemes

ENGINE

  • Various Steam Workshop improvements:
    • Offline play of subscribed Workshop missions including saves is now possible
    • Scenarios sorting by name, time subscribed and rating (applicable only for Workshop missions)
    • Subscribed and published items are cached now - no more reloading each time
    • Publish process is now adding
    • Altis
    • ,
    • Stratis
    • ,
    • OtherMap
    • tag depending on map used for scenario
    • Querying and caching of Steam Workshop mission author name (displayed in Scenarios)
    • Fixed: Adding tags during Steam Workshop publishing
    • Using newest Steam SDK 1.26
  • Sorted: Mission status bar data structure
  • Light shafts disabled at night
  • Focus is set to first mission in list (applies to Scenarios, Challenges, Showcases)
  • Adjusted white glow and overall glow size of runway lights
  • shiningAdjustable
  • material can be now controlled by config
  • If a weapon is removed from a unit because of the animation set, its classname is now stored in unit's namespace so it can be retrieved <a href="https://community.bistudio.com/wiki/createUnit" target="_blank"> createUnit </a>
  • function now spawns unit with default 0.5 skill ( <a href="http://feedback.arma3.com/view.php?id=12669" target="_blank"> http://feedback.arma3.com/view.php?id=12669 </a>)\n* Merged RV core fix: squad.xml limited to 1024 kBytes to prevent it causing server issues
  • Skill of a unit of a group inserted in the editor now ranges from 0.4 (Pvt.) to 0.7 (Col.)
  • New parameters for
  • MarkerLight
  • to set blinking pattern (
  • blinkingPattern
  • and
  • blinkingPatternGuarantee
  • , to be documented)
  • Changed which entities should have lower priority in
  • calculatePriority
  • selection
  • Team members are ordered according to their numbers
  • Adjusted sun flare underwater
  • Fixed: Wrong direction of the rain particles
  • Fixed: Performance issue caused by fog
  • Fixed: UI event handler "unload" returned 'true', which removed all other event handlers of the same type
  • Fixed: In-game video stuttering (OGV)
  • Fixed:
  • vonCodecQuality
  • -related crash
  • Fixed: Campaign menu expand button behavior
  • Fixed:
  • setWeaponReloadTime
  • command
  • Fixed:
  • vehicle player removeMagazineTurret ["SmokeLauncherMag_boat", [-1]]
  • crashed the game
  • Fixed: Bug that throws an error if no default variable is used and the parameter doesn't exist
  • Fixed: Backpack - "Take item" action not working
  • Fixed: Duplicating items through "Take item" action
  • Fixed: Full-auto shooting in prone position doesn't stop when throwing a grenade
  • Fixed: Grenades cannot be thrown in Splendid Camera anymore
  • Fixed: Drowning crew in helicopters
  • Fixed: Correct override of the <a href="https://community.bistudio.com/wiki/setObjectTexture" target="_blank"> setObjectTexture </a>
  • message in JIP array ( <a href="http://feedback.arma3.com/view.php?id=16197" target="_blank"> http://feedback.arma3.com/view.php?id=16197 </a>)\n* Fixed: Inability to heal certain hitpoint areas
  • Fixed: AI soldiers now can heal hitpoints damage properly
  • Fixed: [MP DS] Unable to change uniform, vest, backpack from crate
  • Fixed: Unsynced trigger names on loaded MP games (loaded from save)
  • Fixed: Bridges with
  • descruct="no"
  • will be properly indestructible now
  • Fixed: Crash when using <a href="https://community.bistudio.com/wiki/setParticleFire" target="_blank"> setParticleFire </a>
  • without particle initialization
  • Fixed: Changed non-entity items to be ignored by
  • CheckCursorActionTarget
  • Fixed: Unable to transfer a magazine to inventory when your weapon is empty
  • Fixed: Equipment in inventory could go missing
  • Added: Commands <a href="https://community.bistudio.com/wiki/triggerTimeoutCurrent" target="_blank"> triggerTimeoutCurrent </a>
  • / <a href="https://community.bistudio.com/wiki/waypointTimeoutCurrent" target="_blank"> waypointTimeoutCurrent </a>
  • Added: Command <a href="https://community.bistudio.com/wiki/setParticleFire" target="_blank"> setParticleFire </a>
  • Added: Mission status slots are now clickable
  • Added: Function isInitialized


SPOTREP-00017

SPOTREP-00017

  • FROM: Project Lead
  • TO: Arma 3 Users
  • UNIT: Main Branch
  • ACTIVITY: Game Update: 1.10 (Campaign episode "Adapt", MP optimizations, HDAO)
  • SIZE: ~961 MB

CHANGELOG

DATA

  • Added: Campaign episode “Adapt”
    • We recommend not using active mods - or at least accept that we cannot influence their effects on the campaign.
    • Consider checking for data corruption by verifying local data in the Steam client.
  • Added: "Adapt" music
    • 4 event tracks (with variants)
    • 1 ambient track
    • 1 background track
    • 4 lead tracks (with variants)
  • Added: 2 new voices to Radio Protocol
    • 1 British English
    • 1 Altian English
  • Wy-55 Hellcat cockpit visually tweaked
  • Fixed: Distant LOD of Hellcat making it transparent
  • Added: When all sides are using respawn tickets, their numbers will be automatically shown in the debriefing
  • Fixed: Missing scrollbar in "Scenarios" and other displays
  • Properties of scrollbars are handled by
  • CScrollBar
  • itself now
  • Added
  • blinkingPattern
  • and
  • blinkingPatternGuarantee
  • parameters where appropriate and restructured
  • MarkerLights
  • config
  • Emissive materials for
  • MarkerLights
  • are now animated according to the lights being on or off or blinking
  • Models: reworked position lights selections
  • HMD of Hellcat has been re-centered
  • Reworked proxies of Buzzard to be useful for user armament
  • Tweaked PhysX collision damage for tanks
  • Tracks of tanks should not get damaged up to 30 KPH collisions
  • Zeroing for Kuma commander HMG
  • Configured animation sources and animations for
  • MarkerLights
  • on
  • Boat_Civil_04
  • ,
  • RoadCone
  • and
  • RoadBarrier
  • Fine-tuned position of various group members in editor
  • Darter doesn't have FAKs anymore ( <a class="external-link" href="http://feedback.arma3.com/view.php?id=13089" rel="nofollow"> http://feedback.arma3.com/view.php?id=13089 </a>)\n* Fixed: Using non-existent rank resulted in incorrect returned value (
  • BIS_fnc_rankParams)\n* Added: When commander rank is missing, it's not displayed (
  • BIS_fnc_ORBATGetGroupParams)\n* Fixed: Scripting error when no respawn position was found
  • Fixed: Script header of
  • BIS_fnc_MP
  • contained misleading description
  • BIS_fnc_playVideo
  • : default variable for skipping videos was incorrectly set, resulting in instant termination under certain circumstances
  • Added: In module config, '
  • isGlobal = 2
  • ' now has the same effect as '
  • isPersistent = 1
  • '. The
  • isPersistent
  • attribute remains supported, but is considered deprecated. See <a class="external-link" href="http://community.bistudio.com/wiki/Arma_3_Modules" rel="nofollow"> http://community.bistudio.com/wiki/Arma_3_Modules </a>
  • for more info.
  • New scripted geometry function added
  • Redistributed proper helmets among Grenadiers
  • Small fix of OPFOR Leader's helmet inheritance class
  • Miller now has some basic equipment when placed in the editor
  • New character heads received some polishing
  • Changed: Simulation Manager now ignores helper objects
  • Added: Poster Module
    • Removed graffiti, leaflets and posters from editor
    • Added: Variable (
    • postersArray)\n* Fixed: Roadways of chapels and the airport tower
  • Fixed: Missing empty parameter for battlefield sounds ( <a class="external-link" href="http://feedback.arma3.com/view.php?id=16512" rel="nofollow"> http://feedback.arma3.com/view.php?id=16512 </a>)\n* Added non-homogenous material for radar dome
  • Configured
  • posterSize
  • , icons and
  • mapSizes
  • for graffiti
  • Fixed: Non-functional binoculars
  • Added: Black background when player is off the map
  • Increased weight of machine guns while maintaining their weight differences
  • Fixed: Localization for yellow flare and for 3rnd flare magazines
  • Fixed: Zubr .45 had stretched / misplaced textures on the cartridges ( <a class="external-link" href="http://feedback.arma3.com/view.php?id=16491" rel="nofollow"> http://feedback.arma3.com/view.php?id=16491 </a>)\n* Increased number of suppressors and flashlights in Support ammo boxes and Air Supply boxes
  • The material of craters has been tweaked
  • Added modest camera shaking from nearby hits for infantry weapons
  • SMGs have improved zeroing for iron sights
  • Tweak: Higher AI engagement ranges. AI snipers with GM6 should attack from greater distances.
  • Fixed: Hellcat hitpoints
  • Fixed: An issue with animations getting stuck when using a medikit with a handgun
  • Fixed: An issue with standing up when trying to strafe in fast prone
  • Added: New helmet camouflages
  • Adjusted: Carbine rifles distribution
  • Added:
  • BIS_fnc_bleedTickets
  • - system which will decrease amount of side respawn tickets based on sector dominance
  • Added:
  • BIS_fnc_counter
  • now supports multiple name spaces
  • Added: Executing
  • call bis_fnc_respawnTickets
  • will now return an array containing side with the lowest number of tickets and their value
  • Fixed: Glasses were not recognized correctly ( <a class="external-link" href="http://feedback.arma3.com/view.php?id=16574" rel="nofollow"> http://feedback.arma3.com/view.php?id=16574 </a>)\n* Added:
  • BIS_fnc_sortAlphabetically
  • - a function to sort an array of strings alphabetically
  • Fixed:
  • BIS_fnc_dirTo
  • returns negative value in some situations ( <a class="external-link" href="http://feedback.arma3.com/view.php?id=16556" rel="nofollow"> http://feedback.arma3.com/view.php?id=16556 </a>)\n* Added: Corresponding AA and AT static launcher backpacks for every respective faction ( <a class="external-link" href="http://feedback.arma3.com/view.php?id=16520" rel="nofollow"> http://feedback.arma3.com/view.php?id=16520 </a>)\n* Fixed: A typo in Industry Standard preset and cleared some redundant entries
  • Fixed: AI disembarking from WY-55 Hellcat sometimes breaks main rotor
  • Radio Protocol: preview samples used in profile editor now include all speakers for each voice type
  • Fixed: Missing classes of the Altian Radio Protocol
  • Roadways of small chapels have been tweaked
  • Added: Empty ORBAT sizes
  • Fixed: KIA cargo pose of Hellcat crew
  • Fixed: Some situations in which credits would not execute
  • Fixed: An error that appeared when changing mission parameters during hosting a multiplayer game
  • Added:
  • colorFocused
  • and
  • colorBackgroundFocused
  • parameters for setting colors of focused
  • RscShortcutButton
  • Fixed: Support calls should now be globally limited instead of per player in Defend Kamino MP mission
  • Fixed: A flying H-barrier in the AA outpost has been grounded
  • Fixed: Bugged left sleeve of FIA soldier model
  • Added:
  • BIS_fnc_fixDate
  • - checks and ev. fixes the date and time, when it goes out of the boundaries
  • Added:
  • BIS_fnc_isLeapYear
  • - returns true if given year is leap year
  • Added:
  • BIS_fnc_monthDays
  • - returns number of days in given month
  • Fixed: An issue where NVGs could remain on during cutscenes
  • Fixed: CSAT Grenadier now has correct helmet
  • Tweaked: Effects of suppressors on bullets
  • Tweaked: Underwater ammo speed and damage
  • Function
  • BIS_fnc_setToPairs
  • now has a correct example
  • Added new functions to control the stacking of disabled save games
    • Modified
    • BIS_fnc_cinemaBorder
    • and
    • BIS_fnc_quotations
    • to support stacking of disabled save games
    • Modified all “Survive” missions to support new stacked handling of disabled saving
  • Continued work upon soldier protection:
    • Slightly decreased collateral resistance of OPFOR soldiers’ extremities
    • Decreased OPFOR advanced uniform protectiveness of extremities for it was too powerful. Still, it protects comparatively better than other uniforms.
    • Set up specific protection values for BLUFOR Helipilot and Pilot coveralls. It will not save you much more than the standard uniform, but there is a certain difference.
    • Set up proper protection values for OPFOR Officer uniform
    • Range-master belt, bandoleer and chest-rig armor values set to zero (serving as just equipment holders)
    • Tweaked helmet protection levels
    • Minor tweaks in ammunition, precise adjusting of
    • minimalHitRange
    • values, damage scaling rounds up, pistol ammunition damage adjustments and grenade tweaks
    • Adjusted explosives to maintain the protection of grenadier vests against explosives and grenades
    • Minor changes in soldier equipment due to changes in headgear. Purpose of classes is not affected in any meaningful manner.
    • Impacts of bullets cause soldiers to ragdoll a bit (flinch) even if they are fully absorbed by armor
    • Decreased overall helmet protection values to increase significance of head-shots and general lethality of damage to the head
    • Increased density of soldiers’ bodies to improve headshot lethality
    • Because of the previous change it was also necessary to halve the explosion shielding of head hitpoint in general to maintain helmet protection levels for collateral indirect damage and explosions
    • Fixed HE grenade from underbarrel GL weapon to match his RGO Frag grenade counterpart
    • Elevated OPFOR collateral protection for hands and legs for the previous values were not sufficient to create meaningful difference between OPFOR and soldiers of other factions
  • Mk20 rifle now has correct zeroing steps of iron sights
  • Fixed: Possible issues with cinema border function being called badly
  • Engineer should be no longer stuck after repairing a vehicle

ENGINE

  • Added: Initial implementation of HDAO method for ambient occlusion computation
    • Kudos to AMD engineer Layla Mah!
    • It's available only for DX11 GPUs (uses compute shaders)
    • Can be found in video options in AO settings
  • Several multiplayer optimizations
    • Optimized dynamic errors for server
    • Better load spread across several CPU cores
  • Various PhysX-related crash opportunities fixed
  • Various small fix merges from core RV engine
  • Fixed: Possible crash in Dedicated Servers
  • Removed:
  • setAIS
  • scripting function
  • Optimization of bleeding splatters creation
  • Optimization of footstep marks creation
  • Fixed: AI's selection of rifle and handgun <a class="external-link" href="https://community.bistudio.com/wiki/switchCamera" rel="nofollow"> switchCamera </a>
  • command now works for external / internal camera when gunner camera is not allowed
  • Merged and used some optimization of collision detection from DayZ
  • Fixed: Crash caused by wrong vertex data in specific objects
  • Added several safety checks to prevent unnecessary AI calculations (optimization)
  • Stolen (different side) vehicle is unassigned from group - to prevent AI team members from destroying it
  • Fixed: 3rd person mortar view
  • Fixed: Artillery not shooting at given position
  • Fix for low skill AI turret gunners shooting at impossible-to-hit targets
  • Tripwire mines now work properly when put in buildings
  • Swimming soldiers stop levitating / swimming on land
  • Fixed: Creation of duplicate post process effect handles after saved game is loaded
  • No longer creating target lists for empty groups (small AI optimization)
  • Fixed: CTD caused by broken skeletons - added index check
  • Fixed: An inventory issue with backpacks in crates
  • Fixed: Spawned medikits and FAKs sometimes have zero weight
  • Simulation of dead bodies has been optimized
  • Adjusted: Dynamic Calculated Error for AI, working on turrets, reacting to loosing sight of target
  • Slight rendering optimization in stencil buffer usage
  • Fixed: Disappearing tags when publishing a mission to Steam Workshop
  • Fixed: Shadow of a proxy object when the proxy itself or the main object are not visible
  • Fixed: AI unit is no longer repeatedly swapping gunner / observer position
  • Fixed: The <a class="external-link" href="https://community.bistudio.com/wiki/addItem" rel="nofollow"> addItem </a>
  • command didn't register that a unit has magazines ( <a class="external-link" href="http://feedback.arma3.com/view.php?id=15885#c62694" rel="nofollow"> http://feedback.arma3.com/view.php?id=15885#c62694 </a>)\n* Fixed: Houses no longer have inventory
  • Fixed: An issue with inability to play a mission that was subscribed from in-game overlay in offline mode right after the subscription
  • Fixed: An issue where AI switched to sidearm but seemed to still be holding their primary weapon
  • Fixed: Connecting headless client to password-protected server
  • Fixed: AI avoiding dead bodies
  • Tweaked: Low-skilled AI soldiers and gunners to be minimally effective
  • Fixed: Low-skilled AI tank gunner couldn't engage targets properly
  • Hotfixed: SubSkeleton log spam
  • Added: Server option
  • enablePlayerDiag
  • for printing diagnostics about players and pending messages


SPOTREP-00018

SPOTREP-00018

  • FROM: Project Lead
  • TO: Arma 3 Users
  • UNIT: Main Branch
  • ACTIVITY: Hotfix: 1.10 (Debug tools disabled, Linux Server optimization)
  • SIZE: ~16 MB

CHANGELOG

ENGINE

  • Debugging information removed from the main branch version ( <a href="http://dev.arma3.com/sitrep-00041" target="_blank"> more information </a>)\n* Additional optimizations enabled on the Linux Dedicated Server version


SPOTREP-00019

SPOTREP-00019

  • FROM: Project Lead
  • TO: Arma 3 Users
  • UNIT: Main Branch
  • ACTIVITY: Game Update: 1.12 (Slammer UP tank, Vehicle optics, Linear car controls)
  • SIZE: ~709 MB

CHANGELOG

DATA

  • Added: Slammer UP
  • Improved: Armored vehicle optics
  • Added: Sounds for changing fire modes of most guns
  • Added: Generic soldier animation movement sounds
  • Added: 1 x full new Radio Protocol
  • Added: New command <a href="https://community.bistudio.com/wiki/briefingName" target="_blank"> briefingName </a>
  • Added: Insignias should work on all soldiers (as a last hidden section of each of them)
  • Added: Tooltips to ListBox items in Controls
  • Added: <a href="http://forums.bistudio.com/showthread.php?155866-Arma-3-Particle-Effects-documentation&p=2605757&viewfull=1#post2605757" target="_blank"> New particle modules </a>
  • (fire, smoke, plankton)
  • Added: Icons for Seize and Defend game types
  • Added: Using
  • BIS_fnc_addIventory
  • , you can now add a class from CfgVehicles (e.g. "B_Soldier_F") to use its loadout
  • Added: "Create task" module can now be added to specific side using "owner" attribute, without need to synchronize the module to any unit
  • Added: Geometry PhysX LOD for Hellcat
  • Added: Task descriptions can now be loaded from
  • CfgTaskDescriptions
  • Added: Task notification is now compatible with nested displays
  • Added: More vehicle classes for structures (for UI organization)
  • Added: RHA plate surface materials of thicknesses 1, 3, 5, 7, 16 and 23mm, Cast iron plate material
  • Added: Missing rvmats on MLRS
  • Added: Ability to re-texture Kuma
  • Added: More sounds for various cutscene animations
  • Added: Calling
  • [,false] call bis_fnc_moduleRespawnVehicle
  • will now return current respawn position type (e.g., on start, on BLUFOR respawn, ...)
  • Added: Dynamic task loading in sector module
  • Added: Attack & Defend objective tasks are now titled "Seize X" and "Defend X"
  • Added: Ability to choose end type when setting mission countdown
  • Added: Countdown and Respawn Ticket modules will now automatically end the mission once time or tickets reach 0
  • Added: On-screen notifications are now logged into diary under "Log" section for later review
  • Added: New version of demo charge (class
  • DemoCharge_Remote_Ammo_Scripted)\n <a href="http://feedback.arma3.com/view.php?id=15023" target="_blank"> http://feedback.arma3.com/view.php?id=15023 </a>)\n* Added: Clicking sound for hiding text in UI
  • Added: New parameter
  • musicClass
  • for all music tracks
  • Added: Battlefield sound objects
  • Added: Sound for self-healing animations
  • Added: New variant for procedural destruct material
  • Added: Empty weapon holder on community request
  • Added: Info about JIP in initPlayerLocal.sqf and initPlayerServer.sqf was sometimes incorrect
  • Added:
  • BIS_fnc_itemType
  • now sorts Glasses, Headgear, Vest, Uniform and Backpack into new category Equipment
  • Added: CheckBox control to GUI editor
  • Added: Specific ground holder for caps to prevent them from levitating
  • Added: Safety measures to prevent stalling boat engines
  • Added: New display names for rebreathers to make them easily distinguishable in inventory
  • Added: New display names for NVGs to make them easily distinguishable in inventory
  • Added: New sounds to various animations
  • Fixes in translations of 'Adapt' assets and conversations
  • Fixed:
  • UGV_01
  • had a different texture for body and turret
  • Fixed: Missing radio Post-Processing on a few voice-overs
  • Fixed: Tracks for Panther-based vehicles
  • Fixed: Flipped trace of right track of Varsuk and Sochor
  • Fixed: Flipped trace of Kuma's right track
  • Fixed: Issue where ampersand in mission description caused missing remaining part of description ( <a href="http://feedback.arma3.com/view.php?id=15973" target="_blank"> http://feedback.arma3.com/view.php?id=15973 </a>
  • / <a href="http://feedback.arma3.com/view.php?id=16225" target="_blank"> http://feedback.arma3.com/view.php?id=16225 </a>)\n* Fixed: Missing fire damage for emitter created by <a href="https://community.bistudio.com/wiki/setParticleParams" target="_blank"> setParticleParams </a>
  • Fixed: Opening Team Switch menu with no switchable units available leads to scripting error
  • Fixed:
  • SelectSave
  • display title IDC
  • Fixed: "Unexpected control type" warnings in log
  • Fixed: Specularity of phone booth materials
  • Fixed: Colors of fishing nets
  • Fixed: Mission end animation was not terminated when player died (leading to posthumous victory)
  • Fixed: Respawn tickets are now decreased upon player death, not respawn
  • Fixed: Logic side is always friendly to everyone
  • Fixed:
  • BIS_fnc_executeStackedEventHandler
  • does not have a return value anymore ( <a href="http://forums.bistudio.com/showthread.php?167822-Stacked-event-handlers-OnEachFrame-OnPlayerConnected-etc&p=2563537&viewfull=1#post2563537" target="_blank"> forums reference </a>)\n* Fixed: Wrong model of Caucasian head
  • Fixed: Campaign menu's replay button
  • Fixed: Turret texture of Ifrit (thanks to <a href="http://feedback.arma3.com/view.php?id=16847" target="_blank"> http://feedback.arma3.com/view.php?id=16847 </a>)\n* Fixed: Function header for Respawn Tickets
  • Fixed: Rangemaster Suit has a correct description
  • Fixed: Multiline in init
  • EditBox
  • (you are now able to use even text longer than the field itself)
  • Fixed: Error in PCML optic when ADS ( <a href="http://feedback.arma3.com/view.php?id=16850" target="_blank"> http://feedback.arma3.com/view.php?id=16850 </a>)\n* Fixed: Alpha channel of old MBT gunner reticle (odd mipmaps)
  • Fixed:
  • H_HelmetB_camo
  • has armor value 0 & passthrough of 1 ( <a href="http://feedback.arma3.com/view.php?id=17078" target="_blank"> http://feedback.arma3.com/view.php?id=17078 </a>)\n* Fixed: Link to wrong textures of officer character
  • Fixed: Naval Mine (Moored) does no damage ( <a href="http://feedback.arma3.com/view.php?id=16978" target="_blank"> http://feedback.arma3.com/view.php?id=16978 </a>)\n* Fixed: Bullets shown in transparent magazine of PDW2000
  • Fixed: Wrong campaign menu OK button text
  • Fixed: Some hitpoints on the Bobcat
  • Fixed: List of addons for Dedicated Server to run Seize Edoris
  • Fixed: Some trigger-activated modules didn't work
  • Fixed: Cargo parachutes are now correctly animated while opening and landing
  • Fixed: Darter has been adjusted to withstand assembly even inside houses
  • Fixed: Berets have a correct texture
  • Fixed: HQ module was deleting its group
  • Fixed: Adjusted armor of Truck lights
  • Fixed: Sounds of owl used as a trigger doesn't produce an error message anymore
  • Fixed: Optimized grenade throwing distance according to the realization that RL values are not very well intuitively perceived by player in-game
  • Fixed: Kerry's backpack has a correct icon
  • Fixed: Tigris texture
  • Fixed:
  • BIS_fnc_bleedTickets
  • showed scripting error when no sectors were available
  • Fixed: Calling
  • BIS_fnc_respawnTickets
  • to get side with lowest amount of tickets included also sides with no tickets defined
  • Fixed: Checking for the side with lowest number of respawn tickets will now return empty when no tickets are defined
  • Fixed: Fixed initial launch position for vehicle launched ATGM and SAM missiles on armored vehicles
  • Fixed: Changing pistol or rifle for binoculars now has sound in all stances
  • Fixed: Healing yourself should now have a sound
  • Fixed: Kerry now has a vest with his nametag
  • Fixed: Fonts - Added missing Cyrillic characters
  • Fixed: Picking "Random" position in respawn position menu resulted in player being respawned on the newest position instead
  • Fixed: Icons of tracer magazines
  • Fixed: Too aggressive corpse removal in Escape from Stratis
  • Fixed: Shipwreck icons now are colored black
  • Fixed: Supply Box - Player can't change weapon with ammo
  • Fixed: Panther model.cfg
  • Fixed: Module framework no longer waits for execution of modules outside of the framework
  • Fixed: Modules were not executed in the right order upon mission start
  • Fixed: Scripting error for animals ( <a href="http://forums.bistudio.com/showthread.php?152866-General-Discussion-%28dev-branch%29&p=2619842&viewfull=1#post2619842" target="_blank"> forums reference </a>)\n* Fixed: Path to soldier fatigue sounds
  • Fixed: Ambient noises of Van
  • Fixed: Calling
  • BIS_fnc_spawnVehicle
  • to create UAV or UGV didn't create vehicle's ‘crew’
  • Fixed:
  • BIS_fnc_spawnGroup
  • didn't create group members with same group IDs as in 2D editor
  • Fixed: Group names were broken
  • Fixed: Overlay of sliders and values in Customize Controller display
  • Fixed: Occasional script error while animal is in formation
  • Fixed: Changing stance from crouch on your side
  • Fixed: Occasional bug in checking of nearby objects in animal behavior
  • Fixed: Cargo parachute sank into ground because of wrong geometry model. Now it folds when its bottom part hits the ground.
  • Fixed: Ammo boxes were not recognized correctly by
  • BIS_fnc_objectType
  • Fixed: One motorized group was still missing its text label ( <a href="http://feedback.arma3.com/view.php?id=17438" target="_blank"> http://feedback.arma3.com/view.php?id=17438 </a>)\n* Fixed: Broken particle spawn ( <a href="http://feedback.arma3.com/view.php?id=17429" target="_blank"> http://feedback.arma3.com/view.php?id=17429 </a>)\n* Fixed: Shaking at low speeds and turning to one side of Buzzard
  • Fixed: AI paratroopers should now be able to eject from helicopters without killing themselves
  • Fixed: Name of Kerry's helmet
  • Fixed:
  • BIS_fnc_groupVehicles
  • would not have return value when grpNull or no group was sent to the function
  • Fixed: Animals in formation wanted to walk / run a way more often than out of formation
  • Fixed: Forbid large satchel charge to be placed inside vests as it is not supposed to fit at all
  • Fixed: Display names for various weapon, item, headgear and vest holders
  • Fixed: Bandana Mask weapon holder
  • Fixed: Wrong mission name in Dedicated Server mission selection for Headhunters and Escape from Stratis
  • Fixed: Order of vehicles in motorized infantry guerrilla groups
  • Fixed: Simulation Manager: Ships were being brought to a halt sometimes
  • Fixed: Callsign module didn't accept localized strings
  • Fixed: Non-PhysX vehicles were not supported by Vehicle Respawn module
  • Fixed: cfgPatches for Black MX Rifles
  • Fixed: cfgPatches for Katiba rifles
  • Improved OPFOR legs sustaining too many hits
  • Stinger has a correct zeroing in iron sights
  • Leaflets and posters should be no longer available as targets for the player’s team
  • Caucasian heads should display damage properly
  • PCML should lock only on proper targets
  • Improved: Cheetah turret fire geometry
  • Animated skirt plates for Panther and Cheetah
  • Improved: Fire geometry of Tigris turret
  • Gorgon mass distribution
  • NATO supplies of instant glue for side skirts of Slammers have been depleted
  • Animated plate selections for other Slammer variants
  • Tweaked: Kuma fire geometry
  • Kuma's turret launches 16 smoke grenades around the whole tank
  • More smoke grenades for Mora
  • Considered Kuma's longer 120mm barrel resulting in increased muzzle velocity
  • Limited Kuma's ammo storage capacity to 42 rounds
  • The Airport building has been repaired and should no longer produce any debug errors
  • HV Column Wire properties have been fixed
  • Wreck of offroad (the one seen all over Altis) has been adjusted
  • Roadways of piers have been tweaked
  • Moved Campaigns button to the first position in Play menu
  • Updated: Mod icons are now larger
  • Repaired PCML reticle
  • Repaired icon of Buzzard
  • New:
  • BIS_fnc_addStackedEventHandler
  • now accepts code or function name (instead of only function name)
  • Randomization of textures has been removed from FIA trucks to let them have the correct FIA textures (see <a href="http://feedback.arma3.com/view.php?id=16846" target="_blank"> http://feedback.arma3.com/view.php?id=16846 </a>)\n* Correct path to SMDI material of Trawler
  • ZSU-39 missiles were oversized
  • PhysX should not be different on Panther variants
  • Adjusted clipping of Marid drivers while getting in or out
  • Improved gearbox behavior on MBTs
  • Tweaked: Muzzle smoke particle effect (optimization)
  • Full credits: updated actors and a moderator
  • Increased airFriction for SDAR underwater ammunition to make it less suitable for ‘above-water’ fire than standard 5.56mm ammunition
  • Increased initial speed of EBR and Rahim 7.62mm bullet. Previous decrease caused minor issue with OPFOR soldier protection.
  • Slightly rebalanced Independent vests. Actual hit-to-kill ratios are unchanged, but
  • V_PlateCarrierIA2_dgtl
  • should not have a chance to save you from sniper rifle fire as
  • V_PlateCarrierSpec_rgr
  • could.
  • Set up proper initSpeed parameters for various infantry weapons according to their RL counterparts or through careful approximation. Also performed slight round up adjustment of airFriction for small arms bullets to create greater distinctions between them.
  • Performed several minor explosive tweaks
  • Slammer and variants (Scorcher, Sandstorm) have correct damage and destruction materials
  • Kuma maminMassCollisionLimitximum gun depression increased
  • Improved building of texture index for land decals
  • Radio Protocol: "Move to" object - added new map types & sound objects
  • Unified collision, fire and PhysX geometries of Panthers
  • Panther AA and CRV made a bit heavier
  • Bobcat suspension animations were reversed
  • Varsuk damage textures display improved
  • Tweaked: Convoy / normal speed of armored vehicles
  • Yellow tracers for Kuma 120mm rounds
  • Tweaked: Dispersion for Slammer main gun
  • Lights of Hatchbacks are easier to destroy
  • Various power plants have their own map icons
  • Another update of proper initSpeed for different weapons in their magazines
  • Changed: Sound attenuation in helicopters
  • New parameter killFriendlyExpCoef set. Player shouldn't be killed by friendly units after destruction of one UAV when controlling it.
  • Check for the text type added to function
  • BIS_fnc_dynamicText
  • . Command parseText is called only if the input text is a STRING.
  • Damage materials of Slammer/Panther-based vehicles have been improved
  • Kamysh turret gun elevation limits revised
  • Cargo of Slammer now properly stores their weapons
  • Major adjustment of explosives to match recent changes in vehicles armor. Actual game-play purpose of explosives should remains the same as it was before armor tweaks, but aforementioned vehicle armor tweaking renders previous values obsolete and wrong so recalibration was necessary.
  • Positioning improved, text block can now be aligned by bottom border in the
  • TypeText2
  • function
  • Previous change in demolition charge mass allows diver experts to carry one more explosive
  • Configured lights, position lights and collision lights of both planes and helicopters
  • Tweaked flight model of Buzzard
  • Adjusted
  • MissionTasks
  • function
  • Standardized damage of tank tracks - invulnerable up to 7.62x51mm and hand grenades, otherwise can be damaged
  • Tweaked: Kamysh internal damage (bottom of hull was too fragile)
  • Updated: Thunder sounds
  • Structure and scripts for animal behaviour completely reworked
    • Cleaner implementation (old system was created and edited during many years by different people)
    • Some old bugs were fixed
    • Reactions (mainly formations and danger) of animals should be better (this will probably need further config tweaking)
  • Sound edges added for cutscene animations
  • Volume of cutscenes animations have been adjusted
  • Updated default group positions
  • Replaced laser designators by range-finders for snipers as was designed
  • Adjusted: PhysX geometry of HEMTT wrecks
  • Mk200 has correct tracer color
  • Various rockets have their launch sound improved
  • Better shadow LOD for caps
  • Updated: Position of pilot of Blackfoot to be parallel with the axis of model
  • Updated: Full and ORBAT Credits
  • Various weapons, uniforms, vests, headgear and item holders are now placeable in editor
  • Adjusted fabric type for berets
  • Adjusted parachute backpack
  • Beret normal map has been slightly tweaked
  • Weapon holders have correct format of
  • cfgPatches
  • Adjusted sizes of icons for weapon holders
  • Hellcat now has correctly assigned
  • cfgPatches
  • I_UAV_AI
  • now has correctly assigned
  • cfgPatches
  • Added FIA soldiers to
  • cfgPatches
  • Adjusted: Sounds volume of some certain vehicle weapons
  • Headgear randomization script for civilians should no longer add headgear if a new player joins
  • New word for targeting sentences in Stealth Radio Protocol
  • Stealth targeting sentences fixed / improved
  • New parameter in animal sites. Animals now can stay in and around the site (they will run away only in danger).
  • Changes required for new CheckBox implementation:
    • RscToggleButton
    • no longer exists - replaced by new
    • RscCheckBox
    • (just
    • RscDisplaySingleMission)\n** New
    • RscCheckBox
    • is using
    • CT_CHECKBOX
    • which was already defined but unused until now
    • Old
    • RscCheckBox
    • was renamed to
    • RscTextCheckBox
    • Required changes in displays (just a rename of
    • RscCheckBox
    • to
    • RscTextCheckBox)\n** Style definition added to avoid no entry errors
  • Rooster added into poultry animal site
  • Updated order of voice actors by their credits
  • Snakes? Why does it have to be snakes? (fixed <a href="http://feedback.arma3.com/view.php?id=17492" target="_blank"> http://feedback.arma3.com/view.php?id=17492 </a>)\n* Darter is able to rotate better on spot (configured
  • backRotorForceCoef)\n* Tweaked: FoV for airplanes
  • Changed: Coefficient for walking / idling goats and sheep
  • Optimized: Artillery shell effects
  • Updated:
  • BIS_fnc_ctrlSetScale
  • now returns an array - target control position
  • Various units and weapons have been added to
  • cfgPatches
  • Removed Super AI from difficulties ListBox
  • More uniforms, vests and headgear items have been added to
  • cfgPatches
  • Changed interaction with water for class
  • Plane_Base_F
  • Increased Satchel Charge power by 50% but decreased its range to 33%. It should be therefore safer for use yet more than enough powerful to level down buildings and severely damage or even destroy armored vehicles if placed properly. Scaled IEDs accordingly.
  • Decreased weight of thermobaric RPG HE rocket to 2/3 of standard RPG rocket so OPFOR Rifleman may now carry one more
  • Updated ammo boxes load-outs:
  • Added powerful Satchel Charges into Explosive boxes
  • Added side-specific flare composition into Grenade boxes.
  • Introduced 3-round 3GL grenade mags into BLUFOR Grenade boxes
  • Various particle optimizations

Potential campaign spoilers:

  • Exit Strategy :
    • Fixed: Mission failing
    • Helicopter detection improved (should not detect player so easily now)
  • Common Enemy:
    • Fixed: Incorrect marker link to Kavala in Situation section of briefing
    • The mission will no longer continue past the powerplant rendezvous if the player isn't there
    • The player is now warned if he goes the wrong way just after getting in the truck
    • The mission will now fail if the player continues to drive the wrong way
  • Bingo Fuel:
    • Fixed: Possible tasks-related error message when eliminating the HVT manually
  • Showcase Night:
    • Flares would sometimes stay on the ground
    • Fixed: Flying H-Barrier
  • Patrol tweaks:
    • More infantry patrols
    • AAF and CSAT light riflemen received boonie hats resp. bandanas to distinguish them better from others units (target priorities)
    • Few (locked) Medical Zamaks added to 2nd and 3rd Scouting
    • Static weapons replaced with wandering support teams
    • More SMGs and corresponding magazines for CQB fans
    • Added: Jukebox module to most of the side missions
    • Dead ghillie hunter has LRPS scope instead of SOS
  • Fixed: Several offset characters in hubs
  • Fixed: Various shifted sitting characters
  • Fixed: Mortar task would not complete when mortar crew disembarked
  • Fixed: Assemble task waypoint will now be always visible
  • Fixed: Getting stuck in the armory
  • Added: Several safety check mechanics to hubs
  • Added: Foolproof mechanics for the briefing actor / speaker position
  • Added: New icons for Nikos and Orestes uniforms
  • Improved: Armory code for black screens and cinematic borders
  • Longer delay between ambient conversations in hubs
  • Loading procedure for loading of the hub framework optimized
  • 'Adapt' hubs are now tagged to use pool squad
  • Wet Work: Added fail-safe to ensure squad members always have appropriate diving equipment
  • Adjusted
  • cfgCharacter
  • flags for all missions to ensure correct weapon pool handling
  • Gunlights removed from walking patrols on hubs to fix some light-source glitches
  • Light source params tuned down, to lower the intensity and light distance in hubs
  • Units repositioned to make them easier to find (they are using baits) in Elite Warrior side missions
  • Bounding mine replaced with standard one (fewer ragequits ) in Sniper side missions
  • Ambient animation snap points on hubs adjusted
  • Object compositions updated
  • Redundant triggers and objects deleted
  • Camp Maxwell compositions adjusted
  • Patrol return points adjusted to be closer to the base
  • Gear adjustments for the player in the first mission of 'Survive'
  • Briefing and armory code tweaks for hubs
  • Triggering angle for mission givers adjusted, triggering should not require such precise positioning
  • Compositions of hubs updated

ENGINE:

  • Implemented new analog car steering controls
  • (separate from standard ones in controls)
  • Added: Difficulty option for enabling / disabling stance indicator
  • Fixed: CTD when a rabbit opens a vehicle’s inventory
  • Fixed: UGV will not progress to next waypoint when controlling turret
  • Fixed: Shadows of objects outside land grid
  • Fixed: <a href="https://community.bistudio.com/wiki/setParticleParams" target="_blank"> setParticleParams </a>
  • updates existing values
  • Fixed: Scripting command <a href="https://community.bistudio.com/wiki/createUnit" target="_blank"> createUnit </a>
  • is now respecting height coordinate (relative above ground - 0 means place on ground)
  • Fixed: <a href="https://community.bistudio.com/wiki/forceRespawn" target="_blank"> forceRespawn </a>
  • command. Now it will not write into diary log.
  • Fixed: Automatic restart after change in Game Options, invoked from Campaigns or Scenarios
  • Fixed: Commanding is not accessible in direct control of UAV
  • Fixed: Radio is not accessible in direct control of UAV
  • Fixed: [UAV] Being renegade after crashing Greyhawk
  • Fixed: Rain artifacts
  • Fixed: Issue when updating subscribed mission
  • Fixed: Ammo keeps disappearing even when bags are full
  • Fixed: Unable to take weapon from own backpack to a hand
  • Fixed: "TAKE" event handler does not fire for when you pick up an item which goes directly to your assigned items slot with default action
  • Fixed: Uniforms/Vest/Backpacks disappear when you double-left-click on them in the briefing screen inventory menu
  • Fixed:
  • maxHoldsterValue
  • also considers weapons directly in the vehicle
  • Fixed: AI Soldier are able to stand up again and start shooting right away
  • Fixed: Assigning radio item did not fire Take-event ( <a href="http://feedback.arma3.com/view.php?id=16946" target="_blank"> http://feedback.arma3.com/view.php?id=16946 </a>)\n* Fixed: Situations that triggered an endless exhausted breathing sound loop
  • Fixed: Bleeding message spam (MP optimization)
  • Fixed: Possible CTD in vehicle simulation
  • Fixed: Multiple cases of AI being unable to select correct pose
  • Fixed: Cyclic Forward tooltip in Controls
  • Fixed: Obsolete marker light merging
  • Fixed: Airplane taxiing mode was not enough to start moving
  • Fixed: Take action for weapon with magazines around
  • Fixed: Damage from buildings was called for each client
  • Fixed: Radio echo in conversations: in groups use radio instead of direct speech
  • Fixed: After playing a Steam Workshop scenario, and returning to the Scenarios menu, it was no longer selected in the list
  • Fixed: When sorting the Steam Workshop scenarios by another filter, this was reset after playing a scenario
  • Fixed: Usage of
  • RadialBlur
  • for soldier freefall
  • Fixed: Sounds of gun shooting were not always played
  • Fixed: Switch magazine: sound was not always triggered
  • Fixed: An issue with ragdoll in MP
  • Fixed: Problem with missing action on weapon holder when holder is near an object with a big envelope
  • Fixed: Airplanes would sometimes not start moving
  • Fixed: Problem with <a href="https://community.bistudio.com/wiki/setVariable" target="_blank"> setVariable </a>
  • command sending empty value
  • Fixed: Duplicated parachutes
  • Fixed: Radio protocol: Playing ‘combat shouts’ for members of the player’s group
  • Fixed: Weapon fire mode SFX were not updating with the player position
  • Fixed: An issue where AI was getting killed when opening a parachute
  • Fixed: An issue in multiplayer where tank tracks appeared to be underground
  • Fixed: AI aiming error after saving and loading
  • Fixed: Black holes in the sky ( <a href="http://feedback.arma3.com/view.php?id=17588" target="_blank"> http://feedback.arma3.com/view.php?id=17588 </a>)\n* Fixed: Problem when calling <a href="https://community.bistudio.com/wiki/createVehicleCrew" target="_blank"> createVehicleCrew </a>
  • on Linux
  • Added: Hints can now point to specific hard-coded keys, not only to predefined actions
  • Added: Particles now have enhanced shader with possible performance gain
  • Added: new script functions: <a href="https://community.bistudio.com/wiki/currentWeaponTurret" target="_blank"> currentWeaponTurret </a>
  • , <a href="https://community.bistudio.com/wiki/currentMagazineTurret" target="_blank"> currentMagazineTurret </a>
  • , <a href="https://community.bistudio.com/wiki/currentMagazineDetailTurret" target="_blank"> currentMagazineDetailTurret </a>
  • , <a href="https://community.bistudio.com/wiki/selectWeaponTurret" target="_blank"> selectWeaponTurret </a>
  • Added: Scripting commands <a href="https://community.bistudio.com/wiki/getMass" target="_blank"> getMass </a>
  • and <a href="https://community.bistudio.com/wiki/getCenterOfMass" target="_blank"> getCenterOfMass </a>
  • Added: Config parameter to set minimal mass when object is not passable
  • minMassCollisionLimit
  • Added: New MP commands <a href="https://community.bistudio.com/wiki/hideObjectGlobal" target="_blank"> hideObjectGlobal </a>
  • and <a href="https://community.bistudio.com/wiki/enableSimulationGlobal" target="_blank"> enableSimulationGlobal </a>
  • Added: Gear commands for getting names of slot items - hmd, binocular (see <a href="http://feedback.arma3.com/view.php?id=11199" target="_blank"> http://feedback.arma3.com/view.php?id=11199 </a>)\n* Added: File name parameter for MP admin command
  • #captureFrame
  • to export server frame directly into file
  • Added: Helicopter parameter -
  • backRotorForceCoef
  • Geo location service is now using https protocol and capacity=2X parameter was added to avoid running out of requests budget
  • Fixed: Geo location service URL was malformed. https-api prefix was missing and service prefix was extra.
  • Clipping bounding box for animated small objects is enlarged more
  • The coefficient for small object clipping bounding box enlargement increased (to solve disappearing objects in some situations) <a href="https://community.bistudio.com/wiki/attachTo" target="_blank"> attachTo </a>
  • script command should now work on MP mission init
  • PhysX integration code has been optimized
  • Hotfix for clutter generation under roadways near to sea shore
  • Rain disabled in thermal vision
  • Minor tweaks regarding Steam Workshop
  • Do not send near-zero damage and request for bleeding to buildings (MP optimization)
  • Airplane does not take off just because player took control (UAV)
  • Added: New airplane parameters ("draconic forces",
  • thrustCoef
  • ,
  • angleOfIndicence)\n* RscAVCamera
  • is able to display UAV camera feed
  • Weapon remains selected for divers, it just cannot be fired (unless underwater capable)
  • AI now chooses correct action when going from stand to prone / crouch
  • Added: Possibility for only one PiP in UAV view (primary from gunner position)
  • More fixes to AI being able to change stances properly
  • Player without swimming suit doesn't get messed up when entering water with weapon
  • Soldiers with a diving suit will select their rifle when underwater (already solved for AI)
  • Optimized: Wreck burning
  • Optimized: Synchronization of public variables (kudos to the DayZ programmers)
  • AI animation graph optimization
  • Hotfixed: Disappearing of large objects at certain camera angles
  • New CheckBox implementation (
  • RscCheckBox
  • class). Very customisable - support for all possible CheckBox states textures, colors and background colors. Scripting support - <a href="https://community.bistudio.com/wiki/cbChecked" target="_blank"> cbChecked </a>
  • , <a href="https://community.bistudio.com/wiki/cbSetChecked" target="_blank"> cbSetChecked </a>
  • Sound: Added triggers for gear and flaps (not yet configured in our content)
  • Removed: SuperAI difficulty setting (part of a larger difficulty adjustment - OPREP soon)
  • Now ignoring animals in statistics
  • Stance indicator is now displayed for
  • CameraOn
  • instead of
  • PlayerOn
  • Optimization: animals no longer provide ‘supply'


SPOTREP-00020

SPOTREP-00020

  • FROM: Project Lead
  • TO: Arma 3 Users
  • UNIT: Main Branch
  • ACTIVITY: Hotfix: 1.12 (MP crash fix)
  • SIZE: ~16 MB

CHANGELOG

ENGINE

SPOTREP-00021

SPOTREP-00021

  • FROM: Project Lead
  • TO: Arma 3 Users
  • UNIT: Main Branch
  • ACTIVITY: Game Update: 1.14 (Campaign episode "Win", CAS jets, Tempest truck, Altis upgrade)
  • SIZE: ~1.8 GB

CHANGELOG

DATA

  • Added: Campaign episode “Win”
  • Added “Win” music tracks
    • 3 event tracks (with variants)
    • 4 background tracks
    • 6 lead tracks
  • Added: Campaign completion Steam Achievements
  • Added: To-199 Neophron CSAT CAS jet
  • Added: A-164 Wipeout NATO CAS jet
  • Added: Tempest CSAT heavy truck with variants
  • Added: Altis Points Of Interest: Ghost Hotel compound and Stadium
  • Updated: Altis: Several new structures were added (kiosks, lifeguard towers, playground accessories, tourist shelters and more)
  • Added: Various “Win”-related characters, items and objects
  • Added: 1 x new Radio Protocol
  • Removed obsolete classes of cargo poses
  • Adjusted volume levels on various weapons
  • Changed active elements in commander optics of Marshall, Cheetah, Mora and Kuma
  • Standardized
  • driveOnComponents
  • on tank tracks - they should now be better at passing low obstacles
  • Uniforms and accessories should be available in holders again
  • Increased
  • explosionShielding
  • parameter for artillery variants of turret guns was reverted back to the original value of 1 (it did not work well enough)
  • AAAs should have their radar back
  • Optimized explosives power after a fix of explosives on roads
  • Buzzard has new sounds for gear and flaps
  • Buzzard has improved materials in its cockpit
  • Stitches on coveralls made plastic
  • FIA medic should have a medkit in his bag
  • Trees use a new shader version to improve alpha sorting
  • Pilots of jets have their HUDs properly collimated
  • Tank crew should no longer use 'magic radar'
  • Fixed: Missing muzzleflash for RCWS UGV
  • Fixed: Hitpoints for lights of Van
  • Fixed: Indestructible radio tower in Showcase Vehicles (changed hitpoints in the model)
  • Fixed: Getting out of HEMTT animation for launchers
  • Fixed: Sounds of ACP-C2
  • Fixed: Smoke screen not working on Cheetah, Kamysh, Tigris and Gorgon
  • Fixed: Unresponsive controls in General Game Options tab
  • Fixed: initPlayerLocal.sqf and initPlayerServer.sqf sometimes received incorrect params upon JIP
  • Fixed: Wrongful hiding of subtitles in SP
  • Fixed: Multiple secondary explosions in MP ( <a href="http://feedback.arma3.com/view.php?id=16765" target="_blank"> http://feedback.arma3.com/view.php?id=16765 </a>)\n* Fixed: Combined Arms showcase would not end correctly on a Dedicated Server if players had already died during the mission
  • Tweaked: Sounds of weapon closures
  • Tweaked: Sounds of character breathing
  • Added: New samples for ACP-C2
  • Added: New sound for reloading UGLs
  • Added: New sound for church organs
  • Added: New variations for fatigue sounds
  • Added: GameSpy / Steam master server switch
  • Removed: Error message from getParamValue function
  • Improved: Slammer UP recoil animation

Possible campaign spoilers:

  • New voice-over work for Nikos has been added to "Survive" and "Adapt"
  • Fixed: The intro walking sequence in the "Survive" intro
  • Added: New beret and identity to Crossroads in the "Adapt" outro
  • Fixed: Drawdown 2035: synchronization of 'all clear' and animation at checkpoint
  • Radio Silence: reduced the difficulty of destroying the guard towers with the mortar
  • Fixed: "Index out of range" error, discovered when transiting from "Adapt" to "Win"
  • Fixed: In Crossing Paths, there was no background while the quotation video was playing

ENGINE

  • Added: Scripting command <a href="https://community.bistudio.com/wiki/attachedObjects" target="_blank"> attachedObjects </a>
  • for getting the list of objects attached to the given one
  • Added: Scripting command <a href="https://community.bistudio.com/wiki/attachedTo" target="_blank"> attachedTo </a>
  • for getting the object to which the given object is attached
  • Added: New scripting command for getting list of activated addons ( <a href="https://community.bistudio.com/wiki/activatedAddons" style="line-height: 1.6em;" target="_blank"> activatedAddons </a>)\n* Added: Sound: Ability to play loop sample in specified region, a sample has 3 parts: start, loop & end - used for continuous fire mode. Loop region is set in SoundPars.loopBegin and SoundPars.loopLength, config definition: sound[] = {path, db3, 1, 2300, {32438, 24500}}
  • Added: Support for thermal black hot mode in PiP
  • Added: Prototype of weather and time synchronization for MP
  • Crosshair size roughly matches the extent of weapon sway
  • PIP mode (VIS, NV, TI) is the same as mode in AV optics (can be changed by the player while in control of the AV)
  • AI skills configuration changed: added Presets and Precision, removed Enemy-Friendly, redid the UI
  • Disabled idle poses while aiming and shooting
  • VRAM management changed (optimization)
  • Hotfixed: Module initialization order adjusted for the Linux Dedicated Server
  • Fixed: Water splashes when tanks land on the ground
  • Fixed: Dust from tracks while in the air
  • Fixed: Script command <a href="https://community.bistudio.com/wiki/enableSimulationGlobal" target="_blank"> enableSimulationGlobal </a>
  • didn’t work during scenario briefing
  • Fixed: Deleting task target
  • Fixed: Problems with skinned instancing when PiP is used
  • Fixed: Mines were ineffective on roads
  • Fixed: Drawing of alpha objects in PiP
  • Fixed: Gear up SFX triggered when starting as Flying
  • Fixed: Player can't see content of clothes or vests which are on the ground
  • Fixed: Weapon cloning ( <a href="http://feedback.arma3.com/view.php?id=17403" target="_blank"> http://feedback.arma3.com/view.php?id=17403 </a>)\n* Fixed: AI not using radar, when player does not have it
  • Fixed: After a helicopter would fly away, players could still put things into its inventory
  • Fixed: TakeWeapon puts weapon in weaponholder before taking it ( <a href="http://feedback.arma3.com/view.php?id=17760" target="_blank"> http://feedback.arma3.com/view.php?id=17760 </a>)\n* Fixed: More correct behavior of scenario names in map, diary and interrupt display
  • Fixed: Crash that happened when using stereo samples where mono was expected
  • Fixed: Crash in MP display when a Steam mission filename is empty
  • Fixed: Invisible items in UI tree after sorting
  • Fixed: Crash opportunity
  • Fixed: Workaround for a Steam bug which caused the inability to host MP games on some subscribed missions
  • Fixed: Vest content disappearance after savegame load


SPOTREP-00022

SPOTREP-00022

  • FROM: Project Lead
  • TO: Arma 3 Users
  • UNIT: Main Branch
  • ACTIVITY:

Hotfix: 1.14 (MP crash fix)

  • SIZE:

~16 MB

CHANGELOG

ENGINE

  • Fixed: Crash related to the scripted assignment of players to a group during Join-In-Progress. This mainly affected a lot of popular user-made MP content and the servers it was hosted on.


SPOTREP-00023

SPOTREP-00023

  • FROM: Project Lead
  • TO: Arma 3 Users
  • UNIT: Main Branch
  • ACTIVITY: Game Update: 1.16 (Zeus)
  • SIZE: ~822 MB

CHANGELOG

DATA

ZEUS

  • Showcases
  • Showcase Zeus
  • Multiplayer
  • ZGM 48+2 Master Altis
  • ZGM 16+2 Master Altis (NATO)
  • ZGM 16+2 Master Altis (CSAT)
  • ZGM 16+2 Master Altis (AAF)
  • ZGM 48+2 Master Stratis
  • ZGM 16+2 Master Stratis (NATO)
  • ZGM 16+2 Master Stratis (CSAT)
  • ZGM 16+2 Master Stratis (AAF)
  • ZSC 32+2 Control Edessa
  • ZvP 10+1 Defend Kamino
  • ZvP 10+1 Defend Syrta
  • ZvP 10+1 Seize Edoris
  • ZvP 10+1 Seize Feres

Game Types

  • ZDM / Zeus - Death Match
  • ZCTF / Zeus - Capture The Flag
  • ZCoop / Zeus - Cooperative Mission
  • ZSC / Zeus - Sector Control
  • ZCTI / Zeus - Capture The Island
  • ZTDM / Zeus - Team Death Match
  • ZRPG / Zeus - Role Playing Game
  • ZGM / Zeus - Game Master
  • ZvZ / Zeus vs. Zeus
  • ZvP / Zeus vs. Players

Modules

Note: Some of the modules are available only in the 2D editor, some in the Zeus interface and some in both places.

  • Animals
    • Sheep [
    • ModuleAnimalsSheep
    • ]
    • Butterflies [
    • ModuleAnimalsButterflies
    • ]
    • Goats [
    • ModuleAnimalsGoats
    • ]
    • Poultry [
    • ModuleAnimalsPoultry
    • ]
    • Seagulls [
    • ModuleAnimalsSeagulls
    • ]
  • Audio
    • Play Music [
    • ModuleMusic_F
    • ]
    • Play Radio Message [
    • ModuleRadio_F
    • ]
    • Play Sound [
    • ModuleSound_F
    • ]
  • Chemlights
    • Chemlight (Blue) [
    • ModuleChemlightBlue_F
    • ]
    • Chemlight (Green) [
    • ModuleChemlightGreen_F
    • ]
    • Chemlight (Red) [
    • ModuleChemlightRed_F
    • ]
    • Chemlight (Yellow) [
    • ModuleChemlightYellow_F
    • ]
  • Effects
    • Tracers [
    • ModuleTracers_F
    • ]
  • Environment
    • Post-Process [
    • ModulePostprocess_F
    • ]
    • Skip Time [
    • ModuleSkiptime_F
    • ]
    • Weather [
    • ModuleWeather_F
    • ]
  • Fire Support
    • Close Air Support (CAS) [
    • ModuleCAS_F
    • ]
    • CAS - Gun Run [
    • ModuleCASGun_F
    • ]
    • CAS - Missile Strike
    • [ModuleCASMissile_F]
    • CAS - Gun and Missiles [
    • ModuleCASGunMissile_F
    • ]
    • Ordnance [
    • ModuleOrdnance_F
    • ]
    • 82 mm Mortar [
    • ModuleOrdnanceMortar_F
    • ]
    • 155 mm Howitzer [
    • ModuleOrdnanceHowitzer_F
    • ]
    • 230 mm Rocket [
    • ModuleOrdnanceRocket_F
    • ]
  • Flares
    • Flare (Green) [
    • ModuleFlareGreen_F
    • ]
    • Flare (Red) [
    • ModuleFlareRed_F
    • ]
    • Flare (White) [
    • ModuleFlareWhite_F
    • ]
    • Flare (Yellow) [
    • ModuleFlareYellow_F
    • ]
  • Misc
    • Cover Map [
    • ModuleCoverMap_F
    • ]
    • Create Radio Channel [
    • ModuleRadioChannelCreate_F
    • ]
  • Objectives
    • Attack / Defend [
    • ModuleObjectiveAttackDefend_F
    • ]
    • Control Sector [
    • ModuleObjectiveSector_F
    • ]
    • Custom Objective [
    • ModuleObjective_F
    • ]
    • Get In [
    • ModuleObjectiveGetIn_F
    • ]
    • Move [
    • ModuleObjectiveMove_F
    • ]
    • Neutralize [
    • ModuleObjectiveNeutralize_F
    • ]
    • Protect [
    • ModuleObjectiveProtect_F
    • ]
  • Scenario Flow
    • Briefing [
    • ModuleDiary_F
    • ]
    • Countdown [
    • ModuleCountdown_F
    • ]
    • End Scenario [
    • ModuleEndMission_F
    • ]
    • Respawn Tickets [
    • ModuleRespawnTickets_F
    • ]
  • Respawn
    • Loadouts [
    • ModuleRespawnInventory_F
    • ]
    • Players (BLUFOR) [
    • ModuleRespawnPositionWest_F
    • ]
    • Players (Civilian) [
    • ModuleRespawnPositionCiv_F
    • ]
    • Players (Independent) [
    • ModuleRespawnPositionGuer_F
    • ]
    • Players (OPFOR) [
    • ModuleRespawnPositionEast_F
    • ]
    • Vehicles (BLUFOR) [
    • ModuleVehicleRespawnPositionWest_F
    • ]
    • Vehicles (Civilian) [
    • ModuleVehicleRespawnPositionCiv_F
    • ]
    • Vehicles (Independent) [
    • ModuleVehicleRespawnPositionGuer_F
    • ]
    • Vehicles (OPFOR) [
    • ModuleVehicleRespawnPositionEast_F
    • ]
  • Smoke Shells
    • Smoke (Blue) [
    • ModuleSmokeBlue_F
    • ]
    • Smoke (Green) [
    • ModuleSmokeGreen_F
    • ]
    • Smoke (Orange) [
    • ModuleSmokeOrange_F
    • ]
    • Smoke (Purple) [
    • ModuleSmokePurple_F
    • ]
    • Smoke (Red) [
    • ModuleSmokeRed_F
    • ]
    • Smoke (White) [
    • ModuleSmokeWhite_F
    • ]
    • Smoke (Yellow) [
    • ModuleSmokeYellow_F
    • ]
  • Zeus
    • Game Master [
    • ModuleCurator_F
    • ]
    • Add Camera Area [
    • ModuleCuratorAddCameraArea_F
    • ]
    • Add Editable Objects [
    • ModuleCuratorAddEditableObjects
    • ]
    • Add Editing Area [
    • ModuleCuratorAddEditingArea_F
    • ]
    • Add Icon [
    • ModuleCuratorAddIcon_F
    • ]
    • Manage Addons [
    • ModuleCuratorAddAddons_F
    • ]
    • Manage Resources [
    • ModuleCuratorAddPoints_F
    • ]
    • Restrict Editing Around Players [
    • ModuleCuratorAddEditingAreaPlayers_F
    • ]
    • Set Attributes - Groups [
    • ModuleCuratorSetAttributesGroup_F
    • ]
    • Set Attributes - Markers [
    • ModuleCuratorSetAttributesMarker_F
    • ]
    • Set Attributes - Objects [
    • ModuleCuratorSetAttributesObject_F
    • ]
    • Set Attributes - Players [
    • ModuleCuratorSetAttributesPlayer_F
    • ]
    • Set Attributes - Waypoints [
    • ModuleCuratorSetAttributesWaypoint_F
    • ]
    • Set Camera Position [
    • ModuleCuratorSetCamera_F
    • ]
    • Set Costs - Modules [
    • ModuleCuratorSetModuleCosts_F
    • ]
    • Set Costs - Objects [
    • ModuleCuratorSetObjectCosts_F
    • ]
    • Set Costs - Soldiers & Vehicles [
    • ModuleCuratorSetCosts_F
    • ]
    • Set Costs (Default) [
    • ModuleCuratorSetDefaultCosts_F
    • ]
    • Set Costs (Side) [
    • ModuleCuratorSetSideCosts_F
    • ]
    • Set Editing Area Type [
    • ModuleCuratorSetEditingAreaType_F
    • ]
    • Set Editing Costs [
    • ModuleCuratorSetCoefs_F
    • ]

Functions

  • Config
    • BIS_fnc_crewCount
  • Curator
    • BIS_fnc_addCuratorAreaFromTrigger
    • BIS_fnc_addCuratorIcon
    • BIS_fnc_curatorAttachObject
    • BIS_fnc_curatorAttributes
    • BIS_fnc_curatorAutomatic
    • BIS_fnc_curatorAutomaticPositions
    • BIS_fnc_curatorHint
    • BIS_fnc_curatorObjectEdited
    • BIS_fnc_curatorObjectPlaced
    • BIS_fnc_curatorObjectRegistered
    • BIS_fnc_curatorObjectRegisteredTable
    • BIS_fnc_curatorPinged
    • BIS_fnc_curatorRespawn
    • BIS_fnc_curatorSayMessage
    • BIS_fnc_curatorVisionModes
    • BIS_fnc_curatorWaypointPlaced
    • BIS_fnc_drawCuratorDeaths
    • BIS_fnc_drawCuratorLocations
    • BIS_fnc_drawCuratorRespawnMarkers
    • BIS_fnc_exportCuratorCostTable
    • BIS_fnc_forceCuratorInterface
    • BIS_fnc_initCuratorAttribute
    • BIS_fnc_isCurator
    • BIS_fnc_isCuratorEditable
    • BIS_fnc_isForcedCuratorInterface
    • BIS_fnc_listCuratorPlayers
    • BIS_fnc_manageCuratorAddons
    • BIS_fnc_mirrorCuratorSettings
    • BIS_fnc_registerCuratorObject
    • BIS_fnc_removeCuratorIcon
    • BIS_fnc_removeDestroyedCuratorEditableObjects
    • BIS_fnc_setCuratorAttributes
    • BIS_fnc_setCuratorCamera
    • BIS_fnc_setCuratorVisionModes
    • BIS_fnc_shakeCuratorCamera
    • BIS_fnc_showCuratorAttributes
    • BIS_fnc_showCuratorFeedbackMessage
    • BIS_fnc_toggleCuratorVisionMode
  • CuratorChallenges
    • BIS_fnc_addCuratorChallenge
    • BIS_fnc_completedCuratorChallengesCount
    • BIS_fnc_curatorChallengeDestroyVehicle
    • BIS_fnc_curatorChallengeFindIntel
    • BIS_fnc_curatorChallengeFireWeapon
    • BIS_fnc_curatorChallengeGetInVehicle
    • BIS_fnc_curatorChallengeIlluminate
    • BIS_fnc_curatorChallengeSpawnLightning
    • BIS_fnc_finishCuratorChallenge
    • BIS_fnc_formatCuratorChallengeObjects
    • BIS_fnc_manageCuratorChallenges
  • Environment
    • BIS_fnc_setDate
    • BIS_fnc_setFog
    • BIS_fnc_setOvercast
  • Map
    • BIS_fnc_drawAO
    • BIS_fnc_drawMinefields
    • BIS_fnc_drawRespawnPositions
    • BIS_fnc_locationDescription
  • Misc
    • BIS_fnc_activateAddons
    • BIS_fnc_endMissionServer
    • BIS_fnc_exportCfgGroups
    • BIS_fnc_isLoading
    • BIS_fnc_isUnitVirtual
    • BIS_fnc_neutralizeUnit
    • BIS_fnc_playEndMusic
    • BIS_fnc_selectDiarySubject
    • BIS_fnc_setPPeffectTemplate
  • MP
    • BIS_fnc_sayMessage
    • BIS_fnc_estimatedTimeLeft
    • BIS_fnc_playMusic
    • BIS_fnc_playSound
    • BIS_fnc_setObjectTexture
  • Objects
    • BIS_fnc_initIntelObject
    • BIS_fnc_initVirtualUnit
  • Respawn
    • BIS_fnc_initRespawnBackpack
  • Variables
    • BIS_fnc_getServerVariable
    • BIS_fnc_setServerVariable

Miscellaneous

  • Added: 2 Zeus music tracks
  • Added: Automatic initialization of <a href="https://community.bistudio.com/wiki/Arma_3_Mission_Parameters" target="_blank"> mission parameters </a>
  • with "init" or "function" attribute present.
  • Added: Predefined <a href="https://community.bistudio.com/wiki/Arma_3_Mission_Parameters#Predefined_Params" target="_blank"> mission parameters </a>
  • :
    • Admin debug console
    • Hour
    • Independents are friendly to
    • Time limit
    • Time of day
    • Respawn tickets
    • Weather
  • Added: MenuPosition and MenuInventory <a href="https://community.bistudio.com/wiki/Arma_3_Respawn#Respawn_Templates" target="_blank"> respawn templates </a>
  • will now automatically respawn the player when he / she joins the game, letting him / her select a position and loadout.
  • Added: Height is no longer ignored in respawn positions added using
  • BIS_fnc_addRespawnPosition
  • . When on building floors, players will respawn on the exact spot instead of around the building. When in the air, players will respawn parachuting down.
  • Added: Calling
  • BIS_fnc_endMission
  • will now play a victory / loss music cue. This can be disabled using a new optional function parameter.
  • Fixed: Align left and align center texts in HUDs for A-164 and To-199 planes
  • Fixed: The smoke module is not visible to clients on MP ( <a href="http://feedback.arma3.com/view.php?id=18000" target="_blank"> http://feedback.arma3.com/view.php?id=18000 </a>)\n* Fixed: Splendid camera didn't work well with UAVs and remotely controlled units
  • Fixed: Localization issues in GUI editor
  • Fixed: Deleting a task didn't remove its variable completely
  • Fixed: Research House yellow arrow was floating in the air
  • Fixed: Bug in the shadows of the concrete ramp
  • Fixed: 'Supports' menu in High Command lead to the wrong class
  • Fixed: Overall angle of lights for To-199 'Neophron'
  • Fixed: Left and center aligns in HUDs of helicopters
  • Fixed: Position of rockets on the Greyhawk / Ababil
  • Fixed: Rate of fire for the cannon of A-143 'Buzzard'
  • Fixed: Sector flags were based on the faction of players' vehicles, not players themselves (e.g. a BLUFOR player capturing a sector in a stolen OPFOR vehicle resulted in the flag being OPFOR)
  • Fixed: Camera of the Greyhawk / Ababil CAS variants
  • Fixed: Range Officer moved to Men (Story) category
  • Fixed: Zero divisor error in particle hit effects
  • Fixed: An issue with rocket launchers locking MRAPs incorrectly
  • Fixed: An issue where players were unable to get into the gunner position of an armed Offroad
  • Fixed: Position of zeroing in the gunner's position of the Offroad
  • Fixed: Kajman helicopters no longer shoot rockets in pairs
  • Fixed: Small and cropped texts in armor optics
  • Fixed: Stadium offset glitches
  • Added: New get in and get out animation for the To-199 Neophron
  • Added: Stall, lights and anti-collision light indicators in the HUDs for A-164 and To-199 planes
  • Added: Opening cockpit and new instruments for To-199 'Neophron'
  • Added: Details to the commander gun of the Slammer UP
  • Added: Debug console can now be made available for admins using new "DebugConsole" mission param (see <a href="https://community.bistudio.com/wiki/Arma_3_Mission_Parameters" target="_blank"> https://community.bistudio.com/wiki/Arma_3_Mission_Parameters </a>
  • for more details)
  • Added: When a respawn point at an altitude larger than 20m is added using
  • BIS_fnc_addRespawnPosition
  • , players will respawn in a parachute
  • Added: Locking sounds for PCML so it is no longer muted
  • Added:
  • BIS_fnc_loop
  • for code / function looping with timing and conditional control
  • Added:
  • BIS_fnc_runLater
  • for code / function executing later, with timing and conditional control
  • Added: Specific holders for NVG, binoculars and laser designator
  • Updated: Offroad PhysX - lowered inertia, strengthened clutch, changed gearbox and engine
  • Updated: Ghost Hotel Gazebo visuals
  • Updated: Roadways and AI path-finding around the Stadium
  • Updated: Penetration materials on the small radar building
  • Updated: Cannons of BLUFOR and OPFOR CAS planes should now be stronger
  • Updated: Wipeout flight model with new parameters and reduced nose-drop issues
  • Adjusted scripts for animal color randomization to be more MP-friendly
  • Moved air intake switch threshold for Neophron from 50-70m to 10-25m
  • Optimization of various particle effects
  • BIS_fnc_establishingShot
  • : fixed viewing angle dependency on direction of camera movement
  • BIS_fnc_establishingShot
  • : Formatting of SITREP made consistent with campaign presentation
  • BIS_fnc_addStackedEventHandler
  • now supports custom parameters to be used as suggested: <a href="http://forums.bistudio.com/showthread.php?167822-Stacked-event-handlers-OnEachFrame-OnPlayerConnected-etc&p=2617251&viewfull=1#post2617251" target="_blank"> http://forums.bistudio.com/showthread.php?167822-Stacked-event-handlers-OnEachFrame-OnPlayerConnected-etc&p=2617251&viewfull=1#post2617251 </a>
  • Increased the limit for the Strider's speed indicator ( <a href="http://feedback.arma3.com/view.php?id=16472" target="_blank"> http://feedback.arma3.com/view.php?id=16472 </a>)\n* Adjusted AoA of both CAS planes
  • The hint for flares is now correct for standard flare launchers
  • The Stadium has a new tower for commentators
  • New version of lamps have been added to the Stadium
  • Jet exhaust effects optimization
  • The damage of various parts of vehicles has been made more distinguishable and dependent on the damage source (explosion vs shots)
  • Increased indirect range radius of rocket launchers to increase the lethal radius of blasts around point of impact. This change improves especially the lethality of Anti-Personnel rockets (RPG HE, Titan AP).
  • Dust effect while shooting handguns while prone added
  • Smoke effects for Blackfoot when heavily damaged added
  • Unified the amount of First Aid Kits available in support vehicles
  • Redesigned the AVTerminal UI
  • Fixed: Random flickering of rolling credits
  • The camo pattern of the Neophron has been tweaked to be more suited for low-level flight
  • Repaired glass sorting and window damaging for the Tempest
  • Set up proper hit values for 12.7mm APDS and SLAP ammunition to maintain their effectiveness against lightly armored targets. Also added proper costs for them.
  • The Stadium decals are now properly covered by shadows
  • Adjusted pathways for the Stadium
  • Some particle lights tweaked (mainly missiles)
  • Greyhawk / Ababil UAVs have missiles / bomb controlled by the gunner
  • Altis has been tweaked <a href="http://feedback.arma3.com/view.php?id=17591" target="_blank"> http://feedback.arma3.com/view.php?id=17591 </a> <a href="http://feedback.arma3.com/view.php?id=18102" target="_blank"> http://feedback.arma3.com/view.php?id=18102 </a> <a href="http://feedback.arma3.com/view.php?id=17591" target="_blank"> http://feedback.arma3.com/view.php?id=17591 </a> <a href="http://feedback.arma3.com/view.php?id=18102" target="_blank"> http://feedback.arma3.com/view.php?id=18102 </a>
  • Fuel signs on gas stations have been fixed in distant LODs
  • Geometry of VTOL wreck has been fixed
  • The shadow of the cap with headphones has been fixed
  • AT mine clusters for artillery have been loaded with proper AT mines

Potential campaign spoilers:

  • Handled the transition of gear from a scenario that is connected to more then one other scenario (e.g. Paradise Found > Status Quo and Game Over)
  • Longer delays between music tracks in Jukeboxes
  • Fixed: In Preventive Diplomacy there was a chance CAS support would engage the enemy without the player requesting its support
  • Fixed: Moral Fiber: Failed Misison even though enemy armor was destroyed ( <a href="http://feedback.arma3.com/view.php?id=18005" target="_blank"> http://feedback.arma3.com/view.php?id=18005 </a>)\n* Fixed: In Moral Fiber point X-ray is considered cleared, even though enemy soldiers that can shoot the player are still present
  • Fixed: Bingo Fuel: Cistern was being attacked by an armored vehicle while diverting fuel
  • Removed unnecessary
  • briefingName
  • definition for Showcase  Fixed-wings
  • Status Quo
    • The FPS in Athira was improved by trimming the composition and separating it into 2 compositions
    • The car accident composition is now handled by FPS optimization routines as well
    • Shouting ambient units were silenced
    • Empty groups are now correctly deleted when compositions are despawned
    • The date and time in mission Intel fixed to be on par with
    • cfgTimeline
    • The airport main doors are now opened and disabled, to prevent player closing the doors, which resulted in the reporter walking through closed doors
  • Game Over
    • Player and his team made to be immortal when the scenario is finished (they could crash in their helicopter during the black out)
    • Unused conversation deleted
    • Changed channel from direct to side as Kerry can already be in a vehicle (and won't hear himself if in 3rd person view)
    • Friendly and enemy aerial vehicles added (no ATGMs for enemies)
    • AA launchers / AA teams at key points added

ENGINE

ZEUS

<a href="https://community.bistudio.com/wiki/Category:Command_Group:_Curator" target="_blank"> Scripting Commands </a>

  • activatedAddons
  • addCuratorEditableObjects
  • addCuratorAddons
  • addCuratorCameraArea
  • addCuratorEditingArea
  • addCuratorPoints
  • allCurators
  • allowCuratorLogicIgnoreAreas
  • assignCurator
  • curatorAddons
  • curatorCamera
  • curatorCameraArea
  • curatorCameraAreaCeiling
  • curatorCoef
  • curatorEditableObjects
  • curatorEditingArea
  • curatorEditingAreaType
  • curatorPoints
  • curatorRegisteredObjects
  • curatorRegisteredObjects
  • curatorSelected
  • curatorWaypointCost
  • getAssignedCuratorLogic
  • getAssignedCuratorUnit
  • objectCurators
  • openCuratorInterface
  • removeAllCuratorAddons
  • removeAllCuratorCameraAreas
  • removeAllCuratorEditingAreas
  • removeCuratorAddons
  • removeCuratorCameraArea
  • removeCuratorEditableObjects
  • removeCuratorEditingArea
  • setCuratorCameraAreaCeiling
  • setCuratorCoef
  • setCuratorEditingAreaType
  • setCuratorWaypointCost
  • showCuratorCompass
  • shownCuratorCompass
  • unassignCurator <a href="https://community.bistudio.com/wiki/Arma_3:_Event_Handlers" target="_blank"> Event Handlers </a>
  • curatorFeedbackMessage
  • curatorGroupDoubleClicked
  • curatorGroupPlaced
  • curatorGroupSelectionChanged
  • curatorMarkerDeleted
  • curatorMarkerDoubleClicked
  • curatorMarkerEdited
  • curatorMarkerPlaced
  • curatorMarkerSelectionChanged
  • curatorObjectDeleted
  • curatorObjectDoubleClicked
  • curatorObjectEdited
  • curatorObjectPlaced
  • curatorObjectRegistered
  • curatorObjectSelectionChanged
  • curatorPinged
  • curatorWaypointDeleted
  • curatorWaypointDoubleClicked
  • curatorWaypointEdited
  • curatorWaypointPlaced
  • curatorWaypointSelectionChanged
  • Fixed: Log warning message format caused a crash in rare cases
  • Fixed: CTD related to missing groups
  • Fixed: Sound: Changed loop count from infinite to 1. Sample no longer needs to explicitly stop.
  • Fixed: Sound: Update restarted sample position
  • Fixed: Scripting command <a href="https://community.bistudio.com/wiki/createUnit" target="_blank"> createUnit </a>
  • is now respecting height coordinate, but also places the object at the right height
  • Fixed: Skipping changes when weather is synchronized from the server
  • Fixed: Missing NULL test for AI (slight optimization)
  • Fixed: Loading player profile when launching a Dedicated Server
  • Fixed: Endless loop when a text is too large to fit into a multiline edit box
  • Fixed: Time error scaling in MP games
  • Fixed: Broken multiline texts in
  • CStatic
  • and
  • CEdit
  • Added: introduced script command isEqual ( <a href="http://feedback.arma3.com/view.php?id=18089" target="_blank"> http://feedback.arma3.com/view.php?id=18089 </a>)\n* Added: Custom icon for Logic side in diary
  • Sound: Enabled infinite looping for "loop" sounds
  • Support of UAV feed in description.ext (
  • showUAVFeed
  • with the same functionality as <a href="https://community.bistudio.com/wiki/Description.ext#showGPS" target="_blank"> https://community.bistudio.com/wiki/Description.ext#showGPS </a>)\n* Weapon sway is now computed in more vertical manner
  • UAV Terminal map interaction has been enhanced
  • Intel's TBB4 allocator updated to version 4.2u3
  • Weapon switching happens after reloading of the current weapon is finished
  • Optimized animation movement parameters
  • Disabled unit no longer track targets
  • Disabled units have more of their functions disabled (optimization)
  • Possibility to set radius of loiter waypoints added

SPOTREP-00024

SPOTREP-00024

  • FROM: Project Lead
  • TO: Arma 3 Users
  • UNIT: Main Branch
  • ACTIVITY: Game Update: 1.18 (Zeus enhancements, MP stability, Miscellaneous fixes)
  • SIZE: ~794 MB

CHANGELOG

DATA

  • Added: Customizable area for scenario-specific on-screen information (e.g. info about time and place)
  • Added: Custom scenario name is now shown also in diary
  • Added: SMG optic variants to appropriate ammo boxes
  • Added 6.5mm LMG sound suppressor into INDEP support ammo box for M200 machine-gun
  • Added: Possibility to disable randomization and set a color to randomized vehicles by using ‘this setVariable ["color",X]’ in the init of the vehicle where X is a number ranging from 0 to the number of skins (minus 1). If the number is out of range, the skin is still randomized.
  • Added: LAND waypoint (can be found under "Scripted" category)
  • Added: New parameter with ability to disable sound of advanced hint in
  • BIS_fnc_advHint
  • function
  • Added: Support of variables (%#) in arguments array of advanced hints
  • Fixed: Looking up or down while operating a raised static weapon in the bunker ( <a href="http://feedback.arma3.com/view.php?id=14960" target="_blank"> http://feedback.arma3.com/view.php?id=14960 </a>)\n* Fixed: Shapes of batteries and duct tape objects
  • Fixed: Invalid string for gatling cannon in HUD of AH-99 'Blackfoot'
  • Fixed: Levitating missiles on helicopter gunships
  • Fixed: Unified re-spawn weapon for BLUFOR AT specialist
  • Fixed: Unified chem-light color of BLUFOR helicopter pilots and helicopter crew
  • Fixed: Stadium model position and roadways
  • Fixed: Damaging of Tempest with the device
  • Fixed: Escape from Altis - Forced wait for respawn causes a mission failure
  • Fixed: Get in / get out points of fuel and box version of Zamak
  • Fixed: Shadows of H-barriers
  • Fixed: Artillery vehicles moved to FIRE MISSION waypoint after running out of ammo
  • Fixed: Artillery fire sometimes didn't resume after reloading a magazine
  • Fixed: COOP 12 Tanks: Random tank destruction when starting mission without all crewmen
  • Fixed: Selections in flag models and changed flag simulation
  • Fixed: Excessive side sliding collision damage for Pawnee
  • Fixed: UH-80 radar animation mirrored for fancy looks
  • Fixed: MBT-52 Kuma retexture issue with spawned vehicle
  • Fixed: When respawning into vehicles, player was sometimes stuck inside and couldn't get out (often being switched through multiple vehicle positions as well)
  • Fixed: Flipping static GMG when firing by decreasing Hit and indirectHit parameter while increasing explosive parameter above and beyond 1 to maintain ammo destructive potential at the same level
  • Fixed: RPT spam of "weapon:"?" with ? modes needs weapon mode with index ?, but given silencer ( ? ) has only ? modes" by adding a specific suppressor for MX SW
  • Fixed: Offroad braking on its own too much
  • Fixed: Players should now be able to distinguish AH-99 'Blackfoot' as itself, not just as a 'Helicopter'
  • Fixed: Casings from Ghosthawk's left gun are no longer ejected from the right gun ( <a href="http://feedback.arma3.com/view.php?id=17621" target="_blank"> http://feedback.arma3.com/view.php?id=17621 </a>)\n* Animals should have textures even when not local in MP
  • Re-introduced radar for AAAs
  • Adjusted geometry of the cargo deck and decreased roadway levitation of Trawler
  • You weren't able to show hints when tutorial hints were disabled. Now you have parameter for it and you can set if hint will be shown when tutorial hints are disabled or not (_this select 5).
  • Header of
  • BIS_fnc_advHint
  • corrected: (_this select 3) and (_this select 4) parameters (condition and duration for full version of hint) were already implemented
  • Further optimization of animals randomization using call instead of execVM
  • IR laser intensity over distances has been tweaked
  • Adjusted maximum vertical angle of static weapons
  • Minor optimization of explosive parameters to better scale explosive damage capabilities amongst various ammo types
  • Increased weight of 30 round 6.5mm magazine to 10 mass, for it should be heavier than 30 round 5.56mm STANAG magazine (which has 8 mass)
  • Set up proper mass values for all optics. Previous values did not considered used models (generally too small)
  • Decreased weight of PCML (NLAW) rocket allowing Independent Rifleman (AT) to carry one more rocket of this type in his backpack. Since the BLUFOR counterpart has better personal protection and more durable armored vehicles, there is a nice balance.
  • Optimized load out for urban camouflage ammo bearer backpack
  • Added proper tracer color for M200 machine gun after description change
  • Allowed anti-personnel mines to be stored in vests. Previously they inherited only in backpack policy from AT mine.
  • Neophron has correct descriptions in its interior
  • Shadows of boonie hats and caps have been improved
  • Removed: Forced respawn at the start of Escape: Altis
  • Adjusted distant LODs of road cones
  • Countermeasures of tracked APCs are working yet again
  • Blackfoot crew has correct dead poses
  • Tempest crew has improved animations
  • Many small localization fixes in various languages
  • Adjusted icon for item holders to be more generic
  • Purge of obsolete cfgPatches entries
  • The GUARD animation set was removed from the pool of possible sets ( <a href="http://feedback.arma3.com/view.php?id=17085" target="_blank"> http://feedback.arma3.com/view.php?id=17085 </a>)\n* Advanced hint argument preprocessor (
  • BIS_fnc_advHintArg)\n* BIS_fnc_log
  • instead of
  • BIS_fnc_error
  • Attempt at a creative solution to this minor, yet quite interesting issue: Ghosthawk minigun is able to damage the heli carrying it
  • Tweaked: Kamysh destruction textures
  • Gunner optics view disabled when turned out for AAA
  • Revised: indirectHit parameter amongst several calibers up to 40mm, NLAW and RPG to match actual infantry resistance levels against that damage. Indirect damage is generally lesser, but has greater range.
  • Scaled down Titan AP indirect hit damage to better match infantry protection levels. Damage is lesser, but previous changes increased range substantially.
  • Tweaked: Ballistics of 105mm rounds and increased splash damage radius of 105mm HEAT-MP rounds
  • Refresh support for advanced hint system. Calling of an advanced hint which is already shown just refreshes it instead of closing and opening it.
  • Variable
  • BIS_fnc_advHint_state
  • (missionNameSpace) contains info about the currently displayed advanced hint
  • Decreased triggerTime of Minigun ammo. Also removed explosive effects from 7.62mm Minigun ammo that were inevitably inherited from SubmunitionBase class of ammo (AH-9 minigun should behave well yet again)
  • Modified helicopter pilot head limits
  • Made floating structures indestructible as they were supposed to be
  • Improved destructive capability of under-barrel and GMG grenade projectiles against vehicles
  • Helicopter damage handling improvements:
    • Reasonable protection from small arms
    • Added: Fuel hitpoints to helicopters
    • Engines better (reasonably) protected from small arms
    • Fixed: Gunship turret gun animations and optics locations

Potential campaign spoilers:

  • Game Over: Deleted duplicated scientists in the Dome
  • Game Over: Repositioning of some aerial vehicles for better in-game effect
  • Moral Fiber: Instant death if player moves more than ~300m from target tank ( <a href="http://feedback.arma3.com/view.php?id=18317" target="_blank"> http://feedback.arma3.com/view.php?id=18317 </a>)\n* Hubs
    • Many tweaks and improvements to the campaign hub mechanics (will be detailed in a future OPREP)
    • Added: Full item / gear persistence
    • Backpacks removed from the briefing pool
    • Zone restriction extended to cover all situations when player is leaving hubs
    • Skirmish trigger removed; it is now handled by zone restriction
    • Ambient and POI conversations are now enabled
    • Starting pool for Win adjusted. Overall counts were lowered.
    • Correct armory animation is now set after player is redressed
    • Smart detection of magazines to be added for a weapon was implemented
    • The required list is now sorted the way that first are non-magazine and non-weapon equipment, then are magazines and last are weapons
    • Fixed: Issue with given weapon without loaded magazine
    • Added: Cutscene animations without weapon and their transition animations
    • Weapon is auto-forced to player only for "Welcome on Hub" cutscenes
    • Functions of easy detection of player being close or at armory added
    • Detection of player at or close to armory improved
    • If Rearm is not necessary an optional task is not given to player anymore. Instead player gets a notification about the rearm possibility.
    • A hint with the list of required gear is always shown at the armory
    • Auto-adding of required gear now happens only for the first time the player visits the armory
    • Added: Possibility to return all required gear, not only the required gear that is missing
    • Campaign CfgHints included into every campaign mission
    • Time limit increased to 15 minutes, player gets warning at 15 and 3 minutes
    • If the player won't get to assemble point in the 15 minutes:
    • Task fails
    • Player gets the recommended gear
    • Mission is auto-started
    • Hub composition updated; boxes for persistent gear renamed, repositioned and added
    • Gear on units with "adjustArmory = 0" is shown in the armory composition
    • Containers and goggles removed from mission briefing pools
    • Tweaks in Skirmishes
    • Fixed: Ambient animations
    • Fixed: Bug with gear not saving when transiting to skirmish
    • Stance "UP" forced for all units in ambient combat
    • Forced change of player's loadout after Bommos debriefing disabled. Player will retain his gear.
    • Added: Several extra hub notifications
    • Added: Hub / armory sounds
    • Added: Hub notification for "Required Gear"
    • Timeout (3 mins) added for debriefing attendance in hubs
    • Radios and maps added to the starting pool for all 3 episodes
    • "map" and "radio" added to player's required gear list
    • Swapping of backpacks at hubs is now more safe
    • Required radio and map are now auto-equipped when obtained at an armory
    • Action "Take Recommended Gear" is now added to the Armorer after the required gear is obtained
    • Starting pool definition improved to better translate from pre-1.18 savegames to the 1.18 update
    • Rangefinder definition added to
    • BIS_fnc_camp_getEquipType
    • Added function for detection of empty variants of the special backpacks
  • Fixed: Credits at the end of campaign episodes

ZEUS:

  • Added: "Scenario Name" module which allows Zeus to set the name of the current scenario. It's shown to every player who joins or respawns.
  • Added: Skill can now be set also in group attributes. The adjusted value is applied to all group members.
  • Added: Ability to set the Game Master module’s "Default addons" attribute to "All", which will automatically add every addon in the game, including community ones
  • Added: Speed mode can now be set in the group and waypoint attributes windows
  • Added: New attribute for Custom Objective allowing Zeus to disable the objective destination. Useful for more abstract tasks, e.g., "Remain stealthy".
  • Added: New markers are now created with the color of the previously set marker
  • Added: Custom channels for each side in a ZGM scenario. E.g. BLUFOR can now communicate with Zeus without other sides hearing it.
  • Added: Icon for HQ module
  • Added: List of recent entities in the CREATE bar. Stores up to 20 objects, groups, modules or markers which Zeus placed.
  • Added: Groups can now be marked as respawn position. Players will respawn on the position of its leader.
  • Added: It's now possible to change a MOVE waypoint to a different type in its attributes. Available are GET OUT, UNLOAD, TRANSPORT UNLOAD, LAND and FIRE MISSION.
  • Added: HQ entity is now created automatically when no speaker is given
  • Added: Objectives and briefing entries can now be added to individual groups or players, not only sides
  • Added: Better label for group respawn attribute
  • Added: "Wait until" waypoint attribute, allowing Zeus to set when a waypoint will be completed in order to synchronize the movement of multiple squads
  • Fixed: Objective modules were registered as respawn positions ( <a href="http://feedback.arma3.com/view.php?id=18312" target="_blank"> http://feedback.arma3.com/view.php?id=18312 </a>)\n* Fixed: 'respawnOnStart' attribute in description.ext was ignored ( <a href="http://feedback.arma3.com/view.php?id=14585" target="_blank"> http://feedback.arma3.com/view.php?id=14585 </a>)\n* Fixed: Autonomous vehicles are now respawned with virtual crew inside
  • Fixed: Players were removed from Zeus' list after they died in ZSC scenarios
  • Fixed: Zeus in ZGM scenario with God mode enabled still had challenges
  • Fixed: Incorrect players count in MP header in ZGM 48+2 Master Stratis
  • Fixed: When Zeus played some music, other Zeus players couldn't hear it
  • Fixed: Deleting an object to which "Move", "Neutralize" or "Protect" objective is attached resulted in the objective being moved to the bottom left map corner
  • Fixed: "Neutralize" and "Protect" objectives no longer require objects to be completely destroyed, disabling them (e.g., shooting vehicle tires) or killing their crew will complete them as well
  • Fixed: When one Zeus took control over a unit and another Zeus did the same with the unit as well, the first Zeus lost the ability to control any further units. Now, the seconds Zeus won't be able to take over already controlled units.
  • Fixed: Editing the Intel item deleted previously saved text
  • Fixed: Weather module didn't show a fog preview in singleplayer
  • Fixed: Hiding and showing the Zeus interface ('Backspace' by default) created a non-interactive area where a notification is shown, preventing Zeus from selecting or editing units there
  • Fixed: Entity icons were hidden when Zeus returned to the interface after leaving it with hidden menus (by 'Backspace')
  • Fixed: Vehicles can no longer be configured as respawns for sides without any players present in the mission
  • Fixed: Vehicles were unintentionally repaired when editing attributes ( <a href="http://feedback.arma3.com/view.php?id=18423" target="_blank"> http://feedback.arma3.com/view.php?id=18423 </a>)\n* Fixed: "Play Radio Message" module didn't work
  • Fixed: HQ module didn't initialize properly when created on-the-fly
  • Secret Documents are now properly marked as being made by Bohemia Interactive

ENGINE

  • Added: New animation sources for car throttle and brake
  • Added: World parameter for sky / fog color influence (skyColorInfluencesFogColor - default true)
  • Added: Overloading for <a href="https://community.bistudio.com/wiki/hideObjectGlobal" target="_blank"> hideObjectGlobal </a>
  • (
  • <object>
  • hideObjectGlobal )
  • </object>
  • Added: Squad icons to Zeus
  • Added: Support for native Linux extensions via the <a href="https://community.bistudio.com/wiki/callExtension" target="_blank"> callExtension </a>
  • command
  • Added: New scripting command <a href="https://community.bistudio.com/wiki/moveInAny" target="_blank"> moveInAny </a>
  • Added: List of recently used / created items to Zeus
  • Added: New scripting command <a href="https://community.bistudio.com/wiki/squadParams" target="_blank"> squadParams </a>
  • Fixed: CTD when assigning NULL unit to Zeus
  • Fixed: Removed possibility to add map object as editable in Zeus
  • Fixed: Pasting group with disabled units in it (Zeus)
  • Fixed: Inability to open interrupt dialog when no save folder is there (unsaved scenario started from editor)
  • Fixed: Creating a ground weapon holder and using the action to drop primary weapon to it caused a freeze
  • Fixed: Computation of server-side net error of muzzle infos (optimization)
  • Fixed: You can't put items directly to respective slots from a non-initialized container on a dead body
  • Fixed: Picking up an unequipable uniform broke the gear UI
  • Fixed: Possible cause of CTD on Dedicated Server
  • Fixed: Placing units over each other in the 2D map (Zeus)
  • Fixed: Empty action on dead body with only a handgun
  • Fixed: Possible crash in MP games
  • Fixed: Possible CTD while adding experience to AI (global situation knowledge)
  • Fixed: Crash related to <a href="https://community.bistudio.com/wiki/currentZeroing" target="_blank"> currentZeroing </a>
  • Fixed: Wrong zeroing returned for soldiers
  • Fixed: Needless searching for commander units in cargo space
  • Fixed: Firing from the artillery computer while remote controlling a gunner unit
  • Fixed: Drawing of icons on UAVs controlled by players
  • Fixed: Zeus composition placement
  • Fixed: Bool mismatch when enabling breathing sound
  • Fixed: Never ending handler for damage when helo crashes into water
  • Fixed: Broken weapon sway when running
  • Fixed: Possible CTD
  • Fixed: Sound: Changing focus breaks volume levels
  • Switched priority of checks in paste command (Zeus)
  • Ailerons, rudders, elevators and flaps on a plane controllable normally even with engine is off. No resetting of their position after turning the engine on.
  • Sound: Removed environment sounds influence by rain density; rain volume was affected by rain density
  • Support for hidden selection materials on soldier proxies (eg. headgear)
  • Optimized sounds in -nosound mode and on Dedicated Servers
  • Sound: Added: APO fadeout effect
  • Changed behavior of throttle animation source
  • Possible crash fix when silent join is used
  • Changed Zeus group / sync controls
  • Stars don't change size when zoomed in
  • Animation state "static" parameter for ignoring step when computing slowdown
  • PhysX entities don't collide with invisible objects <a href="https://community.bistudio.com/wiki/lbSort" target="_blank"> lbSort </a>
  • accepts another parameter to specify ascending / descending order
  • Update: Make animation soundOverride search case-insensitive
  • No longer updating attached and invisible EPE objects. Remove attached objects from PhysX scene.


SPOTREP-00025

SPOTREP-00025

  • FROM: Project Lead
  • TO: Arma 3 Users
  • UNIT: Main Branch
  • ACTIVITY: Hotfix: 1.18 (MP performance fix)
  • SIZE: ~34 MB

CHANGELOG

ENGINE

  • Fixed: Faulty handling sub-munitions in multiplayer would cause performance issues proportional to the number of players in the session (e.g. firing miniguns)
  • Fixed: MP crash opportunity
  • Fixed: One Tempest heavy truck variant was missing some interior textures


SPOTREP-00026

SPOTREP-00026

  • FROM: Project Lead
  • TO: Arma 3 Users
  • UNIT: Main Branch
  • ACTIVITY: Game Update: 1.20 (Karts DLC)
  • SIZE: ~655 MB

CHANGELOG

DATA

  • Added: Kart vehicle (4 liveries and 1 random color variant)*
  • Added: Racer character (with overalls and helmets matching the kart liveries / colors)*
  • Added: Marshal character*
  • Added: Starter pistol*
  • Added: Race objects (racetrack barriers and more)
  • Added: Time Trials Challenge mode
  • Added: 5 Kart Time Trials**
  • Added: Zeus Race modules
  • Added: 2 pre-set Zeus Race Kart multiplayer races
  • Added: 16 Steam Achievements (for Firing Drills, Time Trials and Zeus)
  • * Restrictions apply for those who don't own <a href="http://www.arma3.com/dlc/karts" target="_blank"> Arma 3 Karts DLC </a>

. Read <a href="http://www.bistudio.com/english/company/developers-blog/465-roadmap-14-15-dlc-strategy-blog" target="_blank"> our blog </a> for more information.

  • ** 1 Time Trial is available to everyone, the remaining 4 require ownership of <a href="http://www.arma3.com/dlc/karts" target="_blank"> Arma 3 Karts DLC </a>

.

  • Added: Selection for damage materials in the cockpit of the UH-80
  • Added: Animation of fingers in ragdoll
  • Added: Particle effect modules can be synchronized with triggers
  • Added: New parameter
  • noImage
  • (bool) for
  • CfgHints
  • classes. You can use no image in context hint even if an image is configured (and used in Field Manual).
  • Added: Sound occlude and obstruct parameters for vehicles
  • Added: Correct hit effects for mini-gun sub-munition ammo
  • Fixed: A visual issue with the SDV's lights
  • Fixed: Suit packs now have textures according to uniforms
  • Fixed: Backpacks with some pre-defined content have an empty backpack of the same type as parent (used e.g. in campaign hubs)
  • Fixed: An issue where dropping Kerry's diving uniform spawned a headless body
  • Fixed:
  • BIS_fnc_itemType
  • didn't recognize UAV terminal
  • Fixed: Some interior textures of a Tempest heavy truck variant ( <a href="http://feedback.arma3.com/view.php?id=18533" target="_blank"> http://feedback.arma3.com/view.php?id=18533 </a>)\n* Fixed:
  • BIS_fnc_getCfgDataArray
  • now returns [] if the value cannot be found
  • Fixed: Wrong backpacks used for static weapon disassembling
  • Fixed: Bullet penetrability on some parts of the trucks
  • Fixed: saveVar issue work-around for campaign persistency
  • Fixed: Weapon disappears when taken through context menu on Dedicated Servers
  • Firing Drills:
    • Added: Firing Drills - visibility of 3D icons is now linked to the difficulty option controlling waypoint indicators
    • Added: Firing Drills - extra debriefing section with results (medal times, your personal best and all times this session)
    • Fixed: Firing Drills - result times were sometimes incorrectly colored (when setting a non-medal time following a run rewarded with a medal time)
    • Fixed: Firing Drills - missing localization for 2 strings
    • Fixed: Firing Drills - 3D icons did not work after restart
    • Fixed: CoF Green - parked SUV was colliding with ambient objects
    • Fixed: CoF Red 2 - CP 9 targets could be placed inside a rock
    • Fixed: CoF Red 2 - CP 11 could be encountered without any hostile targets
    • Updated: Firing Drills - Immediately quitting the drill now fails the primary task
    • Updated: CoF Orange 2 - CP 6 disappearing target time made a little more relaxed to allow spotting it
  • Zeus
    • Added: Proper logo, tooltip, name and Field Manual link to Zeus DLC
    • Fixed: Players in ZGM missions can now have combat life saver / repair specialist / explosive specialist abilities
    • Fixed: Running Game Master or Seize modules without proper configuration froze the game in loading screen instead of showing an error
    • Fixed: Enemy units were not spawned automatically when no Zeus was present in Defend missions
    • Tweaked: Zeus
    • onHover
    • logo
    • Added: Zeus icon to icon-less FM records

ENGINE

  • Changed update system for EPE objects (to address a problem with grenades)
  • Improved: AI's losing sight of target
  • Unit classes in the editor are now sorted alphabetically
  • Now preventing empty bindings for disabled actions
  • Small PhysX optimizations
  • Removed more pointless RPT spam
  • Increased
  • errorGrowInTime
  • for empty vehicles (AI optimization)
  • Avoiding server crash due to wrong index in player role packet
  • Magazine animated when weapon is reloaded for the first time
  • Script command <a href="https://community.bistudio.com/wiki/weaponsItems" target="_blank"> weaponsItems </a>
  • now works also for ammo crates
  • If connecting to a remote controlling unit, now also switching the camera
  • Security enhancements for clients connected to a Dedicated Server (pre-processing limitation)
  • Repairing a destroyed building now removes the partially destroyed building and ruins better
  • Armored vehicles now correctly display optics for commander upon launching the mission
  • Additional functions for MFD - blinking effect on HUD elements
  • Added: Support for
  • allowedLoadFileExtension
  • parameter in Dedicated Server config file in order to make it impossible to read contents of files with unlisted extension (security improvement)
  • Added: AI aiming error is now influenced by wounds and reloading
  • Added: Min and Max boundary for scale HUD element
  • Added: Support for sub-folders in multiplayer scenarios
  • Added: Support for coloring pictures on a single line in a
  • ListBox
  • Added: New action that support opening inventory of soldiers under your control
  • Added: Missing Zeus event handler
  • ObjectSelectionChanged
  • Added: Support for
  • allowedPreprocessFileExtensions
  • parameter in Dedicated Server config file in order to make it impossible to read contents of files with an unlisted extension (security improvement for <a href="https://community.bistudio.com/wiki/preprocessFile" target="_blank"> preprocessFile </a>
  • and <a href="https://community.bistudio.com/wiki/preprocessFileLineNumbers" target="_blank"> preprocessFileLineNumbers </a>
  • script commands)
  • Added: Support for mission white-listing for Dedicated Server (
  • missionWhitelist
  • parameter in DS config file)
  • Added: Surface parameter (
  • surfaceFriction)\n* Added:
  • autoScroll
  • default values
  • Added: Command line parameter '
  • -enableHT
  • ' added to enable hyper-threading
  • Added: Support for camera shaking when you encounter big G forces in transport of helicopters - not yet configured in our data
  • Fixed: Changing focus breaks volume levels
  • Fixed: CTD in Zeus
  • Fixed: Possible CTD in Zeus when a NULL unit occurs in the list of editables
  • Fixed: Resource leaks in splash window
  • Fixed: Deletion of remote controlled unit (Zeus) while someone else is remote controlling it
  • Fixed: An issue where ragdoll would cause bodies to fall through non-local buildings ( <a href="http://feedback.arma3.com/view.php?id=9532" target="_blank"> http://feedback.arma3.com/view.php?id=9532 </a>)\n* Fixed: Flaps & gear sounds gradually transition based on camera position
  • Fixed: HUD heading scale was disappearing prematurely when displaying negative values
  • Fixed: Quadrotor UAV with disabled autonomy was changing height on its own
  • Fixed: An issue that might lead to a crash (related to <a href="http://feedback.arma3.com/view.php?id=18663" target="_blank"> http://feedback.arma3.com/view.php?id=18663 </a>)\n* Fixed: Multiplication of sub-munition in multiplayer (related to <a href="http://feedback.arma3.com/view.php?id=18671" target="_blank"> http://feedback.arma3.com/view.php?id=18671 </a>)\n* Fixed: An issue that could prevent the start of a multiplayer scenario
  • Fixed: Loss of ammo when loading from an automatic / user save ( <a href="http://feedback.arma3.com/view.php?id=18668" target="_blank"> http://feedback.arma3.com/view.php?id=18668 </a>)\n* Fixed: Steam browser should be compatible with the GameSpy favorites
  • Fixed: Partial word search in Steam server browser ( <a href="http://feedback.arma3.com/view.php?id=18681" target="_blank"> http://feedback.arma3.com/view.php?id=18681 </a>)\n* Fixed: Passing '
  • -ip=
  • ' command parameter to Steam server ( <a href="http://feedback.arma3.com/view.php?id=18667" target="_blank"> http://feedback.arma3.com/view.php?id=18667 </a>)\n* Fixed: Star emissiveness was not correctly set when changing landscape
  • Fixed: Zoom is not used in the AV Camera feed
  • Fixed: Unknown action Surrender RPT spam
  • Fixed: Possible CTD in scripting command when passing non-Zeus unit as Zeus argument
  • Sound:
    • Fixed: Crew audible outside of their vehicle
    • Enabled
    • soundInsideCoeff
    • Fixed: CTD when switching views in vehicles on Dedicated Server
    • Fixed: Crash during access of sound waves based on parameters
    • Fixed: Simulation of sound speed for all weapons
    • Collision sound volume based on speed
    • Damage sample volume based on speed
  • Fixed: Possible CTD when player is JIPing
  • Fixed: TI rendering for
  • OnSurface
  • objects
  • Fixed: RPT render target not found message
  • Fixed: Collision bug where soldiers could sometimes go through thin obstacles
  • Fixed: Locking turret by <a href="https://community.bistudio.com/wiki/lockTurret" target="_blank"> lockTurret </a>
  • command
  • Fixed: Players jumping in a partially destroyed and destroyed building
  • Fixed: CTD when passing a not existing side to <a href="https://community.bistudio.com/wiki/createCenter" target="_blank"> createCenter </a>
  • Fixed: Driver ejects when heli is configured to not allow driver ejection
  • Fixed: <a href="https://community.bistudio.com/wiki/removeUniform" target="_blank"> removeUniform </a>
  • doesn't work within non-local client when connection was started in JIP mode (graphical representation of undressed soldier doesn't work even when uniform was removed through gear)
  • Hotfixed: Remote state positioning when an object is stable (PhysX optimization)
  • Fixed: Frozen manual fire on Dedicated Server when no one is in the gunner position
  • Fixed: Automatic get out from damaged vehicle when user is remote controlling unit
  • Fixed: Zeus automatic returning of unit dragged from a vehicle
  • Fixed: Possible CTD when someone deletes units which is under remote control of another Zeus
  • Fixed: Possible CTD in MP servers
  • Fixed: <a href="https://community.bistudio.com/wiki/addUniform" target="_blank"> addUniform </a>
  • script command didn't work well in MP
  • Fixed: Empty vehicles can be locked (with missile)
  • Fixed: Allowed ejection when a transport has ejection disabled on a person's position
  • Fixed: Wrong return type in scripting command <a href="https://community.bistudio.com/wiki/everyBackpack" target="_blank"> everyBackpack </a>
  • (was Object, should be Array)
  • Fixed: <a href="https://community.bistudio.com/wiki/hideObjectGlobal" target="_blank"> hideObjectGlobal </a>
  • script command (was working in the opposite way)
  • Fixed: Visible UAV units in MP
  • Fixed: Setting scenario description as structured text
  • Fixed: Talking through remotely controlled characters (Zeus)
  • Fixed: AI not reloading their weapon when the camera was focused on it
  • Fixed: Assembly and dis-assembly of static autonomous weapons in MP
  • Fixed: <a href="https://community.bistudio.com/wiki/createVehicleCrew" target="_blank"> createVehicleCrew </a>
  • command in MP when called on a non-local autonomous static weapon
  • Fixed: Expensive simulations on destroyed buildings
  • Fixed: Admin commands
  • #kick
  • and
  • #exec ban
  • not working properly
  • Fixed: Possible CTD in
  • InterpolateQuaternion
  • Fixed: Crash when loading PBO placed in a sub-folder
  • Fixed: Mutliplayer scenario in sub-folders not working on Linux Dedicated Server
  • Fixed: <a href="https://community.bistudio.com/wiki/commandArtilleryFire" target="_blank"> commandArtilleryFire </a>
  • could crash the game when a target was inside a 'Seized By' trigger


SPOTREP-00027

SPOTREP-00027

  • FROM: Project Lead
  • TO: Arma 3 Users
  • UNIT: Main Branch
  • ACTIVITY: Game Update: 1.22 (Campaign improvements, Linux server performance, GameSpy removal)
  • SIZE: ~1021 MB

CHANGELOG

DATA

  • Server browser:
    • Removed: GameSpy logo
    • Removed: GameSpy / Steam switch
    • Server count is now in-engine instead of scripted
    • Added: Player's name
  • Fixed: Devbranch watermark is no longer displayed after exiting Splendid Camera in the main branch
  • Fixed: Mistake in condition of function
  • BIS_fnc_randomPosTrigger
  • ( <a href="http://feedback.arma3.com/view.php?id=17937" target="_blank"> http://feedback.arma3.com/view.php?id=17937 </a>)\n* Fixed: Script error in function
  • BIS_fnc_spawnGroup
  • ( <a href="http://feedback.arma3.com/view.php?id=16889" target="_blank"> http://feedback.arma3.com/view.php?id=16889 </a>)\n* Fixed: Tactical vest camo ground model
  • Fixed: Wrong default values ( <a href="https://community.bistudio.com/wiki/getVariable" target="_blank"> getVariable </a>)\n* Fixed: Iron sights and camo of armed offroad
  • Fixed: Dispersion and engagement ranges of TRG 20 and TRG 21 were switched
  • Fixed: TT05 - tweaked misplaced barrier
  • Fixed: Unknown Community Author for static weapons backpacks
  • Fixed: Align of holographic reticle
  • Fixed: Typo in strength of handbrake for quad bike
  • Fixed: Aimpoint visibility at night for MRD attachment
  • Fixed: Player can no longer respawn into vehicle stolen by an enemy
  • Fixed: Tasks were not auto-assigned correctly
  • Fixed: When a vehicle respawn position was moved while a vehicle was waiting for respawn, the vehicle was respawned on the position before the change
  • Fixed: Deleting a vehicle while it was waiting for respawn caused a scripting error
  • Fixed: Pressing Up and Enter while in the MP pause menu closed the Zeus interface
  • Fixed: Zeroing on EBR's ironsights
  • Fixed: CAS modules in the editor were not trigger activated
  • Fixed and updated all helicopters with proper inventory loads
  • Fixed: Camo selection on the Beanie
  • Fixed: RPT error when spawning a lightning bolt
  • Fixed: UI texture of Black MX with muzzle accessory
  • Fixed: Geometries of UAV entities
  • Fixed: Decelerons on the Wipeout so that they both extend to the same extent when banking
  • Fixed: Map icon size of portable mortars, offroad variants and assault boats
  • Fixed: Missing vehicle dust effects for desert surface (only on Altis)
  • Fixed: Unable to throw grenade through window of
  • d_house_small_02_v1_f.p3d
  • ( <a href="http://feedback.arma3.com/view.php?id=15704" target="_blank"> http://feedback.arma3.com/view.php?id=15704 </a>)\n* Added: Stall warnings in HUDs of fixed-wings now flash
  • Added: Altitude scales in HUDs of fixed-wings now show ASL instead of ATL. However, terrain indicators have been added.
  • Added: Names and icons for
  • CfgVoice
  • classes
  • Added: Bubble particle effect module
  • Added: Empty cartridges effect module
  • Added: "Vote Kick" and "Vote Admin" buttons are now visible in the Players list on Dedicated Servers
  • Added: Inertia coefficients for all weapons and their attachments
  • Added: Sounds for more cutscene animations
  • Added: Ability to set number to
  • XX
  • for a kart by adding:
  • this setVariable [‘number’, XX];
  • Added: New parameter DLC to Kart DLC assets (
  • DLC = Kart;)\n* Added: Camo selection to journalist vest to allow changing of its texture \ material
  • Added: New sounds for reloading some weapons
  • Added: Correct ammo icons for Zafir MG
  • Added: New zeroing adjustments for GL (50,75,100,150,200,250,300,350,400)
  • Added:
  • H_Booniehat_tan
  • 's ground holder
  • Added: New textures for some of the caps
  • Added:
  • disableInventory=false
  • to both fuel pumps as preparation for fixing unwanted inventory space
  • Added: Damage and map properties and plate selection to the geometry LOD of steel plate training targets
  • Added: Possibility to turn on auto-refreshing of the unit identity on mission start (used for Win missions without hub)
  • Updated: TRG mass
  • Updated: Credits with new developers
  • Updated: Duty values for some animations states
  • Updated: Thermal signature of Mk200, Khaybar, Zubr and MX
  • Adjusted: Guerrilla uniforms of various sides so they can only be picked by a character of their side
  • Adjusted: Inventory radius of Supply Crates
  • Adjusted: Selections for texture variations of Offroad
  • Adjusted: Supply capacity of supply boxes
  • Adjusted: Positions and radii of Mi-48 inventory supplies
  • Adjusted: Fire mode volumes
  • Adjusted: Side of shelters and sports ground assets so they can show up in Zeus
  • Revised: Armor of lampposts in config and added as properties in their models
  • Changed: vehicleclass for
  • SportsGrounds_base_F
  • from
  • Structures
  • to
  • Structures_Sports
  • Changed: Field Manual icon used for highlighting displayed hints
  • Changed: Sounds for unsynchronized weapon reloading
  • Changed volume for reloading
  • Changed reloading sound of Zafir and Mk200
  • Changed: Scope parameter of some of the headgear
  • Changed: Sound for animations of lying wounded
  • Ejection seats in planes now propel the pilot high enough to parachute (from ground)
  • Increased mass of the UAV console
  • Tweaked memory point for guns on the Stomper
  • Rahim rifle is no longer able to attach Rail attachments
  • Surface friction has been tweaked for various terrain types
  • Increased supply radii of fuel/ammo/medical support trucks and substantially increased ammunition load of ammo trucks to fix the unpleasant issues where several vehicles were not able to reload a reasonable amount of ammunition for their weapons
  • Removed inventory from Fuel Station Feed
  • Optimized ladder actions
  • Access set to Read and Write for
  • cfgMovesBasic
  • Ordering a medic to heal someone now displays the correct icon
  • Changed volume for change of weapon fire mode
  • Access to
  • cfgRecoils
  • set to Read and Write (see <a href="http://feedback.arma3.com/view.php?id=12419" target="_blank"> http://feedback.arma3.com/view.php?id=12419 </a>)\n* Standardized inventory configuration for armored vehicles and added basic equipment even for MBTs
  • Civilian and guerrilla trucks have proper selections for custom texture variants
  • Redefined aim point of Supply Boxes
  • Introduced weapon inertia settings for launchers
  • Scoped out redundant Titan long / short classes from editor (due to configuration class names integrity the classes should remain)
  • AI is more likely to target enemy transports
  • Minor volume changes for closure and fire mode change sounds
  • Particle effect modules localized
  • Reduced: Armor of light bulbs on street lamps for they were very hard to destroy even with concentrated machine gun fire from close vicinity. Also changed the material for Decor Lamp to improve over-penetration issues.
  • Adjusted: Mass of barrels to reflect their contents
  • Changed: Damage property of buckets from building to tree so that they fall over
  • Changed: Penetration materials so that the geometry of the dome of all radars is consistent
  • Changed: Penetration material of metal parts to make it consistent through stages of the tent hangar
  • Mapped granite penetration material instead of concrete on ancient walls
  • Checked and fixed penetration materials and properties of walls
  • Mapped concrete penetration material on the base of phone booths
  • Minor code and debug print adjustments
  • Potential campaign spoilers:
  • Implemented: Patrol squad and vehicles
    • Implemented: Patrol spawnpoint selection
    • String "Camps" replaced for reference to already localized string
    • Commands weaponsItems and magazinesAmmo replaced for *Cargo versions
    • Removed: Checking of persistent variables against
    • <nil>
    • Adjusted: Loadout of several units on hubs
    • Functions now support vests and uniforms as containers
    • Container functions updated to use accurate magazinesAmmo, that was recently updated to work with containers as well
    • Thanks to command addItem being fixed, there are now goggles / glasses in the hub Armory
    • Hub markers added to strategic map - for quick start and skirmish spawnpoint selection
    • Improved: Hub marker visuals
    • There is now a simple get in animation played when "start patrol" is executed
    • Friendly fire is now monitored also on patrol vehicles and crew
    • Updated: Hub composition
    • Added: Patrol starting points
    • Adjusted: Skirmish triggers
    • Added: Cargo content interaction with pool
    • Patrol characters now properly interact with the pool
    • Patrol character identities are now correctly set
    • Patrol tasks on hub now point to the suggested transport vehicle
    • Added: Customization template definitions for all randomized vehicles
    • Added: Template for patrol squad members
    • If player loses a car, he gets a new default one, once he arrives back on the hub
    • On-hub scene when player returns from patrol is now created
    • Added: System for persistent customization
    • Patrol trigger now shows the spawn point location on the map
    • Localized: User action label
    • BIS_fnc_ambientAnimCombat
    • doesn't attach the unit anymore
    • Added: Possibility to define bottom text, hide labels at mission markers and define a custom mission marker texture
    • Uniforms added via forceAddUniform when needed
    • Added: Some micro compositions for patrol
    • Added: Support for multiple vehicles returning from patrol. Only the player's vehicle will appear on the hub, but the cargo of all vehicles get stored to the pool.
    • Persistent identities between
    • B_hub02
    • ,
    • B_m02_1
    • and
    • B_m02_2
    • now work correctly
    • Used names are permanently removed from the pool of names for the auto-generated identities
    • Icons added to user actions on hub, namely: open strategic map, start briefing, start patrol and get recommended gear
    • Added specific identities to story characters
    • Fixed: Transition from patrol to hub
    • Fixed: Wrong initialization of the equipment pool
    • Fixed: 2 broken uniforms removed from Adapt pool
    • Fixed: Gear persistence issue between
    • C_out2
    • and
    • C_EB
    • Fixed: Implicit persistent variable values solution
    • Fixed: Issue where mission providers after debriefing didn't have a weapon (James in
    • B_hub01
    • now has a weapon after debriefing)
    • Fixed: Problem with briefing date detection
    • Fixed: Typos in character definitions
    • Fixed: Locking of patrol vehicle when player returns from patrol
    • Fixed: Colliding position by two soldiers at Rogain

ENGINE


SPOTREP-00028

SPOTREP-00028

  • FROM: Project Lead
  • TO: Arma 3 Users
  • UNIT: Main Branch
  • ACTIVITY: Hotfix: 1.22 (Steam MP fixes, Static network ports)
  • SIZE: ~18.5 MB / ~7.5 MB

CHANGELOG

ENGINE

  • The Steam query network port is now fixed to be always +1 in relation to the game network port (e.g. a server hosted via port 3202, has its Steam query port at 3203)
  • Removed: Ability to define a custom Steam query port on servers
  • Fixed: Connection string to support joining friends on listen servers
  • Added: Server game and Steam query ports are presented to a host when creating a server in-game, in the RPT log and the
  • Dedicated Server command window
  • (forward these to make sure clients can discover / connect)
  • Added: Joined sessions listed in the Steam history list
  • Hotfixed: Duplicating items in direct / LAN sessions through backpacks ( <a href="http://feedback.arma3.com/view.php?id=16927" target="_blank"> http://feedback.arma3.com/view.php?id=16927 </a>)\n* Fixed: Client getting stuck in Zeus dialog after a server is terminated


SPOTREP-00029

SPOTREP-00029

  • FROM: Project Lead
  • TO: Arma 3 Users
  • UNIT: Main Branch
  • ACTIVITY: Game Update: 1.24 (Bootcamp Update, Launcher, Add-on Workshop)
  • SIZE: ~1.2 GB

CHANGELOG

BOOTCAMP UPDATE:

  • Added: Virtual Reality world
  • Added: Bootcamp "Prologue" mini-campaign
  • Added: ZGM 4+1 Bootcamp multiplayer training
  • Added: 8 VR Training lessons
    • Material Penetration
    • Placeables
    • Launchers
    • Target Designation
    • Commanding - Movement
    • Commanding - Behavior
    • Commanding - Actions
    • Commanding - Vehicles
  • Added: VR Zeus multiplayer scenarios
    • ZGM 16+2 Master Virtual Reality (AAF)
    • ZGM 16+2 Master Virtual Reality (CSAT)
    • ZGM 16+2 Master Virtual Reality (NATO)
    • ZGM 48+2 Master Virtual Reality
  • Added: Virtual Arsenal
  • Added: VR soldiers and character entities
  • Added: Objects specific for VR
  • (large blocks, covers and markers)
  • FIA fraction has been revamped:
    • Added: New uniform for FIA AT Rifleman
    • Added: FIA Offroad, Quadbike and Truck camo versions
    • FIA soldiers have randomized headgear and facewear according to their classes and possible headgear-facewear combinations
    • Added: 3 new FIA stashes
  • Added: Repair variants of Offroads
  • Added: Various facewear available in profile
  • (balaclavas and bandannas with various glasses)
  • Added: 3 new music tracks
    • Virtual Reality digital Arma 3 theme
    • Splendid Split theme
    • BI 15th Anniversary theme
  • Added: Various VR-related sounds for triggers
  • Added: New English protocol of Dan Brown
  • Added: Camo variants of M320 and GM-6
  • Added: Misc. objects
    • Winner's podium
    • Trophy
    • White tent
    • Tyre barriers
    • Kart tires
    • Kart steering wheels
    • Car batteries
    • Kart trolley
    • Kart stand
    • Pieces of exercise equipment
    • Water coolers
    • Large food container
  • Added: 14 Bootcamp-related Steam Achievements
  • Added: Game Launcher
  • Overhauled: Weapon Sway
  • Overhauled: Fatigue

DATA:

  • Added: Controls action for locking turret on an object
  • Added: Turret locking ability for the UGV RCWS
  • Added:
  • BIS_fnc_setUnitInsignia
  • now loads description.ext
  • CfgUnitInsignia
  • classes
  • Added:
  • BIS_fnc_animateTaskWaypoint
  • Added: Switching to driver / gunner after PIP click (AV Terminal)
  • Added: Sound for Scalpel missile explosion
  • Fixed: Zone restriction module not working after respawn
  • Fixed: Adding items to ammo box in Zeus didn't work correctly
  • Fixed: Showcase Vehicles: Player could not get in the ship
  • Fixed: Aim precision values for pistol crouch and launcher standing stances to match values for other weapon types
  • Fixed: Broken size of the hint area when a hint and its sub-hint were used without any other hint between them
  • Fixed: DLC Bundle duplicity in Expansions menu
  • Fixed: Scripting error while browsing respawn menu
  • Fixed: Respawn menu was sometimes too slow
  • Fixed: Live-feed and Skirmish module category
  • Fixed: Duplicated inventory item in action menu
  • Fixed: Intentionally negative rating used in DM missions is no longer displayed in the debriefing
  • Fixed: "End Scenario" module used wrong ending type
  • Fixed: Showcase Zeus was not marked as completed when player left after a task told them they could
  • Fixed: Ordnance module was using effects incompatible with the Zeus Ordnance module. Explosions will now be stronger, but existing missions won't be affected unless you edit the module in editor and save it again.
  • Fixed:
  • RscTextCheckBox
  • spam in RPT when opening GUI editor
  • Fixed: Empty reflector in
  • Helicopter_Base_H
  • Fixed: Last bullet still visible in Rahim's magazine despite it being empty
  • Fixed: Error in modules while reading
  • CfgAddons
  • Fixed: Binoculars and NVGs were not added correctly to ammo boxes
  • Fixed: "Watch Direction" sentence in Radio Protocols
  • Fixed: Missing icons in Field Manual in Russian localization
  • Fixed: Hint in AV terminal no longer overlaps the terminal menu
  • Fixed: Scripting error when attempting to open non-existing inventory
  • Fixed: Opening a loadout with specific weapon types (i.e., weapons classes with attachments already on them) caused container magazines not to be loaded correctly
  • Adjusted: Environmental map on various vehicles
  • Adjusted: Materials of the small backpack
  • Adjusted: Capacity of inventory of copters
  • Adjusted: Alignment of cursor and optics for launchers
  • Adjusted: Volume preview samples and configuration in audio settings
  • Enabled fatigue parameter
  • New damage and destruction materials for all vehicles
  • Unused GameSpy IDCs removed
  • UAV terminals now have the correct author defined
  • Adjusted flare size, intensity and coloring of flashlight accessory
  • Cleaned up and restructured HUD config for PO-30 Orca
  • CH-49 Mohawk's inventory contains proper weapons, not OPFOR ones
  • Changed volume of reloading for most weapons
  • Revamp of muzzle suppressors (see <a href="http://forums.bistudio.com/showthread.php?179308-Weapon-sounds-affected-by-suppressors-change-in-1-23" target="_blank"> http://forums.bistudio.com/showthread.php?179308-Weapon-sounds-affected-by-suppressors-change-in-1-23 </a>)\n* Overhauled inertia values for weapons and attachments. Main source of imprecision will be sights alignment, not sway distortion that will be elevated only with higher fatigue or arms damage in effect.
  • Assault Pack (Hex) should have the right texture
  • Changed volume of closure sounds
  • Minor volume changes of reloading sounds
  • Host server: Added port warning
  • Host server: Fixed conversion of labels to upper-case
  • Optimized turning animation
  • aimPrecision
  • to comparable levels among weapons (x2 when standing, x3 when crouched, x4 in prone)
  • Optimized aiming precision states for adjusted stances. Since they do not have appropriate turning animation stances configured their base precision must be higher than default stance, for else they will posses unreasonable advantage over default stances.
  • Decreased duty of running with lowered rifle in crouch position
  • Adjusted moving speeds and duty values of certain stances to prevent unintuitive discrepancies
  • Optimized prone stance adjustment poses aim precision
  • New post-process filtering for Radio Protocols
  • TRG correctly hides magazine when there is none in the weapon
  • maxZeroing
  • parameter has been properly configured for all weapons
  • Hints and user actions have been unified for Disarm / Disable / Deactivation of explosives
  • Various fixes in Field Manual and hints
  • Minor changes in suppressors weights
  • Changed launcher hit mask
  • Decreased vertical movement of secondary weapon sway class
  • Attempt to fix several rag-doll issues by decreasing the magnitude of hit forces applied and simultaneous increase of mass for bones to prevent them from flinching wildly
  • Increased negative effect of damage over secondary weapon sway class. It should be hard to aim with crippled hands.
  • A little elf hiding some caps has been found and dealt with, thus the caps shall be available again
  • Facewear (former glasses) has mass correctly set

Potential campaign spoilers:

  • New head- and face-wear added to units in Patrol missions and in the “Adapt” armory
  • Tweaks in randomization, placement and compositions of enemy patrols in the “Adapt” Patrols

ENGINE:

  • Fixed: Calling underwater damage on non-local submarine
  • Fixed:
  • IRLaserOn
  • action
  • Fixed: Game could crash after changing soldier's face type
  • Fixed: Car tracks are no longer drawn in the future
  • Fixed: Maximum inventory load threshold could be trespassed
  • Fixed: Traveling back to the past
  • Fixed: CTD occurred when ejecting a dead unit from a car (Zeus)
  • Fixed: Setting connection string when creating MP session from the game
  • Fixed: Prevent created agent from opening his gear
  • Fixed: Trigger pulling for normal man simulation tree
  • Fixed: Not showing cutscenes in the main menu
  • Fixed: Suppressors override weapon specific parameters, making
  • initSpeed
  • ,
  • hit
  • and
  • cost
  • parameters work everywhere as expected
  • Fixed: Ragdoll false recovery
  • Fixed: Possible CTD
  • Fixed: Possible CTD in the Zeus map
  • Fixed: Adding corpses from disconnected players to
  • disposeManager
  • ( <a href="http://feedback.arma3.com/view.php?id=17532" target="_blank"> http://feedback.arma3.com/view.php?id=17532 </a>)\n* Fixed: Crash when segments don’t have a shape
  • Fixed: Issue with disabling moving of units outside Zeus editable area affected by the camera angle
  • Fixed: Setting of hair AtoC shader constants
  • Fixed: Action menu - heal is offered, while the new action is opening doors
  • Fixed: Exploit that allowed Zeus to move soldier groups using rotation even outside of the editable zone
  • Fixed: CTD when MP role had not soldier created
  • Fixed: Possible CTDs in Buldozer
  • Fixed: AT launcher - optics were misaligned with cursor
  • Fixed: Possible CTD
  • Fixed: Environment - Player is able to put items into gas pumps
  • Fixed: Recoil coef does not influence weapon behavior
  • Fixed: Missing recoil after turning (and some other animations)
  • Fixed: Undeletable profile in configuration
  • Fixed: Broken
  • GunCloud
  • ,
  • GunFire
  • loading
  • Fixed: Copyright string in file properties
  • Fixed: Thermal Imaging from Laser Designator transferred to every scope
  • Fixed: Player observers now always send their target to the gunner
  • Fixed: An exploit in Zeus which allowed forcing players out of vehicle
  • Fixed: Possible CTD while finding a path in a house without a model
  • Fixed:
  • healSoldier
  • CTD
  • Fixed: Recoil direction when using iron sights
  • Fixed: Artillery target deleted to soon
  • Fixed: Player is unable to change weapons in fixed-wings
  • Re-fixed: Remote control using map
  • Fixed: Sound: Reloading can be heard far away
  • Fixed: Video playing when a video finished before its audio
  • Fixed: Possible CTD in Zeus map
  • Fixed: Weapon selection for pilot (seen mainly in Wy-55)
  • Added: Checks if objects are static in map (script commands)
  • Added: New script commands related to UAVs - connectability ( <a href="https://community.bistudio.com/wiki/isUAVConnectable" target="_blank"> isUAVConnectable </a>
  • , <a href="https://community.bistudio.com/wiki/enableUAVConnectability" target="_blank"> enableUAVConnectability </a>
  • , <a href="https://community.bistudio.com/wiki/disableUAVConnectability" target="_blank"> disableUAVConnectability </a>)\n* Added: New scripting commands for working with mines ( <a href="https://community.bistudio.com/wiki/allMines" target="_blank"> allMines </a>
  • , <a href="https://community.bistudio.com/wiki/detectedMines" target="_blank"> detectedMines </a>
  • , <a href="https://community.bistudio.com/wiki/mineDetectedBy" target="_blank"> mineDetectedBy </a>)\n* Added: Adding joined sessions to the Steam history
  • Added: New scripting command for getting a list of all diag modes (
  • diag_list)\n* Added: New scripting command for reading configs into arrays with a filter ( <a href="https://community.bistudio.com/wiki/configClasses" target="_blank"> configClasses </a>)\n* Added:
  • isAutotest
  • script command
  • Added: Support for spaces in mods in -mod= parameter as long as all the mods are quoted (e.g. -mod="Mod1; Some Other Mod;WeaponA")
  • Added: New weapon parameter
  • maxZeroing
  • (fixes a scopes zeroing glitch)
  • Added: New
  • mapName
  • parameter for
  • SteamTags
  • Added: Stealing of UAVs (not yet configured in data)
  • Added: Ability to force difficulty for selected scenarios
  • Footsteps alpha and the ability for config to enable footsteps / tracks / blood in world definitions
  • Magazines slots should be highlighted the same way as other item types <a href="https://community.bistudio.com/wiki/enableFatigue" target="_blank"> enableFatigue </a>
  • true;
  • doesn't reset fatigue anymore
  • Complete removal of the disabled GameSpy technology
  • Changed warning message when profile variable space is locked to be more helpful
  • Hiding lights for hidden vehicles
  • New command
  • playerControlled
  • (like the <a href="https://community.bistudio.com/wiki/player" target="_blank"> player </a>
  • command, but it will return the remote-controlled unit)
  • Overhauled weapon sway available (no inertia yet)
  • Hiding markers for invisible objects and simulation is enabled
  • Radio Protocol: Added parameter absolute angle into
  • RadioMessageWatchDir
  • VON: Direct communication: Changed targets selection
  • +password
  • and
  • +connect
  • now supported in connection string (so it's possible to join a server from Steam's browser)
  • Radio protocol: Changed parameters going to
  • RadioMessageWatchDir
  • Radio protocol:
  • SentCmdDeactivateMine
  • Tweaked: Spatialization of loud sounds
  • Removing UavPilot when a transport is destroyed
  • Unarmed UGV - broken follow command in terminal
  • Sound: Update to audio option previews, added stereo sample support
  • Tooltip for disabled difficulty options if difficulty is forced
  • Support for joining passworded sessions via friends / invites / Steam browser
  • Possible fix of crash during video playback
  • UAVs
    • Locked camera (added a new key binding to do that)
    • Locked camera - camera rotation precision improved
    • Locked camera - camera rotation set to zero when switching to manual view


SPOTREP-00030

SPOTREP-00030

  • FROM: Project Lead
  • TO: Arma 3 Users
  • UNIT: Main Branch
  • ACTIVITY: Game Update: 1.26 (Guaranteed network messaging, Sharpen filter, Launcher presets, Launcher newsfeed)
  • SIZE: ~846 MB

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.
  • We've enabled Steam-based redistrutables for Visual C++, .NET and DirectX, which may run one time if they had not been installed previously.
  • A new Steam branch is now available for advanced users: Legacy Build (1.24). As its name implies, it contains the previous main branch version. It can be used to compare specific changes between major releases. The access code for this branch is:
  • Arma3Legacy124

CHANGELOG

DATA:

  • Fixed: Damage and destruction materials for Hunter, Greyhawk and Offroad variants
  • Fixed: Altian civilians should speak their language correctly
  • Fixed: Demolition charge has correct model when dropped from inventory
  • Fixed: Mi-48 optics
  • Fixed: It was possible to access Arsenal on a destroyed ammo box
  • Fixed: Sound of Wipeout rocket explosions
  • Fixed: Alternative sights don't have optic effects from main sights anymore ( <a href="http://feedback.arma3.com/view.php?id=13057" target="_blank"> http://feedback.arma3.com/view.php?id=13057 </a>)\n* Fixed: Pitch shift of grenades
  • Fixed:
  • CfgPatches
  • for camo versions of sniper rifles
  • Fixed: Zone Protection worked only when there was an entire AO defined
  • Fixed: Supports module no longer lists vehicles with protected scope as available Virtual Providers
  • Fixed: Wrong localization of "Watch" button for Community Guides in French
  • Fixed: Possible error message in Supports module when calling in artillery after a bombing run using Virtual Providers
  • Fixed: Player's appearance consistent with the overview image of Showcase Supports
  • Fixed: Panther no longer throws itself over the edge during insertion in Showcase Combined Arms
  • FIxed: Changed squad movement speed modes in Showcase Combined Arms to accommodate changes to fatigue
  • Fixed: Kuma vulnerability mitigated
  • Fixed: Kart Trolley had a bad shadow
  • Fixed:
  • CfgPatches
  • have been tweaked for Bootcamp components
  • Fixed: Optimized overall car inventory maximum loads to more reasonable levels
  • Fixed: Adjusted memory points of Bobcat LMG
  • Fixed: Driver of Sochor may be shot while turned out ( <a href="http://feedback.arma3.com/view.php?id=19876" target="_blank"> http://feedback.arma3.com/view.php?id=19876 </a>)\n* Fixed: Issue with OPFOR grenadier harness variant providing unreasonable amount of armor protection
  • Fixed: Error message in MP Virtual Arsenal
  • Fixed: Slightly adjusted damper size of quad-bike
  • Fixed: Strange chromatic aberration in alternate scopes
  • Fixed: Adjusted fire geometry of Blackfoot
  • Fixed: Crawling animation are played slowly
  • Fixed: Speedboat turret doesn't disappear after being hit
  • Fixed: Faces now show proper author in Virtual Arsenal
  • Fixed: Various visual issues with Tempests
  • Fixed: Pilots' visibility of compass if radar is disabled
  • Fixed: Adjusted water resistance of Mohawk
  • Fixed: Sochor is now usable for the Artillery support module
  • Fixed: Skinning of back shields of VR Soldier improved
  • Fixed: Adjusted durability of rear glass of SUV
  • Fixed: Adjusted geometries of Zamak
  • Fixed: Nasty hit point settings issue that caused Helicopter Pilots, Helicopter Crews and Pilots across all factions to be able to sustain an unreasonable amount of damage suffered to their extremities. Their coveralls now offer much less protection against direct hits, however, they now offer some protection against explosive damage.
  • Fixed: Model of Supply Crate has been recreated to prevent script issues ( <a href="http://feedback.arma3.com/view.php?id=19324" target="_blank"> http://feedback.arma3.com/view.php?id=19324 </a>
  • and <a href="http://feedback.arma3.com/view.php?id=19339" target="_blank"> http://feedback.arma3.com/view.php?id=19339 </a>)\n* Fixed: OPFOR VR Soldier and Entity tweaked to receive the same damage as their counterparts
  • Fixed: Unarmed player standing up from prone stance no longer players a swimming animation
  • Fixed: Orientation of insignia (left arm), insignia / clan area made smaller to fit other BLUFOR units (like coveralls)
  • Fixed: Possible scripting error in some instances of the player receiving damage
  • Fixed: Self-propelled artillery is now correctly categorized as artillery instead of as tank
  • Fixed: Possible error message when using Transport support module
  • Fixed: Lights of HEMTT are no longer shining while off when looking from a distance
  • Fixed: Showcase Combined Arms: Time limit is ignored once one member of the players' group boards the helicopter
  • Fixed: Missing icons in
  • ComboBoxes
  • in editor
  • Fixed: Incorrect colors of pictures in the Insert Marker display
  • Fixed: Color of
  • RscCombo
  • Fixed: Missing rank picture in the map
  • Fixed: Shadow for TRG-21 EGLM
  • Fixed: UI icons of P07
  • Fixed: ARCO accuracy
  • Fixed: TI on GMG static turret
  • Fixed: Color of pictures in variables
  • ListBox
  • in Colors tab
  • Fixed: Removed excessive smoke magazines for Speedboat
  • Fixed: Adjusted damage resistance of raised static weapons
  • Fixed: Raised static GMG had a wrong get-out animation
  • Fixed: Tweaked selections for the GM-6 model
  • Fixed: Decreased too high maximum inventory capacity of several vehicles
  • Fixed: Repaired shadow & placement of suppressor of 4-Five
  • Fixed: Turning on the spot now has a negative impact over resting with all weapons in all stances correctly
  • Fixed: Incorrect color of the side picture of a selected player in Role Assignment
  • Fixed: Minor volume changes of crash sounds
  • Fixed: Wrong structural armor of static GMGs
  • Fixed: Rahim 7.62 - The iron sights on the barrel are too cold in thermal
  • Fixed: Repaired fire geometry of the Ghosthawk
  • Fixed: Default collective and auto-hover tweaks
  • Fixed: Binoculars and range finders were not exported correctly from Arsenal ( <a href="http://feedback.arma3.com/view.php?id=20026" target="_blank"> http://feedback.arma3.com/view.php?id=20026 </a>)\n* Fixed: Missing camo selection added to the remaining LODs of Press (Vest)
  • Fixed: Pitch indicator of Blackfoot was reversed
  • Fixed: Decreased direct impact of damage suffered over breathing
  • Fixed: Pop-up error with Zubr .45
  • Fixed: Various changes in localization and scope parameter of uniforms
  • Fixed: Pedals and collective of helicopters work correctly
  • Fixed: Removed random rotor from PhysX LOD of xH-9 family of copters
  • Fixed: Arsenal module placed by Zeus didn't work correctly when Zeus was client
  • Fixed: Adjusted durability of the Devices
  • Fixed: Cargo get in side for Fuel Trucks
  • Fixed: Civilian Fuel Truck has correct textures
  • Fixed: Banking of cyclic for Mohawk
  • Fixed: Flags on shoulders now look better
  • Fixed: Missing camo-selection on trousers and gloves of BLUFOR soldier
  • Fixed: Path LODs for AI in military cargo HQ buildings
  • Fixed: Missing material for last LOD of the big transmitter tower
  • Fixed: Buoyancy warning of the wave power plant
  • Fixed: The ruins of barracks now have proper penetration materials and impact effects on the floor
  • Fixed: Adjusted front and side plating of Panther
  • Fixed: Centered external camera position of AMV-7 Marshall
  • Fixed: Maximum and minimum elevation of RCWS guns on armored vehicles
  • Fixed: An error when turning out in ZSU-39 Tigris
  • Fixed: Removed borders on icons of ZSU-39 Tigris
  • Fixed: An issue that guns on ZSU-39 Tigris could disappear when observed from far away
  • Fixed: Enormous network traffic caused by Simulation Manager module
  • Added: Opening / closing building doors now has sounds
  • Added: Sharpen filter option (separated from PPAA filters)
  • Added: Proper sound to VR surface when hit by fire
  • Added: Area-restriction for missile-specific HUD feature for PO-30
  • Added: New "Arsenal" module (when placed on top of a unit, Zeus can configure its load-out)
  • Added: Seagull sound
  • Added: Sound of church bells
  • Added:
  • RscTestControlTypes
  • - display with all available control types
  • Added: Sound of reloading the static GMG, Titan and Mortar
  • Added: Sound of tank cannon reloading
  • Added: Sound of HMG reloading
  • Added: Ground Vehicle Crew community guide
  • Added: Hint for using the UAV terminal into Showcase Drones
  • Added: RCWS Stomper has a proper icon
  • Added:
  • ListNBox
  • data and value
  • Added: Configured position lights for Greyhawk / Ababil
  • Added: CheckBox for controlling AV lights in AV terminal
  • Added: IDC of lights CheckBox in AV terminal
  • Added: An option for turning off headgear randomization for civilian characters via
  • "this setVariable ["BIS_enableRandomization", false];"
  • in the character's init. For turning off facewear randomization, insert
  • "removeGoggles this;"
  • into the character's init, or simply use desired facewear via "this addGoggles "facewear_class_name";".
  • Added:
  • colorPicture
  • parameters to
  • ListBox
  • ,
  • XListBox
  • and
  • ComboBox
  • Added: New sounds for getting in planes
  • Added: Pressing Ctrl + Shift + C in Arsenal will export a load-out in config format, usable in
  • CfgVehicles
  • and
  • CfgRespawnInventories
  • . This option might be moved to interface later.
  • Added: Wheels of helicopters properly roll while taxiing
  • Added: Transmission hit points to helicopters
  • Added: Ability to completely disable ZGM moderator rights
  • Added: New option for Vehicle Respawn module, which lets the vehicle respawn only on synchronized respawn positions
  • Added: More crash sound variants for MRAPs, Offroad and Quadbike
  • Tweaked: Shadow LOD of beanies
  • Tweaked: Armor and mass of the party tent and winner's podium
  • Tweaked: Destruction effects for quad bikes and karts
  • Updated: Sounds for character roll animations
  • Updated: Improved skinning of main back shield on
  • VR_Protagonist_F
  • Updated: Optimized dust of some missile explosions
  • Updated: Visual tweaks for the AAF officer
  • Updated: Adjusted sound of fire mode selector on the Katiba rifle
  • Changed: Heads of story characters are now part of
  • Man_A3
  • Changed: Fuel explosion power for land vehicles
  • Changed: Set up correct fatigue exhaustion rate after the exhaustion rate multiplier gain from inventory load was fixed according to the original fatigue design
  • Changed: Virtual Arsenal has been moved from
  • Ui_f_Bootcamp
  • to
  • Ui_f
  • Changed: Increased opacity of the Kajman's HUD
  • Changed: Offroad maximum capacity
  • Changed: Quad-bike maximum capacity
  • Changed: Fuel explosion of various vehicle types has been tweaked
  • Changed: Moved VR Training icons from
  • Ui_f_Bootcamp
  • to
  • Ui_f
  • Changed: Adjusted flare size of the Speedboat reflector
  • Changed: Changed breathing speed coefficient to 10
  • Changed: Adjusted positions of all UI elements in AV terminal
  • Changed: OPFOR medic now has his rifle equipped with only a pointer by default just like medics of other factions
  • Changed: OPFOR repair specialist now has the correct weapon variant
  • Changed: Urban OPFOR medic now has the correct weapon variant
  • Changed: Urban OPFOR explosive specialist now has the correct weapon variant
  • Changed: Urban OPFOR engineer now has the correct weapon variant
  • Changed: Slight tweak of sound gain of closure pistols
  • Changed: Adjusted PAPI light material to shine at night
  • Changed: Light helicopters are now available for CAS support
  • Changed: Optimized character hit point settings. Actual damage dealt should be less random and more predictable according to the respective body parts.
  • Changed: Scaled Independents vests back to the standard values
  • Changed: Slightly increased capacity of the BLUFOR Rig and Grenadier vest to better compensate for their higher weight and avoid over-equipment
  • Changed: Showcase Helicopters: Starting experience improved a bit
  • Changed: Showcase Combined Arms: Increased time limit from 4 minutes to 6
  • Changed: Renamed
  • pictureColor
  • parameter of
  • ListBox
  • ,
  • XListBox
  • and
  • ComboBox
  • to
  • colorPicture
  • Changed: Increased weight of GPS and Radio items
  • Changed: Increased weight of Rangefinder and Laser Designator items
  • Changed: Sound of launcher reloading
  • Changed: Shadow of GM-6
  • Changed: UI icons for Rook
  • Changed: Optimized inventory capacities of helicopters
  • Changed: Optimized duty values of various resting positions. Resting is now dependent on what you are holding in a given position, how do you hold it (raised or down) and whether you are still or turning around. This differences applies to all weapons in all stances.
  • Changed: Also substantially increased fatigue gain when getting from prone to kneel
  • Changed: Set up correct breathing values for new breathing mechanics
  • Changed: Increased weight of the GM 6 Lynx and M320 LRR rifles to better match their real life counterparts
  • Changed: Water impacts of units (fall of soldier to the water) tweaked
  • Changed: Color of selected item in
  • ListBox
  • ,
  • XListBox
  • and
  • ComboBox
  • to white
  • Changed: Tweaked AAF officer
  • Changed: Parameter of the maximum audible distance of changing fire mode to 5 meters
  • Changed: Some AAF soldiers now use
  • U_I_CombatUniform_shortsleeve
  • instead of
  • U_I_CombatUniform_tshirt
  • , which is used no more
  • Changed: Explosive ammo (only for A-164) particle effects optimized
  • Changed: Resistance of OPFOR soldiers to grenades
  • Changed: Optimized following speeds of movement:
    • Increased speed of walking in crouch with lowered pistol
    • Increased speed of walking in stand with lowered rifle. (credits to
    • Jester 814
    • for pointing this out)
    • Slightly slowed down running in crouch with lowered rifle
    • Increased fatigue gain while walking in kneel with raised weapon
    • Decreased speed from running in crouch with raised rifle
    • Slightly decreased speed for tactical movement in crouch with raised rifle
    • Increased fatigue gain while walking in crouch with raised pistol
    • Substantially increased speed while walking with launcher in crouch
    • Increased speed of walking while standing with launcher
  • Localized: Arsenal module error states
  • Removed: Obsolete debug logs in Zone Restriction module
  • Moved: New
  • RscButton
  • attributes from
  • UI_F_Curator
  • to
  • UI_F
  • Decreased general sway and breathing distortion speeds by 20%
  • Decreased lateral sway movement by 20%
  • Increased time window of holding breath to 8 seconds (previously 6) but also slightly decreased the time needed for holding breath to take full effect
  • Left leg is no longer used to brake in standard cars
  • Holder for LRPS should be available in Zeus
  • Miniguns don't use submunition anymore
  • Ability to steal UAVs by UAV Operators added (parameter
  • uavHacker
  • configured)
  • Dust effects for characters improved (there was no dust on some surfaces which are pretty dusty in real life)
  • Improved handling of multiple engine damage for helicopters
  • Removed
  • execVM
  • on fired Event Handler of the AH-99 Blackfoot
  • HULL damage indicator tied with total aircraft damage
  • Camo variants of sniper rifles added to their respective snipers
  • Sniper rifles camo variants added to their respective ammo boxes
  • 230mm rockets have a proper rate of fire
  • Descending certain optimal slopes no longer restores fatigue; it 'only' prevents fatigue gain now
  • Resolved: Animation problem with Mi-48's gatling montage
  • Improved: Armored window hit points and crew protection hit points for the Mi-48
  • AI discouraged from firing too small arms at gunships (12.7mm and above are still a threat)
  • Moved Buzzard and Wipeout in Y axis in the model to allow them being spawned near ground
  • Placeholder icon for VR entity body replaced with real icon
  • Potential campaign spoilers:
    • Common Denominator: Targets and RCO crate are now indestructible
    • Damage Control: The Hummingbird can no longer be destroyed
    • Diplomatic Relations: The Hellcat can no longer be destroyed
    • Diplomatic Relations: Friendly fire is now detecting whether kills were made by
    • BIS_lacey
    • Diplomatic Relations: Added check to ensure player has a weapon before cutscenes start
    • Fixed: Strider patrol not boarding its Strider in Situation Normal
    • Fixed: Paradise Found: Miller was too quiet in the final cutscene
    • Fixed: Campaign: Mike-26 is restricted even after Radio Silence
    • Added: Better visuals for the VR Material Penetration course
    • Added: MX magazines to the weapon crate in Common Denominator
    • Changed: Wind setting from manual to automatic in Bootcamp campaign
    • Changed: Damage Control: Adams will no longer occasionally order you to return while driving through Kavala
    • Changed: Improved handling of Zone Restriction
    • Fixed: Ensured Conway does not have any kind of face wear
    • Fixed: Forcing Adams' position when checking the wounded is now less obvious
    • Fixed: Strider patrol now reacts better to spotting the player in Situation Normal
    • Fixed: You will no longer be ordered to destroy the wreck if it's already destroyed in Blackfoot Down
    • Fixed: Replacement charges will now only be added to dead units in Blackfoot Down
    • Fixed: Killing Sgt. Lacey should always result in mission failure in Situation Normal
    • Fixed: Error at mission start in Situation Normal
    • Fixed: Friendly fire detection terminated in the final state of each mission in Bootcamp campaign
    • Fixed: Adams' map marker is now in the correct location in Bootcamp campaign
    • Added: Death Valley: Added savegame before the plane attack
    • Fixed: Script error after clearing the town in Infantry
    • Fixed: Mission wouldn't progress if the medic died while treating a soldier in Infantry

ENGINE

  • Fixed: <a href="https://community.bistudio.com/wiki/hideObjectGlobal" target="_blank"> hideObjectGlobal </a>
  • for Dedicated Servers
  • Fixed: <a href="https://community.bistudio.com/wiki/enableSimulationGlobal" target="_blank"> enableSimulationGlobal </a>
  • for Dedicated Servers
  • Fixed:
  • fuseDistance
  • is properly calculated for EPE shots
  • Fixed: Problem with color overflow in the VR world
  • Fixed: Shaking of camera in extreme conditions when normal values for G shake are not set up
  • Fixed: <a href="https://community.bistudio.com/wiki/setDamage" target="_blank"> setDamage </a>
  • on static objects for JIPed players
  • Fixed: Profile editing issue
  • Fixed: Heading UI element in HUDs
  • Fixed: PiP when switching from vehicle to UAV
  • Fixed: Context menu can be accessed in tasks, main menu, players list
  • FIxed: Headless Client should not start scenarios
  • Fixed: Problems with create message ordering for JIP
  • Fixed: Possible CTD in selecting weapons
  • Fixed: Deactivate mine action for AI
  • Fixed: UAVs do not have collision with units, but units do
  • Fixed: <a href="https://community.bistudio.com/wiki/addMagazine" target="_blank"> addMagazine </a>
  • duplicates items when executed more than once
  • Fixed: <a href="https://community.bistudio.com/wiki/setTimeMultiplier" target="_blank"> setTimeMultiplier </a>
  • is no longer affecting wind change speed
  • Fixed: UAV cannot be connected after <a href="https://community.bistudio.com/wiki/setCaptive" target="_blank"> setCaptive </a>
  • true
  • Fixed: Dedicated Server CTD
  • Fixed: Possible CTD
  • Fixed: Wrong initial path planning checks
  • Fixed: <a href="https://community.bistudio.com/wiki/lnbValue" target="_blank"> lnbValue </a>
  • scripting command
  • Fixed: UAV can not be hacked if <a href="https://community.bistudio.com/wiki/setCaptive" target="_blank"> setCaptive </a>
  • is true
  • Fixed: Problems with a wrong FSM for the mine deactivate action
  • Fixed: CTD after pressing M in UAV terminal view ( <a href="http://feedback.arma3.com/view.php?id=19890" target="_blank"> http://feedback.arma3.com/view.php?id=19890 </a>)\n* Fixed: Removed animation spam when AI is trying to go from
  • Lying
  • to
  • HandGunLying
  • Fixed: Ordering of axes for UI object position getter
  • Fixed: Autohover info control
  • Fixed: Fatigue now not restored when holding breath
  • Fixed: AI soldiers: Dynamic error influenced by fatigue and damage
  • Fixed: UAV turrets rotation control restored
  • Fixed: Speed of sound simulation
  • Fixed: Multiplayer turrets movement not visible for other players
  • Fixed: Removed URL length limit in
  • structuredText
  • control
  • Fixed: AI is more resistant to bullets while moving
  • Fixed: Instancing of proxies with different heat source in TI
  • Fixed: An issues where crew of vehicles might not be rendered when observed through zoomed in optics
  • Fixed: Game freezes when player mouse-overs the DLC text in Field Manual
  • Added: Scripting command for camera locking ( <a href="https://community.bistudio.com/wiki/lockCameraTo" target="_blank"> lockCameraTo </a>)\n* Added: Script command <a href="https://community.bistudio.com/wiki/getCargoIndex" target="_blank"> getCargoIndex </a>
  • Added: Support for Sharpen PP in video options UI
  • Added: Animation source sound controllers support
  • Added: New event
  • onCheckedChanged
  • for checkbox in UI
  • Added: Possibility to enable / disable UI control directly in configs
  • Added: Support for URL tags in
  • structuredText
  • control
  • Added: New command for getting class name of given UI control (
  • ctrlClassName)\n* Added: Lock PhysX scene during buoyancy update for safety
  • Added: New command for setting orientation of UI object  (
  • ctrlSetDirection)\n* Added: Reading of config parameters for sliders
  • Added: Loading of
  • visible
  • attribute for controls
  • Added: Support for multi-samples in animation sounds, direction controller fix
  • Added: New commands for setting and getting models for
  • ControlObject
  • Added: Dynamic creation of UI controls
  • Added: Getters for control object directions, etc.
  • Added: Detect interpolation change, added terminated parameter for doors
  • Added: Event Handler for clicking on HTML tag in a
  • structuredText
  • control
  • Changed: Small changes to fatigue formulas
  • Changed: Minor tweak to weapon sway formula
  • Changed: Disabled update of connection string in Steam profile (letting Steam to update connection string)
  • Changed: Improved <a href="https://community.bistudio.com/wiki/createVehicleCrew" target="_blank"> createVehicleCrew </a>
  • command to allow creating missing crew also in not empty vehicles
  • Changed: World array vehicles for PhysX simulation moved to separate array
  • Changed: Behavior of how fatigue and damage affects the ability to hold breath
  • Changed: Changed config parameter naming for listboxes
  • Changed: AI turrets aiming error now influences acceleration of rotation
  • Changed: Further tweaks to breathing mechanics
  • Changed: Commands <a href="https://community.bistudio.com/wiki/everyBackpack" target="_blank"> everyBackpack </a>
  • and <a href="https://community.bistudio.com/wiki/everyContainer" target="_blank"> everyContainer </a>
  • return empty array also for null objects
  • Changed: Separate DLL for the Steam interface which is used by Launcher and Publisher
  • Changed: Order of cleaning the PhysX scene (fetch simulation before world clean-up)
  • NV and TI mod in AV Terminal PiP
  • Custom waypoint from UAV (LMB + Shift)

LAUNCHER

  • Fixed: Crash when unable to read preview picture file
  • Fixed: Missing parameter setting property
  • Fixed: Addon management not updating addon number properly
  • Fixed: Launcher freezes after multiple clicks on the re-download addon button
  • Fixed: ‘Update available’ message is partially in the tick box
  • Fixed: Unsubscribing an addon via Steam Client causes Laucher updating progress bar to freeze
  • Fixed: Launcher doesn't finish download of some addons - colon is a volume separator char - replaced by '-'
  • Fixed: Multiple download of the same preview image
  • Fixed: Workshop item name change was not detected neither updated in launcher
  • Fixed: Space is missing between some words
  • Fixed: Launcher version can be one again copied to clipboard using shortcut Ctrl + . (Control + Dot)
  • Fixed: Drag and drop sorting doesn't work correctly after opening and closing info of a few addons
  • Fixed: Text overlaps when the overwrite dialog appears
  • Fixed: Image directories are deleted as well now
  • Fixed: Subscribed items filtering - items which have any of
  • addonreqtag
  • get into launcher
  • Fixed: Window is too small when user has DPI over 100%
  • Fixed: Removed padding change when mouse hover over button from default button style (was breaking custom message box)
  • Fixed: Sorting arrow is blurred (replaced with custom path)
  • Fixed: Removed dependency on assembly 'Microsoft.Expression.Drawing.dll'
  • Fixed: Server password is not disabled after restoring default settings
  • Fixed:
  • NetLog
  • parameter is named as Server and works as Server parameter
  • Added: Feature "Addon Presets"
  • (+ default file-based provider)
  • Added: Page for News, displaying development reports from <a href="http://dev.arma3.com/" target="_blank"> http://dev.arma3.com/ </a>
  • Added: Launcher is now localized into various languages
  • Added: Automatic upgrade of application settings between versions
  • Added: Blurred background under main area if any content is displayed there
  • Added: Examples to parameters
  • Added: Configuration section for launcher-specific values
  • Added: Support for displaying hints and errors in adorned box under text box control
  • Added: HTML to XAML converter
  • Added: Styles
  • Added: Minidump and Windows Error Reporting support
  • Added: When trying to run another instance, a message box is displayed: hitting OK will bring the other (already running) instance to the front and give focus to it
  • Added: Launcher now saves the time and date of when it was last run
  • Added: Bounce effect to checkbox from transition fron unchecked to checked
  • Added: Restore factory defaults button to parameters
  • Added: Code ensuring that presets will be initialized only once
  • Added: Parameter control with Browse button for browsing folders
  • Added: Parameter control with Browse button for browsing files
  • Added: Value coercion to Parameter controls
  • Added: Browse buttons to relevant parameters
  • Changed: Options page header visually unified with the rest of the application
  • Changed: Icons for buttons in addon manager, Options icon
  • Changed: Visual tweaks to controls (check box, combo box, drop down menu, text box, scrollbar, expander, progress bar)
  • Changed: Modified label sizing of Parameters page
  • Changed: Unified visual style of news list and addons list
  • Changed: Moved advanced parameters to new tab
  • Changed: Modified alignment of status text in main window. It's displayed in the same position across different localizations.
  • Proper handling of invalid path characters in addon names
  • Slash in item name replaced by '-' to make it a valid directory name
  • Changed log filename to RPT
  • Preview images are saved in a separate directory according to a unique filehandle (fixed the case where two different items had an image with the same name)
  • Removed close on Esc key press
  • Adjusted margin of a label
  • Changed: Tab control style font


SPOTREP-00031

SPOTREP-00031

  • FROM: Project Lead
  • TO: Arma 3 Users
  • UNIT: Main Branch
  • ACTIVITY: Hotfix: 1.28 (Multiplayer desync improvements)
  • SIZE: ~17 MB / ~7 MB

NOTES

  • This hotfix does not yet fully correct multiplayer issues introduced in 1.26. It is an interim improvement, while we continue to find the source problem(s). Read more about this situation in the most recent <a class="external-link" href="http://dev.arma3.com/post/sitrep-00071" rel="nofollow"> SITREP </a>
  • .
  • Consider using the Steam client option to verify the integrity of the local game cache to avoid corrupted data after downloading this update.
  • A
  • Legacy Build
  • Steam branch is available for advanced users. It contains the previous significant main branch version (
  • 1.24)
  • . It can be used to compare specific changes between major releases. The access code for this branch is:
  • Arma3Legacy124

CHANGELOG

ENGINE:

  • Removed: Guaranteed networking messaging (not just disabled). This may just be temporary while we address issues with this low-level networking feature.
  • Fixed: Stack overflow crash
  • Fixed: Missing console logging on servers


SPOTREP-00032

SPOTREP-00032

  • FROM: Project Lead
  • TO: Arma 3 Users
  • UNIT: Main Branch
  • ACTIVITY: Hotfix: 1.28 (Multiplayer stability improvements)
  • SIZE: ~17 MB / ~7 MB

NOTES

  • While we continue to work hard to fully fix the multiplayer problem(s), we are releasing this hotfix now to try to reduce client crashes as much as possible. Read more about this situation in <a href="http://dev.arma3.com/post/sitrep-00071"> SITREP #00071 </a>
  • and <a href="http://dev.arma3.com/post/sitrep-00072"> SITREP #00072 </a>
  • .
  • Consider using the Steam client option to verify the integrity of the local game cache to avoid corrupted data after downloading this update.
  • A
  • Legacy Build
  • Steam branch is available for advanced users. It contains the previous significant main branch version (1.24). It can be used to compare specific changes between major releases. The access code for this branch is:
  • Arma3Legacy124

CHANGELOG

ENGINE:

  • Fix attempt: Multiplayer clients causing the BattlEye anti-cheat engine to crash.


SPOTREP-00033

SPOTREP-00033

  • FROM: Project Lead
  • TO: Arma 3 Users
  • UNIT: Main Branch
  • ACTIVITY: Hotfix: 1.30 (Multiplayer desync improvements)
  • SIZE: ~23 MB / ~8 MB

NOTES

  • Consider using the Steam client option to verify the integrity of the local game cache to avoid corrupted data after downloading this update.
  • A
  • Legacy Build
  • Steam branch is available for advanced users. It contains the previous significant main branch version (1.24). It can be used to compare specific changes between major releases. The access code for this branch is:
  • Arma3Legacy124

CHANGELOG

DATA:

  • Fixed: LEARN > COMMUNITY GUIDES videos were no longer working due to a YouTube URL format change

ENGINE:

  • Multiplayer optimizations to attempt to combat desync
  • Updated: Voice-over-Net library (Speex)
  • Added: Extended multiplayer statistics and diagnostics (
  • -networkDiagInterval=X
  • , X is the amount of seconds between each diagnostics polling)
  • Fixed: Stack overflow crash


SPOTREP-00034

SPOTREP-00034

  • FROM: Project Lead
  • TO: Arma 3 Users
  • UNIT: Main Branch
  • ACTIVITY: Game Update: 1.32 (Fixathon, New script commands, New event handlers, Weapon Inertia)
  • SIZE: ~1.2 GB

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.
  • A
  • Legacy Build
  • Steam branch is available for advanced users. It contains the previous significant main branch version (1.30). It can be used to compare specific changes between major releases. The access code for this branch is:
  • Arma3Legacy130

CHANGELOG

DATA:

  • Thicker front lower armor plates on wheeled APCs
  • Texture definition added to Kerry's backpack class; it can now be re-textured
  • FIA Miller's and Stavrou's headgear randomization switched off
  • AAF Soldier LAT now has a backpack better suiting his needs
  • Compact backpack with digital camo has better alpha sorting
  • Naming of various structures has been updated to prevent at least some duplicates in ZGM missions
  • Increased volume of samples for changing stances and set maximum audible distance of all movement sound to 20 meters
  • Units should be able to stay under water a little bit longer
  • Removed
  • Plane_Fighter_03_wreck_F
  • from Zeus
  • Walking with a rifle or pistol now regenerates less fatigue than standing still with rifle or pistol coherently among all stances
  • Fatigue for switching weapons was tweaked depending on your stance
  • Removed: Obsolete debug logs in MP Headhunters
  • Sample changes for door sounds
  • Solar power plant has a better set of sounds for its doors
  • Removed: Redundant
  • BIS_fnc_crewCount
  • from
  • Functions_F_Curator
  • (the function file is already in
  • Functions_F)\n* Made objects based on the
  • FloatingStructure_F
  • base class show up in Zeus
  • 20mm rounds are now using
  • multiSoundHit
  • instead of
  • soundHit
  • Renamed: String for striped commoner clothes
  • Nikos’ clothes hidden from Editor and Virtual Arsenal
  • Weapon-related HMD elements of Blackfoot should now always aim where the weapons aim
  • Time Trials - More voice-acting implemented for feedback
  • Time Trials - Vehicle fuel is now reset to whatever it was initialized with (not always 1)
  • Optics of
  • arifle_MX_RCO_pointer_snds_F
  • changed to be actually RCO
  • Weapon-related HMD elements of the Hellcat should now always aim where the weapons aim
  • Unified font size in the HMD of the Hellcat
  • Unit info is hidden while cinema borders are displayed (it was partly visible if large GUI was used)
  • Lowered volume of 2D samples in first-person view
  • Time Trials: Certain endings are now correctly failure endings (affects debriefing)
  • Time Trials: ‘Friendly Fire’ ending improved slightly
  • Time Trials: Missed CP penalty was not applied when it was the second-last CP
  • Set up correct duty values for binocular stances
  • Set up correct duty values for swimming
  • Slightly decreased duty of running in tactical stance with lowered weapon in crouch to balance lesser movement speed than is achieved in standard running motion in crouch with lowered weapon (enjoy decoding that sentence ;-))
  • Time Trials - Replaced use of <a href="https://community.bistudio.com/wiki/set" target="_blank"> set </a>
  • with <a href="https://community.bistudio.com/wiki/pushBack" target="_blank"> pushBack </a>
  • for performance
  • Fixed: Time Trials - Situation where a penalty message was shown incorrectly
  • Fixed: Positioning of the muzzle flash on the Mi-48 Kajman's gun
  • Fixed: Static rotor of the UH-80 Ghosthawk should now collide properly
  • Fixed: Visual glitch in distant LODs of the A-143 Buzzard
  • Fixed: Visual glitch on the ammo belt of the M2A4 Slammer Up
  • Fixed: External camera of the T-100 Varsuk was unintentionally too zoomed out
  • Fixed: Missing polygons on the M5 Sandstorm MLRS weapon systems in a distant LOD
  • Fixed: Camo selections in distant LODs on the T-100 Varsuk
  • Fixed: Visual glitch on the wreck of the FV-720 Mora
  • Fixed: Missing camo selections in a distant LOD of the pilot helmet
  • Fixed: Levitating shadows of mirrors of the Ifrit
  • Fixed: An issue that could cause discrepancies in hit-to-kill ratios to soldier extremities
  • Fixed: Front seat passengers in the Zamak truck should no longer clip through the roof
  • Fixed: Alpha sorting on windows of the Zamak trucks
  • Fixed: Sounds of metal doors
  • Fixed: Camo selections of the Zamak have been tweaked
  • Fixed: Shadows of the Strider have been tweaked
  • Fixed: Thermal signatures of civilian vehicles have been adjusted
  • Fixed: Camo in lower LODs of some armored vehicles ( <a href="http://feedback.arma3.com/view.php?id=20055" target="_blank"> http://feedback.arma3.com/view.php?id=20055 </a>)\n* Fixed: Tweaked visuals of APCs
  • Fixed: Glitches in Ghosthawk’s dashboard for passenger view
  • Fixed: Properly aligned HUD weapon crosshairs in the AH-99 Blackfoot
  • Fixed: Adjusted camo selections for the Wipeout
  • Fixed: Wreck model of the Speedboat
  • Fixed: Grenades now shoot from the correct muzzle of the RCWS turret of the UGV Stomper RCWS / UGV Saif RCWS
  • Fixed: Distant LODs of the Truck and the Zamak
  • Fixed: Showcase OPFOR - Player can be killed by the sniper
  • Fixed: Several Zamaks had troubles with their rear windows
  • Fixed: Busy support providers were not made available in an opened Supports menu once they finished their support run
  • Fixed: Possible error message in some cases of failure in VR Training
  • Fixed: Potentially missing tasks after Join-In-Progress in MP Tanks
  • Fixed: Interface flashing when showing ORBAT tool-tip
  • Fixed: Identity set in Arsenal (i.e. face and speech) was not broadcast over the network
  • Fixed: Respawn menu was sometimes flashing unexpectedly
  • Fixed: When the unit currently edited in Arsenal died, the interface and camera were not terminated ( <a href="http://feedback.arma3.com/view.php?id=20295" target="_blank"> http://feedback.arma3.com/view.php?id=20295 </a>)\n* Fixed: Instant magazine reload time of some aircraft weapons (thanks to Ghost Bear)
  • Fixed: Various visual issues on the Gorgon
  • Fixed: UH-80 Ghoshawk - Missing ammo belt of the minigun
  • Fixed: Fire mode selector of camouflaged LRR
  • Fixed: Issue with different starting locations in Escape from Altis
  • Fixed: MP Tanks - AI-controlled platoon commander wouldn't move to the objective
  • Fixed: CAS Wipeout support module was not firing at the target
  • Fixed: Arsenal action was not visible ( <a href="http://feedback.arma3.com/view.php?id=20345" target="_blank"> http://feedback.arma3.com/view.php?id=20345 </a>)\n* Fixed: Small exterior / interior sound bug for the Truck
  • Fixed: Reload of TRG in adjusted right prone is now correct
  • Fixed: Script error when using global Arsenal whitelist
  • Fixed: Possible RPT spam in Escape from Altis (
  • BIS_fnc_spawnGroup)\n* Fixed: Variables assigned by
  • BIS_fnc_objectVar
  • were not preserved after an object's respawn, after its locality changed
  • Fixed: Environment - Sea plant glitch after collisions
  • Fixed: AI units always respawning at the starting location in Escape from Altis
  • Fixed: Various parts of vehicles now correctly utilize an environmental map to show proper reflections
  • Fixed: The main rotor of the WY-55 Hellcat now spins in the correct direction
  • Fixed: Sounds for double sliding doors were played twice
  • Fixed: Blackfoot has comparable cruising speed in Standard and Advanced FM (Helicopters DLC prep)
  • Fixed: Mi-48 Kajman has same cruising speed in Standard and Advanced FM (Helicopters DLC prep)
  • Fixed: Doubly played sound bug
  • Fixed: Possible issue with the rounds selection menu in the Supports module
  • Fixed: Very minor sector dominance (e.g. 4/7) was ignored because of bleeding value rounding to 0
  • Fixed: Name in 'Respawn Position' module had no effect, now it shows correctly in the respawn position menu. Additionally,
  • BIS_fnc_addRespawnPosition
  • accepts name as an optional param.
  • Fixed:
  • BIS_fnc_addStackedEventHandler
  • or
  • BIS_fnc_removeStackedEventHandler
  • removes also the personal waypoint function ( <a href="http://feedback.arma3.com/view.php?id=20602" style="text-decoration: underline;" target="_blank"> http://feedback.arma3.com/view.php?id=20602 </a>)\n* Fixed: Unused story characters have been removed from the editor (they are still available in scenarios)
  • Fixed: Incorrect string references in previously unused Bootcamp conversations
  • Fixed: Material of VR helpers
  • Fixed: Expansions menu - Clicking on the Karts website referred to the Arma website
  • Fixed: Map icon size of the Strider doesn't match other MRAPs
  • Fixed: Clipping tube of ACO holosight tweaked (sharp cut-off of the holo dot fixed)
  • Fixed: Slow movement of armored vehicles doesn't cause camera shake
  • Fixed: Time Trials - Finish CP did not show IGUI element
  • Fixed: Threat values of
  • b_g_soldier_unarmed_f
  • Fixed: Virtual entities are not in underwear anymore
  • Fixed: Respawn position names were not displayed in the respawn menu
  • Fixed: Script error in Zeus
  • BIS_fnc_curatorObjectEdited
  • Fixed: Geometries and roadways on blunt type stones
  • Fixed: "Master VR" was called "Master Stratis" in the loading screen
  • Fixed: Crates dropped via Drop Support module would sometimes kill clients
  • Fixed: Parachute spawned via Drop Support module would sometimes not fold properly
  • Fixed: Sector names were not localized
  • Fixed: Threat values of various vehicles
  • Fixed: Zeus scenario names
  • Fixed: When using a vehicle respawn module (or setting vehicle respawn in Zeus), empty autonomous vehicles were always respawned with virtual crew
  • Fixed: Zeus wasn't able to create Virtual Objects in ZGM scenarios ( <a href="http://feedback.arma3.com/view.php?id=20726" target="_blank"> http://feedback.arma3.com/view.php?id=20726 </a>)\n* Fixed: Selections for displaying damage on Offroads
  • Fixed: WY-55 Hellcat - Dashboard artifacts
  • Fixed: Fatigue should now work correctly for swimming and stances with binoculars
  • Fixed: Side color in editor
  • Fixed: Some missing entity types in the editor
  • Fixed: Disabled custom ending on death in Time Trials (conflicted with sandbox death screen)
  • Fixed: Displays were not off in the SUV when the engine was not running
  • Fixed: Reference to Independent rifleman in radio protocol
  • Fixed: Pilot and copilot of Orca have a proper death pose
  • Fixed: Various JIP issues in Escape from Stratis
  • Fixed: Various JIP issues in Escape from Altis
  • Fixed: Duplicated task notifications in MP Headhunters
  • Fixed: Tasks missing for a reconnected player in MP Tanks
  • Fixed: Ammo selection would not be shown in Supports menu when the artillery unit had only one ammo type
  • Fixed: Red dot of ACO optics should no longer glitch when sidestepping
  • Fixed:
  • BIS_fnc_enemyTargets
  • - Bug in the code example
  • Fixed: DAR didn't display a name in HMDs
  • Fixed: Delayed scrolling of cinema borders
  • Fixed: "Back to Hub" in VR Training no longer triggers from high altitude
  • Fixed: Cropped text on the Parameters button in the MP lobby
  • Fixed: The civilian truck has proper reflections based on the environment
  • Fixed: Shadow LODs / repaired geometries for finish gates
  • Fixed: Incorrect data types in the init display
  • Fixed: Soldiers are now able to board Zamak on the seventh cargo slot
  • Fixed: Desynchronization of cargo items / magazines / weapons on the insertion choppers in MP Showcase Combined Arms
  • Fixed: ORBAT tooltip was interactive even when hidden
  • Fixed: When players entered Splendid Camera while in optics, their head wasn't rendered
  • Fixed: Changing overcast in Splendid Camera took effect only after skipping time
  • Fixed: Zone Restriction was not working correctly in some cases in Bootcamp scenarios
  • Fixed: The "Arming mines" hint is now used correctly in the Placeables Course of VR Training
  • Fixed: Some Zeus challenges could have been completed by AI units
  • Fixed: Player would remain in ragdoll after an unsuccessful attempt in the VR Commanding - Vehicles Course
  • Added: Sound of starting pistol reloading
  • Added: Sound for getting in / getting out of the Kart
  • Added: Main rotor of helicopters is properly hidden when damaged by impacts
  • Added: One of the TKOH skins for the xH-9 family of helicopters was missing
  • Added: Object composition function
  • Added: New sounds for hits when you're inside a vehicle
  • Added: New module
  • LocationEvacPoint_F
  • Added: New samples for ‘lay down from run’ animations and fixed desynchronized sound of fast crawling
  • Added: New surface for dirt runways with specific dust effect
  • Added: Weapon-related HMD elements of Orca should now always aim where the weapon aims
  • Added: New parameters for face injury materials (
  • materialWounded1
  • and
  • materialWounded2)\n* Added: New sounds for lowering and raising weapons (handgun + rifle)
  • Added: Badge Group Icon without surrounding circle
  • Added: Sound of rolling unarmed
  • Added: Zeus can now set new a waypoint type: DROP CARGO
  • Added: Hitpoints for some helicopters to prevent RPT spam
  • Added: New samples for helicopter crashes
  • Added: More memory points to get in specific positions of various vehicles
  • Added: Helicopters have proper camera shake based on G-forces
  • Added: Memory points for tail rotor detection
  • Added: Safe removal of spawned scripts (VR Training)
  • Added: Respawn tickets are now visualized also for sides with no playable units
  • Added: New sounds for minigun shooting and rotation
  • Added: New sound effects for rain on vehicles and vehicle crashes
  • Added: Parameter "features" describing possible script usage of helicopters, planes, armored vehicles, boats and wheeled vehicles
  • Added: Samples for parachutes
  • Added: New samples of rain on vehicles (interior / exterior)
  • Added: New sounds for vehicle crashes (interior / exterior)
  • Added: Camo selections to
  • V_TacVestIR_blk
  • Added: Missing texture for lines on displays
  • Added: Ability to disable animal behavior script (variable
  • BIS_fnc_animalBehaviour_disable
  • in the namespace of an animal)
  • Added: "Time acceleration" module, giving Zeus the ability to set how fast time will flow (up to 60x, which means one day lasts 24 minutes)
  • Added:
  • BIS_fnc_showMissionStatus
  • and
  • BIS_fnc_setMissionStatusSlot
  • , functions working with mission status bar (displayed on right, shows captured sectors, respawn tickets, ...)
  • Added:
  • BIS_fnc_MP
  • now supports scripting commands, not only functions
  • Examples:
  • [nil,"saveGame",false] call bis_fnc_mp;
  • ["Hello World","hint"] call bis_fnc_mp;
  • [[myObject,42],"setDir",myObject] call bis_fnc_mp;
  • Added:
  • BIS_fnc_MP
  • can now remotely execute only scripting commands defined in
  • CfgRemoteExecCommands
  • Added: New explosion sounds for helicopters
  • Added: New sound samples of crashes of light vehicles
  • Added: Hotfix to disable loading / restarting when cinema borders are present (only works for Bootcamp and Survive scenarios)
  • Added: New, simplistic Zone Restriction system for all Bootcamp scenarios
  • Added: Desired fatigue hotfixes for the Survive part of the campaign
  • Changed: Volume of the UGL reload sound
  • Changed: Volume of the fire mode switch for most rifles
  • Changed: Improved effectiveness of SLAM mines against fast-moving vehicles
  • Changed: Sound of crawling
  • Changed: Gunners in Ghosthawk are now able to eject
  • Changed: Adjusted threat values of various vehicles
  • Changed:
  • soundOverride
  • parameters for rearm animations
  • Changed: Fade effect when leaving a Stage or the Hub (VR Training)
  • Changed: Sounds for all rearm animations
  • Changed: SUV survivability should be on par with Hatchbacks
  • Changed: Sound of free fall
  • Changed: Adjusted dispersion of helicopter miniguns
  • Changed: Removed jingles from scenario endings in the first campaign episodes
  • Changed: Launcher reloading volume increased
  • Updated: Credits with new special thanks
  • Updated: VR Cover Objects and VR Blocks now support recoloring via <a href="https://community.bistudio.com/wiki/setObjectMaterial" target="_blank"> setObjectMaterial </a>
  • script command
  • Updated: New WRP for fixed geometries and roadways of blunt rocks
  • Updated: Default flight model of the Mohawk to be on par with its Advanced Flight Model (Helicopters DLC prep)
  • Updated: Lowered rain volume
  • Updated: Helicopter-related sound effects
  • Updated: AI rotation speed with various weapons
  • Tweaked: Thermal signature of the Cheetah
  • Tweaked: Vaulting animation SFX
  • Tweaked: Volumes of the fatigue and injury SFX
  • Tweaked: Characters' threat and cost values
  • Adjusted: Default flight model of the Ghosthawk to be on par with its Advanced Flight Model (Helicopters DLC prep)
  • Adjusted: Damage of minigun ammo
  • Tweaked: KIA animations of Hummingbird passengers
  • Tweaked: Orca SFX
  • Sound: New fatigue samples and new samples for artillery explosions
  • The function for exporting assets to Wiki has a new field for the "features" parameter
  • Improved: Industry Standard key preset
    • 1) Hold breath is now separated to Left Shift so you don't have to always hold breath while you're in optics
    • 2) Toggle raise weapon is now within convenient reach of double tap C instead of Right Shift. Therefore: 1xC is Combat Pace on / off and 2xC is hold weapon up / down.
  • Minor explosion sound changes
  • Set up explosion shielding of VR soldiers on par with ‘RL’ counterparts
  • Slightly optimized vests weight / capacity / protection ratios to better balance the costs & benefits of lighter vests versus those with more protection. These changes follow the general design that the more protection you carry the more fatigue you gain.
  • Potential campaign spoilers:
    • Uniform
    • U_B_survival_uniform
    • added to the list of required gear. As a result the uniform will be automatically given to player when they arrives at the armory.
    • Fixed: Within Reach mission in Adapt's task "Stay Undetected" did not fail in the case player was detected inside a vehicle
    • Fixed: Campaign - Within Reach - Choice about fuel truck in Bingo Fuel not reflected correctly
    • Fixed: Diplomatic Relations - Zone restriction being activated when entering the Hunter
    • Fixed: Common Denominator - The crate having 5.56mm magazines instead of 6.5mm
    • Fixed: Reality Check - Ammo failsafe firing every time you were rearmed
    • Fixed: Damage Control - Missing fires at the MoD
    • Added: (Hopefully, the last) failsafe to ensure the boats move in the Survive outro
    • Death Valley: Improved the balance of the fight through the valley
    • Death Valley: Charlie are now much more reliable at neutralizing the spotters
    • Tipping Point: Reduced effectiveness of the CSAT paratroopers and artillery
    • Diplomatic Relations: Adams will no longer face strange directions upon returning to him
    • Fixed: Damage Control - Soldier standing in the middle of the road
    • Player is given a default rifle on scenario start of the Survive intro if he didn't have one at the end
    • Mortar support is now removed when the attack starts and added again when ordered to engage the mortars in
    • A_m03
    • Radio Silence: Your squad will no longer charge the reinforcements when you run out of mortar ammo

ENGINE:

  • Added: Direct control over the landing gear of helicopters
  • Added: Ban button to the player menu for server admins
  • Added: Security enhancement - Support for a
  • "allowedHTMLLoadExtensions"
  • parameter in Dedicated Server config files in order to limit abuse of the <a href="https://community.bistudio.com/wiki/htmlLoad" target="_blank"> htmlLoad </a>
  • script command
  • Added: New commands for working with Future / Render visual state information
  • Added: UnitRemoveManager for SP and MP
  • Added: Support for tooltips in the
  • CTree
  • UI element
  • Added: New MP-friendly function added for deleting crew in vehicles ( <a href="https://community.bistudio.com/wiki/deleteVehicleCrew" target="_blank"> deleteVehicleCrew </a>)\n* Added: Tooltips for Zeus item lists
  • Added: New scripting commands <a href="https://community.bistudio.com/wiki/setPosWorld" target="_blank"> setPosWorld </a>
  • , <a href="https://community.bistudio.com/wiki/getPosWorld" target="_blank"> getPosWorld </a>
  • ( <a href="http://feedback.arma3.com/view.php?id=20274" target="_blank"> http://feedback.arma3.com/view.php?id=20274 </a>)\n* Added: Name parameter for the
  • HandleDisconnect
  • event
  • Added: New event handlers
  • ContainerOpened
  • and
  • ContainerClosed
  • Added: New scripting commands - <a href="https://community.bistudio.com/wiki/addBackpackGlobal" target="_blank"> addBackpackGlobal </a>
  • and <a href="https://community.bistudio.com/wiki/removeBackpackGlobal" target="_blank"> removeBackpackGlobal </a>
  • ( <a href="http://feedback.arma3.com/view.php?id=15298#c57190" target="_blank"> http://feedback.arma3.com/view.php?id=15298#c57190 </a>)\n* Added: Script command <a href="https://community.bistudio.com/wiki/scriptNull" target="_blank"> scriptNull </a>
  • and <a href="https://community.bistudio.com/wiki/isNull" target="_blank"> isNull </a>
  • support for scripts were introduced ( <a href="http://feedback.arma3.com/view.php?id=14118" target="_blank"> http://feedback.arma3.com/view.php?id=14118 </a>)\n* Fixed: <a href="https://community.bistudio.com/wiki/ctrlSetPosition" target="_blank"> ctrlSetPosition </a>
  • and <a href="https://community.bistudio.com/wiki/ctrlPosition" target="_blank"> ctrlPosition </a>
  • coordinates system for
  • ControlObjects
  • Fixed: An issues where crew of vehicles might not be rendered when observed through zoomed in optics
  • Fixed: Disabled wind vortexes when a plane is destroyed
  • Fixed: Slow rotation of AI turrets in relaxed mode
  • Fixed: Desync caused by missing values in animal update messages
  • Fixed: Copy & paste of dead units in Zeus
  • Fixed: Game time multiplier resetting and saving with the game
  • Fixed: Game freezes when the player mouses over the DLC text in Field Manual
  • Fixed: Hold breath action
  • Fixed: CTD in Steam layer
  • Fixed: Truncated description of Workshop items
  • Fixed: Invalid zoom after binocular deselection
  • Fixed: Script command <a href="https://community.bistudio.com/wiki/camSetDir" target="_blank"> camSetDir </a>
  • doesn't normalize the given direction vector
  • Fixed: Hands on the steering wheel of the Offroad should now be animated correctly
  • Fixed: Equipment should not be cloned anymore when multiple players disassemble the same weapon
  • Fixed: Missing console log on server
  • Fixed: When you suffer certain damage you will be unable to heal yourself
  • Fixed: Controls not showing properly when connecting to a Dedicated Server with
  • allowedHTMLloadExtensions
  • set
  • Fixed: Game crash with access violation ( <a href="http://feedback.arma3.com/view.php?id=20456" target="_blank"> http://feedback.arma3.com/view.php?id=20456 </a>)\n* Fixed: MP support for the <a href="https://community.bistudio.com/wiki/setParticleClass" target="_blank"> setParticleClass </a>
  • script command
  • Fixed: Init message for <a href="https://community.bistudio.com/wiki/setObjectTexture" target="_blank"> setObjectTexture </a>
  • saved in MP serialization
  • Fixed: Items disappear when players use the take icon / contextual menu option
  • Fixed: AI passing through static objects placed via the in-game editor
  • Fixed: Vehicles - Offroad (Armed) - Error appears after player empties magazine
  • Fixed: <a href="https://community.bistudio.com/wiki/assignAsCargo" target="_blank"> assignAsCargo </a>
  • scripting command
  • Fixed: <a href="https://community.bistudio.com/wiki/getVariable" target="_blank"> getVariable </a>
  • on null objects
  • Fixed: Possible CTD
  • Fixed: Possible CTD and missing cargo positions
  • Fixed: AI is not interrupted by hits during get in animations
  • Fixed: Ordered cargo positions for getting in
  • Fixed: Unable to link common items (radio, map, compass, ...) to a soldier's slot from its containers (vest, uniform, backpack)
  • Fixed: <a href="https://community.bistudio.com/wiki/moveInCargo" target="_blank"> moveInCargo </a>
  • for Dedicated Servers
  • Fixed: Incorrect positions of some items around weapons like laser pointers, underslung grenade launchers, and shaking crosshairs
  • Fixed: Floating underslung grenade launcher
  • Fixed: Some scripting commands for inventory testing didn't work
  • Fixed: Solar power plant detection
  • Fixed: Dynamic blur in MP
  • Fixed: Unnecessary assert
  • Fixed: Unassigning empty objects from Zeus
  • Fixed: Missing unassign for the <a href="https://community.bistudio.com/wiki/leaveVehicle" target="_blank"> leaveVehicle </a>
  • scripting command
  • Fixed: Double calling of rotor collision and fixed the radius test
  • Fixed: Working with model UI control
  • Fixed: Hierarchy parent not reset in squad commanding
  • Fixed: Warning Message when a player takes a PCML from the ground and then its missile
  • Fixed: Removed multiplied actions for taking ammo
  • Fixed: CTD in
  • IsAnySubtaskAssigned
  • Fixed: Spam of transport update messages on fuel change ( <a href="http://feedback.arma3.com/view.php?id=20668" target="_blank"> http://feedback.arma3.com/view.php?id=20668 </a>)\n* Fixed: Unpublishing of an item in Workshop
  • Fixed: Inventory - Items disappearing when you try to move them from container to container in multiplayer
  • Fixed: Side score was not resetting after scenarios
  • Fixed: Program null-pointed while placing an explosive charge
  • Fixed: Ban button for server admins not working
  • Fixed: Adjusted the MP traffic diag; canceling various messages when called on local-only objects
  • Fixed: Adjusted
  • IsOverride
  • rule for the <a href="https://community.bistudio.com/wiki/setObjectTexture" target="_blank"> setObjectTexture </a>
  • init message (MP JIP optimization)
  • Fixed: Not working <a href="https://community.bistudio.com/wiki/getPosATL" target="_blank"> getPosATL </a>
  • Fixed: Camera shake from scripts is now working even when it is disabled in difficulty settings
  • Fixed: Possibility to move Zeus units outside editing area by rotating them together with a module
  • Fixed: Zeus ungrouping issue
  • Fixed: Missing check when processing
  • AskRemoteControlled
  • message on clients
  • Fixed: Cursor skipping at high FPS
  • Fixed: Zeus object moving
  • Fixed: Guerrilla creates enemy laser target
  • Fixed: Crash caused by the '%' character in a PBO name
  • Fixed: Crash when player tried to take a vest from a dead body
  • Fixed: Visibility check log spam
  • Fixed: Workshop scenarios game saving / loading
  • Fixed: Removed the restart button for Dedicated Servers since it wasn't doing anything
  • Fixed: Changed the text of the continue button for Dedicated Server scenario selection based on user type
  • Fixed: Inventory of non-local vehicles was inaccessible
  • Fixed: AI soldiers get stuck in helicopters while disembarking
  • Fixed: Car calculation error and transfer message (MP optimization)
  • Fixed: AI passing through object placed via the <a href="https://community.bistudio.com/wiki/setPos" target="_blank"> setPos </a>
  • command
  • Fixed: Camera shake for high speeds
  • Fixed: Kerry's visage will no longer be replaced by profile settings after loading a save
  • Fixed: An issue where AI would sometimes refuse to enter a cargo position in a vehicle
  • Fixed:
  • HandleRating
  • eventhandler now also returns the handled unit
  • Fixed: Enabling gear for AI in another group's vehicle
  • Fixed: Some situations when AI would walk through setPos-ed objects ( <a href="http://feedback.arma3.com/view.php?id=19588" target="_blank"> http://feedback.arma3.com/view.php?id=19588 </a>)\n* Fixed: Player score drawing
  • Fixed: Different number of magazines after reconnect
  • Fixed: Possible crash
  • Fixed: <a href="https://community.bistudio.com/wiki/assignAsCargo" target="_blank"> assignAsCargo </a>
  • for Dedicated Servers
  • Fixed: Eventhandler
  • HandleScore
  • now also works in scripts
  • Fixed: Slow rotation of UAV turrets
  • Fixed: End of the ATGear FSM, which was waiting for gear to be close
  • Fixed: Issue with <a href="https://community.bistudio.com/wiki/assignAsCargo" target="_blank"> assignAsCargo </a>
  • from editor
  • Fixed: CTD when accessing a null pointer
  • Fixed: Possible index collisions for assigning as cargo and moving in cargo
  • Fixed: Ragdoll starting inside vehicles on Dedicated Servers
  • Fixed: Now you can get out of static weapons after taking control of a UAV on a Dedicated Server
  • Fixed: CTD when accessing
  • SteamMatchmakingServer
  • object
  • Fixed: MP - Grenades or ammo can't be retrieved from a container inside a weapon holder
  • Fixed: Possible PhysX crash
  • Fixed: Turrets cannot be rotated in 3rd person view (Stomper)
  • Fixed: Rendering of alpha objects in TI (e.g. fences)
  • Fixed: Undefined variable in coefficients array (causing MP message spam)
  • Fixed: Equipment can't be retrieved from a container of dead players
  • Changed: Helicopter MFDs blink less when damaged
  • Changed: Scripting command <a href="https://community.bistudio.com/wiki/serverCommandAvailable" target="_blank"> serverCommandAvailable </a>
  • offers more available commands than can be processed through <a href="https://community.bistudio.com/wiki/serverCommand" target="_blank"> serverCommand </a>
  • Changed: Script command <a href="https://community.bistudio.com/wiki/moveInAny" target="_blank"> moveInAny </a>
  • now returns true when moves were processed successfully (and otherwise false)
  • Changed: Event handlers
  • ContainerOpened
  • and
  • ContainerClosed
  • can be used even within weapon holders, vehicles, etc.
  • Changed: Adjusted how
  • rudderCoef
  • is applied
  • Changed: Adjusted network stats to count data of disconnected players
  • Changed:
  • CalculateTimeError
  • for static and moved out objects (problem with weapon holders, backpacks, etc.)
  • Added: Mission event handler
  • HandleDisconnect
  • when a player disconnects from MP
  • Added: Additional info for MP debug purposes ( <a href="http://feedback.arma3.com/view.php?id=19776" target="_blank"> http://feedback.arma3.com/view.php?id=19776 </a>)\n* Added: Scripting Command:
  • addMagazineCargoEx
  • for bullet counts ( <a href="http://feedback.arma3.com/view.php?id=15286" target="_blank"> http://feedback.arma3.com/view.php?id=15286 </a>)\n* Added: New
  • HandleRating
  • handler (
  • player addEventHandler ["handleRating", {hint str _this}];)\n* Added: New event handler
  • HandleScore
  • Added: Config attribute which allows automatic closure of dialogs after scenario ending (
  • closeOnMissionEnd)\n* Added:
  • TaskSetAsCurrent
  • eventhandler
  • Added: Collision test for tail rotor
  • Added: Most-used MP strings to a static table
  • Added: Accessible inventory in vehicles
  • Added: Condition for commanding menu
  • IsHelicopterPilotSelected
  • Added: New scripting command - <a href="https://community.bistudio.com/wiki/getHit" target="_blank"> getHit </a>
  • for getting damage by hit point selection name
  • Added: Possibility to disable camera shake for external cameras
  • Added: Missing strings in static string table, removed duplicates (MP optimization)
  • Added: New scripting commands <a href="https://community.bistudio.com/wiki/isLightOn" target="_blank"> isLightOn </a>
  • , <a href="https://community.bistudio.com/wiki/isCollisionLightOn" target="_blank"> isCollisionLightOn </a>
  • , <a href="https://community.bistudio.com/wiki/setPilotLight" target="_blank"> setPilotLight </a>
  • , <a href="https://community.bistudio.com/wiki/setCollisionLight" target="_blank"> setCollisionLight </a>
  • Added: New scripting commands <a href="https://community.bistudio.com/wiki/addWeaponTurret" target="_blank"> addWeaponTurret </a>
  • , <a href="https://community.bistudio.com/wiki/removeWeaponTurret" target="_blank"> removeWeaponTurret </a>
  • , <a href="https://community.bistudio.com/wiki/turretLocal" target="_blank"> turretLocal </a>
  • Removed: Logging of too low vehicle speeds due to RPT spam
  • SSAO is now replaced with HDAO
  • Changed limit for marginal alpha objects when zoomed in
  • Engine on / off can be bound to a key in controls options
  • Nil values are now broadcast over the network using <a href="https://community.bistudio.com/wiki/publicVariable" target="_blank"> publicVariable </a>
  • Crosshair size should be more descriptive even in high sway
  • Small optimizations and clean-ups in path finding
  • Ability to swim in shallow water
  • Sight alignment and sway distortion enabled (Weapon Inertia)
  • Workaround for UGC download when downloading the same item more than once
  • Proper handling of unsubscribe / unpublish command and content checks
  • Cooking convex mesh in build time (PhysX optimization)
  • Updated ship water contact <a href="https://community.bistudio.com/wiki/moveInDriver" target="_blank"> moveInDriver </a>
  • adds the vehicle to the group pool
  • Sound: Animation source position taken from memory points
  • Sound: Sub-mix globally supports stereo samples
  • Sound: Load internal sound coefficient from config
  • Sound: Limiter used on ‘weapons sub-mix’ to suppress distortion
  • Weapon Info - For manual fire the gunner’s info is no longer taken (pilot's remains)
  • rotorHFullyDestroyed
  • is synchronized in MP
  • VR Training - New profile has progress of the previous one
  • Healing should not move the player
  • AI is sometimes unable to process the Reload action - first attempt at a fix
  • All logics have access to radio
  • Head wounds are now configurable in face config
  • Change enum type for
  • ObjectRemoveMode
  • to fix potential CTDs
  • Additional logging of MP traffic
  • Sound: Fixed: When any unit takes damage, the pain SFX are coming from the player
  • Sound: Hits and explosions removed from attenuation (vehicles)
  • Increased maximum distance for range detectors
  • Improved: Accessing inventory for items dropped from dead bodies
  • Reduced artifacts of multi-component fog
  • Loiter waypoint uses completion radius as a loitering radius
  • Additional profiling of the network server
  • Calculating total traffic from / to clients in traffic diagnostics
  • Adjusted: Text format of traffic diagnostics
  • Better unpublish handling for Steam Workshop
  • Improved: Networking cost for weather synchronization
  • Improved: Rotor ground collision test
  • Hotfixed: Multiplayer - Handgun duplicates itself when looted from a corpse
  • Scripting command <a href="https://community.bistudio.com/wiki/local" target="_blank"> local </a>
  • has been extended to work even for groups <a href="https://community.bistudio.com/wiki/nearestObject" target="_blank"> nearestObject </a>
  • finds objects which are out of the map frame
  • Changed: Vest taken from / placed on a dead body is placed on the body
  • Zeus is now able to place not only scope 2 markers
  • The Missions and MPMissions folders were not created when the export function was used a first time. That caused the export to fail for newcomers (everyone had to create these folders manually).
  • Temporary zoom enabled for turrets with lockable weapons
  • Changed JIP handling of weapon, item, magazine and backpack cargo messages
  • Sound: Start / stop sounds for helicopters (internal variants played as 2D)
  • Showing Headless Client in Briefing screen
  • Small helicopter MP optimization
  • Hotfix to remove Post Processes when reconnecting from the lobby in MP
  • Properly canceling the Steam server rules in the server browser

LAUNCHER:

  • Fixed: Profiles were not refreshed after returning from Arma (if a user created or removed the profile while in the game)
  • Fixed: Wrong example hint for the
  • Malloc
  • parameter
  • Fixed: Wrong hint for the
  • Config
  • parameter
  • Fixed: Various English texts
  • Fixed: Status text was cropped
  • Fixed: Cropped example for the
  • Beta
  • parameter
  • Fixed: The right sides of addon items were cropped when an update was available for any addon
  • Fixed: Corrupted names of fields
  • Fixed: Arrows on buttons of a numeric box were not visible when the box was focused
  • Fixed: CTD when the Addon Cache becomes corrupted
  • Fixed: Processing addons that are in use (Arma is running) is delayed until no Arma is running
  • Fixed: Scenario appears in the addon list after update is clicked
  • Fixed: Missing message box while playing during the download of a loaded addon
  • Fixed: Reversed horizontal scrollbar
  • Fixed: An instance check
  • Fixed: When started after settings were reset in safe mode, settings were upgraded from the previous version. This now doesn't happen and settings hold their default values.
  • Fixed: Removed dead areas in header of collapsed news posts and combo box items
  • Fixed: Passing extra command-line parameters during restart
  • Fixed: Tooltip for command-line parameters
  • Fixed: Potential CTD when copying app version to clipboard
  • Fixed: A corrupted string in the pre-requirements verifier that was causing false-positive when checking for the Visual C++ 2012 runtime
  • Fixed: Corrected a letter casing for the parameter
  • -cpuCount
  • (was
  • -cpucount)\n* Fixed: Failure (timeout) of addon download in Steam client resulted in the launcher download queue being stuck until the launcher was restarted
  • Fixed: Underscores were missing from addon names displayed in the addon list
  • Fixed: Added missing Czech localization of the message box displayed when entering safe mode
  • Fixed: Typo in Czech localization of the Open addon's web page tooltip
  • Fixed: Processing of an empty mod param (no Steam addons were loaded in this case)
  • Added: Visual highlight to the load order combo / menu
  • Added: Localizations (in all languages) for string "Open addon folder"
  • Added: Spanish and Japanese localizations
  • Added: Support for command-line passing directly to Arma
  • Added:
  • -nolauncher
  • option; will kill the application. Arma 3 is run before that with any additional parameters.
  • Added: New parameter support
  • -enableHT
  • Added: A text field for the name of the input file of
  • Autotest
  • Added: Check for requirements: VC++ 2010 / 2012 runtimes
  • Added: User debug / recovery mode (Ctrl + Shift)
  • Added: Minimum size constraints for the main window
  • Added: Logging of results and errors of window positioning (some people see the launcher in the taskbar, but no window)
  • Added: The top-most flag for the custom message boxes
  • Added: Version info into the main window footer
  • Added: Shared
  • FontFamily
  • resource describing Purista Light
  • Added: A note next to the version info in the main window's footer, informing the user that the launcher is running in recovery mode
  • Added: Second registry path to be checked when probing for the VC++ 2012 runtime
  • Added: A button "Subscribe addon from Steamworkshop" to the addon manager
  • Added: Expander arrows to addon list items
  • Added: An option to always disable hardware acceleration of the launcher
  • Added: Command-line parameters that force the Launcher to run in safemode (
  • -safemode)\n* -nohwa)\n* Added: New localization and corrections
  • Added: Strings for new features
  • Added: A collapse arrow to the addon details when the details are expanded
  • Added: 'Update available' notification icon to addon list view rows
  • Added: Launcher news converter uses font reference from a shared library
  • Added: BROREP report icons to the news posts
  • Added: Detection of the SweetFX Shader Suite, automatically disabling launcher's hardware acceleration when detected (to work around 'invisible' window problem)
  • Changed: Tooltips and examples for the
  • Malloc
  • parameter,
  • Init
  • parameter,
  • Cfg
  • parameter and
  • Par
  • parameter
  • Changed: Browsing folder dialog now scrolls down to the selected item and expands it
  • Changed: Example for the
  • Beta
  • parameter to make it shorter
  • Changed: Example for the
  • Par
  • parameter (added a note on the .txt format, besides .par, into the hint)
  • Changed: Rephrased ‘missing requirements’ message
  • Changed: Style of the combo box with profiles
  • Changed: Website linked in the pre-requirements check to a new Launcher Troubleshooting page ( <a href="http://arma3.com/launcher/troubleshooting" target="_blank"> http://arma3.com/launcher/troubleshooting </a>)\n* Moved:
  • Par
  • parameter to section "Advanced"
  • Updated: German localizations
  • Updated: English strings
  • Updated: Position of buttons in the addon details; buttons moved to the bottom of the details
  • Updated: Addon list view rows spacing
  • Updated: Localizations
  • Updated: Launcher now shows an overlay over addon management while Arma is running to prevent breaking changes
  • Updated: Localization attributes for UI elements and prepared new strings in UI for localization
  • Updated: Better extra command-line parameter handling
  • Tweaked: Handling of command-line arguments
  • Modified: Number of posts in the
  • ALL
  • tab in the newsfeed is now limited to 5
  • Modified: List view style to move the scrollbar out of the columns header
  • Modified: Tab control, removed the empty box compensating for the scrollbar (related to modification of the list view style)
  • Modified: The recovery mode to force the application to run in software render mode
  • Modified: Limited number of news post in the
  • RECENT
  • tab to 5
  • Improved: German, Italian and Polish localizations
  • Removed: Excessive diacritics in translations
  • Removed: Checkbox "Always start in advanced mode" as it is meaningless since Advanced options are on a separate tab page
  • Removed: Font files from executable; font resources are now referenced from a shared library
  • Forced

-mod=* parameter to be presents at all times, even when no mods are selected

  • Variety of visual tweaks related to the font update (new Purista font has different metrics than the old one)


SPOTREP-00035

SPOTREP-00035

  • FROM: Project Lead
  • TO: Arma 3 Users
  • UNIT: Main Branch
  • ACTIVITY: Hotfix: 1.32 (Campaign saves)
  • SIZE: ~17 MB / ~7 MB

NOTES

  • Consider using the Steam client option to verify the integrity of the local game cache to avoid corrupted data after downloading this update.
  • A
  • Legacy Build
  • Steam branch is available for advanced users. It contains the previous significant main branch version (1.30). It can be used to compare specific changes between major releases. The access code for this branch is:
  • Arma3Legacy130

CHANGELOG ENGINE:

  • Fixed: Incompatibility between some older campaign saves loaded in version 1.32. Our apologies for the inconvenience, especially to those who have already restarted or reverted their campaign(s) meanwhile.


SPOTREP-00036

SPOTREP-00036

  • FROM: Project Lead
  • TO: Arma 3 Users
  • UNIT: Main Branch
  • ACTIVITY: Game Update: 1.34 (Helicopters DLC, Sling Loading, Firing from Vehicles, Advanced Flight Model)
  • SIZE:

~1.2 GB

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.
  • A
  • Legacy Build
  • Steam branch is available for advanced users. It contains the previous significant main branch version (1.32). It can be used to compare specific changes between major releases. The access code for this branch is:
  • Arma3Legacy132
  • A
  • Make Arma Not War Build
  • branch is available for competitors and jury members. It will contain the 1.32 main branch version throughout the rest of the contest. The access code for this branch is:
  • MakeArmaNotWar

CHANGELOG

DATA:

  • Added: CH-67 Huron*
  • Added: Huron black variant*
  • Added: Huron cargo container
  • Added: Huron medical container
  • Added: Huron repair container
  • Added: Huron fuel container
  • Added: Huron ammo container
  • Added: Mi-290 Taru*
  • Added: Taru black variants
  • *
  • (not accessible without <a href="http://forums.bistudio.com/showthread.php?152866-General-Discussion-(dev-branch)&p=2801256&viewfull=1#post2801256" target="_blank"> scripting </a>)\n* Added: Taru with transport pod*
  • Added: Taru with special-purpose bench pod*
  • Added: Taru with medical pod*
  • Added: Taru with cargo pod*
  • Added: Taru with repair pod*
  • Added: Taru with fuel pod*
  • Added: Taru with ammo pod*
  • Added: Taru transport pod*
  • Added: Taru special-purpose bench pod*
  • Added: Taru medical pod*
  • Added: Taru cargo pod
  • Added: Taru repair pod
  • Added: Taru fuel pod
  • Added: Taru ammo pod
  • Added: M-900
  • Added: P-30 Orca black / white weapon variant
  • Added: Helicopter VR Training "Basics"
  • Added: Helicopter VR Training "Weapon Systems"
  • Added: Helicopter VR Training "Sling Loading"
  • Added: Helicopter VR Training "Advanced"
  • Added: MP Scenario "Support Katalaki"
  • Added: MP Scenario "Support Sofia"
  • Added: MP Scenario "Support Pyrgos"
  • Added: MP Scenario "Support Rodopoli"
  • Added: MP Scenario "Support Stratis"
  • Added: Showcase Sling Loading**
  • Added: Time Trial 06 "Runway Lap"
  • Added: Time Trial 07 "Hillside Groove"**
  • Added: Time Trial 08 "King of the Hill"**
  • Added: Time Trial 09 "Kiss the Ground"**
  • Added: Time Trial 10 "Kart Delivery"**
  • Added: Support module (Ground Support)
  • Added: Third Farsi radio protocol
  • Added: Arma 3 main theme Helicopters remix
  • Added: Flexible tank (2 items)
  • Added: Cargo net with crates (5 items)
  • Added: Smaller containers (12 items)
  • Added: Portable helipad lights (5 items)
  • Added: Helicopter big cover bag
  • Added: Water and fuel bladder (4 items)
  • Added: Secondary containment (4 items)
  • Added: Wheel pull device (2 items)
  • Added: Discharge stick
  • Added: Rigging rope
  • Added: Intake plug (5 items)
  • Added: Pitot cover
  • Added: Pressure washer
  • Added: Wheeled scaffolding
  • Added: Wheeled tool kart
  • Added: Portable engine crane
  • Added: Diesel Ground Power Unit
  • Added: Jet Engine Air Start Unit
  • Added: Water pump
  • Added: Wheel chocks
  • Added: Windsock
  • Added: Landing platform
  • Added: Welding cart
  • Added: Welding tank
  • Added: Gas tank (3 items)
  • Added: Wheelie Bin
  • Added: Aircon ('Outside part')
  • Added: Transport boxes (6 items)
  • Added: Pallet trolley
  • Added: Office table (2 items)
  • Added: Office chair
  • Added: Office cabinet
  • Added: Rattan table and chair (2 items)
  • Added: Refrigerator
  • Added: Tableware (9 items)
  • Added: Microwave
  • Added: Workbench
  • Added: Flat-screen TV
  • Added: Camera
  • Added: Desktop PC (4 items)
  • Added: PC printer
  • Added: Projector
  • Added: Portable speaker(s)
  • Added: Game console (4 items)
  • Added: HDMI cable
  • Added: Tablet
  • Added: Sport balls (5 items)
  • Added: Baseball mitt
  • Added: Sling Loading for helicopters (all helicopters except for the AH-99 and Mi-48 Kajman can now Sling Load)
  • Added: Key binding for rope interaction (attaching / releasing cargo) - default: B
  • Added: Key binding for Sling Load Assistant added - default: Right Ctrl + B
  • Added: Neophron, Buzzard, Greyhawk / Ababil, Speed Boat, Assault Boat, SDV, most wheeled vehicles (except APCs), and various objects are Sling Loadable
  • Added: Firing from Vehicles for HEMTT, Zamak, Tempest, Offroad, Hellcat, Hummingbird, Mohawk, Truck and Assault Boat
  • Added: Advanced Flight Model (RotorLib) simulation; it is available for all stock helicopters (disabled by default; available after switching in CONFIGURE > GAME)
  • Added: DLC content browser
  • Added: Main rotor of helicopters is properly hidden when damaged by impacts
  • Added: Winch damage indicator
  • Added: Dragging an object over a Sling Load capable helicopter will now attach the object to it (Zeus)
  • Added: Memory points for Sling Load cameras
  • Added: Tooltips to Advanced Flight Model settings in game options
  • Added: New winch destruction particle effects
  • Added: New sound attenuation class for semi-opened helicopters
  • Added: Sling Load cursors to Zeus
  • Added: Shake based on G forces for all air vehicles
  • Added: Possibility to re-texture Kerry's backpack by popular demand
  • Added: Friendly Fire to the remaining Commanding VR courses
  • Added: New sound attenuation filter classes for helicopters
  • Added: Parameter
  • numberPhysicalWheels
  • to vehicles
  • Added: Config for 'sitting on bench' SFX
  • Added: More memory points for the Mohawk
  • Added: Some movement to the oil temperature indicator for the xH-9 family of helicopters
  • Added: Done keys for faction showcases
  • Added: Sounds for breaking a rope
  • Added: Proper DLC Bundle logo and overview text
  • Added: DLC part to scenario loading screens
  • Added: Rolling sound on dirt roads
  • Updated: 3D ring and sphere helpers
  • Updated: Sling Loading controls in the Arma 2 preset
  • Updated: HUD for Blackfoot and Kajman with RTD components
  • Updated: Remixed sounds for Blackfoot, Kajman, Hellcat, Ghosthawk and Mohawk
  • Updated: HMD of the Orca and Hellcat
  • Updated: Credits with new developers
  • Updated: The exact heading in the HMD of the Orca should now show full number instead of just rounding to the nearest ten
  • Updated: The HMDs of helicopters should now use the new, freelook-friendly vector source in their velocity direction indicator and will always match the RTD one (with Show Gauges in options)
  • Updated: Actions of buildings to prevent UAVs, snakes and players in vehicles from manipulating doors
  • Updated:
  • BIS_fnc_getVehicleWeapons
  • to use more accurate detection of vehicle turrets (now using <a href="https://community.bistudio.com/wiki/allTurrets" target="_blank"> allTurrets </a>
  • command)
  • Updated: Showcase Gunships - Being shot down while attacking the Naval Base now causes the mission to fail
  • Changed: Speed scale in the HMD of the Kajman from 500 to 300
  • Changed: Top-right altitude number in the HMD of the Kajman from AGL to ASL and fixed an unintended offset on the AGL scale
  • Changed: Ghosthawk gunner is no longer forced into optics
  • Changed: Renamed vehicle class
  • ManVR
  • has been renamed to
  • MenVR
  • to be consistent with the rest of characters
  • Changed:
  • Weapon_Empty
  • holder now stays long enough (see <a href="http://feedback.arma3.com/view.php?id=21177" target="_blank"> http://feedback.arma3.com/view.php?id=21177 </a>)\n* Changed: Weapon resupply widget FSM is showing the weapon name instead of magazine
  • Changed: Samples of helicopter damage alarm
  • Changed: Karts DLC data decrypted (EBO to PBO)
  • Changed: Hint class name at the start of VR training
  • Tweaked: Fuel consumption of various helicopters (xH-9 family and Ghosthawk)
  • Tweaked: Cruise speed of xH-9 family and Ghosthawk
  • Tweaked: Ground contacts of PO-30 Orca, Blackfoot and Ghosthawk
  • Tweaked: Made the gun crosshair smaller and color brighter in the HMD of the Blackfoot
  • Tweaked: New sound configurations for all helicopters (remixed samples and new features enabled)
  • Tweaked: Horizon indicator in the HMD of the Blackfoot to match the real horizon better
  • Tweaked: Major and minor lines on the G-meter in the HMD of the Kajman
  • Tweaked: Volume of turning engine on and off for helicopters
  • Tweaked: Helicopter SFX parameters
  • Tweaked: Gear air friction for the Mohawk
  • Tweaked: FD / TT feedback sound volume increased slightly (audibility versus helicopters)
  • Tweaked: Increased volume of helicopter explosions sounds
  • Tweaked: Extended the draw area of the velocity direction indicator in the Orca to its full HMD area
  • Tweaked: Various helicopter SFX configurations
  • Tweaked: Decreased
  • maximumLoad
  • of Ababil and Grayhawk internal inventory by half
  • Tweaked: Vehicle stress sounds
  • Tweaked: Crash sounds for helicopters
  • Removed: Legacy DirectX installation folder (now handled through Steam)
  • Fixed: Ground contact of several helicopters
  • Fixed: Wrong separator for
  • retreatBladeStallWarningSpeed
  • (thanks kju)
  • Fixed: Dragging Sling Load incompatible objects on a helicopter now moves them below the helicopter (Zeus)
  • Fixed: Sling Loaded vehicles were not compatible with Zeus paradrop
  • Fixed: Gunners of Ghosthawk had issue with disembarking
  • Fixed: Empty shells particle effect on vehicle-mounted machineguns
  • Fixed: Grass was not affected by copter downwash enough
  • Fixed: Middle wheels of Marid for some scripts (see <a href="http://feedback.arma3.com/view.php?id=20988" target="_blank"> http://feedback.arma3.com/view.php?id=20988 </a>)\n* Fixed: Animated torque indicator for the xH-9 family of helicopters
  • Fixed: Added missing material to last LODs of walls
  • Fixed: Missing sample for helicopters
  • Fixed: Magazines with
  • scope
  • < 2 were available when editing ammo box contents
  • Fixed: ORBAT tooltips were not visible in OBRAT viewer
  • Fixed: Adjusted exit points of the Hummingbird co-pilot to prevent him getting stuck
  • Fixed: Player was able to delete soldiers required for completing Showcase Zeus
  • Fixed: End screen for Sector Control text (it was showing "MISSION COMPLETED" for both winners and losers)
  • Fixed: Artillery shells now do proper damage if they hit something on their way (even before turning into mine clusters e.g.)
  • Fixed: Player would remain in ragdoll after unsuccessful try in VR Commanding - Vehicles Course
  • Fixed: Double restart when dying after using Restart (Time Trials)
  • Fixed: TTs would not end after disabling your vehicle but not dying
  • Fixed: Flying MLRS rocket damages objects it hits before the explosive triggers
  • Fixed: Player is now able to switch back seats in the Hellcat including the door ones
  • Fixed: Turning tower of Greyhawk doesn't make it start the engine anymore
  • Fixed: Showcase Armed Assault Bobcat at the end did not move properly when trying to push the wreck
  • Fixed: Firing Drills UI had incorrect layering
  • Fixed: Guided artillery ammunition doesn't seek its target properly
  • Fixed: Darter did some random movements while in auto-hover
  • Fixed:
  • BIS_fnc_loop
  • is not reliable because of preemption ( <a href="http://feedback.arma3.com/view.php?id=21193" target="_blank"> http://feedback.arma3.com/view.php?id=21193 </a>)\n* Fixed:
  • "M134_minigun"
  • wasn't recognized correctly by
  • BIS_fnc_itemType
  • Fixed:
  • BIS_fnc_crewCount
  • recognized cargo turrets as active crew
  • Fixed: TT01 - Glitching fire extinguisher
  • Fixed: Possible infinite loop in particle script when helicopter / airplane is destroyed
  • Fixed: Pedal animations of Blackfoot pilots were inverted
  • Fixed: Multiplayer - ZGM 4+1 Bootcamp - Problem in the grenade firing range
  • Fixed: Distance loudness parameter of raise / lower weapon
  • Fixed: Player could not place these mines: Large IED (Dug-in), Large IED (Urban), Small IED (Dug-in) and Small IED (Urban)
  • Fixed: Camo selection of camouflaged vest
  • Fixed: Cumulative TT bonuses / penalties were not correctly reset on looping
  • Fixed: Sound for rolling on the ground with a sidearm
  • Fixed: Tab highlighting in Controls
  • Fixed: Sandstorm moving and colliding with objects in Showcase Tanks
  • Fixed: Copilots have properly visible compass
  • Fixed: Misplaced fire geometry of the left side door of the Mohawk
  • Fixed: AAF soldiers being reported as pilots
  • Fixed: Right door gunner in Ghosthawk is able to see the compass
  • Fixed: TT CP helper objects could try to be mapped by an illegal procedural texture
  • Fixed: Wrong image for the Starter Pistol in the DLC browser

Potential campaign spoilers:

  • Fixed: Mission flow issue in Signal Lost when picking up a radio
  • Fixed: Player had two UAV terminals at the beginning of Preventive Diplomacy
  • Fixed: Tipping Point - Player was unable to board the boat under certain circumstances
  • Fixed: Intro for the campaign mission Attention Deficit was broken
  • Restrictions apply for those who don't own <a href="http://arma3.com/dlc/helicopters/" target="_blank"> Arma 3 Helicopters DLC </a>

.

.

ENGINE:

  • Added: Firing from Vehicles technology
  • Added: Sling Loading technology
  • Added: Scripting commands and event handlers: <a href="https://community.bistudio.com/wiki/ropeCreate" target="_blank"> ropeCreate </a> <a href="https://community.bistudio.com/wiki/ropeDestroy" target="_blank"> ropeDestroy </a> <a href="https://community.bistudio.com/wiki/ropeCut" target="_blank"> ropeCut </a> <a href="https://community.bistudio.com/wiki/ropes" target="_blank"> ropes </a> <a href="https://community.bistudio.com/wiki/ropeUnwound" target="_blank"> ropeUnwound </a> <a href="https://community.bistudio.com/wiki/ropeUnwind" target="_blank"> ropeUnwind </a> <a href="https://community.bistudio.com/wiki/ropeEndPosition" target="_blank"> ropeEndPosition </a> <a href="https://community.bistudio.com/wiki/ropeLength" target="_blank"> ropeLength </a> <a href="https://community.bistudio.com/wiki/ropeAttachTo" target="_blank"> ropeAttachTo </a> <a href="https://community.bistudio.com/wiki/ropeDetach" target="_blank"> ropeDetach </a> <a href="https://community.bistudio.com/wiki/setSlingLoad" target="_blank"> setSlingLoad </a> <a href="https://community.bistudio.com/wiki/canSlingLoad" target="_blank"> canSlingLoad </a> <a href="https://community.bistudio.com/wiki/getSlingLoad" target="_blank"> getSlingLoad </a> <a href="https://community.bistudio.com/wiki/ropeAttachedTo" target="_blank"> ropeAttachedTo </a> <a href="https://community.bistudio.com/wiki/ropeAttachedObjects" target="_blank"> ropeAttachedObjects </a> <a href="https://community.bistudio.com/wiki/ropeAttachEnabled" target="_blank"> ropeAttachEnabled </a> <a href="https://community.bistudio.com/wiki/enableRopeAttach" target="_blank"> enableRopeAttach </a> <a href="https://community.bistudio.com/wiki/slingLoadAssistantShown" target="_blank"> slingLoadAssistantShown </a>
    • ropeBreak
    • ropeAttach
  • Added: New waypoints for Sling Loading: lift cargo and drop cargo
  • Added: Support for Sling Loading to Zeus
  • Added: RotorLib helicopter Advanced Flight Model
  • Added: New parameter for description.ext -
  • forceRotorLibSimulation
  • (0 - default, options based; 1 forced on; 2 forced off)
  • Added: New command <a href="https://community.bistudio.com/wiki/difficultyEnabledRTD" target="_blank"> difficultyEnabledRTD </a>
  • Added: New condition and sources for helicopter HUD (
  • rtdCollective
  • ,
  • windage
  • ,
  • rtdRotorTorque
  • ,
  • rtdGForce)\n* Added: DLC content browser
  • Added: New features to diagnose rendering and cleanup to optimize it
  • Added: Ability to show GPS / UAV Feed / Sling Load Assistant in optics
  • Added: Hook waypoint cursor to Zeus
  • Added: Sound: Start / stop samples for 'common' vehicles
  • Added: Sound: Vehicle controller
  • lateralMovement
  • Added: Support to map up to 32 buttons for one controller
  • Added: New UI toggles for RTD helicopters
  • Added: Support for user-defined colors for vehicle IGUI toggles
  • Added: Sound: Missing
  • wind
  • controller
  • Added: Sound: Rope break sound
  • Added: UI toggles for vehicles
  • Added: New scripting command for getting a list of all crew from a vehicle: <a href="https://community.bistudio.com/wiki/fullCrew" target="_blank"> fullCrew </a>
  • Added: <a href="https://community.bistudio.com/wiki/serverCommandExecutable" target="_blank"> serverCommandExecutable </a>
  • script command for checking whether a given server command can be executed. Must be called from a UI handler and thus matches <a href="https://community.bistudio.com/wiki/serverCommand" target="_blank"> serverCommand </a>
  • behavior (unlike <a href="https://community.bistudio.com/wiki/serverCommandAvailable" target="_blank"> serverCommandAvailable </a>)\n* Added: RPT logs when the ownership of DLC has changed ( <a href="http://feedback.arma3.com/view.php?id=20510" target="_blank"> http://feedback.arma3.com/view.php?id=20510 </a>)\n* Added: Set of new commands for working with turrets namely: <a href="https://community.bistudio.com/wiki/allTurrets" target="_blank"> allTurrets </a>
  • , magazineTurretAmmo, setMagazineTurretAmmo
  • Added: Additional profiling macros to explosion effects and ammo simulation
  • Added: Sound: Controller
  • camPos = 1
  • for players on benches
  • Added: Enabled long distance error calculation
  • Added: Sound:
  • GMeterZ1
  • Added: Sound: Support for
  • AnimationSourceDoor
  • (helicopter ramps)
  • Added: Support for driver turrets in new magazine turret scripting commands
  • Added: Garbage collector for empty Zeus groups so the player doesn't get stuck with creating units due to group limits being exceeded
  • Added: Sound: New controller -
  • rotorDamage
  • Added: Sound: System initialization reports and initialization of error detection
  • Added: Setting a short timestamp as default in RPT
  • Added: Reporting scenario name when a scenario starts
  • Added: Sound: Attenuation for turrets
  • Improved: AI helicopter landing
  • Improved: AI seeing a kill visibility check
  • Updated: AI behavior when Sling Loading
  • Updated: AI aiming speed tweaked with new dexterity of weapon data
  • Updated: The <a href="https://community.bistudio.com/wiki/ctrlCreate" target="_blank"> ctrlCreate </a>
  • function to define a target controls group for a new control
  • Updated: <a href="https://community.bistudio.com/wiki/ctrlCreate" target="_blank"> ctrlCreate </a>
  • takes a control instead of IDC as target group
  • Updated: Sound: Crash volume
  • Updated: The static string table for MP optimization
  • Updated: Sound: Sound controllers diagnostic
  • Updated: Sound: Play rotor damage when stress mode is enabled
  • Updated: Sound: Controllers:
  • GMeterZ
  • &
  • camPos
  • Changed: All public
  • drawDiag*
  • methods renamed to
  • draw*
  • to simplify the names
  • Changed: Compression for speed and angular speed to 16 bit float (network optimization)
  • Tweaked: AI is now more careful when flying above trees
  • Tweaked: Sound: Crash sound played when not damaged, changed next sample's interval
  • Tweaked: Disabled remote positioning checks on destroyed objects
  • Tweaked: Higher message age limit on clients for prediction (still accepts a 1s time window between messages)
  • Tweaked: Game start-up optimization (string table)
  • Tweaked: The pilot of a vehicle with formation leader takes the lead
  • Tweaked: Sound: Crash volume is now based on speed
  • Tweaked: If a formation leader is Sling Loaded, the pilot takes the lead
  • Tweaked: Sound: Smoothed sound controllers
  • GMeter
  • and
  • lateralMovement
  • Tweaked: Sound: Controller indexes & values interpolation
  • Tweaked: Sound:
  • camPos
  • controller
  • Removed: Sound: Start / stop 'internal' volume coefficient
  • Fixed: Blinking editing zones in Zeus
  • Fixed: Unassigning destroyed vehicles from groups
  • Fixed: <a href="https://community.bistudio.com/wiki/switchMove" target="_blank"> switchMove </a>
  • command clears external move
  • Fixed: Order get in for commanding menu
  • Fixed: Hit point color for wheels on 4-wheeled cars
  • Fixed:
  • TaskSetAsCurrent
  • returns array properly
  • Fixed: Taking Items from a dead body by two players at same time caused duplicity
  • Fixed: Killed unit does not disclose killer
  • Fixed: MP - Player was unable to pick up items from non-local containers
  • Fixed: A problem with the position of non-local helicopter wrecks
  • Fixed: A vehicle could be changing its wheel state and not be in the PhysX scene
  • Fixed: Serialization of the last remembered fields of path for AI
  • Fixed: Dead loop in path locking of a given thread
  • Fixed: Undefined variable in the coefficients array (causing MP message spam)
  • Fixed: Get in command when units are already in a vehicle (it will default itself to get out)
  • Fixed: CTD on accessing uninitialized memory
  • Fixed: Soldiers rotating on the spot or moving in circles once a certain point of their path is reached
  • Fixed: CTD when calling
  • GetIRData
  • Fixed: CTD caused by cost map refresh
  • Fixed: Not working
  • None
  • glasses in identity
  • Fixed: Not saving <a href="https://community.bistudio.com/wiki/addGoggles" target="_blank"> addGoggles </a>
  • state
  • Fixed: Game crashes when player tries to start MP with soldier wearing backpack
  • Fixed: Equipment can't be retrieved from a container on dead players
  • Fixed: Some problems with soldier MP position prediction
  • Fixed: <a href="https://community.bistudio.com/wiki/setObjectViewDistance" target="_blank"> setObjectViewDistance </a>
  • command
  • Fixed: CTD caused by many soldiers with IR
  • Fixed: Store the last time controller was used and if it's longer than 5 seconds, don't rumble
  • Fixed: Automatic closing dialogs when mission ends (
  • closeOnMissionEnd
  • in config)
  • Fixed: Invalid HMD velocity vector when looking away from it
  • Fixed: CTD when accessing an out of range proxy element
  • Fixed: Wrong condition when deciding whether an object can have proxies or not
  • Fixed: Inventory - Player can't pick up the last ammo from the container of a dead AI
  • Fixed: CTD when accessing a null pointer when clearing landscape
  • Fixed: Automatic ejection of the player from helicopters when a respawn is presented
  • Fixed: Invalid velocity vector when looking away from it
  • Fixed: CTD when working with a faulty public variable. Disabled the propagation of faulty variables over the network.
  • Fixed: Deactivated mines don't show the "Take" action
  • Fixed: <a href="https://community.bistudio.com/wiki/serverCommandAvailable" target="_blank"> serverCommandAvailable </a>
  • "#kick"
  • not returning true / false correctly
  • Fixed: Assertion when there are missing config colors for UI toggles
  • Fixed: Removed automatic centering of turrets when a player moves out
  • Fixed: Soldiers getting damage from each other while ejecting from helicopters
  • Fixed: Network camera direction (switched X and Z coords)
  • Fixed: CTD when accessing uninitialized memory
  • Fixed: Nil public variables would not broadcast over the network
  • Fixed: Multiplayer - Zeus CTD
  • Fixed: 2 x Ctrl should now raise the weapon in crouch stance
  • Fixed: CTD when calling the getConfig script command on a faulty value
  • Fixed: Possible CTD if a weapon holder is not created
  • Fixed: Crash in
  • UpdateCollisionGroup
  • with missing shape
  • Fixed: Crash for an object with no skeleton in a shape
  • Fixed: <a href="https://community.bistudio.com/wiki/setTimeMultiplier" target="_blank"> setTimeMultiplier </a>
  • , so it is limited as it should be
  • Fixed: Get in animation no longer falls down for hovering helicopters
  • Fixed: <a href="https://community.bistudio.com/wiki/assignAsCargo" target="_blank"> assignAsCargo </a>
  • so it is taking into account locked positions
  • Fixed: Added checks for the assignment state and lock state of positions for ordered cargo
  • Fixed: Placement of some things in the creation tree in Zeus
  • Fixed: Sound: Transport doors - wait until samples played functionality
  • Fixed: Loading of scenario picture
  • Fixed: Loading screen could pop up every ~10 seconds in MP
  • Fixed: CTD when calling
  • SetDestroyed
  • on an object without geometry LOD
  • Fixed: <a href="https://community.bistudio.com/wiki/assignAsCargo" target="_blank"> assignAsCargo </a>
  • on Dedicated Server
  • Fixed: Crash
  • Fixed: Event Handler
  • Take
  • returns wrong value for container if it's a dead unit
  • Fixed: Sound: Explosion sounds in first person (in vehicles)
  • Fixed: Sound:
  • SoundDamage
  • repeats after several moments
  • Fixed: Precise get in / out animations not taking vehicle lock into account

LAUNCHER:

  • Added: Updated UI look & feel
  • Added: Application window is now re-sizable
  • Added: Probing for arma3.exe path when the path can't be read from registry (e.g. because the registry entry doesn't exist)
  • Added: Company logo to the main window
  • Updated: URL of the Support page
  • Fixed: Thumbnails are not being updated correctly
  • Fixed: Application sometimes crashed when a user attempted to maximize it on a screen that contained the Windows taskbar
  • Fixed: The load order number was cropped when it had more than 2 digits
  • Fixed: Replaced conversion from pointer to number to simple explicit cast (convert may cause unnecessary exception)


SPOTREP-00037

SPOTREP-00037

  • FROM: Project Lead
  • TO: Arma 3 Users
  • UNIT: Main Branch
  • ACTIVITY: Game Update: 1.36 (Vortex Ring State, Launcher local mods, Headless Client revamp, CMAA)
  • SIZE: ~1010 MB / ~611 MB

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.
  • A
  • Legacy Build
  • Steam branch is available for advanced users. It contains the previous significant main branch version (1.34). It can be used to compare specific changes between major releases. The access code for this branch is:
  • Arma3Legacy134
  • A
  • Make Arma Not War Build
  • branch is available for competitors and jury members. It will contain the 1.32 main branch version throughout the rest of the contest. The access code for this branch is:
  • MakeArmaNotWar
  • 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 <a href="https://developer.valvesoftware.com/wiki/SteamCMD" taget="_blank"> SteamCMD </a>
    • utility. The app ID is to be 233780.
    • Physics simulation powered by NVIDIA® PhysX™. NVIDIA® and PhysX™ are trademarks of NVIDIA Corporation and are used under license.

CHANGELOG

DATA:

  • Added: <a href="http://en.wikipedia.org/wiki/Vortex_ring_state" taget="_blank"> Vortex Ring State </a>
  • for all helicopters using the Advanced Flight Model
  • Added: Class
  • HeadlessClient_F
  • to add Headless Clients into scenarios
  • Added: Target medal times and best / previous results in Challenges selection menus
  • Added: Weapon and equipment stats for Virtual Arsenal
  • Added: DLC weapons are now marked by a DLC icon in Virtual Arsenal
  • Added: Faction Showcases can now be properly ended
  • Added: Faction Showcase icon for the exit task
  • Added: Farsi and Altian VR protocols
  • Added: New deflection parameter for all materials
  • Added: Possibility to turn on / off spawn point emitter according to the linked sectors states. If multiple sectors are linked, the toggle can be controlled via AND or OR logical operators (Support MP).
  • Added: Sound of some stance changes and weapon to binoculars switching
  • Added: Function for opening the Field Manual (
  • BIS_fnc_openFieldManual)\n* Added: Proper images for Sling Loading Field Manual entries
  • Added: Group callsigns for Support MP
  • Added: Unstuck mechanics for Support MP
  • Added: More foley sounds for characters
  • Added: Interactive links to the License Texts in the Field Manual
  • Added:
  • crewExplosionProtection
  • parameter to all land vehicles
  • Added:
  • BIS_fnc_configExtremes
  • - scans config paths and returns min and max values for each given property
  • Added: New modules to
  • cfgPatches
  • Added: Icons to flaps, landing autopilot and periscope depth actions
  • Added: New textures for AFM gauges to the layout editor
  • Added: TTs with Sling Loading will fail when the SLG component is destroyed and there are still loads to sling
  • Added:
  • delay
  • parameter for Virtual Providers in the Supports module
  • Added: Sorting of topics and hints in the Field Manual
  • Added:
  • overviewScript
  • CfgMissions
  • entry to allow displaying special information in the <a href="https://community.bistudio.com/wiki/Mission_Overview" taget="_blank"> overview menu </a>
  • (used by Challenges)
  • Added: Throw and Put ‘weapons’ to VR characters
  • Added: Gorgon inside positions
  • Added: More names for Altis and NATO people
  • Added:
  • curatorObjectRemoteControlled
  • scripted event handler triggered when Zeus takes or releases control of a unit. Passed arguments are
  • [<curatorLogic:Object>,<player:Object>,<controlledUnit:Object>,<control:Bool>]
  • (the
  • control
  • argument is true when Zeus takes control and false when he releases it afterwards).
  • Added: More sounds for building destruction
  • Added: Samples for Quad-bike collisions
  • Added: Vertical get in animations
  • Added: Animation for hiding rocket pods of the Hellcat due to a community request
  • Added:
  • BIS_fnc_setObjectRotation
  • with the ground
  • Fixed: Removed non-existing source warnings from the RPT
  • Fixed: The clock in the cockpit of the PO-30 was turning counter-clockwise
  • Fixed: Taru is not bouncy anymore after getting in using AFM
  • Fixed: Destruction of Huron rotors
  • Fixed: Removed non-existing turret body warning from the RPT
  • Fixed: Make sure players cannot get into the mission if the scenario is over (Support MP)
  • Fixed: Added missing items to
  • cfgPatches
  • Fixed: Spawn AI Options module (Support MP)
  • Fixed: Arma 3 Helicopters website link in the Expansions menu
  • Fixed: Error message when an empty array is send to function
  • BIS_fnc_sortNum
  • ( <a href="http://feedback.arma3.com/view.php?id=20998" taget="_blank"> http://feedback.arma3.com/view.php?id=20998 </a>)\n* Fixed: Mk6 was still taking damage while firing in some edge cases
  • Fixed: Text clipping in the Setup Server UI
  • Fixed: Broken particle interval in rare cases for some effects
  • Fixed: Groups - Team Leader in the OPFOR Small UAV Team is spawned inside the UAV
  • Fixed: Group splitting in Support MP. Newly created groups were not counted to any manpower cap - they were not registered for any spawn point.
  • Fixed: Sabot rounds did insane damage to structures
  • Fixed: Link color in the main menu newsfeed after first launch
  • Fixed: Purging RPT spam during startup (tens of messages have been addressed)
  • Fixed: Path to the Tempest driver death pose
  • Fixed: Displaying of the HUD in Darter's driver position
  • Fixed: Script error in Support MP
  • Fixed: RPT warnings about missing hit points for stand-alone Taru pods
  • Fixed: Darters started to drown way too early
  • Fixed: If chat is disabled, it is not shown after 2 x Esc in MP
  • Fixed: Minor bug related to desynchronized animation sounds
  • Fixed: Boats were not able to store inventory
  • Fixed: Removed winch destruction effects from helicopters without a winch
  • Fixed: Hellcat (both variants) rotor bug
  • Fixed: Typo in the configs of Neophron
  • Fixed: The commander turret of Sochor had a wrong selection name in one of the distant LODs
  • Fixed: Driver of Motorboat has a correct death animation now
  • Fixed: Vehicle class in ORBAT asset list
  • Fixed: Equipment lists in Arsenal on the right (e.g. grenades or explosives) didn't disappear once a different category was selected
  • Fixed: The locking and unlocking of vehicles improved to fix a potential exploit of getting into the wrong seat by killing the crew
  • Fixed: Virtual Support Provider disappears in some cases when closing the Communication menu
  • Fixed: Muted HQ in Supports module
  • Fixed: The company logo in ORBAT credits wasn't visible
  • Fixed: M-900 had a wrong set of hit points
  • Fixed: Assault / Rescue Boat - Gunners inside the ship levitated slightly
  • Fixed: Reloading GM6 Lynx did not have an animation while in
  • personTurrets
  • Fixed: Craters created after helicopter / airplane crashes in the Virtual Reality terrain
  • Fixed: Destination selection handling in the Transport support module
  • Fixed: Virtual Support Provider would sink when placed above water
  • Fixed: HEMTT Medical - One of the passengers was clipping through cover
  • Fixed: Strings were replaced by numbers for
  • duty
  • and
  • variantAfter
  • properties in several states (engine expects numbers)
  • Fixed: The step over animation played during other actions when holding a rocket launcher and turning
  • Fixed: Sorting of anti-water part of Assault Boats
  • Fixed: BLUFOR Recon Marksman received batteries for his Laser Designator. Happy birthday to him!
  • Fixed: Strings were replaced by numbers for command properties in several command menu orders (engine expects numbers)
  • Fixed: Independent armored vehicles don't write warnings about their mirrors anymore
  • Fixed: The commander hatch of the Sochor now pops properly
  • Fixed: Take actions were inconsistent
  • Fixed: Kajman gunner is now willing to use even APDS on aerial targets
  • Fixed: Crawling animations are played slowly
  • Fixed: A soldier without gun stands up from prone very fast
  • Fixed: Players reload Zubr through their own hands
  • Fixed: Lean (barrel roll) left / right without weapon problem
  • Fixed: MBT-52 Kuma crew helmets stick out of the turret
  • Fixed: MH-9 Hummingbird - When players sit on the bench without gear they have the wrong idle animation
  • Fixed: Vehicle class
  • Training
  • localized
  • Fixed: Inventory animations are now properly looped
  • Fixed: Weapons (Launchers) - Missile blast was split in half (all but Alamut)
  • Fixed: Supports MP - Seems like the helicopter evac sequence was triggered too soon (now postponed until the driver is killed or 3 seconds elapse)
  • Fixed: Field Manual collision of IDCs that caused an unwanted texture change
  • Fixed: Weapon holders now use a multi-proxy model to display all the content
  • Fixed: Unpredictable behavior of Arsenal camera when close to the ground
  • Fixed: Truck FM string ( <a href="http://feedback.arma3.com/view.php?id=19474" taget="_blank"> http://feedback.arma3.com/view.php?id=19474 </a>)\n* Fixed: Static weapon crew is no longer shielded from explosive damage
  • Fixed: Recoloring of icons to black in the Editor after a change in Game Options
  • Fixed: Rogue missing
  • "$"
  • has been found, dragged back to its place in config, and instructed that it’ll be severely punished next time it goes AWOL
  • Adjusted: Get out points for Taru and Orca to prevent passengers getting stuck in the helicopter
  • Tweaked: Config refactoring of
  • Air_F_Heli
  • into older addons (should not affect the game)
  • Tweaked: Tactical Strikes should now be twice as powerful (Support MP)
  • Changed: TT08 - Removed simulation of random catastrophic party tent failure
  • Tweaked: It should be possible to complete a task when the player successfully crash-lands (Support MP)
  • Tweaked: Content browser images
  • Adjusted: Shadows of BLUFOR rifleman
  • Updated: Introduced new parameters:
  • minTotalDamageThreshold
  • (as
  • minimalHit
  • for total hit point), and
  • explosionShielding
  • (as total hit point for structures)
  • Changed: Distance of audibility of weapon firing
  • Changed: Moved contents of
  • UI_F_Bootcamp
  • to
  • UI_F_Curator
  • Tweaked: Minor sound changes for weapon switching
  • Tweaked: Optimized damage resistance of Cargo structures according to the findings of testing
  • Tweaked: Increased distance of explosion audibility
  • Tweaked: Decreased distance of launching missile audibility for Wipeout
  • Tweaked: Vehicle tires are now more susceptible to explosive damage
  • Tweaked: Made MRAP tires equal in durability to those of wheeled APC
  • Tweaked: Decreased indirect hit damage of RPG HE rockets and Titan AP rockets, for they did too much damage to certain structures. Their main purpose of anti-infantry rockets and ability to cripple armored vehicle movement remains unchanged.
  • Tweaked: Durability of boats
  • Tweaked: TT10 - Sling Load drop zones enlarged to allow for quicker drops
  • Tweaked: Sounds of mortar and GMG shooting
  • Tweaked: Reorganization of vehicle collision samples
  • Improved: Connections between pistol and swimming
  • Changed: Kart no longer protects its ‘crew’ from explosive damage
  • Adjusted: Ghosthawk lights now aim forward more to be more useful during landings
  • Adjusted: Firing from vehicles aim limits for HEMTT, Zamak, Tempest and Huron and position of the shooters
  • Changed: Categories in Editor > Modules are alphabetically sorted now
  • Tweaked: Re-linked sound samples for Sling Loading
  • Tweaked: Proper aim precision for two transition animation states
  • Tweaked: A bazillion of localizations and translations for various languages
  • Tweaked: Support MP - FSM adjusted, the cargo class is now controlled and the cargo needs to stay alive for at least 5 seconds for the task to complete
  • Improved: Katiba and M200 reloads
  • Tweaked: Accuracy of vehicle gunners was seriously lowered for Support MP
  • Changed: Made sounds for house hit point destruction guaranteed
  • Changed: Units can no longer fire while picking up a different weapon
  • Tweaked: Adjusted prone geometry / collisions
  • Tweaked: Support MP - OPFOR base size was wrongly set to 50m (changed to 200m)
  • Adjusted: Camera shake parameters for damaged helicopters
  • Tweaked: Optimized several ammunition types with new parameters. Their previous purpose and effectiveness should remains roughly unchanged, while a few shell types are slightly optimized or updated.
  • Tweaked: Decreased explosive resistance of Quad Bike tires, so they are now properly destroyed even by anti-personnel mines
  • Tweaked: Sling Loading in the Command Menu:
    • The drop cargo command is available only when pointing to the ground
    • The lift cargo command is available when a player is in a Sling Loadable vehicle
    • The background of the menu was made longer so the items don't overflow
    • The disembark command was disabled for all units in a helicopter with Sling Loaded cargo
  • Removed: Redundant moves and cleaned up RPT log
  • Removed: Rope object from Editor and Zeus

Support MP:

  • Tweaked: Support Katalaki:
    • Sector dependency changed and redesigned
    • The 3 middle sectors now control the spawning of vehicles
    • Many spawn points were re-positioned or deleted
    • Manpower caps and spawn setting adjusted
    • Group config adjusted: auto-riflemen added, medics replaced by riflemen, and AAT replaced by AT units
    • Spawn points adjusted on both sides
    • Spawn points are now separated by type
    • There is no dependency of the spawn points in sectors A and E
    • If a side has at least 1 of the middle 3 sectors, it gets a bonus vehicle spawn point activated
  • Tactical Strikes are now twice as effective
  • Added possibility to resupply and repair when crash landed at the maintenance point
  • Boarding units will now unstuck even when they are in combat
  • Improved: Trigger for crash landing at a repair point
  • Improved: Medevac procedure:
    • Soldiers run for empty space where a helicopter can land
    • Smoke is refreshed every time it wears off
    • Smoke is offset randomly to look more realistic
    • Medevac now triggers faster
  • Improved: Dead units and players are excluded from the group doing the evac sequence
  • Improved: Stop code execution when no-one is alive
  • Fixed: Problem counting dead crew as kills for OPFOR pilots
  • Tweaked: When a helicopter is destroyed on the respawn spot, it gets deleted much faster now
  • Hotfixed: An issue where
  • personTurrets
  • get locked and could not be unlocked (as a result the transport task could not get completed for helicopters with
  • personTurrets)\n

Potential campaign spoilers:

  • Added: There is a safety check making sure the proper headgear and goggles are used
  • Added: 2 NVGs into the starting equipment pool for “Adapt”
  • Fixed: Beyond Recognition - Volume of the ending conversation with Crossroads
  • Fixed: Attention Deficit - South-West player dies by falling
  • Fixed: The flashlight is now properly set as a required piece of gear on the hub and correctly transfers to the Crossing Paths mission
  • Fixed: Inconsistency between the 'briefing' time and 'in action' time
  • Fixed: “Win” epilogue - Timing of the init events and effect
  • Fixed: “Win” outro - Timing of the init events and effect
  • Fixed: Even Kerry in later stages of the campaign shouldn't have random headgear and facewear
  • Updated: "Adapt" outro voice-over samples
  • Tweaked: Randomization of Kerry's headgear and goggles is now fully blocked
  • Tweaked: The destination waypoint position of one of the soldiers returning from mission adjusted so it leads him away from the briefing area. This should fix the possible collision of this soldier with the Kerry during the briefing cutscene.
  • Tweaked: Weather updates are now properly forced using command <a href="https://community.bistudio.com/wiki/forceWeatherChange" taget="_blank"> forceWeatherChange </a>
  • Tweaked: Beyond Recognition - Removed requirement for the pilot to reach the waypoint before the ending progressed
  • Removed: Names "Ryan" and "Taylor" from the pool of names the system can use to generate new identities
  • Tweaked: “Win” outro
    • Improved: Starting sequence (mainly timing of the events so they align much better)
    • Changed: All ambient AI-driven vehicles are now locked

ENGINE:

  • Added: Enable new <a href="https://community.bistudio.com/wiki/Arma_3_Headless_Client" taget="_blank"> Headless Client </a>
  • implementation
  • Added: Support for new Post-Process anti-aliasing technology - <a href="https://software.intel.com/en-us/articles/conservative-morphological-anti-aliasing-cmaa" taget="_blank"> CMAA </a>
  • Added: Delay between commanded ejects of AI
  • Added: New properties for better damage handling (
  • explosionShielding
  • +
  • minTotalDamageTreshold)\n* Added:
  • deflection
  • parameter for surfaces so there can be defined deflection parameters for each surface, not just for munitions generally
  • Added: New version of <a href="https://community.bistudio.com/wiki/allTurrets" taget="_blank"> allTurrets </a>
  • so it can process either only a vehicle or a vehicle with / without person turrets returned
  • Added: Possibility to rotate multiple units even on the map (Zeus)
  • Added: <a href="https://community.bistudio.com/wiki/actionKeysNames" taget="_blank"> actionKeysNames </a>
  • and <a href="https://community.bistudio.com/wiki/actionKeysNamesArray" taget="_blank"> actionKeysNamesArray </a>
  • can have a 3rd parameter to prioritize the chosen input device type like joysticks, controllers, etc.
  • Added: Debug message for catching a possible crash
  • Added: Condition variable
  • PlayerVehicleIsHookable
  • for Sling Loading
  • Added:
  • isLockingDisabled
  • parameter for all entities (they can be configured now so they are not lockable by anything)
  • Added: Possibility to set up an indirect damage protection coefficient for crew (
  • crewExplosionProtection)\n* Added: New condition variable
  • isInHelicopter
  • Added: Auto-INIT scenario server-side
  • Added: Scripting command for determining player chat is shown ( <a href="https://community.bistudio.com/wiki/shownChat" taget="_blank"> shownChat </a>)\n* Added: Addon list changed event [SteamLayer]
  • Added: Clutter coloring by satellite map can be adjusted
  • Added: Possibility to force Advanced Flight Model from server config (
  • forceRotorLibSimulation
  • :
  • 0
  • - options,
  • 1
  • - forced on,
  • 2
  • - forced off) - overrides <a href="https://community.bistudio.com/wiki/description.ext" taget="_blank"> description.ext </a>
  • Added: New <a href="https://community.bistudio.com/wiki/getObjectDLC" taget="_blank"> getObjectDLC </a>
  • command
  • Added: Sound: Internal variant for hit sounds - extra set of samples
  • Added:
  • setUnloadInCombat
  • script command
  • Added: Option to
  • DisplayCapture
  • to sort scopes by average or sum of durations
  • Added: Command-line parameter
  • -loadMissionToMemory
  • to enable loading a mission file into memory before sending it to players
  • Added: Script function <a href="https://community.bistudio.com/wiki/configProperties" taget="_blank"> configProperties </a>
  • Added: BattlEye support for Headless Clients
  • Added: Auto-change of Headless Client player identity (identity / profile name of the HC is automatically changed to the assigned role name)
  • Added: Setting default profile for Headless Clients
  • Fixed: AI stuck in a weird loop after being moved via script
  • Fixed: Gamepad vibrates when not used (added more conditions to guard proper initialization of the time the gamepad was used last)
  • Fixed: Possible CTD
  • Fixed: Updated conditions for the time a controller was used before a scenario starts, so it won’t vibrate if not used during the actual game
  • Fixed: Possible CTD when calling <a href="https://community.bistudio.com/wiki/deleteVehicle" taget="_blank"> deleteVehicle </a>
  • in init
  • Fixed: Lines drawn for empty groups placing previews
  • Fixed: Pending object's object does not exist during function call
  • Fixed: Destruction by collision of horizontal rotors connected [RTD]
  • Fixed: Dedicated Server AI aiming [FFV]
  • Fixed: Issue with players being in the commander turret instead of the driver seat in MP
  • Fixed: Ignore locking of a vehicle only for units inside it. Moving the getting off destination further away from the vehicle.
  • Fixed: Group lines being drawn in the map when a moving units operation is in progress
  • Fixed: Extensive values in low FPS recoil [FFV]
  • Fixed:
  • isAbleToMove
  • [RTD]
  • Fixed: Attempt to fix a crash when releasing PhysX joints
  • Fixed: Sleeping of not moving PhysX objects with applied force
  • Fixed: Automatic Zeus groups deletion
  • Fixed:
  • attachWaypointObject
  • script command can handle vehicles (fallback to
  • attachWaypointVehicle
  • when using a non-static object)
  • Fixed: Cut off hit point diagnostics output
  • Fixed: <a href="https://community.bistudio.com/wiki/setPos" taget="_blank"> setPos </a>
  • command not disembarking unit properly [FFV]
  • Fixed: Only the target group strength was recomputed after joining groups via the <a href="https://community.bistudio.com/wiki/join" taget="_blank"> join </a>
  • script command
  • Fixed: Possible CTD
  • Fixed:
  • IssueHook
  • so it is able to use a player’s vehicle as well
  • Fixed: Log spam:
  • "Permanent link cannot point to non-permanent object"
  • in MP
  • Fixed: Damaging crew before they can get out of a helicopter when drowning
  • Fixed: Remote controlled units can now enter an empty vehicle without being forced to get out (Zeus)
  • Fixed: AI won't start moving if its target destination is hard to reach
  • Fixed: AMV won't go through fences
  • Fixed: UTF string handling in addon paths
  • Fixed: Leaders were repeating the dismount command when a Landing Zone was not found
  • Fixed: CTD in multiplayer when a hooked object is deleted
  • Fixed: Added missing eject in emergency situations
  • Fixed: Possible CTD caused by wrong configuration of
  • getInProxyOrder
  • in the transport class
  • Fixed: Possible CTD
  • Fixed: Possible CTD when a hook waypoint has no target
  • Fixed: Camera drift while using TrackIR with aiming deadzone
  • Fixed: Filters [SteamLayer]
  • Fixed: Possible CTD
  • Fixed: AI climbing a ladder repeatedly
  • Fixed: Ordering multiple helicopters to load one cargo
  • Fixed: Zeus creating of units so it can be called even when a center is full of groups (you have some group prepared)
  • Fixed: Multiple analog inputs on one action are averaged instead of summed. Be sure to not set input you are not using for that action as this will lower the overall input.
  • Fixed: Gunners not disembarking from drowning helicopters
  • Fixed: Possible CTD
  • Fixed: Possible CTD and added a RPT message when this situation occurs
  • Fixed: Problems with <a href="https://community.bistudio.com/wiki/removeAllContainers" taget="_blank"> removeAllContainers </a>
  • in MP (JIP messages for containers remain on the server)
  • Fixed: Possible CTD in Editor
  • Fixed: Not loading WRP file for a terrain when it is in local files and not binarized
  • Fixed: RPT spam
  • "LODShape::AddLoadHandler: Handler not present in shape..."
  • Fixed: Crash when updating weapon sounds
  • Fixed: Possible CTD on
  • AutoReload
  • Fixed: Switching between optics in
  • personTurret
  • positions in helicopters with
  • pilotCamera
  • [FFV]
  • Fixed: CTD when accessing a non-existent PhysX shape
  • Fixed: PhysX helicopters not resetting their ‘stopped’ status
  • Fixed: Z-axis of the camera shake shake equation
  • Fixed:
  • RoadSurfaceY
  • test. Removed duplicate code. Better
  • RoadSurfaceY
  • performance in some cases.
  • Fixed: AI in
  • personTurrets
  • staying in the vehicle in combat mode
  • Fixed: Free camera when head tracking is active
  • Fixed: Possible CTD
  • Fixed: Ragdoll death under water (more time to settle down)
  • Fixed: Sound: Closure sound uses fire audibility / distance
  • Fixed: Potential CTD
  • Fixed: AI
  • reactToDanger
  • executed more often
  • Fixed: Sound: Shooting not attenuated by distance when
  • cameraSwitch
  • is used
  • Fixed: Impossible ejection from moving airplanes
  • Fixed: Unhook waypoints so AI is able to drop even object type cargo
  • Fixed: Ambient (local-only) animals are not taken as targets
  • Fixed: Crash in the
  • objectIntersect
  • script command
  • Fixed: Helicopter fuel consumption
  • Fixed: Sound: Output voice differs from voice
  • SendList
  • , causing CTD
  • Fixed: Crash on entering vehicles [FFV]
  • Fixed: Crash connected to objects without anything in their
  • Roadway
  • level
  • Hotfixed: Animation weights serialization caused non-deterministic data (P3D file) used to be generated during the binarization process
  • Hotfixed: Possible crash in
  • IsLevelLocked
  • Improved: Better handling of unit info color changes
  • Tweaked: Dedicated Server simulation methods
  • Tweaked: Blending of satellite map and detail map can be better adjusted
  • Tweaked: Players can now order multiple units to Sling Load cargo
  • Tweaked: Optimized rope simulation in some cases
  • Changed: Renamed <a href="https://community.bistudio.com/wiki/getObjectDLCs" taget="_blank"> getObjectDLCs </a>
  • script command to <a href="https://community.bistudio.com/wiki/getPersonUsedDLCs" taget="_blank"> getPersonUsedDLCs </a>
  • Changed: Do not show action to switch to launcher in
  • personTurret
  • [FFV]
  • Optimized: Updating of attached objects for buildings
  • Updated: Slightly faster handling of static target distribution
  • Updated: Optimization when processing a contact of two PhysX entities
  • Tweaked: Terrain uses shader without texture fetching in depth pre pass (based on feedback from Intel)
  • Updated: Sound: ‘global’ samples recycling
  • Improved: Optimized handling of light position updates (buildings) so they are updated only when there is some movement and not each frame
  • Tweaked: Minor PhysX-related optimizations
  • Improved: Creation of sound object only if audible (uses fast distance test to optimize shooting)
  • Changed: Standard shadow setting has lower cascade count
  • Tweaked: Sound: Dynamic sound source - extended sample selection rule to handle cases where only one sample is set
  • Changed: Block and unblock for network server thread simulation
  • Tweaked: Extended string usage statistics for MP
  • Tweaked: Optimizations in data stream compression techniques
  • Tweaked: Small change for speed usage in MP prediction (should lower camera zoom flicker)
  • Changed:
  • DecompressShader
  • function is no longer a template
  • Improved: Disabled PhysX collision damage exception for tanks (they now take fall damage properly)
  • Improved: Adjusted a buoyancy type initialization to improve loading times
  • Updated: Sound: Crash sound delay
  • Changed:
  • “DaMmage”
  • was killed with fire, and only
  • damageHalf
  • and
  • damageFull
  • are kept
  • Improved: Buoyancy data is correctly serialized to / from the binary format
  • Tweaked: Workshop ID query for the subscribe next and unsubscribe all feature in Launcher [SteamLayer]
  • Removed: Warning about missing hit point when switching house to damaged object
  • Removed: Sound: Shooting from attenuation

LAUNCHER:

  • Added: Local mod support
  • Added:
  • "Click to update"
  • /
  • "Click to repair"
  • buttons
  • Added: New icons indicating the status of a mod: busy, corrupted, update available
  • Added: Subscribed content list changed event handler to Launcher's Steam facade, beside the mod list changed (right now this is just for diagnostics)
  • Added: Sanitizing multiple dots in mod folder names
  • Added: Enabled logging from the
  • Utils
  • library
  • Added: Additional exception logging
  • Added: Dialog description when selecting a local mod and localized the message box displayed when the selected folder doesn't contain any addons
  • Added: Better detection of mod corruption
  • Added: Better handling of the mod destination path after download
  • Added: A specialized message box is now displayed when multiple corrupted mods are marked for loading when the user hits the play button
  • Added: Parameter check for download queue items
  • Added: Localizable tooltips for standard caption buttons (minimize | maximize | close)
  • Added: Button to mod management page to subscribe to ‘Mods’ from Steam Workshop
  • Added: New localization identifiers for updated UI, added new localizable strings
  • Added: English and Czech localization of strings and messages related to local mods
  • Added: Dark border to the scroll bar to enhance its visibility
  • Added: Profile loader now automatically detects changes in folders where profiles are stored
  • Added: References to localized strings for the big update button / repair button styles
  • Added: Localization for 1.36
  • Fixed: Added missing loaded mod cache invalidation
  • Fixed: Possible CTD when no Steam directory is found in the registry
  • Fixed: Typo in the name of an event in
  • BatchSubscriber
  • Fixed: Position of the
  • "Select all"
  • check box in the mod manager was misaligned with mod check boxes
  • Fixed: Width of the app menu button was smaller than the options button (resized to match)
  • Fixed: Mod remained in busy state when the delete before repair failed
  • Fixed: Added missing bullets to the list of corrupted mods in the message box connected to the
  • Load All
  • /
  • Unload All
  • actions
  • Fixed: Updated main synchronization loop and added sync locks
  • Fixed: De-optimized loaded extension collection refresh after list composition
  • Fixed: Translations for UI elements that were moved to different containers or were renamed
  • Fixed: The
  • "Toggle All"
  • command now displays the same message box as the
  • "Play"
  • command when some mods can't be loaded
  • Fixed: Mods are no longer automatically marked as loaded after repair; they retain their previous state
  • Fixed: Missing path normalization
  • Fixed: The update button visibility converter could cause a CTD
  • Fixed: File download continued when an item was unsubscribed from Steam Workshop
  • Tweaked: Major code improvements
  • Tweaked: Performance tuning
  • Changed: All Steam addons are now considered mods (in the sense of mod info)
  • Changed: Pre-requirements check verifies the installation of the Visual C++ 2013 runtime
  • Modified: Updated web page URL for item subscription, added the 'Mod' tag to filter
  • Modified: Updated download queue to synchronization queue
  • Modified: Separated and grouped extension manager initialization; failed initialization of extension manager should not block player from running the vanilla game.
  • Modified: Commands and controls in options view related to local extension storage will be disabled when no local extension storage is created
  • Updated: en-US localization
  • Modified: Changed
  • 'Addon'
  • labels for
  • 'Mod'
  • as a general term for user content and modifications
  • Removed: A duplicate marking for loading when switching presets

SERVER:

  • Updated: Stand-alone Windows Dedicated Server (1.36)
  • Updated: Stand-alone Linux Dedicated Server (1.36)
    • 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;dlcbundle** to your

    • arma3server.exe
    • shortcut


SPOTREP-00038

SPOTREP-00038

  • FROM: Project Lead
  • TO: Arma 3 Users
  • UNIT: Main Branch
  • ACTIVITY: Game Update: 1.38 (PhysX library update, Multiplayer server optimizations)
  • SIZE: ~687 MB / ~444 MB

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.
  • A
  • Legacy Build
  • Steam branch is available for advanced users. It contains the previous significant main branch version (1.36). It can be used to compare specific changes between major releases. The access code for this branch is:
  • Arma3Legacy136
  • A
  • Make Arma Not War Build
  • branch is available for competitors and jury members. It will contain the 1.32 main branch version throughout the rest of the contest. The access code for this branch is:
  • MakeArmaNotWar
  • 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 <a href="https://developer.valvesoftware.com/wiki/SteamCMD" taget="_blank"> SteamCMD </a>
    • utility. The app ID is to be 233780.
    • Physics simulation powered by NVIDIA® PhysX™. NVIDIA® and PhysX™ are trademarks of NVIDIA Corporation and are used under license.

CHANGELOG

DATA:

  • Added: Ability to prevent respawning happening at all at mission start
  • Added: Ability to toggle vision modes (night vision, thermal vision) in Virtual Arsenal by pressing N
  • Added: Missing functions into Arsenal
  • Added:
  • "N/A"
  • is shown over empty list boxes
  • Added: Waypoints to vehicle radar
  • Added: New hit points for the remaining Truck variants
  • Added: Author property for texture sources and animation sources
  • Added:
  • BIS_fnc_gridToPos
  • (based on <a href="http://forums.bistudio.com/showthread.php?186511-Grid-Refrence-to-World-Position" target="_blank"> http://forums.bistudio.com/showthread.php?186511-Grid-Refrence-to-World-Position </a>)\n* Added: New sound for opening the ramp of the Mohawk helicopter
  • Added: New animation source for opening ramp of the Mohawk helicopter
  • Added: Code performance button for the pause menu debug console. Allows checking how expensive the code in the Expression field is.
  • Added: VR Suit can now be retextured
  • Added: Accuracy stat for weapons in Arsenal
  • Added:
  • camo3
  • to the sections in the ghillie suit's model config, so it can be used in the
  • hiddenSelections
  • property
  • Added: Showcase briefing section in MP Tanks
  • Added: An optional parameter to prevent an establishing shot from fading in when finished
  • Added:
  • BIS_fnc_fps
  • now saves the input into variable (
  • BIS_fps_output)\n* Fixed: Selection
  • camo
  • in the BLUFOR sniper model
  • Fixed: Missing accuracy rings on moving zombie pop-up targets
  • Fixed: Double inclusion of an include file
  • Fixed: Icons of known and locked targets in the Field Manual
  • Fixed: Condition for displaying DLC indication in the Field Manual
  • Fixed: Respawn camps had an incorrect author
  • Fixed: Player is now able to exit planes after belly landings
  • Fixed: Minor discrepancy in the duty values of pistol stances (also make it slightly less demanding to move around with a pistol)
  • Fixed: Possible abrupt scenario end when a client reconnects to the game in MP Headhunters
  • Fixed: Huron (Black) RPT warnings about animation sources
  • Fixed: Upper mirrors on the Ifrit are now facing in the correct direction
  • Fixed: Some 20-30mm cannons don't damage buildings
  • Fixed: MP Bootcamp does not fail the "Engagement" task if all players are dead anymore
  • Fixed: Vermin cases fell through the shooter’s hand
  • Fixed: Small duty inconsistencies in animations
  • Fixed: Independent armored vehicles don't report warnings about their mirrors anymore
  • Fixed: ZGM 4+1 Bootcamp - Players can no longer damage the HEMMT truck within the infantry stage
  • Fixed: Animation source inheritance
  • Fixed: Configured correct damage materials for the exterior of the Civilian xH-9s
  • Fixed:
  • BIS_fnc_gridToPos
  • didn't accept letters above
  • 'j'
  • Fixed: Selecting an empty insignia in Arsenal didn't remove the last selected one
  • Fixed: Voice preview in the Arsenal didn't match the selected item
  • Fixed: Security vulnerability of GUI scripts
  • Fixed: An issues where Zeus couldn't perform some object interactions (e.g. refueling a vehicle, editing content of an ammo crate)
  • Fixed: Duplicate respawn tent notifications and radio messages ( <a href="http://feedback.arma3.com/view.php?id=21919" target="_blank"> http://feedback.arma3.com/view.php?id=21919 </a>)\n* Fixed: Persistent on-screen text in some cases of Stage restarts in VR trainings
  • Fixed: The fuel hit point of the Hatchback wasn't working
  • Fixed: Tires of wheeled armored vehicles were not taking damage from gunfire in some situations
  • Fixed: Some Headgear items were not visible in Zeus
  • Fixed: Weapon impact stat in Arsenal was not calculated correctly
  • Fixed: Overlapping of title text and player name in the Main Menu
  • Fixed: Added missing vehicle classes to
  • CfgPatches
  • Fixed: FV-720 Mora had wrong zeroing for higher distances (see <a href="http://feedback.arma3.com/view.php?id=22170" target="_blank"> http://feedback.arma3.com/view.php?id=22170 </a>)\n* Fixed: Grid offset for VR World is now set to the correct value
  • Fixed: Wrong transition after salute
  • Fixed: Task completion in the Sling Loading VR Course
  • Fixed: Weather sync issues in Escape from Altis
  • Fixed: Step over after turning left / right with equipped launcher and performing treatment
  • Fixed: Missing treatment animation with pistol / launcher
  • Fixed: Static autonomous GMGs and HMGs now have a proper view angle in the UAV Terminal
  • Fixed: Missing
  • sizeEx
  • property in shortcut button
  • Fixed: Missing <a href="https://community.bistudio.com/wiki/enableEnvironment" target="_blank"> enableEnvironment </a>
  • in the Establishing Shot function
  • Fixed: DLC icons were not implemented correctly in Arsenal
  • Fixed: Sounds of the navigating helicopter animation
  • Fixed: Problem with sorting weapons using MRCO optics
  • Fixed: The color of selected items in Arsenal wasn't readable well
  • Fixed: Offroad FFV positions have proper compartments set
  • Fixed: Sprinting in Kneeled Adjusted Downwards position transition to Standing
  • Improved: New fireplace sounds
  • Improved: The on-board clock in the Mohawk is fully functional now, because time is money, pilots!
  • Improved: HEMTT, Zamak and Tempest trucks hit point configuration
  • Improved: Headgear available in the editor and Zeus is now the same as in the Virtual Arsenal
  • Changed: Second default face in Arsenal disabled
  • Changed: Combat Fatigues for Miller and Kerry have been hidden (they don’t actually use special uniforms, just generic ones)
  • Changed: Init event handler now uses <a href="https://community.bistudio.com/wiki/call" target="_blank"> call </a>
  • instead of <a href="https://community.bistudio.com/wiki/execVM" target="_blank"> execVM </a>
  • Changed: Decreased deflecting angles of certain ammunition types because they ricocheted a bit too much
  • Changed: Color of the yellow question mark to green in MP server selection menu
  • Adjusted: Crash sounds of the Quad bike
  • Tweaked: Sounds for pistols
  • Tweaked: Stance indicator can now be positioned separately from weapon info
  • Tweaked: The non-functional engine temperature display in the Mohawk has been set to a more reasonable value so it will not scare pilots by being red all the time
  • Tweaked: Slightly decreased base deflecting values of pistol bullets
  • Tweaked: xH-9 config cleanup / refactoring
  • Tweaked: Hatchback, SUV and VAN config cleanup / refactoring
  • Tweaked: Position of get in memory points so that AI doesn't get stuck when disembarking helicopters
  • Tweaked:
  • CfgPatches
  • for headgear should contain the correct classes now
  • Tweaked: Huron rotors aren't visually destroyed when fully damaged by shooting. This reflects that the lift is not lost instantly, but it gradually decreases, and the helicopter falls down in an autorotation. No change in the following: when the rotors are destroyed in a collision, they stop rotating and are visually destroyed; the Huron then falls down directly. Kaboom.
  • Tweaked: Damaged body hit point of MRAPs now properly shows damage on the vehicle’s body texture. Durability of this hit point was optimized accordingly for different ammunition types. Durability specifics of the given vehicle remains unchanged.
  • Tweaked: Increased PiP resolution in AV Terminal and AV Camera
  • Tweaked: 30mm APFSDS Kamysh ammo now correctly damages MRAPs through the frontal engine buffer zone, albeit side hits are much more effective
  • Tweaked: A turret hit now cannot cause the explosion of the whole MRAP vehicle
  • Tweaked: Decreased APERS bounding mine trigger range for it was possible to trigger it through the roof / floor from another building story
  • Tweaked: Increased the maximum simulation duration (parameter:
  • timeToLive)\n* Tweaked: Further increased masses for GM6 Lynx and LRR to maintain proper weight differences
  • Tweaked: Get out points for Assault Boat
  • Tweaked: Level of entry points for Speedboats
  • Tweaked: Time Trials start mechanism to reduce shaking
  • Tweaked: Re-worked Kart driving model to work as before (after the new PhysX)
  • Updated: Inventory for Huron ammo container disabled ( <a href="http://feedback.arma3.com/view.php?id=22223" target="_blank"> http://feedback.arma3.com/view.php?id=22223 </a>)\n* Optimized: Strider hit points to achieve more consistent hit results
  • Removed: Obsolete addon
  • Air_F_RTD
  • Removed: Debug message in the Field Manual
  • Removed: Flame texture animation in health feedback systems

Potential spoilers

  • Fixed: The “Obtain AA Launcher" task is no longer marked as completed if the player destroyed the helicopter by other means in Showcase SCUBA
  • Fixed: Diplomatic Relations - weapons no longer appear beneath tables

ENGINE

  • Added: New commands for getting all controls from inside a display as well as all displays registered in-engine
  • Added: New command for getting list of all variables from given namespace ( <a href="https://community.bistudio.com/wiki/allVariables" target="_blank"> allVariables </a>)\n* Added: Enabling mods report in retail (RPT)
  • Added: Buldozer - Ability to lock elevation of objects during terrain sculpting
  • Added: command <a href="https://community.bistudio.com/wiki/turretOwner" target="_blank"> turretOwner </a>
  • Added: Missing getters for object variables
  • Added: New script commands - <a href="https://community.bistudio.com/wiki/getObjectTextures" target="_blank"> getObjectTextures </a>
  • , <a href="https://community.bistudio.com/wiki/getObjectMaterials" target="_blank"> getObjectMaterials </a>
  • Added:
  • ComboBox
  • and
  • ListBox
  • UI controls are now able to show a secondary icon
  • Added: Waypoints, custom waypoints and assigned targets to the radar
  • Added: Secondary text for listbox / combobox items, additional script function for managing new texts
  • Added: Detection of the source mod / DLC for config classes
  • Added: New animation source for lowering and raising of turrets (player controls not yet configured)
  • Added: Logging of extensions used in the game
  • Added: Mod / DLC icons for terrain selections
  • Added: Mod / DLC icons in the add module display (editor)
  • Fixed: Player ejected into the air when starting movement after a get out animation is initiated
  • Fixed: Cursor following the weapon when reloading [FFV]
  • Fixed: Wrong animation after ejecting from a jet with small height
  • Fixed: 2 x Ctrl now works in crouched pistol stance
  • Fixed: Possible crash on Altis caused by the wrong position transformation of the coordinate system
  • Fixed:
  • customMods
  • flag
  • Fixed: Possible crash in calculating normals
  • Fixed: Model property reading (buoyancy, reversed)
  • Fixed:
  • respawnAtPlace
  • so it is not getting a dead soldier out of a vehicle where he died
  • Fixed: Removed drawing of obsolete custom waypoints
  • Fixed: Sound: Avoid XA2 effect memory leaks, and updated the effect interface
  • Fixed: Available space in Steam Cloud storage is not counted correctly
  • Fixed: Potential CTD when using <a href="https://community.bistudio.com/wiki/switchMove" target="_blank"> switchMove </a>
  • on gestures
  • Fixed: Vehicle mouse steering is not influenced by vehicle speed
  • Fixed: Missing implementation of ordered cargo positions in scripting command <a href="https://community.bistudio.com/wiki/lockedCargo" target="_blank"> lockedCargo </a>
  • Fixed: PhysX static weapons are not ‘sleeping’
  • Fixed: Static assertion in the Linux build
  • Fixed: Incorrect reading of colors for roads
  • Fixed: Small dot drawn on the top of the screen when the compass is shown and a custom waypoint is set
  • Fixed: Defective client IP check in loopback mode
  • Hotfixed: Video texture mipmaps
  • Fixed: Localized string in controller customization
  • Fixed: A problem with MP prediction when a client lags too much in a cargo position and a related potential crash
  • Fixed: Camera shake diagnostics
  • Fixed: Crash in land clutter rendering
  • Fixed: Problem with MP synchronization of living characters in ragdoll
  • Fixed: Inability to get in a Slammer after it had a full cargo compartment
  • Fixed: A problem with remote vehicle suspension being under building shapes
  • Fixed: Missing published items in the publishing window ( <a href="http://feedback.arma3.com/view.php?id=22071" target="_blank"> http://feedback.arma3.com/view.php?id=22071 </a>)\n* Fixed:

-mod* parameter load order

  • Fixed: Diag modules are cleared before
  • INIT
  • scripts are called on units
  • Fixed: G-force camera shake is now present even when the engine is off
  • Fixed: G-force camera shake is now applied to all units in a vehicle, not just its commander
  • Fixed: Camera shake from passing vehicles when a player is in freefall
  • Fixed: An issue where AI would not respect objects, which were rotated using <a href="https://community.bistudio.com/wiki/setDir" target="_blank"> setDir </a>
  • , in the computation of pathfinding
  • Fixed: AI ordered to get in a vehicle will do that after disembarking the current vehicle instead of only disembarking
  • Fixed: Restricted possibility to gain control over another player's unit by using <a href="https://community.bistudio.com/wiki/selectPlayer" target="_blank"> selectPlayer </a>
  • or <a href="https://community.bistudio.com/wiki/remoteControl" target="_blank"> remoteControl </a>
  • commands
  • Fixed: Key blocked by script is blocked even if held for a while
  • Fixed:
  • RoadsLib.cfg
  • was not changing roads after a change of landscape
  • Fixed: CTD while accessing a non-existent brain
  • Fixed: Use of
  • vehicleInCoef
  • for mine detection
  • Fixed: AI running away after a Get Out waypoint at specific locations
  • Fixed: Local WRP & road shapes don't work together
  • Fixed: Reporting wrong PhysX
  • onContacts
  • Fixed: Check for a null shape (possible CTD)
  • Fixed: Use of
  • surfaceDeflectionCoef
  • Fixed: CTD when accessing a null pointer when working with magazines
  • Fixed:
  • LeaderCandidate
  • selection
  • Fixed: Headless Client units were laggy
  • Fixed: Problem with rocks under roads
  • Fixed: Correct mod / DLC icon order in the main menu
  • Fixed: Linux build with older PhysX version
  • Fixed: (Short) holding of a key caused an action to trigger multiple times
  • Fixed: AI door gunner unable to engage targets that the pilot didn't see
  • Fixed: Medics lost the ability to heal when a target was teleported
  • Fixed: Server crash in
  • tier0_s.dll
  • Fixed: Local client connections aren't disconnected
  • Fixed: Crash in
  • SteamLayer
  • Fixed: Scenarios were present in the addon list
  • Fixed: Problem with restarting Dedicated Server breaking for some clients
  • Fixed: <a href="https://community.bistudio.com/wiki/switchMove" target="_blank"> switchMove </a>
  • "" now resets animations again
  • Fixed: Cannot interact with items in a teammate's backpack
  • Fixed: Squad AI inventory locked
  • Fixed: Loading mod icon from the mod path; showing mod icons in the editor only for mods visible in the main menu
  • Changed: Moved
  • NetworkServer
  • send messages to a different thread
  • Changed: Configuration of camera shake caused by damage was moved to config files
  • Changed: The
  • defaultMod
  • flag so it works correctly even with the

-mod* parameter

  • Changed: <a href="https://community.bistudio.com/wiki/configProperties" target="_blank"> configProperties </a>
  • - last two parameters are optional now
  • Changed: AddXYZWeaponItem, RemoveXYZWeaponItem should support also magazines
  • Changed: Removed contributed items from the Publisher's published items list (Editor)
  • Changed: Re-factored loading of mod configs, added loading of default values from a mod baseclass
  • Changed: Set building Linux with PhysX 3.2.4
  • Changed: FPS cheat limited for public versions
  • Tweaked: Better and faster tracing of fire sectors (optimization)
  • Tweaked: Formating of the MP strings statistics
  • Tweaked: Sound: Optimized distant vehicle simulation
  • Tweaked: Lowered the limit when shared system memory is used
  • Tweaked: Cleanup of unused technology in physics
  • Tweaked: Small physics optimizations
  • Tweaked: Ongoing netcode optimizations
  • Tweaked: Clean up of certain Steam implementations on game shutdown
  • Tweaked: Engine code refactoring and maintenance
  • Tweaked: Changed parts of MP prediction to lower bad positions and position jumping
  • Tweaked: Create standard helicopter flight model if RotorLib is disabled
  • Tweaked: Minor change to local message
  • deltaT
  • Tweaked: Removed HC feature macros (cleanup)
  • Tweaked: Windows error message formatting unified
  • Tweaked: Sound: Sync breathing with gun movement
  • Tweaked: Waiting for the send message thread before calling extensions
  • Tweaked: Minimal message time prediction delta
  • Tweaked: Proper filter for grenade collision contacts
  • Tweaked: Sound: Updated breathing start condition
  • Improved: FFV interpolation
  • Improved: First part of script event handlers refactoring and fix of an issue where removing an event also reindexed others behind it
  • Improved: Possibility to command AI to get in personTurrets and cargo separately [FFV]
  • Improved: Optimizations of swimming state handling so it is not calculated when you are not near water
  • Improved: Mods have been refactored so we can add new types of mods more easily
  • Improved: More exact near water detection for some sub-routines
  • Improved: LZO Pro now uses safe decompression routines
  • Improved: Re-factoring send messages server thread locks
  • Improved: Re-factor PhysX simulation thread locks
  • Improved:
  • SteamLayer
  • is able to read config.bin directly
  • Improved: PhysX updated from 3.2.4 to 3.3.2
  • Improved: Model (P3D file) pipeline:
    • The object's data (geometry and animations) is reversed right after P3D file load (original data)
    • No more reverse operations at game run-time
  • Improved: Load string table from all addons before parsing configs
  • Improved: Increased memory allocator limits for
  • AnimationContext
  • Improved: Refactored context menu so it is using enum instead of macros
  • Improved: Road binarization
  • Updated: Steam SDK to v1.31
  • Disabled: Placing and interaction with mines in personTurrets [FFV]
  • Optimized: Removed an unnecessary parameter from
  • AIBrain
  • Removed: handleScore being issued by <a href="https://community.bistudio.com/wiki/addScore" target="_blank"> addScore </a>
  • from scripts
  • Removed: Scripting commands to modify values that can be changed with
  • diag_MergeConfigFile
  • Moved closing of
  • SendMessages
  • thread before Battleye closes

LAUNCHER

  • Fixed: Parameters with multiple visual representations are no longer duplicated in Arma’s command line
  • Fixed: Error message box wasn't displayed when user attempted to add invalid local mods and specific conditions were met
  • Fixed: Removed unnecessary quotes from the pre-requirements check message
  • Fixed: Arrow in addon sort icon looked bad
  • Fixed: Concurrent logging and async preview image update could cause a handled exception to appear in the log
  • Fixed: Exclusion of Steam mods from Local extension storage didn't work as intended
  • Fixed: Folder watcher was not updated after a custom profile folder was changed
  • Fixed: LES may crash while composing list of local addons with
  • UnauthorizedAccessException: Access to path is denied
  • Fixed: Update button visibility converter may cause CTD
  • Fixed: File download continued when an item was unsubscribed from Steam Workshop
  • Fixed: Invoking a keyboard shortcut for Play caused a CTD
  • Fixed: Unsubscribing a mod from Steam Workshop caused the mod to be listed as a local mod under specific circumstances
  • Fixed: Null-pointer exception
  • Fixed: Launcher was not recognizing unsubscribing of all items if they were unsubscribed when launcher was not running
  • Fixed: Custom mod descriptors weren't removed correctly from
  • LocalExtensionStorage
  • (LES) caches when the excluded files list was updated
  • Hotfixed: Prevent localization container from localizing a value with null or an (strictly) empty value
  • Added: Support for EBO local mods; Launcher now accepts local mods with extension '?bo'
  • Added: Some commands now use Steam client instead of a web browser to display Steam pages (Open Steam addon web page, Add Steam addon, Add Steam mod). This feature is controlled by a checkbox in the Options (and can be deactivated there).
  • Added: Bohemia Interactive logo is now clickable and opens the company web page
  • Added: References to localized strings for the big update button / repair button styles
  • Added: Localization for 1.36
  • Added: Click on the Play button now temporary disables the Play button for a brief period of time (1 second) to prevent users from launching the game twice when they double-click on this button
  • Modified: Subscribe / Add mod buttons moved to bottom of the window
  • Modified: English strings updated after proofreading them
  • Modified: Adjusting position of Bohemia Interactive logo to align it with the Add / Subscribe mod buttons
  • Modified: Steam download manager now uses a new file system helper
  • Modified: Decoupled code interface and implementation of profile loader
  • Modified: Hides text label
  • "Mod"
  • from the Subscribe Mod from the Steam Workshop button
  • Changed: Logging for
  • SteamLayer
  • disabled by default since it's quite heavy
  • Improved: DLL load error handling

SERVER

  • Updated: Stand-alone Windows Dedicated Server (1.38)
  • Updated: Stand-alone Linux Dedicated Server (1.38)
    • 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;dlcbundle** to your

    • arma3server.exe
    • shortcut


SPOTREP-00039

SPOTREP-00039

  • FROM: Encoding Lead
  • TO: Arma 3 Users
  • UNIT: Main Branch
  • ACTIVITY: Game Update: 1.40 (FFV Inertia, AI Improvements)
  • SIZE: ~1.2 GB / ~675 MB

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.
  • A
  • Legacy Build
  • Steam branch is available for advanced users. It contains the previous significant main branch version (1.38). It can be used to compare specific changes between major releases. The access code for this branch is:
  • Arma3Legacy138
  • A
  • Make Arma Not War Build
  • branch is available for competitors and jury members. It will contain the 1.32 main branch version throughout the rest of the contest. The access code for this branch is:
  • MakeArmaNotWar
  • 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 <a class="external-link" href="https://developer.valvesoftware.com/wiki/SteamCMD" rel="nofollow"> SteamCMD </a>
    • utility. The app ID is to be 233780.
    • Physics simulation powered by NVIDIA® PhysX™. NVIDIA® and PhysX™ are trademarks of NVIDIA Corporation and are used under license.

CHANGELOG

DATA:

  • Added: New style of VR entity:
    • * OPFOR - more red
    • * Injured - orange specular / ambient
    • * Dead - neutral gray specular / ambient
  • Added: Config support for the dehardcoding of the number keys and function keys
  • Added: Weapon muzzle velocities are now correctly defined per weapon and not per magazine as before (backward compatibility is maintained as magazine initSpeed is now considered when there is no initSpeed defined in the weapon, while a weapon defined initSpeed overrides the magazine defined value)
  • Added: NVGs to Pilots' gear
  • Added: Stomper cargo is now able to use weapons to fire from the vehicle
  • Added: Conflict + collision groups for new actions
  • Added: aiRateOfFireDispersion parameter into the base fire mode class with a default value of 1 to introduce basic randomness in AI firing patterns (to-be-tweaked)
  • Added: FD support for AND target triggers
  • Added: Black variant of the civilian truck (texture)
  • Added: Indication of a modded game
  • Added: Game version indication to the Pause Menu
  • Added: Ability to disable ramp operation on the Mohawk, Huron and Taru by setting variable "bis_disabled_Ramp" to 1 for the vehicle
  • Added: Actions for raising and lowering turret. Please note that you need to select a preset again to map these to their default values or set them manually.
  • Added: Get in / get out actions for the motorboat, set proper animation states
  • Added: Driver animations for the Civilian Truck
  • Added: New procedurally generated icons for hand weapons (see <a href="https://community.bistudio.com/wiki/Arma_3_Weapon_Config_Guidelines#Inventory_icons_overlay_method"> documentation </a>)\n* Added: Preview of default marker color to ComboBox in Insert Marker dialogue
  • Added: New danger cause (dcbulletClose) to danger.fsm (notes in AI Changelog)
  • Added: Retexturing OPFOR Ghillie Suit enabled
  • Added: New layer to make sound more sharp and realistic while hitting ground
  • Added: Retexturing AAF Ghillie Suit enabled
  • Added: Plastic_plate penetration material
  • Added: BIS_fnc_liveFeedSetTarget can be called with an optional parameter for smooth camera transition: [new target, duration of transition] call BIS_fnc_liveFeedSetTarget
  • Added: onHover texture to default mod logo
  • Added: Buldozer - Controls for keeping absolute elevation and releasing absolute elevation lock in
  • Fixed: Displaying of mod logo in the Main Menu via mod.cpp
  • Fixed: Privatization of the local variable _type in function loadInventory
  • Fixed: Car fixing wheel animation for the switchMove command (see <a href="http://feedback.arma3.com/view.php?id=22346" target="_blank"> http://feedback.arma3.com/view.php?id=22346 </a>)\n* Fixed: Camera was sometimes randomly stuck on the closest zoom
  • Fixed: Front cargo of Zamak trucks
  • Fixed: Silence gap in looped sample of the Mi-48 Kajman
  • Fixed: Arsenal meta data were missing
  • Fixed: Incorrect Z-ordering of the backgrounds of mod icons in the main menu
  • Fixed: CfgPatches for random classes
  • Fixed: Issues with a briefing animation
  • Fixed: Issue with a wrong KIA state while killing a unit getting out from certain vehicles
  • Fixed: Mortar geometries
  • Fixed: All stats were visible after hiding and revealing the Arsenal interface again
  • Fixed: BIS_fnc_VRSpawnEffect now correctly reflects the object's height
  • Fixed: Collision between optics and close context menu
  • Fixed: M-900 becomes invisible at medium distance ( <a href="http://feedback.arma3.com/view.php?id=21637" target="_blank"> http://feedback.arma3.com/view.php?id=21637 </a>)\n* Fixed: Weapon accessories ignore 'scopeArsenal' property ( <a href="http://feedback.arma3.com/view.php?id=22319" target="_blank"> http://feedback.arma3.com/view.php?id=22319 </a>)\n* Fixed: 'scopeArsenal' now replaces value of 'scope' in Arsenal, instead of being checked alongside it
  • Fixed: The explosion of a car can destroy heavily armored vehicles - discovered certain confusion in the functionality of parameters "fuelExplosionPower" and "secondaryExplosion". This fix therefore revised all these parameters, optimized explosions of all vehicles and also added a (hopefully) proper description of relations between these parameters and vehicle destruction explosions
  • Fixed: Prone reload speed for Katiba, Mk200, TRG-20 and Zafir
  • Fixed: Speed of cargo idles
  • Fixed: Leg memory points were not in proper selections ( <a href="http://feedback.arma3.com/view.php?id=20761" target="_blank"> http://feedback.arma3.com/view.php?id=20761 </a>)\n* Fixed: BOOT04 scenario
  • Fixed: Possible error message in Supports module
  • Fixed: Impenetrable glass door, material on stairs and normal maps for tiles for Ghost Hotel
  • Fixed: Possible error message in BIS_fnc_traceBullets
  • Fixed: Scripting error in BIS_fnc_VRHitpart
  • Fixed: Task completion bug in MP Headhunters
  • Fixed: Simulation Manager now works correctly even for UAVs
  • Fixed: FFV positions in Civilian Truck. Slightly reduced head shake in one of the get in animations. Zamak should now be entered and exited correctly
  • Fixed: Kart drivers declared so their DLC icons would display
  • Fixed: setOwner was incorrectly used on a single module (it's part of a group)
  • Fixed: OK and TRY buttons were active even in lite versions of Arsenal
  • Fixed: CoF: Orange 3 sniper rifle on the ground would not always be there after restart
  • Fixed: FD competitors could receive 1 more magazine on restart compared to the first start
  • Fixed: Fatigue was not reset when a Firing Drill was (soft) restarted
  • Fixed: Using a more robust method of disabling saves in FDs / TTs (so that CoF: Green does not incorrectly allow saving)
  • Fixed: Zamak tires deflate correctly when destroyed
  • Fixed: RscHTML lacked x, y, w, h coordinates, leading to errors when created using ctrlCreate
  • Fixed: scope parameter used in CfgMarkerColors and CfgMarkerBrushes (1 - visible in editor, 2 - visible in editor and ingame map)
  • Fixed: Adjusted tail blade radius for Mohawk
  • Fixed: Assault boat front seat was able to aim through the Boat
  • Fixed: Several modules now display author properly
  • Fixed: Silenced MX should have the correct sample
  • Fixed: Commander hatch of Scorcher doesn't disappear anymoar
  • Fixed: Titan AA missile had a bad shape while fired
  • Fixed: Resolved a conflict of cfgSkeletons classes
  • Fixed: Broken macro in Team Switch dialogue (no visible change in the game, but less error messages in RPT)
  • Fixed: Some modules were in the editor wrongly marked as a part of Zeus DLC
  • Fixed: BIS_fnc_loadInventory had problem loading corrupted inventory save
  • Fixed: Wrong attachments order in loadInventory function
  • Fixed: Adjusted position of optics for static GMG
  • Fixed: Further decreased weights of various fences in an attempt to fix vehicle collision issue
  • Fixed: Adjusted memory points in tank turrets to prevent shooting through walls
  • Fixed: DLC Content Browser - DLC icons made sharper
  • Fixed: Diesel Power plant now shows on 2D map
  • Fixed: Default turret should not have a copilot capability
  • Fixed: Rear door cargo proxies in Huron should now be consistent across LODs
  • Tweaked: Rahim reload animation has proper right hand IK curve
  • Tweaked: Lowered armor of lights on Slammer, Kuma and Offroad
  • Tweaked: Mi-48 pilot shaking view pilot calmed down. Added settleIn free variants for basic cargo anims.
  • Tweaked: Tucked in the cargo in the Van
  • Tweaked: Adjusted FFV limits for the civilian Truck
  • Tweaked: Armex engineers have had to further improve the suspension of the Mora after an incident on Agia Marina military range where a squad of officers was transported and it turned over. AAN reports one wounded, two bruised and three severely humiliated.
  • Tweaked: UI textures for static weapons
  • Tweaked: Weapon SFX overhaul (sidearms, rifles, SMGs, machineguns and suppressors). Stay tuned to <a href="http://dev.arma3.com/" target="_blank"> dev.arma3.com </a>
  • for a related OPREP.
  • Tweaked: availableForSupportTypes for various helicopters to include Drop and Transport types for those that can perform it
  • Tweaked: Car fixing animation for switchMove / playMove commands
  • Tweaked: Better support for cutscene animations and playMove / switchMove (more briefing anims)
  • Tweaked: Decreased the positive impact of suppressors over the weapons’ muzzle speeds to more reasonable levels
  • Tweaked: Steering force coefficient of parachutes
  • Tweaked: Memory points of transport trucks
  • Tweaked: Pistol <> rifle transition
  • Tweaked: Get in / get out positions for the Motorboat model
  • Tweaked: Cargo proxies for Civilian Truck (soldier intersecting with van body)
  • Tweaked: Sounds have a new data structure. It is a work-in-progress, and the old references to sounds_f\weapons should still work fine for now
  • Tweaked: Minor adjustments to MX samples
  • Adjusted: Minor volume changes for launchers
  • Tweaked: AAF vests visually tweaked
  • Tweaked: Additional visual tweaks on AAF vests
  • Tweaked: Minor sound changes for static GMGs
  • Tweaked: Textures for pop-up targets
  • Tweaked: Texture of indicator of modded game
  • Changed: Renamed control menuBack to navigateMenu to fix profile customisations
  • Changed: Punishment animations are now triggered using playMove instead of playMoveNow in Zeus Bootcamp
  • Changed: Identity of VR Entities set so they won’t spawn with any facewear
  • Changed: Whitelisted setSpeaker for BIS_fnc_MP
  • Changed: Animation state for the land get in action for Motorboat
  • Changed: Altis and Stratis were binarized using a new version to optimize loading times and AI pathfinding capabilities
  • Changed: Adjusted dispersion of Starter pistol
  • Changed: AI detection distance of bullet hit/fly-by & grenade explosion
  • Changed: Re-generated general macros for cfgVehicles
  • Changed: All new samples for UGL
  • Improved: Open / Close ramp commands localized
  • Improved: Hit detection in function VRHitpart
  • Optimized: Weights of various walls in an attempt to fix a vehicle collision issue
  • Removed: Unnecessary NV goggles from the player in Showcase Fixed-Wings

Potential spoilers

  • Tweaked: Showcase Fixed wings - Helicopter hit confirmation is dependent on which weapon the player used (cannon, AA, etc.)
  • Fixed: Showcase Commanding will fail if the player disables the Hummingbird
  • Fixed: Damage Control: The mission correctly fails if the Hunter becomes immobilized
  • Fixed: Common Denominator: Ensured the HUD is properly disabled during the opening cutscene
  • Fixed: Common Enemy: Mission will properly fail if Miller is killed by the player after regrouping
  • Fixed: Common Enemy: Miller will no longer run out of ammo

ENGINE

  • Added: Sound: Helper classes for effect management
  • Added: DLC notification for premium gear take actions
  • Added: AI rate of fire randomization (new parameter aiRateOfFireDispersion)
  • Added: Current app ID property / getter [SteamLayer]
  • Added: Indication of a modded game
  • Added: Game version indication to the Pause Menu
  • Added: Reworked gear tooltips to support DLC notifications
  • Added: Script function configSourceModList for listing the whole list of mods that modified a config class
  • Added: Command line parameter cfgDependencies for printing a list of all configs loaded with all dependencies (the list is in the order in which the configs are loaded)
  • Added: setGroupOwner script command for changing the locality of a group (setOwner will no longer work for objects with AI)
  • Added: DLC notification whitelist for selected scenarios (VR Arsenal)
  • Added: Sound: Additional sample for Hold Breath
  • Added: Enabled Firing From Vehicles inertia
  • Added: Drawing an icon next to non-owned drones in the UAV terminal label
  • Added: getGroupOwner - server-side script command for retrieval of group locality
  • Added: Unique ID to inventory items (for MP - WIP)
  • Added: Script command for listing weapon's attachments in cargo (weaponAttachments)
  • Added: DLC / mod icons in scenario lists (showcases, challenges)
  • Added: Detection of bullets flying close to unit
  • Added: Support for changing picture colours in tree
  • Added: PhysX library is able to run from network drive
  • Added: Support for server-only mods with new console parameter serverMod
  • Added: Improved detection of observed kills
  • Added: Procedurally composed icons for gear ( <a href="https://community.bistudio.com/wiki/Arma_3_Weapon_Config_Guidelines#Inventory_icons_overlay_method" target="_blank"> Documentation </a>)\n* Added: New commands for setting colour of pictures in lnb list box type
  • Added: "append" script command for appending one array to another
  • Added: Scrollbar for long script examples in help dialog
  • Added: Supersonic crack in 3D & flying bullets sound
  • Added: New script commands enableUAVWaypoints and waypointsEnabledUAV to enable/disable option for player to set waypoints for UAV in AV terminal
  • Added: Buldozer - configurable user actions for Ability to lock elevation of objects during terrain sculpting
  • Added: Ai will not eject without parachutes, but will jump if heli is close to ground
  • Fixed: 3d person view camera shake caused by damage
  • Fixed: Added network support for turret elevation
  • Fixed: Wrong response for the SetMaxHitZoneDamage network message sent to servers
  • Fixed: Unable to switch positions in vehicles in MP
  • Fixed: Building game without enabling Dedicated Server
  • Fixed: AI reaction to being alerted by nearby explosions
  • Fixed: CTD after initializing MenuItem
  • Fixed: Menu item at the bottom of the list if its set for the "back" action
  • Fixed: Crash while processing disclosure info
  • Fixed: ZGM Virtual Reality - Crash while controlling UAV
  • Fixed: New NavigateMenu to force new key presets and fix opening the command menu on RMB
  • Fixed: All vehicle lights are handled using using context menu actions
  • Fixed: Ships are steerable by mouse the same way as ground vehicles
  • Fixed: setDamage 0 did not fix rotors for PhysX helicopters
  • Fixed: Attempt to fix more PhysX CTDs
  • Fixed: Properly reading allowedVote(dAdmin)Cmds in case they are left empty
  • Fixed: Tail rotor destruction
  • Fixed: Event handler "IncomingMissile" did not return the shooter when added to a laser target object ( <a href="http://feedback.arma3.com/view.php?id=20739" target="_blank"> http://feedback.arma3.com/view.php?id=20739 </a>)\n* Fixed: Crash when releasing XA2Device
  • Fixed: Possible fix of sound dropping out during the game
  • Fixed: Sound: Waves not included into submix (weapon sounds heard too far away)
  • Fixed: CTD when reloading a weapon
  • Fixed: Using a directory name as mod ID (modDir) when a full path is defined
  • Fixed: Vote / voted admin commands in UI visible according to Dedicated Server settings
  • Fixed: Skill of AI units being propagated over the network properly
  • Fixed: PhysX scene lock assert when releasing actors
  • Fixed: Stick analog axis (gamepad triggers) can be used as triggers for toggled / click actions
  • Fixed: AI soldiers planning their path through objects along the coastline
  • Fixed: Problem with non-valid PhysX transforms and forces
  • Fixed: PersonTurret save backward compatibility
  • Fixed: Desync problem after changing locality of a vehicle
  • Fixed: Added missing serialization of FFV dynamic limits
  • Fixed: Paragliding should not be FPS-dependent
  • Fixed: Freefall should not be FPS-dependent
  • Fixed: Artillery scope info
  • Fixed: Negative axis for clicks, small refactoring
  • Fixed: Linux build issue for joysticks
  • Fixed: Various warnings
  • Fixed: Mouselook without weapons and FFV with lowered weapon
  • Fixed: scope parameter used in CfgMarkerColors and CfgMarkerBrushes (1 - visible in editor, 2 - visible in editor and ingame map)
  • Fixed: Dedicated Server vote / voted-admin commands pre-init / post-init settings handled properly by UI on a MP client
  • Fixed: CTD and Enable button in controller window
  • Fixed: Crash after using tvClear command
  • Fixed: Distance sliders in video options
  • Fixed: setOwner/setGroupOwner does not work when transferring locality from client to DS
  • Fixed: setGroupOwner should only transfer group locality when the group leader is a player
  • Fixed: AI could get stuck planning paths from inside to outside of a structure (and vice versa) while in close proximity to the exit/entrance.
  • Fixed: Ejected casing are now drawn correctly in 1st person ( <a href="http://feedback.arma3.com/view.php?id=9159" target="_blank"> http://feedback.arma3.com/view.php?id=9159 </a>)\n* Fixed: Attempt to fix random PhysX ragdoll crashes
  • Fixed: Possible CTD in drawing waypoint in radar
  • Fixed: Telescopic turret elevation did not sync in MP
  • Fixed: Using undefined maths operations in scripts crashes the game
  • Fixed: getOwner/getGroupOwner return wrong playerID
  • Fixed: Stance indicator visible for pilots
  • Fixed: Disabled optics in vehicle after sprinting & getIn action
  • Fixed: setGroupOwner can now transfer locality of HC groups
  • Fixed: Loading of thresholds for analog controller axes
  • Fixed: Strings for axes (plural of axis, not the wood chopping stuff) were localized internal strings instead of OS ones
  • Fixed: Passengers should not see broken radar in helicopter
  • Fixed: Added detection for local remote players for setGroupOwner
  • Fixed: Added support for NaN values for operators and maths functions
  • Fixed teamswichCommand does not open TS window, when TS is disabled
  • Fixed: Briefing - Game crashes when managing items in the briefing inventory
  • Fixed: Crash when accessing an out-of-bounds LOD level
  • Fixed: Possible CTD when loading Zeus game saved inside UI
  • Fixed: Soldier stops after reaching a position in the house if this position is located under his target position in one of the upper floors
  • Fixed: AI reaction to danger should be faster
  • Fixed: Incorrect sound on Linux DS
  • Fixed: Lock, lockdriver and lockturret also lock ability to control positions in UAV vehicles
  • Fixed: Cross-hair should not be visible for cargo
  • Fixed: Sling Load Assistant disabled for personTurrets
  • Fixed: soldier AI lay down for no reason
  • Fixed: cross-hair should not be visible for cargo
  • Fixed: Slingload manager disabled for FFV turrets
  • Fixed: Possible synchronization issue when splitting long network commands
  • Fixed: various issues with disabled personTurrets
  • Fixed: Properly reading LOD levels inside a vehicle
  • Fixed: Reinit weaponholder in physx scene and apply angular velocity
  • Fixed: FFV turrets enabled state propagation through network
  • Fixed: FFV crash when changing position of soldiers in MP
  • Fixed: Crash in GetFormationPosImmediate
  • Fixed: Crash whet releasing the PhysX scene
  • Fixed: Hovering weapons from remote ragdoll
  • Fixed: Double press of Enter was needed to switch to external cam in vehicle
  • Fixed: Crash when sooting to unit without defined hitpoints
  • Fixed: fixed zoom artifacts when switching optics mode in other view modes than gunner
  • Changed: In MP all players can switch seats
  • Changed: Unlocking hardcoded number keys and function keys
  • Changed: setSkill - AI skill can now be set for local units or for any if executed on the server
  • Changed: Allowing setOwner to be called the old way - even for objects with AI - for now
  • Changed: setOwner now works with agents
  • Changed: weaponAttachments renamed to weaponAccessoriesCargo (this set of technologies is not yet ready for use, heavily WIP)
  • Changed: Refactor PhysX scene thread synchronization to be more reliable
  • Tweaked: Changed the minimal message time prediction delta
  • Tweaked: Better localization handling in the paramfile for SteamLayer
  • Tweaked: Sound: Fireplaces and campfires
  • Tweaked: Backpack / AI inventory MP code refactored (should not change functionality, but clean up the implementation)
  • Tweaked: 2D stereo effect
  • Tweaked: Improved soldier zeroing precision (by 0.05%)
  • Tweaked: Adjusted mod detection for config classes
  • Tweaked: Send player position message as high priority once per second
  • Tweaked: Report more info on invalid matrices given to PhysX
  • Tweaked: Network diagnostics now show only necessary locality info
  • Tweaked: Replacing repeated code by methods for joysticks
  • Improved: AI will not eject from a plane nor heli, if it doesn't have a parachute
  • Improved: Dropped weapon objects now use hidden selections for drawing
  • Improved: Progress bar color can be set via the ctrlSetTextColor command
  • Improved: Registry keys were acquired and released periodically (merged from DayZ)
  • Modified: InitSpeed in weapons - zero value in weaponType::initSpeed means that magazineType::initSpeed will be used (initSpeed set to positive values in a weapon means a constant speed of the weapon independent on its magazine. Negative values mean a multiplier for initSpeed set in the magazine. Setting it to 0 means that the speed is going to be taken from magazine, this equals to setting initSpeed in the weapon to -1)
  • Optimized: Registry access

LAUNCHER

  • Added: Localization for check box "Use Steam client instead of web browser" on the Options
  • Fixed: A crash on start in case the configuration file is corrupted
  • Fixed: ConfigurationManager pre-initialization fails when ApplicationSettingsBase has corrupted settings files

SERVER

  • Updated: Stand-alone Windows Dedicated Server (1.40)
  • Updated: Stand-alone Linux Dedicated Server (1.40)
    • 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;dlcbundle** to your

    • arma3server.exe
    • shortcut


SPOTREP-00040

SPOTREP-00040

  • FROM: Project Lead
  • TO: Arma 3 Users
  • UNIT: Main Branch
  • ACTIVITY: Game Update: 1.42 (Marksmen DLC, Weapon Stabilization, Recoil Overhaul, Environmental Audio, Workshop Mods)
  • SIZE: ~1.4 GB / ~426 MB

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.
  • A
  • Legacy Build
  • Steam branch is available for advanced users. It contains the previous significant main branch version (1.40). It can be used to compare specific changes between major releases. The access code for this branch is:
  • Arma3Legacy140
  • 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 <a class="external-link" href="https://developer.valvesoftware.com/wiki/SteamCMD" rel="nofollow"> SteamCMD </a>
    • utility. The app ID is to be 233780.
    • NVIDIA GameWorks™ Technology provided under license from NVIDIA Corporation. Copyright © 2002-2015 NVIDIA Corporation. All rights reserved.

CHANGELOG

DATA:

  • Added: Cyrus 9.3 mm CSAT marksman rifle*
  • Added: MAR-10 .338 CTRG marksman rifle*
  • Added: Mk-I EMR 7.62 mm NATO marksman rifle*
  • Added: Mk14 7.62 mm FIA marksman rifle*
  • Added: ASP-1 Kir CSAT special purpose rifle*
  • Added: SPMG .338 NATO Medium Machine Gun*
  • Added: Navid 9.3 mm CSAT Medium Machine Gun*
  • Added: AMS NATO scope*
  • Added: Kahlia CSAT scope*
  • Added: Remote Designator NATO / CSAT and backpacks*
  • Added: Full Ghillie suits NATO / CSAT / AAF (variants for arid, semi-arid, lush)*
  • Added: #BIPODS
  • Added: CSAT Laser Designator (and NATO & AAF reskins)
  • Added: Suppressors for 9.3mm and .338 calibers (multiple color variants)
  • Added: Facepaints (9 faces with camouflage, variants for arid, semi-arid, lush)
  • Added: NATO Heavy Vest (multiple color variants)
  • Added: NATO Grenadier Vest (multiple color variants)
  • Added: AAF Grenadier Vest (multiple color variants)
  • Added: Many relevant unit / group configurations
  • Added: Showcase Marksmen**
  • Added: 3 Purple category Firing Drills**
  • Added: <a href="http://dev.arma3.com/post/oprep-end-game" target="_blank"> End Game Kavala </a>
  • Added: Showcase Firing From Vehicles (SP & MP COOP)
  • Added: 3 VR Training Weapon Handling courses
  • Added: VR (Vehicle) Targets
  • Added: Balloons
  • Added: Swivel Target
  • Added: Dueling Target
  • Added: Shooting Mat
  • Added: Shot Timer
  • Added: Bullet Trap
  • Added: Air Horn
  • Added: 3 Music tracks
  • Added: 11 <a href="http://steamcommunity.com/stats/107410/achievements" target="_blank"> Steam Achievements </a>
  • Added: Revive mechanic in End Game
  • Added: Two new specific models for SMG collimators
  • Added: Selected commanders have been trained to use their weapons and binoculars while turned out
  • Added: New recoil and weapon resting parameters
  • Added: New sounds for armored vehicle crashes
  • Added: Missing
  • Head Down (Analogue)
  • and
  • Head Back (Analogue)
  • actions to controls
  • Added: Indication of DLC hints to the Hints
  • ListBox
  • in Field Manual
  • Added: Damage indication on VR targets is now Arsenal-specific
  • Added: Final icons for 'procedural' attachments
  • Added: New shooting sounds for Mk200
  • Added: Material for weapon bullet penetration
  • Added: DLC property to uniforms
  • Added: Ability to show a specific category animation on Arsenal start
  • Added: Different sounds for turret elevation
  • Added: Reading Arsenal / Garage assets updated to a new format
  • Added: Empty belt links effect to Mk200 and Zafir
  • Added: Purple FD flag
  • Added: Purple
  • Skeet_Clay
  • and unified the purple on purple Balloons with it
  • Added:
  • BIS_fnc_position
  • now recognizes a string as object variable name
  • Added: Possibility to disable the default 3D task markers / waypoints to allow displaying of the new experimental 3D task markers
  • Added: Balloon target configuration for Firing Drills
  • Added: Bullet paths diagnostic to Virtual Arsenal
  • Added: Players are now sorted at the top of the respawn position menu
  • Added: Ability to call
  • BIS_fnc_moduleMissionName
  • independently
  • Added: User action to activate / deactivate the police light bar on Offroad
  • Added: Ammo hit and fly-by distances for AI detection & suppression
  • Added: FFV inertia parameters to config
  • Added: <a href="https://community.bistudio.com/wiki/Vehicle_Customization_(VhC)" target="_blank"> VhC </a>
  • implementation for the Time Trials
  • Added: Config parameters for secondary text in
  • RscShortcutButton
  • and
  • RscButtonMenu
  • Added: "Zipper Theme" (new Marksmen track for Showcase Firing From Vehicles)
  • Added: Support for random Firing Drill target positions that require ASL
  • Added: Parameter for remote cameras in Striders and re-linked its samples
  • Added: Author to magazines
  • Added: Stance indicator icons for resting and deployment
  • Added: Sound definition for footsteps on some surfaces
  • Fixed: Left hand for
  • Acts_Ending_Adams1
  • Fixed: Snipers should have LRPS instead of SOS optics
  • Fixed: Removed smoke launcher from UGV as it is not on the model
  • Fixed: Unit insignia were not visible in Virtual Arsenal
  • Fixed: Base weapons were not loaded correctly in Virtual Arsenal
  • Fixed: Black variants of MX-family of rifles are available in Arsenal
  • Fixed: Adjust stance key binds for Industry Standard preset
  • Fixed: Proper
  • aimPrecision
  • values for stance transitions
  • Fixed: Driver coveralls properly display the DLC icon in Editor
  • Fixed: Icon sizes and general macros for Hellcat, Huron, Marid, Slammer, T-100, Ifrit and Zamak
  • Fixed: veryuglylowercase animation state names to LeadingLetterCamelCase for better visual orientation
  • Fixed: Fatigue now resets correctly when resetting a stage of VR Training
  • Fixed: Broken link to Lynx sample
  • Fixed: General macros and correct author for various characters
  • Fixed: Attempt to fix discrepancies between VR entities and their soldiers counterparts
  • Fixed: Icons for VR soldiers
  • Fixed: Detection for specific vehicle type in function
  • hitPart
  • Fixed: Radar dome should be more vulnerable to APFSDS rounds
  • Fixed: Fired rockets on Kajman are removed
  • Fixed: Faction showcases will now be marked correctly when finished
  • Fixed: Edit field in Insert Marker display was not selected by default
  • Fixed: DAGR missiles had the
  • nameSound
  • of rockets
  • Fixed: SOS should have the same reticle as before
  • Fixed: Commander proxy for Slammer
  • Fixed: Trying to restore an attachment on an incompatible weapon generated a RPT error
  • Fixed: Arsenal loadout was randomized even after trying it, not only on mission start
  • Fixed: AH-99 Blackfoot cockpit glass looked damaged in VR
  • Fixed: LRPS and MOS had switched reticles
  • Fixed: Nightstalker zeroing gap and maximal zoom magnitude
  • Fixed: Attempt to fix weapon penetration issues
  • Fixed: Non-owned DLC asset FM hint title
  • Fixed: Marker channel selection was visible even in SP
  • Fixed: When the benches of the MH-9 were removed, then added, they were added folded
  • Fixed: OPFOR Rifleman should be default instead of Officer
  • Fixed:
  • BIS_fnc_obvjectVar
  • sometimes could sometimes assign a duplicate variable to different objects
  • Fixed: It was possible to respawn on a dead group leader when the respawn point was the group
  • Fixed: When a respawn point was removed when the player had it selected in the respawn menu, he was still able to respawn on it if he didn't pick any position afterwards
  • Fixed: Recognition of compatible items was not calculated correctly ( <a href="http://feedback.arma3.com/view.php?id=23111" target="_blank"> http://feedback.arma3.com/view.php?id=23111 </a>)\n* Fixed: Missing
  • CfgPatches
  • classes
  • Fixed: For security reasons, it's no longer possible to overwrite the path of official BIS functions in
  • CfgFunctions
  • Fixed: Incorrect variable name in
  • BIS_fnc_objectVar
  • Fixed: FD rifle decal had inconsistent transparency
  • Fixed: If a FD CP only contained bonus targets, those would not be shown in the IGUI properly
  • Fixed: If you left a CP with only bonus targets remaining, there would be incorrect audio feedback
  • Fixed: Tab highlighting in the server browser
  • Fixed: Unable to collapse advanced hint after exiting UAV terminal
  • Fixed: Attempt to fix all discrepancies between the editor groups composition design and current in-game state, discovered while testing editor groups
  • Fixed: Dead players were not added to the checked list in the
  • BIS_fnc_getUnitByUid
  • function
  • Fixed: Nighstalker optics zoom values, so dynamic zoom calculation will correspond to the tool-tip info
  • Fixed: Adjusted minimal zeroing of MOS
  • Fixed: Katiba GL had some strange view while used in FFV
  • Fixed: FD09 - random flying target
  • Fixed: Firing Drill PiP feedback would sometimes get stuck without target
  • Fixed: Window geometries in some houses to allow more meaningful deployment
  • Tweaked: All weapons - Improved shooting sounds, tails, interior tails added, supersonic crack, bullet hits, interior house attenuation class added, tails for UGL added
  • Changed: Zafir was re-chambered
  • (old class name for magazines
  • 150Rnd_762x54_Box
  • became
  • 150Rnd_762x51_Box)\n* Changed: Rahim was re-chambered
  • (old class name for magazines
  • 10Rnd_762x54_Mag
  • became
  • 10Rnd_762x51_Mag)\n* Updated: PhysX logo in the splash screen
  • Tweaked: UGL minor sound changes
  • Tweaked: Footsteps sound definitions updated
  • Tweaked: NATO Recon Marksmen should have Range Finder not Laser Designator
  • Changed: New reticle for SOS scope
  • Tweaked: Standardized dispersion values for MOA (in-game differences are less than marginal)
  • Changed: Names of GM6 samples
  • Changed: Sounds for selected reloading animations
  • Changed: Sound of Strider GL
  • Changed: Sound distance attenuation parameter disabled (due to redesigned feature)
  • Tweaked: Simplified config for Church SFX
  • Changed: Improved max zeroing of all weapons (limits now less restrictive, but maintains meaningful differences between types).
  • Changed: Partial re-factoring of
  • Van_01_base_F
  • and similar
  • Changed: Weapon tails updated and configured
  • Changed: Slammer commander position
  • Tweaked: Polished small DLC logos in the Field Manual and Debriefing
  • Changed: Game credits updated
  • Tweaked: Zooming / zeroing values of various scopes
  • Changed: Vehicle customization (See <a href="https://community.bistudio.com/wiki/Vehicle_Customization_%28VhC%29" target="_blank"> documentation </a>
  • for more details)
  • Tweaked: Assigning new pictures for FM topics
  • Tweaked: Characters equipment update (use of new Marksmen gear)
  • Tweaked: Silencer shot tails changed from prototype samples to final samples and other small changes
  • Changed: Collimators have been changed to a new technology
  • Changed: Adjusted default equipment of various soldiers
  • Changed: Replaced FD frozen competitor mechanic with a more robust solution
  • Tweaked: Ammo boxes have been updated with new weapons and items
  • Changed: Commanders are now able to board Sochor form both sides
  • Changed: Color to "Gold platform" for default mod logo
  • Changed:
  • BIS_fnc_objectsMapper
  • stores object simulation state in the spawned objects
  • Changed: In the campaign, vehicle randomization is now handled by <a href="https://community.bistudio.com/wiki/Vehicle_Customization_(VhC)" target="_blank"> VhC </a>
  • Changed: Removed the Internet / LAN button because it was replaced by tabs in the server browser
  • Tweaked: Recon Teams have one less member now
  • Tweaked: Redistributed different collimator reticles according to design
  • Tweaked: Updated ammo box compositions (suppressors and new Marksmen optics) according to an updated analysis
  • Tweaked: Kart shaking while driving
  • Tweaked: Geometries of windows on several shops have been tweaked to allow Weapon Deployment
  • Updated: Adjust stance FM hint
  • Tweaked: Mass of several weapons to better scale their different weights in regard to their real counterparts according to design
  • Improved:
  • Camo1
  • selection of OPFOR soldier updated to include boots
  • Tweaked: Firing Drill PiP feedback using better targeting parameters
  • Changed: Function '
  • diag_log
  • ' added to the whitelist for the MP remote execution
  • Restrictions apply for those who don't own <a href="http://arma3.com/dlc/marksmen" target="_blank"> Arma 3 Marksmen DLC </a>

.

.

ENGINE:

  • Added: Weapon Deployment
  • Added: Weapon Resting
  • Added: Recoil Overhaul
  • Added: Distance-based attenuation filter
  • Added: Sound: Attenuation of exterior sounds while inside structures
  • Added: Sound: Enabled audio features (low pass, building interior)
  • Added: Allow Firing From Vehicles in turned out position in most turrets
  • Added: Weapon attachments can be manipulated directly from the ground via the inventory
  • Added: Placing a map marker now includes visibility / broadcast scope combobox
  • Added: UPnP support for servers
  • (see the <a href="https://community.bistudio.com/wiki/Arma_3_Dedicated_Server#NAT_traversal" target="_blank"> documentation </a>
  • for more details)
  • Added: AI suppression enabled
  • Added: Script command <a href="https://community.bistudio.com/wiki/WFSideText" target="_blank"> WFSideText </a>
  • is extended to support side for backward compatibility
  • Added: Visualization of hook / unhook commands
  • Added: Password-protected <a href="https://community.bistudio.com/wiki/serverCommand" target="_blank"> serverCommand </a>
  • script command (enabled for Dedicated Server and Headless Client)
  • Added: New actions for infantry weapon switching
  • Added: Parameters for setting color of item's second picture to
  • List
  • ,
  • Combo
  • and
  • XListBox
  • Added: Magazine compatibility improvement with new property
  • magazineGroup
  • ( <a href="https://community.bistudio.com/wiki/Arma_3_Weapon_Config_Guidelines#Magazine_compatibility_groups" target="_blank"> documentation </a>)\n* Added: Network command security enhancements; brute-force protection
  • Added: Allow weapon sound without
  • soundEffectName
  • attribute set
  • Added: Telescopic turrets now have sounds when being raised / lowered
  • Added: GUI option for UPnP when creating server
  • Added: Direct switch weapons in vehicles: guns / rockets / missiles / bombs
  • Added: File and product version to extension description
  • Added: Extended logging information about
  • #login
  • activities on Dedicated Servers
  • Added: Scripting commands <a href="https://community.bistudio.com/wiki/isWeaponRested" target="_blank"> isWeaponRested </a>
  • and <a href="https://community.bistudio.com/wiki/isWeaponDeployed" target="_blank"> isWeaponDeployed </a>
  • Added: Config parameters for weapon deployment ( <a href="https://community.bistudio.com/wiki/Arma_3_Weapon_Config_Guidelines#.23Bipods" target="_blank"> documentation </a>)\n* Added: New script commands for manipulation with channels -
  • enableChannel
  • ,
  • channelEnabled
  • ,
  • setCurrentChannel
  • ,
  • currentChannel
  • ,
  • getPlayerChannel
  • Added: Parameters
  • dangerRadiusBulletClose
  • and
  • dangerRadiusHit
  • for
  • CfgAmmo
  • Added:
  • isTurnedOut
  • script command
  • Added: Enabled support for Steam friends in the server browser
  • Added: Vehicles have a new config array
  • AmphibiousRatios
  • used when the vehicle is in water (backwards-compatible)
  • Added: Weapon Resting (
  • WeaponRested)\n* WeaponDeployed)\n* Added: Sound: Weapon Deployment SFX
  • Added: Mod / DLC icons in the "Insert Group" dialog in editor
  • Added: AI Suppression commands:
  • getSuppression
  • ,
  • setSuppression
  • Added: Script command documentation for <a href="https://community.bistudio.com/wiki/enableAI" target="_blank"> enableAI </a>
  • / <a href="https://community.bistudio.com/wiki/disableAI" target="_blank"> disableAI </a>
  • (
  • AIMINGERROR
  • and
  • SUPPRESSION)\n* Added: Stance indicator for resting and deployment
  • Fixed: <a href="https://community.bistudio.com/wiki/setCurrentTask" target="_blank"> setCurrentTask </a>
  • can be used with <a href="https://community.bistudio.com/wiki/taskNull" target="_blank"> taskNull </a>
  • Fixed: Enabling / disabling FFV positions now propagates correctly in multiplayer
  • Fixed: Error message that appeared after creating
  • RscListBox
  • using <a href="https://community.bistudio.com/wiki/ctrlCreate" target="_blank"> ctrlCreate </a>
  • Fixed: Better handling the temp / toggle UI for optics action
  • Fixed: Huron back seats now have correct aiming limits
  • Fixed: FFV crash when changing position of soldiers in MP
  • Fixed: Shadows should work again in Buldozer
  • Fixed: Player can now assign default action in map separately (LMB to set waypoint)
  • Fixed: Typo in
  • colorPictureDisabled
  • parameter used by
  • List
  • ,
  • Combo
  • and
  • XListBox
  • Fixed:
  • Move Head Back
  • and
  • Move Head Down
  • can now use negative values
  • Fixed: AI will not eject without parachutes, but will jump if helicopter is close to ground
  • Fixed: Double press of Enter was needed to switch to external cam in vehicle
  • Fixed: Crash when shooting a unit without defined hit points
  • Fixed: Support for sticks with 128 buttons
  • Fixed: PhysX crash opportunity when scene is cleaned
  • Fixed: Zoom artifacts when switching optics mode in other view modes than gunner
  • Fixed: Functionality of the Team Switch button.
  • Fixed: Potential PhysX memory leak for dropped weapons on remote units
  • Fixed: R-Shift can now be used to switch maker colors / pictures
  • Fixed: Disabled custom channels were always shown when creating a new marker
  • Fixed: No channel selected by default when creating a new marker while having Direct channel selected
  • Fixed:
  • personTurret
  • aiming limits sometimes applied to the turret
  • Fixed: AI sometimes warped to a requested building position instantly if given an order while moving
  • Fixed: Switching unit stopped music track
  • Fixed: Crew will not turn out when in combat mode (even if player-commander does)
  • Fixed: Possible CTD on shutdown
  • Fixed: Weapon proxy drawing when there are not enough graphical LODs
  • Fixed: Switching fire modes in FFV
  • Fixed: Sound: Muffled sounds
  • Fixed: Kicked Headless Client should not rejoin as seagull
  • Fixed: CTD of servers when dragging a backpack from a crate
  • Fixed: AI sometimes runs away when the vehicle it is supposed to get into, is moving
  • Fixed: <a href="https://community.bistudio.com/wiki/moveInCargo" target="_blank"> moveInCargo </a>
  • for vehicles with FFV turned-out positions
  • Fixed: Play click sound for changing infantry weapon fire mode
  • Fixed: <a href="https://community.bistudio.com/wiki/setSkill" target="_blank"> setSkill </a>
  • with sub-skill in MP overwriting the entire skill of a unit
  • Fixed: Taking a bag that is filled with another bag from the ground causes the game to crash
  • Fixed:
  • precisionAI
  • replication to clients
  • Fixed: Knocked over trees should now fall down in the correct direction after vehicle collision in MP
  • Fixed: Pressed buttons on a 128 button controller have full range <0, 1>
  • Fixed: Aiming error sometimes being stuck at 0
  • Fixed: Usage of UAVs zoom / optics / weapon switching
  • Fixed:
  • "password" <a href="https://community.bistudio.com/wiki/serverCommand" target="_blank"> serverCommand </a>
  • stopped working
  • Fixed: Action reload ammo type had the wrong name
  • Fixed: Changing
  • selectionFireAnim
  • from
  • "zasleh"
  • hid muzzle flash forever
  • Fixed: Condition to switch to 'none' weapon when entering water
  • Fixed: Right mouse button interaction with dead bodies in the inventory causes items to disappear
  • Fixed: Zoom in vehicles with a commander turret without weapon
  • Fixed: Can't place any explosives while falling (still can set them off)
  • Fixed: Moving magazines between weapons from inventory (while being a crew member)
  • Fixed: Improper soldier actions visible while manning a turret in a vehicle
  • Fixed: External camera while turned-out and switching out of optics
  • Fixed: An undefined variable in a formatted string in a script caused a CTD
  • Fixed: Slow walk is not enabled by default anymore
  • Fixed: FAKs were increasing hit point damage to 0.25
  • Fixed: Wrong tool-tip formatting in the inventory display
  • Fixed: Disabled
  • personTurret
  • in turn-out state, optics and switching weapons
  • Fixed: Some values were incorrectly initialized when the <a href="https://community.bistudio.com/wiki/createMine" target="_blank"> createMine </a>
  • command is called
  • Fixed: Added check for null pointer to address a potential CTD
  • Fixed: Driving vehicles, which can float, on shore
  • Fixed: Suppression increased by
  • Hit
  • events properly
  • Fixed: Firing from airplanes and helicopters
  • Fixed: AI not moving in formation correctly
  • Fixed: Situation where inventory items might disappear when manipulated in MP
  • Fixed: Minor AI pathfinding behavior fixes after changing AI locality (no ghost-like movement through building on some occasions, etc.)
  • Fixed: Zeroing visible on disabled FFV for commander in Sochor
  • Fixed: Stacking vests inside vests possible via the
  • Take
  • action
  • Fixed: Missing null test when attempting to get in a vehicle as agent
  • Fixed: UI element - Dynamic zoom is based on
  • minFov
  • , not
  • initFov
  • Fixed: Zeroing + initSpeed (kudos to <a href="http://feedback.arma3.com/view.php?id=23256" target="_blank"> http://feedback.arma3.com/view.php?id=23256 </a>)\n* Fixed: CTD when logging out from FFV turned-out position
  • Fixed: Exit the UAV Terminal display when the player loses the UAV Terminal
  • Fixed: Turned out weapons when starting as commander in a vehicle
  • Fixed: PCML selected in turned out turret if selected before embarking
  • Fixed: Items disappear when trying to take them from a remote player's corpse
  • Fixed:
  • Suppression
  • and
  • AimingError
  • components can be re-enabled again
  • Fixed: Grenades ready to use for FFV, if spawned as a commander
  • Fixed: AI suppression influencing
  • personTurrets
  • properly
  • Fixed: Item added to UGC monitor before raising events (SteamLayer)
  • Fixed: Not all subscribed items were registered for UGC monitoring thus breaking Launcher (SteamLayer)
  • Fixed: Calculation error causing AI to stop shooting at a target above it
  • Fixed: Zeus Godly Creations achievement (unlocks achievement on the 200th unit, not the 201st unit)
  • Fixed: Double 100% publish progress report (SteamLayer)
  • Fixed: Possible CTD in the <a href="https://community.bistudio.com/wiki/load" target="_blank"> load </a>
  • script command
  • Hotfixed: Pistol accessory on a dead body gets duplicated
  • Fixed: AI soldiers should no longer get stuck around buildings
  • Fixed: Inventory - Disappearing items (vests and uniforms) in inventory after swapping
  • Fixed: Un-subscribe fail handling (SteamLayer)
  • Fixed: Remotely-controlled unit cannot access vehicle's weapon without getting out first
  • Fixed: Healing was not properly canceled by reloading
  • Fixed: Weapon orientation after ragdoll initialization
  • Fixed: Problem with the weapon tab, when a player tries observe attachments close to a crate on the ground
  • Fixed: Game crash after trying to create non-existent weapon attachments (bad config name)
  • Fixed: Taking a bag that is filled with another bag from the ground causes the game to crash
  • Fixed: Author resolve counter was not decremented properly - list change may not raise sometimes (SteamLayer)
  • Fixed: Crash in MP browser
  • Hotfixed: Subscribe content list processing will fire subscribed events before authors resolution (it will still fire the event after the authors resolution as well) (SteamLayer)
  • Changed: Supersonic crack improved
  • Removed: Surrender action from subordinate action list
  • Changed: AI sight now limited by object view distance, not landscape view distance
  • Changed: PhysX interface re-factoring
  • Changed: Further Physx code re-factoring
  • Tweaked: AI aiming error when it has lost sight of a target
  • Optimized: Remove unused variables from the inventory system
  • Changed: Selecting default
  • logoSmall
  • for DLC / mods
  • Changed: Vehicle commander will turn in in combat mode
  • Tweaked: Further improvements of AI getting into a vehicle
  • Optimized: Visibility raycast for dead bodies is limited to 50m. For living soldiers it is limited to 3km.
  • Tweaked: AI suppression
  • Changed: FFV inertia parameters moved to
  • CfgWeapons
  • Tweaked: Aiming error recovery made shorter for 0 value of error
  • Tweaked: Weapon distraction for aiming error
  • Changed: <a href="https://community.bistudio.com/wiki/drawIcon3D" target="_blank"> drawIcon3D </a>
  • takes one more parameter - drawSideArrows
  • Changed: The RPM of amphibious cars are now taken from the Arma 3 simulation and not from PhysX vehicles in water
  • Changed: Case insensitive comparison when trying to find a PiP texture
  • Changed: Manual fire disabled for commanders using their personal weapons
  • Tweaked: Use more PhysX iteration on ragdoll items
  • Changed: The <a href="https://community.bistudio.com/wiki/selectWeapon" target="_blank"> selectWeapon </a>
  • command disallows rocket launchers for
  • personTurrets
  • Improved: Commander-gunner communication (commander will assign targets faster)
  • Tweaked: Sound: Changed shooting sounds dynamic
  • Tweaked: Sound: Distance volume curve & distance frequency filter
  • Changed:
  • CWeaponTypeSlotsManager
  • checks max count of available attachment slots and linked items
  • Optimized: Network traffic

LAUNCHER:

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

SERVER:

  • Updated: Stand-alone Windows Dedicated Server (1.42)
  • Updated: Stand-alone Linux Dedicated Server (1.42)
    • Known issue: Steam client modifies the
    • steam_appid.txt
    • file incorrectly. In case of issues, verify its content is:
  • 107410
    • Known issue: Sometimes the add-ons are loaded from the wrong installation (e.g. main game)
    • Try adding

-mod=curator;kart;heli;mark;dlcbundle** to your

    • arma3server.exe
    • shortcut


SPOTREP-00041

SPOTREP-00041

  • FROM: Project Lead
  • TO: Arma 3 Users
  • UNIT: Main Branch
  • ACTIVITY: Hotfix: 1.42 (Server Passwords, Weapon Deployment Glitches, Controller Sensitivity)
  • SIZE: ~72 MB / ~10 MB

NOTES

  • Connecting to a passworded hotfixed server using a pre-hotfix client, may result in a crash
  • (please be patient while everyone updates their data).
  • 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.
  • A
  • Legacy Build
  • Steam branch is available for advanced users. It contains the previous significant main branch version (1.40). It can be used to compare specific changes between major releases. The access code for this branch is:
  • Arma3Legacy140
  • 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 <a href="https://developer.valvesoftware.com/wiki/SteamCMD" target="_blank"> SteamCMD </a>
    • utility. The app ID is to be 233780.
    • NVIDIA GameWorks™ Technology provided under license from NVIDIA Corporation. Copyright © 2002-2015 NVIDIA Corporation. All rights reserved.

CHANGELOG

DATA:

  • Fixed: End Game would not end on Dedicated Servers correctly
  • Added: Set up proper values for 'permanent recoil' in deployment
  • Fixed: Adjusted geometry of the lowest VR block
  • Fixed: Digital Deluxe Edition soundtrack file-name and meta-data of 1 Marksmen track

ENGINE:

  • Fixed: Dedicated Servers would not accept some passwords as valid for
  • #login
  • and <a href="https://community.bistudio.com/wiki/serverCommand" target="_blank"> serverCommand </a>
  • Fixed: Xbox controller - digital to analog sensitivity
  • Fixed: Recoil applied incorrectly when deployed (camera was being pushed out of the FOV after many shots)
  • Fixed: Persistent effect for recoil when deployed
  • Fixed: Weapon Deployment - if players use a UAV terminal when they have deployed a weapon, they get stuck and cannot undeploy
  • Fixed: Weapon Deployment - if players are on the higher part of a building in prone deployment, and the building is destroyed, they would stay deployed in mid-air (and similarly on a vehicle that is moved away)
  • Fixed: Weapon Deployment - players were able to 'rappel' down buildings by deploying their weapon
  • Fixed: Deploying on low rocky walls caused weapon to sometimes not be able to aim right
  • Fixed: Problem with remotely controlling a laser designator and disassembling
  • Tweaked: Smoother leg transform for prone deployment

SERVER:

  • Updated: Stand-alone Windows Dedicated Server (hotfix 1.42)
  • Updated: Stand-alone Linux Dedicated Server (hotfix 1.42)
    • Known issue: Steam client modifies the
    • steam_appid.txt
    • file incorrectly. In case of issues, verify its content is:
  • 107410
    • Known issue: Sometimes the add-ons are loaded from the wrong installation (e.g. main game)
    • Try adding

-mod=curator;kart;heli;mark;dlcbundle** to your

    • arma3server.exe
    • shortcut


SPOTREP-00042

SPOTREP-00042

  • FROM: Project Lead
  • TO: Arma 3 Users
  • UNIT: Main Branch
  • ACTIVITY: Game Update: 1.44 (BattlEye Service, Open-source PhysX, Netcode Optimizations, Launcher Improvements)
  • SIZE: ~1.2 GB / ~623 MB

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.
  • A
  • Legacy Build
  • Steam branch is available for advanced users. It contains the previous significant main branch version (1.42). It can be used to compare specific changes between major releases. The access code for this branch is:
  • Arma3Legacy142
  • 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 <a href="https://developer.valvesoftware.com/wiki/SteamCMD" target="_blank"> SteamCMD </a>
    • utility. The app ID is to be 233780.
    • NVIDIA GameWorks™ Technology provided under license from NVIDIA Corporation. Copyright © 2002-2015 NVIDIA Corporation. All rights reserved.

CHANGELOG

DATA:

  • Added: Healing other characters now has its own animation
  • Added : Another height to Weapon Deployment
  • Added: Amphibious vehicles have a proper gearbox for water movement
  • Added: DLC Content Browser can now be closed using the same shortcut as for opening (LShift + P)
  • Added : Stomper RCWS and variants are available in Virtual Garage
  • Added: "Default" faction
  • Added: Possibility to override both mission config and respawn template respawn delay by using:
  • missionNamespace setVariable ["BIS_customRespawnDelay", 60]
  • Added: Respawn delay can now be dynamically overridden in scenarios
  • Added: The profiles containing a huge variable
  • BIS_fnc_diagAAR_data
  • now trigger a performance warning which offers an option to wipe it out when the pause menu is displayed
  • Added: Camouflaged face variants from standard profile faces, not available in profile selection, seen on full ghillie snipers
  • Added: Localized indicators in Virtual Arsenal
  • Added:
  • buoyancy = 1
  • property and value for all models that use buoyancy
  • Added: Command bar icons for launchers ( <a href="http://feedback.arma3.com/view.php?id=23920" target="_blank"> http://feedback.arma3.com/view.php?id=23920 </a>)\n* Added: New config parameters for setting the color of text on the right side of
  • ListBox
  • and
  • ComboBox
  • items
  • Fixed: VR Garage script error
  • Fixed: Cannot try a vehicle once you've clicked on a UAV in Garage
  • Fixed: FD vehicles did not have their direction / speed reset on restart
  • Fixed: Screen would sometimes fade in, in MP, before it was supposed to (Showcase FFV)
  • Fixed: Wrong class name in the
  • model.cfg
  • of M320 camo
  • Fixed: Proper names for new music tracks
  • Fixed: FPS drop in the respawn menu when too many inventory load-outs are present
  • Fixed: Dust created on the water surface when SDAR was fired underwater
  • Fixed: Muzzle flash of Panther GMG was not visible at a low framerate
  • Fixed: MBT main cannon zeroing didn't work for the highest values (see <a href="http://feedback.arma3.com/view.php?id=23318" target="_blank"> http://feedback.arma3.com/view.php?id=23318 </a>)\n* Fixed: High caliber rifle ammo was able to pass through the VR Gorgon (see <a href="http://feedback.arma3.com/view.php?id=23064" target="_blank"> http://feedback.arma3.com/view.php?id=23064 </a>)\n* Fixed: Sound of the bounding mine trigger
  • Fixed: Silenced Rook 40 sound inside buildings
  • Fixed: Pre-loading of textures for the stance indicator
  • Fixed: VR Garage vehicle position was sometimes incorrect
  • Fixed: VR humming was missing from Arsenal
  • Fixed: Arsenal script error
  • Fixed: When changing crewed vehicle type in Garage, crew in the new vehicle was using an incorrect shader
  • Fixed: Vehicle crew in Garage sometimes left the vehicle
  • Fixed: Cargo positions in some vehicles in Garage were duplicated
  • Fixed: Displaying of usage statistics in DLC Debriefing for models whose path is missing a
  • .P3D
  • extension
  • Fixed: Start-up timer animation exploit - sit down and salute disabled
  • Fixed: Hitting ‘Enter’ to save a vehicle didn't work
  • Fixed: FIA Quad Bike has a proper woodland texture variant
  • Fixed: It was possible to make the right glass of the Offroad levitating in the air
  • Fixed: The components (animation sources) of the Offroad took long to show / hide themselves
  • Fixed: Zeus wasn't able to put bipods to ammo boxes
  • Fixed: Binoculars switch while moving forward, crouching with your weapon lowered (both rifle and sidearm)
  • Fixed: Missing muzzle flashes for the GMGs of RCWS turrets on M4 Scorcher and 2S9 Sochor
  • Fixed: “Support” markers were visible in the editor
  • Fixed: Attenuation for commander and gunner positions of the Strider / added bush collision
  • Fixed: Default coordinates were missing in
  • RscListNBox
  • Fixed: Added sound for walking - crouched - with lowered sidearm
  • Fixed:
  • BIS_fnc_getParamValue
  • didn't work when
  • paramsArray
  • was undefined
  • Fixed: Drivers of randomized Karts now have the appropriate uniform and headgear
  • Fixed: ZSU-39 Tigris commander's turret was not rotating in external view
  • Fixed: Cleared paths to non-existent and unused SFX samples
  • Fixed:
  • BIS_fnc_diagAARRecord
  • is no longer called automatically to avoid accidental <a href="https://community.bistudio.com/wiki/profileNamespace" target="_blank"> profileNamespace </a>
  • spam (scenario designers can still call it manually for debugging purposes)
  • Fixed: Commanders of the Strider no longer have the manual fire option
  • Fixed: Vermin has a magazine with red tracers at the end by default, added tracer magazines for all colors ( <a href="http://feedback.arma3.com/view.php?id=21399" target="_blank"> http://feedback.arma3.com/view.php?id=21399 </a>)\n* Fixed: L / BL / B / BR rifle lowered movement binocular switch ( <a href="http://feedback.arma3.com/view.php?id=23349" target="_blank"> http://feedback.arma3.com/view.php?id=23349 </a>)\n* Fixed: Zamak first set of rear wheels didn't change into destroyed shape
  • Fixed: Cropped Singleplayer tab text in Czech translation in the DLC Content Browser
  • Fixed: Missing link to silenced interior tail for automatic shooting of Katiba
  • Fixed: Wrong samples linked for silenced shots in automatic fire mode of MX
  • Fixed: Unarmed version of PO-30 Orca didn't have countermeasures
  • Fixed: RCWS versions of Stomper / Saif now have distinguishable tracers per side
  • Fixed: AI can now correctly see through ground floor windows of shops
  • Fixed: The iron sights on the
  • MMG_01
  • (Navid) are now being hidden when an optic is attached to avoid model clipping
  • Fixed: The animation source
  • AddGunHolder
  • was not defined in the config of the Mohawk
  • Fixed: Arm-shields of the AAF heavy vest to fit with BLUFOR / OPFOR
  • Fixed: When exporting from Garage when there is no animation source to change, the export will force the default state of the animations (instead of a randomization)
  • Fixed: Static HMGs now have distinguishable tracers per side
  • Fixed: Wrong assignment of the flashlight in Showcase AAF
  • Fixed: Wheels on the Zamak that were clipping through the model
  • Fixed: Self-healing animation speeds to avoid sound desynchronization
  • Fixed: Greyhawk had a broken damage indicator in vehicle info
  • Tweaked: Weapon Deployment heights regarding new engine behavior
  • Tweaked: Many translations for Marksmen
  • Tweaked: FD12 - Medal times nerfed based on play testing
  • Tweaked: Lowered the volume of the music to not overwhelm the voice-acting (Showcase FFV)
  • Tweaked: Music for Marksmen
  • Tweaked: Stance Indicator - ‘can deploy’ and ‘rested can deploy’ separated
  • Tweaked: Fire particle effect for Fireplace and Campfire
  • Tweaked: Minor tweaks in VR courses
  • Tweaked: Smoke screen for Strider and Ifrit
  • Tweaked: Centered all Zamak models
  • Tweaked: Adjusted ambient animals density
  • Tweaked: Refactored weapon deployed actions
  • Tweaked: Defined Inverse Kinematics for warming up animations (plus tweaks and optimizations)
  • Tweaked: Improved launcher sway in all stances and also optimized the differences between walking and tactical pace in crouch with a launcher
  • Tweaked: Marksmen characters re-factored
  • Tweaked: Cleaned radio static from clicks and fade in and fade out applied
  • Tweaked: Slightly increased Zafir's inertia coefficient to better correspond with the gun's weight
  • Tweaked: Shadows of the xH-9 family of helicopters
  • Tweaked: Volume of closure samples for MX
  • Tweaked: Positions of optics on Navid
  • Tweaked: Some OPFOR Recon soldiers got LBV Harnesses instead of obsolete ELBV Harnesses
  • Tweaked: Configured
  • countsForScoreboard
  • for base classes
  • Tweaked: Sound for Check Point Clear used in Firing Drills and Time Trials
  • Tweaked: Dirt runways were not producing dust effects and now are
  • Tweaked: Configured
  • isLockingDisabled
  • to disable locking and targeting on
  • House_F
  • ,
  • FloatingStructure_F
  • and
  • Lamp_base_F
  • Tweaked: Vermin magazines tracer variants localized
  • Tweaked: Changed audibility of footsteps
  • Tweaked: Changed names of samples for swimming
  • Changed: External camera position for static laser designators
  • Changed: Default muzzle flash of ASP-1 Kir to be on par with other suppressed weapons
  • Changed: Disabled Sling Load Assistant for Taru helicopters with pods
  • Changed: ELBV Harnesses are not visible in the game anymore, since they are now obsolete. LBV Harnesses can be used instead.
  • Changed:
  • BIS_fnc_initVehicle_textures
  • is no longer defined by the <a href="https://community.bistudio.com/wiki/Vehicle_Customization_(VhC)" target="_blank"> VhC </a>
  • function because it was a duplicate of the command <a href="https://community.bistudio.com/wiki/getObjectTextures" target="_blank"> getObjectTextures </a>
  • Removed: Obsolete backpacks containing parts of non-existing autonomous weapons
  • Removed: Surplus items from
  • CfgPatches
  • Removed:
  • CA_TextReserved
  • class from
  • RscDisplayConfigureAction.hpp
  • (label about reserved keys)
  • Removed:
  • FlareLoop
  • effect from the editor <a href="http://dev.arma3.com/post/oprep-end-game" target="_blank"> End Game </a>
  • Added: Time Acceleration parameters to lobby
  • Added: Timer for End Game (scenario can now end in a draw if sides are not able to upload schematics before the timer runs out)
  • Added: There are no predefined tasks anymore, users can create their own unique set of tasks for End Game
  • Added: Module parameters exposed
  • Added: Safe check for undefined gvar
  • BIS_fnc_respawnMenuPosition_systemSelect
  • Added: Respawn handling now specific to End Game instead of scenario
  • Added: Last phase timer can now be changed in the lobby
  • Added:
  • "Attacking Side"
  • parameters to the
  • StartGame
  • objective module that flags the side which will have to establish their FOB at the given
  • StartGame
  • objective
  • Added: Respawn delay can now be dynamically overriden in mission
  • Added: When player is the carrier, he now sees a icon on his screen when he is not concealed from the enemy
  • Added: Retrieve Intel objectives can now have side specific respawn points
  • Fixed:
  • AreaManager
  • locations are now unregistered after End Game has started
  • Fixed: Retrieve Intel tasks icons (3D and 2D) were not attached to their object
  • Fixed: Missing textures for
  • RscHvtPhase
  • Fixed: Laptop could not be destroyed after the intel was being downloaded from it
  • Fixed: The destroy Intel container conversation was playing even if the object was already destroyed
  • Fixed: After a side downloads Intel, the opposite side could not download Intel from the same objective
  • Fixed: Function header
  • Fixed: Pick-up locations on dead bodies were not blacklisted from the garbage collector
  • Fixed: Possible bad initialization for remote players
  • Fixed: Respawns at the enemy upload points were not unlocking after the last phase started
  • Fixed: In singleplayer there was a chance that the rules would never display
  • Fixed: Both
  • RscHvtPhase
  • and
  • RscRespawnCounter
  • did not use proper
  • rscLayer
  • and could be overridden by a <a href="https://community.bistudio.com/wiki/cutText" target="_blank"> cutText </a>
  • Fixed: Proper names given to rules-specific sound effects
  • Fixed: Sound effects' names localized
  • Fixed: Area markers would not be deleted when the last phase would start
  • Fixed: Players could download Intel while incapacitated
  • Fixed:
  • RscHvtPhase
  • was visible upon death
  • Fixed: Respawn at the enemy upload points were not unlocking after the last phase started
  • Tweaked: Major improvements to
  • RscHvtPhase
  • Tweaked: The destroy Intel container conversation now plays sooner after the download has completed
  • Tweaked: Modules work
  • Tweaked: Rifleman (AT) replaced with Engineer to allow players to repair knocked-out vehicles
  • Tweaked: Mines removed from Virtual Ammoboxes, now they are available only at certain ammo crates, vehicles and AAF units
  • Tweaked: Lobby display names of units are now localized
  • Tweaked: Carrier icon visuals
  • Tweaked: Decreased respawn delay when in the last phase of End Game

Dynamic Groups:

  • Fixed: When selecting themselves, players would see kick / ban instead of disband as options
  • Fixed: UI would flash every time there was an update to it
  • Fixed: Making a group private would require closing / opening the UI to be able to make the group public again
  • Fixed: Script error
  • Fixed: Pressing the open / close key would close the interface when a player would have focus on the group name edit box
  • Removed: Log in the
  • PlayerIsLeader
  • sub-function

Revive:

  • Added: Units close to death are now visualized
  • Added: Units being revived are now visualized
  • Added: Showing when a unit becomes incapacitated
  • Added: Showing when a unit dies
  • Added: Fail-safe to ensure icon effects do not get applied prematurely
  • Added:
  • BIS_fnc_keyHold
  • to allow custom hold 'Space' interactions

Potential spoilers:

  • Added: New method of ensuring AI properly board the extraction truck (Wet Work)
  • Fixed: The wrong ending could sometimes be shown if the player used all of the UAV's ammo to destroy the wreck in Showcase FFV
  • Fixed: Checkpoint inspector's animation would break if the player failed to pass the checkpoint (Drawdown 2035)
  • Fixed: No longer possible to disable the Marshalls and break the mission (Resurgent West)
  • Fixed: Crash landing on water wasn't properly handled (Gunships)
  • Fixed: Paratroopers would not exit their helicopters correctly (Tipping Point)
  • Fixed: Truck would sometimes be too damaged to drive away (Wet Work)
  • Fixed: Mi-48 pilots should now behave properly if they successfully bail from their helicopter (Tipping Point)
  • Fixed: Depending on the circumstances, AI squad mates would occasionally fail to board the truck properly (Wet Work)
  • Fixed: Player can no longer shoot from the helicopter (Drawdown 2035)
  • Tweaked: UAV returns to base after the helo wreck is destroyed (Firing From Vehicles)
  • Tweaked: Removed camera shake caused by
  • UnitPlay
  • (Wet Work)

ENGINE:

  • Added: <a href="http://www.battleye.com/" target="_blank"> BattlEye </a>
  • Service implementation ( <a href="http://forums.bistudio.com/showthread.php?190426-BattlEye-service-implementation&p=2910511#post2910511" target="_blank"> more info </a>)\n* Added: New scripting command <a href="https://community.bistudio.com/wiki/sort" target="_blank"> sort </a>
  • for sorting arrays (ascending or descending)
  • Added: New script commands
  • diag_activeSQFScripts
  • ,
  • diag_activeSQSScripts
  • ,
  • diag_activeMissionFSMs
  • Added: Possibility to configure crew in each turret separately (property
  • gunnerType
  • in turrets)
  • Added: Reloading magazines properly shows bullets in the new one (e.g. for MMGs)
  • Added: New parameter
  • countsForScoreboard
  • to ignore MP score for some objects
  • Added: Extended logging for simple serialization in the netcode (to assist with diagnostics)
  • Added: New config parameters for setting the color of text on the right side of
  • ListBox
  • and
  • ComboBox
  • items (
  • colorTextRight
  • ,
  • colorSelectRight
  • ,
  • colorSelect2Right)\n* Hotfixed: Sound: Null pointer access
  • Fixed: Weapon attachments properly affect AI aiming
  • Fixed: Assembled autonomous turrets have a default 0.5 skill now
  • Fixed: Occasional error where player gets stuck in a cargo animation when 2 players try to get in the same position at the same time in MP
  • Fixed: Rare turret desync if turning out at the very beginning of a MP mission
  • Fixed: Update vision mode when switched through binoculars
  • Fixed: Items disappearing after dragging from a non-local linked bag
  • Fixed: Invalid initialization of the
  • sessionInfo
  • class for the MP browser
  • Fixed: Weapon Deployment - Player can end under a building or end up levitating when deploying a weapon
  • Fixed: Weapon Holders were not removed automatically (even empty ones) when near an ammo box
  • Fixed: Correct position and direction of weapon particle effects while in a FFV position
  • Fixed: AI got stuck if it joined another group during healing
  • Fixed: Deleting corrupted items right after failed publishing and in published list processing (SteamLayer)
  • Fixed: Item update - updated data was not copied (SteamLayer)
  • Fixed: Weapon crosshair visible for turned out commanders even if disabled in difficulty
  • Fixed: Correct server status in MP browser
  • Fixed: Popping of subscribed items (SteamLayer)
  • Fixed: Content list checking period (SteamLayer)
  • Fixed: Possible CTD on weapon effects when in FFV
  • Fixed: Saves for Steam scenarios could get lost if the scenario would be updated
  • Fixed: Old versions of Steam scenarios were loaded if a scenario would change its name
  • Fixed: Using mouse, sticks or head-trackers in combo keys
  • Fixed: Maximum aiming deadzone clamped by aiming limits from a unit's class
  • Fixed: Scripts blocking keys
  • Fixed: Crash when users try to delete a listbox column with negative index
  • Fixed: Reloading while on a ladder consumes a magazine from inventory
  • Fixed: Selecting more appropriate level of details for land clutter with the
  • "Objects"
  • setting set to
  • "Standard"
  • in the video options
  • Fixed: Enabled strict parsing rules for
  • squad.xml
  • in an attempt to get rid of RPT spam and
  • squad.xml
  • abuse
  • Fixed: Crash by script command <a href="https://community.bistudio.com/wiki/lnbDeleteColumn" target="_blank"> lnbDeleteColumn </a>
  • Fixed: Key combinations - can do combos on dragged keys
  • Fixed: Possible CTD when working with cargo items if there's no supply,
  • Fixed: Sun was getting brighter with higher levels of FSAA
  • Fixed: It is no longer possible to deploy a weapon on the quad copter
  • Fixed: Correct title text in MP browser when selecting different modes (Internet / Recent / LAN / Friends)
  • Fixed:
  • ExplosionEffects
  • are shown only if a projectile stops
  • Fixed: Countermeasure always considered successful for airplanes even when it shouldn't be
  • Fixed: Airplanes were moving on their own with their engine on
  • Fixed: Random crash in AI reload checks
  • Fixed: CTD when an object is animated and dead at the same time
  • Fixed: Possible CTD
  • Fixed: Possible CTD in the server browser
  • Fixed: Fire disappeared after loading
  • Fixed: Strange soldier neck glitch
  • Fixed: Sound: Looped sound repeating with short empty gap
  • Fixed: Occasional stuttering of 2D icons
  • Fixed: Crash after respawning
  • Fixed: Crash when releasing constraint without any actor (PhysX-related)
  • Fixed: Spam of
  • AskForPilotLight
  • network messages
  • Fixed: Player will not lose command after use of the respawn button
  • Fixed:
  • #logEntities
  • admin command
  • Fixed: Deaths not being recorded in all cases
  • Fixed: Teary movement when unable to deploy a weapon
  • Fixed: Canceling Steam server search when creating a new session in the server browser
  • Fixed: Crash caused by a null pointer
  • Fixed: <a href="https://community.bistudio.com/wiki/switchCamera" target="_blank"> switchCamera </a>
  • to a unit inside of a vehicle
  • Tweaked: Ground weapon holders are ignored when looking for focus objects in optics
  • Tweaked: Gestures ignored when positioning soldiers against deployment points
  • Tweaked: Stance indicator shows
  • Rested
  • and
  • CanDeploy
  • as separate states
  • Tweaked: Smoother deployment camera transitions
  • Tweaked: Sound: Supersonic crack improvements
  • Tweaked: Coloring tabs in the MP browser according to current filter (Online / LAN / Friends / Recent) selection
  • Tweaked: Keyboard & mouse combos
  • Tweaked: <a href="https://community.bistudio.com/wiki/drawIcon3D" target="_blank"> drawIcon3D </a>
  • improvements (
  • align
  • , do not rotate
  • sideArrow)\n* Tweaked: Published corrupted items detection (SteamLayer)
  • Tweaked: Adjusted number of network messages
  • Tweaked: Removed restrictions for the
  • squad.xml
  • header
  • Changed: Switched to open-source version of PhysX
  • Changed: Script command <a href="https://community.bistudio.com/wiki/load" target="_blank"> load </a>
  • and <a href="https://community.bistudio.com/wiki/loadAbs" target="_blank"> loadAbs </a>
  • return 0 instead of <null> when a wrong parameter is given
  • Changed: Script commands <a href="https://community.bistudio.com/wiki/loadUniform" target="_blank"> loadUniform </a>
  • , <a href="https://community.bistudio.com/wiki/loadVest" target="_blank"> loadVest </a>
  • , <a href="https://community.bistudio.com/wiki/loadBackpack" target="_blank"> loadBackpack </a>
  • and <a href="https://community.bistudio.com/wiki/getMass" target="_blank"> getMass </a>
  • return 0 instead of <null> when a wrong parameter is given
  • Changed: <a href="https://community.bistudio.com/wiki/createTrigger" target="_blank"> createTrigger </a>
  • command - trigger can be created locally
  • Changed: Command menu no longer offers Team Switch to a dead soldier
  • Changed: Weapon resting / deployment indicator hidden while healing yourself
  • Optimized: Inventory-related network message
  • Optimized: Inventory networking
  • Optimized: Minor
  • CheckVisibility
  • improvements
  • Optimized: Network traffic for some of the AI related messages
  • Optimized: Re-factored FFV visual states and simulation
  • Optimized: Refactored and optimized serialization functions for the
  • *variable
  • messages
  • (optimized the size of various types of data sent across the network via scripts, e.g. arrays, groups and nils)
  • Optimized: Small performance optimization for the <a href="https://community.bistudio.com/wiki/str" target="_blank"> str </a>
  • script command
  • Optimized: Various netcode optimizations to reduce the amount of redundant information being synchronized
  • (in gear, position, turret and other updates)
  • Removed: Deprecated
  • "Addon"
  • tag for Workshop
  • Removed: Error message for unknown
  • GlassesType
  • (moved to RPT)

LAUNCHER:

  • Added: <a href="http://www.battleye.com/" target="_blank"> BattlEye </a>
  • Service support
  • Added: Support for branch name
  • Added: A branch ribbon for indicating the currently active beta branch of Arma 3
  • Added: Game version information
  • Added: Minimize to tray support
  • Added: A combo box that sets Launcher behavior after the game is started
  • (Do nothing | Minimize | Shutdown before game starts | Shutdown after game ends)
  • Added: A preset list to a play split button that allows you load a mod preset and play the game in a single click
  • (OK, actually it's two clicks)
  • Added: An indication of signed mods (presence of a
  • BISIGN
  • file)
  • Added: Caching for news to speed-up loading process
  • Added: Animations to the news expander
  • Added: Animations to the mod detail expander
  • Added: A notification about unusual / unexpected endings of the game process
  • Added: A special case for the mod signatures check when no PBO is found in the
  • Addons
  • folder
  • Added: Copyright information the for wpf tray license
  • Added: Support for new BattlEye states and messages
  • Added: A menu item to access the BattlEye log
  • Added: Localizations for 1.44
  • Fixed: Localization of the filter of the dialog for
  • Cgf
  • parameter in Japanese
  • Fixed: The list of presets expands beyond popup boundaries and it is clipped instead of enabling a vertical scroll bar
  • Fixed: Profile Path parameter quotes were not enforced when a path element contained a space in its name (a more complex fix may follow)
  • Fixed:
  • null
  • in a
  • BasePath
  • property can cause a CTD when a dialog is displayed for a folder value parameter
  • Fixed: The play shortcut Ctrl+P was not bound correctly
  • Fixed: Typo in code
  • Fixed: The game parameter processor was not properly initialized before use
  • Fixed: Handling of missing executables and informing the user about existing problems
  • Fixed: If there is a problem with running the game, the
  • PLAY
  • button is now immediately re-activated
  • Fixed: Updated implementation to match changes in the SteamLayer library
  • Changed: The last update and the file size of a mod is now displayed in a system format and better formatted overall
  • Changed:
  • ArmaExecutor
  • functionality has been divided into separate classes
  • ArmaLocator
  • and
  • ArmaExecutor
  • Tweaked: When the Launcher is automatically minimized when the game starts, it's then automatically restored after the game ends
  • Tweaked: Parameter styles moved to separate sub-folder, shared styles extracted to a special file
  • Tweaked: Small update of animations and positioning of visual elements
  • Updated: Launcher / game version info and safe-mode and HW acceleration flags
  • Updated: Localization
  • Optimized: News post content is now pre-processed a little bit more and then processed faster on the UI thread
  • Optimized: Caching of the news
  • Improved: English texts
  • Improved: Parameter quoting is more reliable
  • Improved: The parameter label is clickable for all parameter types (it toggles the check box next to it)
  • Improved:
  • -maxMem
  • and
  • -maxVRAM
  • minimum value and increment has been updated
  • Removed: All localizations of the
  • FontWeight
  • property of the
  • WhyButton
  • Removed: All localizations of the
  • Click
  • event from buttons in the remove local mod dialog
  • Removed: Localizations from non-localizable elements

SERVER:

  • Updated: Stand-alone Windows Dedicated Server (1.44)
  • Updated: Stand-alone Linux Dedicated Server (1.44)
    • Known issue: Steam client modifies the
    • steam_appid.txt
    • file incorrectly. In case of issues, verify its content is:
  • 107410
    • Known issue: Sometimes the add-ons are loaded from the wrong installation (e.g. main game)
    • Try adding

-mod=curator;kart;heli;mark;dlcbundle** to your

    • arma3server.exe
    • shortcut


SPOTREP-00043

SPOTREP-00043

  • FROM: Project Lead
  • TO: Arma 3 Users
  • UNIT: Main Branch
  • ACTIVITY: Game Update: 1.46 (Enhanced BattlEye Protection, Explosives SFX Tweaks, Vehicle Weapon SFX Tweaks)
  • SIZE: ~1014 MB / ~420 MB

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.
  • A
  • Legacy Build
  • Steam branch is available for advanced users. It contains the previous significant main branch version (1.44). It can be used to compare specific changes between major releases. The access code for this branch is:
  • Arma3Legacy144
  • 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 <a href="https://developer.valvesoftware.com/wiki/SteamCMD" target="_blank"> SteamCMD </a>
    • utility. The app ID is to be 233780.
    • NVIDIA GameWorks™ Technology provided under license from NVIDIA Corporation. Copyright © 2002-2015 NVIDIA Corporation. All rights reserved.

CHANGELOG

DATA:

  • Fixed: Rabbit infestation on both islands
  • Fixed: Missing UGL recoil
  • Fixed: ATRQ of Taru should no longer be easily destroyed while Sling Loading
  • Fixed: Incorrect injury materials for some faces with camo paint
  • Fixed: Raised / kneel transition while sprinting with binoculars ( <a href="http://feedback.arma3.com/view.php?id=23964" target="_blank"> http://feedback.arma3.com/view.php?id=23964 </a>)\n* Fixed: Skinning on the central upper chest of the diver
  • Fixed: The
  • "grabCarry"
  • action causing players to get stuck in the animation ( <a href="http://feedback.arma3.com/view.php?id=23918" target="_blank"> http://feedback.arma3.com/view.php?id=23918 </a>)\n* Fixed: Gorgon APC can no longer drive on the seabed and floats instead
  • Fixed: Functions
  • BIS_fnc_3dMarkers
  • and
  • BIS_fnc_sharedObjectives
  • are now properly terminated if the Shared Objectives (and new 2D / 3D task icons) are not active
  • Fixed: Carrier Lite (Black) vest now has the correct model
  • Fixed: Fighter Chest Rigs variants renamed to Chest Rigs
  • Fixed: Vehicle rotation and velocity is now reset upon opening the Garage interface
  • Fixed: Keyboard shortcut for opening DLC Content Browser is now properly mapped in all keyboard presets
  • Fixed: It wasn't possible to recompile single mission-specific functions ( <a href="http://feedback.arma3.com/view.php?id=24080" target="_blank"> http://feedback.arma3.com/view.php?id=24080 </a>)\n* Fixed: There were multiple footsteps after treating other soldiers ( <a href="http://feedback.arma3.com/view.php?id=23875" target="_blank"> http://feedback.arma3.com/view.php?id=23875 </a>)\n* Fixed: MP script framework issues
  • Fixed: Deleted routes to non-existed samples
  • Fixed: Zeus - Player spawning causes dummy riflemen to appear at [0, 0, 0]
  • Fixed: Animations for 80 / 90 variants of Weapon Deployment
  • Fixed: Missing FD / TT word localization
  • Fixed: Politely asked the Time Trial Marshal to resume firing his Starter Pistol
  • Fixed: Stance indicator arrows in prone and crouch stances
  • Fixed: Wrong updating of base class in RTP by Remote Designators
  • Fixed: Playground Slide caused weapons to use building attenuation while sliding
  • Fixed: Strange convex component warnings on various models of structures
  • Fixed: Speed and altitude indicators displayed during free fall
  • Fixed: Player can now vault (step over) while standing with binoculars ( <a href="http://feedback.arma3.com/view.php?id=24133" target="_blank"> http://feedback.arma3.com/view.php?id=24133 </a>)\n* Fixed: Some parts of the VR MRAP Target were producing dirt particle effects when shot
  • Fixed: AAF Speedboat has proper tracers on the rear turret
  • Fixed: Darter pilot should only have a compass available, not a radar
  • Fixed: Soldiers in cargo positions of the HEMMT and Tempest transport trucks had their legs colliding with their body or hovering in air ( <a href="http://feedback.arma3.com/view.php?id=23902" target="_blank"> http://feedback.arma3.com/view.php?id=23902 </a>)\n* Fixed: Launcher bug
  • Fixed: Usage of the <a href="https://community.bistudio.com/wiki/playMove" target="_blank"> playMove </a>
  • command to switch to warming-up animations in End Game scenarios
  • Fixed: Zeus player ignores <a href="https://community.bistudio.com/wiki/Event_Scripts" target="_blank"> initPlayerLocal.sqf </a>
  • Fixed: When the <a href="https://community.bistudio.com/wiki/Arma_3_Module:_Game_Master" target="_blank"> Zeus Game Master module </a>
  • was deleted, its script kept running (thanks
  • MDCCLXXVI
  • for the report)
  • Fixed: Even pilots have proper memory points for legs ( <a href="http://feedback.arma3.com/view.php?id=20761" target="_blank"> http://feedback.arma3.com/view.php?id=20761 </a>)\n* Fixed: It was possible to remotely rewrite BIS functions by inserting a 'recompile' property. This is now disabled; the property is now accepted only by root functions.
  • Fixed: Static weapon AI sensing put on par with normal soldiers
  • Fixed: Hummingbird FM hint is not marked as Helicopters DLC content anymore
  • Fixed: Switching between erect / kneel stance no longer stops character movement ( <a href="http://feedback.arma3.com/view.php?id=23964" target="_blank"> http://feedback.arma3.com/view.php?id=23964 </a>)\n* Fixed: Rifle bug for civil sprint
  • Fixed: Splendid camera no longer breaks <a href="https://community.bistudio.com/wiki/BIS_fnc_UnitPlay" target="_blank"> unitPlay </a>
  • scripts
  • Fixed: Added proper ladder to big industry pipe construction ( <a href="http://feedback.arma3.com/view.php?id=24242" target="_blank"> http://feedback.arma3.com/view.php?id=24242 </a>)\n* Fixed: Mines as vehicles have at least some simulation to prevent RPT warnings
  • Fixed: AI is willing to use Laser Designator from bigger distances
  • Fixed: Wrong animation was played while accessing UAV terminal while the character is a Mk6 Mortar gunner
  • Fixed: Bad transition between kneel / erect pose and vice versa while sprinting with binoculars
  • Fixed: Missing string warning (string was never seen by player)
  • Fixed: Possible fix of RPT warning message about missing inventory item
  • Fixed: FTW has taken their SUV back for maintenance of ARB which caused some malfunctions at low speeds
  • Fixed: Cropped names of certain hints in the Field Manual
  • Fixed: Transition between kneel sprint and going prone
  • Fixed: Problem with variable mismatch
  • Fixed: Splendid Camera bank angle was set to incorrect value when looking straight up or straight down
  • Fixed: Time acceleration before entering Splendid Camera is restored after exiting it (before it was set to 1)
  • Fixed: Kart-based Time Trials were executing a few helicopter-specific operations
  • Fixed: Icon of the remote laser designator backpack
  • Fixed: Tracer color of the Mi-48 Kajman cannon
  • Fixed: Muzzle axis of Sandstorm was misaligned a bit
  • Fixed: Destroyed front gun on speedboat now goes properly sad panda ( <a href="http://feedback.arma3.com/view.php?id=24088" target="_blank"> http://feedback.arma3.com/view.php?id=24088 </a>)\n* Fixed: Missing semicolon in CoF: Orange 1 configuration
  • Fixed: Background color of mouse acceleration setting
  • Fixed: Player can no longer reload with hands tied behind back (state
  • "Acts_AidlPsitMstpSsurWnonDnon_loop"
  • and its
  • "Acts_AidlPsitMstpSsurWnonDnon01"
  • -
  • "...05"
  • variants)
  • Fixed: Hand twitching after prone unarmed / binoculars in hand roll
  • Fixed: Suffix of a texture for particle effects
  • Fixed: Grenades sometimes could not be taken from the grenade ammo boxes (MP Bootcamp)
  • Fixed: Play button is now focused when the game is launched
  • Fixed: Display of magazines in weapon holders was inconsistent
  • Added: New audio samples for Offroad HMG, Static HMG, vehicle HMG (Speedboat / Hunter / Ifrit / Strider). All samples have short, tail, close and distant variations.
  • Added: New audio samples for Explosive charge and Claymore
  • Added: New audio samples for grenade and launcher explosions and impacts on surface
  • Added: New sounds for 35mm autocannon (Cheetah, Tigris)
  • Added: Short / tail and distant variants of vehicle weapons
  • Added: New samples for M134 minigun 7.62mm (Pawnee)
  • Added: New samples for 6.5mm minigun (Huron)
  • Added: Whiteboards to Purple FD CoFs
  • Added:
  • buoyancy
  • property to weapon-related models that should have buoyancy simulated
  • Added: Field Manual fail-safe of logical sorting for hints that don't have the
  • logicalOrder
  • variable defined
  • Added: Even autonomous static weapons may be reset if they flip
  • Added: Auto-hover info added to UAV controls in Field Manual
  • Added: Waypoint icons for custom waypoints
  • Added: Unarmed crouched sprint
  • Added: Unarmed erected sprint
  • Added: Zeus hard-coded availability check, to ignore scripts for Zeus players
  • Added: It's now possible to disable
  • "XXX is now Zeus"
  • notifications by calling:
  • <curatorModule> <a href="https://community.bistudio.com/wiki/setVariable" target="_blank"> setVariable </a>
  • ["showNotification", false]
  • Added: New parameter for servo vertical movement and linked a new sound
  • Added: Animations of kneel sprint for unarmed / binoculars in hand ( <a href="http://feedback.arma3.com/view.php?id=23964" target="_blank"> http://feedback.arma3.com/view.php?id=23964 </a>)\n* Added: Respawn positions which have enemies nearby are marked in the respawn menu in its list box entry and on the 2D map
  • Added: Turn out animation set for AFV-4 Gorgon
  • Added: Separate animations for kneel / erect sprint with binoculars ( <a href="http://feedback.arma3.com/view.php?id=23964" target="_blank"> http://feedback.arma3.com/view.php?id=23964 </a>)\n* Added: Selections for changing of the texture for the TRG family of weapons
  • Added: Missing return values to script functions for structures and replaced plain function parameter loading by safer <a href="https://community.bistudio.com/wiki/BIS_fnc_param" target="_blank"> BIS_fnc_param </a>
  • where appropriate
  • Added: <a href="https://community.bistudio.com/wiki/CfgVehicles_Config_Reference#hiddenSelections" target="_blank"> hiddenSelections </a>
  • to Zafir, ABR and Rahim
  • Added: Icons for the OPFOR and AAF NVGs
  • Added: Animations for prone roll (left / right) with binoculars in hand ( <a href="http://feedback.arma3.com/view.php?id=24275" target="_blank"> http://feedback.arma3.com/view.php?id=24275 </a>
  • / <a href="http://feedback.arma3.com/view.php?id=23964" target="_blank"> http://feedback.arma3.com/view.php?id=23964 </a>)\n* Tweaked: Slightly increased armor and mass of Pilot Helmets, Helicopter Pilot Helmets and Helicopter Crew Helmets to better match their models
  • Tweaked: Audio samples for launcher and grenade explosions
  • Tweaked: Command <a href="https://community.bistudio.com/wiki/setOwner" target="_blank"> setOwner </a>
  • replaced by <a href="https://community.bistudio.com/wiki/setGroupOwner" target="_blank"> setGroupOwner </a>
  • for units in Support scenarios
  • Tweaked: Functions
  • BIS_fnc_getCargoSlots
  • and
  • BIS_fnc_countCargoSlots
  • re-factored to fix the issue related to copilot seats and FFV
  • Tweaked: Reworked accuracy parameter for House / House_F / House_Small_F, Ruins / Ruins_F, Wall / Wall_F, Church / Church_F, Wreck_Base / Wreck_Base_F base classes
  • Tweaked: Campaign hub - interaction with the equipment pool through the briefing menu is now properly covered
  • Tweaked: Better usability of sitting with tied hands / warming up (Marksmen scenes) animations
  • Tweaked: Substantially increased overall performance of Wipeout and Neophron cannons so they are now able to properly damage even heavily armored vehicles ( <a href="http://feedback.arma3.com/view.php?id=19993" target="_blank"> http://feedback.arma3.com/view.php?id=19993 </a>
  • , <a href="http://feedback.arma3.com/view.php?id=22146" target="_blank"> http://feedback.arma3.com/view.php?id=22146 </a>)\n* Tweaked: CfgPatches purge
  • Tweaked: There should no longer be classes with
  • model = bmp;
  • Tweaked: Localized Open Parachute action
  • Tweaked: Volume of reload audio sample for tanks
  • Tweaked: In the campaign, vehicle randomization is now handled by the <a href="https://community.bistudio.com/wiki/Vehicle_Customization_(VhC)" target="_blank"> VhC </a>
  • system
  • Tweaked: Whiteboard of the Green FD CoF
  • Tweaked: NVG goggles are not unassigned from players when they enter the hub (in the campaign)
  • Tweaked: Decreased update rate of
  • BIS_fnc_moduleZoneProtection
  • Tweaked: Kestrel populations have been adjusted to match rabbit populations
  • Tweaked: MAR-10's optics proxy moved to have bigger scopes slightly further from the soldier's eye
  • Tweaked: Kir's side attachment proxy moved slightly forward, so the attachments won't collide with the soldier's hand
  • Tweaked: Disabled Time Trial achievement tracking in cases where it was redundant
  • Tweaked: Reduced shininess of the soles of ghillie boots
  • Changed: Minimal weight for an object to be Sling Loadable
  • Changed: VR vehicle targets are now static objects, meaning no PhysX behavior
  • Changed: Removed weapon info from unarmed vehicles
  • Updated: NATO helmets refactored: there are now three types – Combat Helmet (former ECH), Enhanced Combat Helmet (former SF Helmet), and Light Combat Helmet (former ECH (Light)) in six color variants (plus camouflaged version of the Combat Helmet). Snakeskin and Sand variants of Enhanced Combat Helmet are new.
  • Removed: Old
  • uiPicture
  • definition to prevent a
  • "member already defined"
  • startup error
  • Removed: Obsolete Cyrus icons
  • Removed: Parameters title from description (each sub-function has its own parameters)
  • Removed: class property from
  • GH_Fountain_F.p3d <a href="http://dev.arma3.com/post/oprep-end-game" target="_blank"> End Game </a>
  • Fixed: When a player state changes (dies / respawns / incapacitated / revived), the UI update is only send to players of the same side
  • Fixed: Initial Arsenal camera location and rotation
  • Fixed: Carrier could leave the AO and hand the scenario; now the scenario ends with the carrier side being the loser
  • Fixed: Log of player UID <a href="https://community.bistudio.com/wiki/onPlayerConnected" target="_blank"> onPlayerConnected </a>
  • Fixed: Script error related to <a href="https://community.bistudio.com/wiki/BIS_fnc_loop" target="_blank"> BIS_fnc_loop </a>
  • Fixed: Wrong conversation would be played when the last phase would start
  • Fixed: Intel objects that are
  • “Instant Download”
  • could never be destroyed, even after one of the sides downloaded from them
  • Fixed: Error during downloading Intel
  • Fixed: The Officer objective had
  • ImmediateDownload
  • as false
  • Fixed:
  • ImediateDownload
  • >
  • ImmediateDownload
  • Fixed: Error during downloading Intel
  • Fixed:
  • GetSideCompletedObjectivesCount
  • would always return 0
  • Fixed:
  • GetAllObjectives
  • would return an empty array on non-server machines
  • Fixed: Items can be put inside the Arsenal box, but not taken back
  • Fixed: Items can be put inside containers, but not taken back
  • Fixed: Download icon would be visible on download objects even when it was not possible to download
  • Added: Color to task type icon
  • Added: After establishing the FOB, a marker is created at its location in the map
  • Added:
  • WarmupDelay
  • property added to Objectives Instance Module and it sets the time players have to wait during the warm-up phase
  • Added: Caching of shared tasks for shared objectives
  • Added: Vehicles now enter the respawn sequence after taking a hit which immobilized them
  • Added: Debug print to monitor network traffic
  • Added: Vehicle Respawn Module can now respawn vehicles which are not destroyed but are immobilized
  • Tweaked: Command <a href="https://community.bistudio.com/wiki/sleep" target="_blank"> sleep </a>
  • replaced with <a href="https://community.bistudio.com/wiki/uiSleep" target="_blank"> uiSleep </a>
  • to allow <a href="https://community.bistudio.com/wiki/BIS_fnc_setTaskLocal" target="_blank"> BIS_fnc_setTaskLocal </a>
  • execution even on the briefing screen
  • Tweaked: Respawn menu load-outs for both sides configured
  • Improved: Arsenal is now preloaded on mission start
  • Improved: Download with multiple players
  • Improved: Placement, legibility, and functionality of incapacitated screen elements
  • Optimized:
  • MiddleGame
  • objective tasks was sending data which did not change

Revive:

  • Fixed: Disabling HUD show group would break Revive functionality
  • Fixed: Incapacitated Post Process effects are now visible with NVGs equipped
  • Fixed: <a href="http://respawnonstart/" target="_blank"> respawnOnStart </a>
  • values other than -1 did not work correctly
  • Fixed: User-defined delays accidentally set the default force respawn delay to 0 seconds
  • Added: Scripted event handlers for entering and exiting the incapacitated state
  • Improved: Now possible to set custom revive, force respawn, and bleed out delays
  • Removed: Obsolete
  • RscKeyHold
  • resource

Dynamic Groups:

  • Fixed: Order of members after promoting a player
  • Fixed: Script error when a player disconnects / connects while the UI is open
  • Fixed: Group could become invalid after promoting a player
  • Fixed: Wrong color of player icon in groups tab after joining other player group
  • Fixed: If a group leader was editing the group name and an update would happen, he would lose the content he was writing
  • Fixed: Double clicking on a player to invite, would invite even if the player was already in the group
  • Fixed: Wrong button tooltips after clicking a member player as group leader
  • Fixed: Wrong MP initialization of the Virtual Arsenal ammo boxes
  • Fixed: When a player would join, the UI would not properly update
  • Fixed: A player could join another player's group by double clicking on the player even when the group was locked or the player was previously kicked from that group
  • Fixed: If there were ungrouped players, players in the group could not select themselves in the groups list
  • Fixed: Ungrouped container for players without group would deselect right after being selected
  • Fixed: Collapsed trees auto-expand again
  • Added: UI now correctly updates when a player state changes (incapacitated / revived)
  • Added: Pressing and holding the Dynamic Groups interface key will join you to the group which last invited you
  • Added: When a player was already invited to a group, the button now displays
  • "INVITED"
  • and has a tooltip explaining why it is disabled
  • Tweaked: High priority buttons are now bigger
  • Tweaked: Lowered key hold down time for accepting invites
  • Improved: Better looking font for group name in UI
  • Improved: Interface update doesn't reset interface anymore
  • Improved: Interface update is now done mostly locally, every second

Shared Objectives:

  • Optimized: Shared Objectives refactored to lessen the network load
  • Removed: Unneeded RPT spam from Shared Objectives functions

Potential spoilers:

  • Fixed: The gate at the checkpoint can no longer be destroyed (Drawdown 2035)
  • Fixed: Showcase briefing tab was not selected by default (Drones)
  • Fixed: Supply Network - Inconvenient autosave when the hideout is attacked
  • Fixed: In New Dawn, Kerry goes to the briefing and he has no equipment (no vest, rifle, pistol, etc.) but he has a NVG on his head
  • Fixed: Incorrect weapon classname for FIA sniper (Common Enemy)
  • Fixed: In the Within Reach and Preventive Diplomacy missions, the player could access the inventory during cut scenes
  • Fixed: In Showcase Armed Assault, the player could destroy (or kill the crew of) logistics vehicles and the mission would still end as succeeded
  • Fixed: Overlooked type in campaign hub armory update condition after some stuff is being taken from the mission briefing screen inventory
  • Changed: Air Superiority - Initial task waypoint moved directly to the rendezvous position

ENGINE:

  • Fixed: Some problems with empty UAVs
  • Fixed: Crash when simulating but not initialized (SteamLayer)
  • Fixed: Incorrect wind sound when paratrooping
  • Fixed: <a href="https://community.bistudio.com/wiki/switchCamera" target="_blank"> switchCamera </a>
  • to a unit inside of a vehicle
  • Fixed: Multiplayer ocean waves synchronization
  • Fixed: Visual flickering or disappearance of Tactical Backpack Black
  • Fixed: TrackIR axis manipulation in gunner positions
  • Fixed: Inventory - Uniforms of other factions disappeared after removing your own uniform and attempting to equip them
  • Fixed: Crash related to weapon shot sounds evaluation
  • Fixed: <a href="https://community.bistudio.com/wiki/allMissionObjects" target="_blank"> allMissionObjects </a>
  • no longer includes land decals
  • Fixed: Detection of collimator in shape
  • Fixed: Broken save during healing
  • Fixed: Sound - Firing From Vehicle not attenuated, servo sound plays only once
  • Fixed: Setting skill to hacked UAV pilot
  • Fixed: Server issue when using a larger list of BIKEY signature files
  • Fixed: Wrong positioning of interior sounds when a vehicle was turning around
  • Fixed: Stuttering interior engine sounds when looking around in a plane at high speed
  • Fixed: Skill <a href="https://community.bistudio.com/wiki/AI_Sub-skills#reloadSpeed" target="_blank"> ReloadSpeed </a>
  • 0 will no longer break AI
  • Fixed: Healing should not push you away from an injured soldier
  • Fixed: Soldier's
  • upVector
  • is reset after deployment is interrupted
  • Fixed: Unable to throw grenades after changing the player by command <a href="https://community.bistudio.com/wiki/selectPlayer" target="_blank"> selectPlayer </a>
  • Fixed: CTD when changing status from online to offline (SteamLayer)
  • Fixed: Formatting of the altitude in the weapon UI
  • Fixed: Server crash
  • Fixed: Sound - Crash when the XA2Device was not created (server)
  • Fixed: Sound - Broken sounds of remote designators
  • Fixed: Synchronize end of damage effects over network and saves (also a fix for JIP players)
  • Fixed: Transition from land to water for vehicles with amphibious gearbox
  • Fixed: Simulating damage effects on Dedicated Servers
  • Fixed: JIP messages should be executed at the proper time now
  • Fixed: Weapons couldn’t be deployed on the parapet (Structures - Cargo tower)
  • Fixed: <a href="https://community.bistudio.com/wiki/Arma_3_Mission_Parameters" target="_blank"> paramsArray </a>
  • available during the pre-init on the server
  • Fixed: Corrupted sounds with certain USB headsets ( <a href="http://feedback.arma3.com/view.php?id=21268" target="_blank"> http://feedback.arma3.com/view.php?id=21268 </a>)\n* Added: <a href="http://www.battleye.com/" target="_blank"> BattlEye </a>
  • full protection enabled - the game is protected during its entire lifetime, not only when connected to a BE-protected server
  • Added: Grenade indicator changes color while a character is preparing the grenade for throwing
  • Added: New MFD animation sources
  • ClockHour
  • ,
  • ClockMinute
  • and
  • ClockSecond
  • Added: Minimal mass limit for Sling Loading cargo (vehicle property
  • slingLoadMinCargoMass)\n* Added: Colors of the secondary text in listboxes can be set by config parameters and script commands
  • Added: Sound - separated turret servo sounds: vertical & horizontal (properties
  • soundServo
  • and
  • soundServoVertical)\n* Added: Background color support for edit boxes (parameter
  • colorBackground)\n* Added: Script command for getting the Steam profile name of the current player ( <a href="https://community.bistudio.com/wiki/profileNameSteam" target="_blank"> profileNameSteam </a>)\n* Changed: VON is played in 3D for more channels ( <a href="http://feedback.arma3.com/view.php?id=20305" target="_blank"> http://feedback.arma3.com/view.php?id=20305 </a>)\n* Tweaked: Disabling Sling Loading for objects under roofs
  • Tweaked: AI AT soldiers will not switch assigned target when holding fire
  • Tweaked: Localized Open Parachute action
  • Tweaked: Some improvements when <a href="https://community.bistudio.com/wiki/switchCamera" target="_blank"> switchCamera </a>
  • is used to spectate another player
  • Tweaked: Better interpolation for non-local FFV players in a player vehicle
  • Tweaked: <a href="https://community.bistudio.com/wiki/setUnitRecoilCoefficient" target="_blank"> setUnitRecoilCoefficient </a>
  • for new recoil
  • Tweaked:
  • hit
  • event is called even when only the hitpoint is damaged
  • Tweaked: Generated shadow buffer LODs are not used when they are not in the correct order
  • Optimized: Starting time offset for network update messages
  • Optimized: Serialization for Code and Config script values
  • Improved: Better client status handling (SteamLayer)
  • Improved: Supersonic crack and subsonic sounds
  • Improved: AI vehicles will react faster to hits with 0 damage
  • Improved: AI airplane is more autonomous when selecting targets (if none is assigned yet)
  • Improved: Hitting a target will reset me as available target
  • Removed:
  • askForPilotLights
  • message call in the netcode
  • Removed:
  • muzzleInner
  • recoil definition (deemed redundant)

LAUNCHER:

  • Fixed:
  • UGCMonitor
  • initialization
  • Fixed: Underscores in the author name were incorrectly considered to be accelerators
  • Fixed: Author names were not shown in mod details
  • Fixed: The Launcher reported an unrecognized local mod while adding a local mod by selecting its Addons folder and the folder name was not in lower-case
  • Fixed: A sub-message for a mod corruption reason was incorrect
  • Fixed: A hard-coded corruption reason was displayed instead of the detected reason in a local mod import result dialog
  • Fixed: BattlEye parameters
  • Fixed: Updated invalid application configuration exit code value
  • Fixed: The Windows Explorer or other file manager is no longer blocked by the local mod import result dialog after adding mods by drag & drop
  • Fixed: Insert the
  • "File blocks can be ignored"
  • note only before a first
  • "File blocked"
  • BattlEye message in a row
  • Fixed: Various localizations
  • Added: Scroll-able menu style
  • Added: Detailed information about why a mod is considered corrupted
  • Added: Detailed information about why a local mod can't be added
  • Added: A dialog box that reports result after a local mod (or mods) is added (contains a list of mods that were added and a list of mods that were not added along with a reason)
  • Added: A BattlEye page with BattlEye log messages
  • Added: Hint on how to force an update of a Workshop item in Steam Client
  • Added: Localization identifiers and localization hints
  • Added: Updated localizations
  • Added: Missing localization attributes to the local mods import result dialog
  • Improved: Better Steam client status handling (SteamLayer)
  • Improved: Positioning of a window in bounds of screen work space
  • Improved: The algorithm that detects mods when users add a local mod; if a folder doesn't contain a mod it is scanned for mods in sub-folders
  • Improved: Mod status tooltip show duration increased to a maximum value (tooltip won't vanish that quickly)
  • Improved: Clarified error messages when app files are corrupted or can't be loaded
  • Improved: Steam fix hint dialog can't lose focus in favor of main window when switching apps
  • Improved: The minimum window size is reduced when DPI is greater than 144 ppi
  • Removed: Support for opening Workshop pages directly in the Steam Client, reverting back to the web-browser only solution. This is because of changes beyond our control. We're sorry and we'll do whatever we can to restore this feature.
  • Removed: Check-box
  • "Use Steam client instead of web browser"
  • because we can't reliably support this functionality due to recent changes in the Steam commands protocol
  • Removed: Check-box
  • "Use BattlEye"
  • from the Options page (moved to the separate BattlEye page)
  • Removed:
  • "Show BattlEye log..."
  • menu item removed from the application menu

SERVER:

  • Updated: Stand-alone Windows Dedicated Server (1.46)
  • Updated: Stand-alone Linux Dedicated Server (1.46)
    • Known issue: Steam client modifies the
    • steam_appid.txt
    • file incorrectly. In case of issues, verify its content is:
  • 107410
    • Known issue: Sometimes the add-ons are loaded from the wrong installation (e.g. main game)
    • Try adding

-mod=curator;kart;heli;mark;dlcbundle** to your

    • arma3server.exe
    • shortcut


SPOTREP-00044

SPOTREP-00044

  • FROM: Project Lead
  • TO: Arma 3 Users
  • UNIT: Main Branch
  • ACTIVITY: Hotfix: 1.46 (Display Driver Crashes, Server Crashes, BattlEye White-Listing)
  • SIZE: ~17 MB / ~6 MB

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.
  • A
  • Legacy Build
  • Steam branch is available for advanced users. It contains the previous significant main branch version (1.44). It can be used to compare specific changes between major releases. The access code for this branch is:
  • Arma3Legacy144
  • 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 <a href="https://developer.valvesoftware.com/wiki/SteamCMD" target="_blank"> SteamCMD </a>
    • utility. The app ID is to be 233780.
    • NVIDIA GameWorks™ Technology provided under license from NVIDIA Corporation. Copyright © 2002-2015 NVIDIA Corporation. All rights reserved.

CHANGELOG

DATA:

ENGINE:

  • Changed: <a href="http://www.battleye.com/" target="_blank"> BattlEye </a>
  • anti-cheat blocking of not white-listed processes temporarily disabled
  • Fixed: Incorrect setting of weapon proxy drawing LOD (causing
  • DXGI_ERROR_DEVICE_REMOVED
  • crashes of primarily NVIDIA display drivers)
  • Fixed: Incompatibility of the terrain vertex shader and its depth priming pixel shader
  • Hotfixed: Potential crash mostly observed while playing the <a href="https://twitter.com/EpochMod" target="_blank"> Epoch </a>
  • mod
  • Fixed: Potential server crash

SERVER:

  • Updated: Stand-alone Windows Dedicated Server (hotfix 1.46)
  • Updated: Stand-alone Linux Dedicated Server (hotfix 1.46)
    • Known issue: Steam client modifies the
    • steam_appid.txt
    • file incorrectly. In case of issues, verify its content is:
  • 107410
    • Known issue: Sometimes the add-ons are loaded from the wrong installation (e.g. main game)
    • Try adding

-mod=curator;kart;heli;mark;dlcbundle** to your

    • arma3server.exe
    • shortcut


SPOTREP-00045

SPOTREP-00045

  • FROM: Project Lead
  • TO: Arma 3 Users
  • UNIT: Main Branch
  • ACTIVITY: Game Update: 1.48 (AI Smoke Cover, Holstered Sidearm Visualization, Naked Eye FoV, Script Commands)
  • SIZE: ~905 MB / ~425 MB

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.
  • A
  • Legacy Build
  • Steam branch is available for advanced users. It contains the previous significant main branch version (1.46). It can be used to compare specific changes between major releases. The access code for this branch is:
  • Arma3Legacy146
  • 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 <a class="external-link" href="https://developer.valvesoftware.com/wiki/SteamCMD" rel="nofollow"> SteamCMD </a>
    • utility. The app ID is to be 233780.
    • NVIDIA GameWorks™ Technology provided under license from NVIDIA Corporation. Copyright © 2002-2015 NVIDIA Corporation. All rights reserved.
  • In case of problems, please check the <a href="http://support.bistudio.com/arma-3" target="_blank"> Bohemia Interactive support F.A.Q. </a>
  • , <a href="http://arma3.com/faq" target="_blank"> Arma 3 F.A.Q. </a>
  • or <a href="http://www.battleye.com/support/faq/" target="_blank"> BattlEye F.A.Q. </a>
  • You can help us to further improve the game by posting your feedback on the <a href="http://feedback.arma3.com/" target="_blank"> Feedback Tracker </a>
  • .

CHANGELOG

DATA:

  • Added:
  • magazineReloadSwitchPhase
  • for MMGs
  • Added: Icons for various civilian uniforms
  • Added: New property <a href="http://forums.bistudio.com/showthread.php?159711-Development-Branch-Captain-s-AI-Log&p=2945231&viewfull=1#post2945231" target="_blank"> aiAmmoUsageFlags </a>
  • for ammo
  • Added: Assault Packs icons
  • Added: Kerry's backpack and Kitbag (Coyote) icons
  • Added: Icons for some helmets and one vest
  • Added: Light Combat Helmet icons
  • Added: Localization for tooltip
  • STR_A3_bis_fnc_respawnmenuposition_warning
  • Added: DLC icons for Karts uniforms and headgear
  • Added: Function <a href="https://community.bistudio.com/wiki/BIS_fnc_unitHeadgear" target="_blank"> BIS_fnc_unitHeadgear </a>
  • to handle the randomization of headgear and face wear (It supports the mission parameter <a href="https://community.bistudio.com/wiki/Description.ext#disableRandomization" target="_blank"> disableRandomization </a>)\n* Added: Chaff to the countermeasure particle effect
  • Added: <a href="https://community.bistudio.com/wiki/Vehicle_Customization_(VhC)" target="_blank"> BIS_fnc_initVehicle </a>
  • now supports the object variable
  • BIS_enableRandomization
  • (works only with spawned vehicles after the scenario start)
  • Added: Correctly colored tracer ammo for SDAR (classes
  • 30Rnd_556x45_Stanag_green
  • and
  • 30Rnd_556x45_Stanag_red)\n* Added: New samples for LMG 6.5mm (body and turret versions)
  • Added: Use
  • BIS_disableDamageCheck = true
  • in your custom VR Training course function to disable automatic fail if player is injured
  • Added: New sound for turret movement
  • Added:
  • gunnerType
  • property to Taru turrets
  • Added:
  • gunnerType
  • property to Ghost Hawk turrets
  • Added: Configured <a href="https://community.bistudio.com/wiki/CfgVehicles_Config_Reference#hiddenSelections" target="_blank"> hiddenSelections </a>
  • for Leaflets, Graffiti and Posters ( <a href="http://feedback.arma3.com/view.php?id=19054" target="_blank"> http://feedback.arma3.com/view.php?id=19054 </a>)\n* Fixed: Dummy code for internal functions can no longer be overwritten in the public version
  • Fixed: ACP-C2 should not have tracers anymore ( <a href="http://feedback.arma3.com/view.php?id=24296" target="_blank"> http://feedback.arma3.com/view.php?id=24296 </a>)\n* Fixed: It was not possible to use a marker with undefined type as a respawn position ( <a href="http://feedback.arma3.com/view.php?id=24302" target="_blank"> http://feedback.arma3.com/view.php?id=24302 </a>)\n* Fixed: Shoes and gloves of the OPFOR ghillie suit are less shiny
  • Fixed: Iron / back-up / CQB sight FoV was inconsistent across weapons
  • Fixed: Naked eye FoV was inconsistent across vehicles
  • Fixed: Position lights on xH-9s should no longer glitch when turned off
  • Fixed: Muzzle flash of Panther GMG during low FPS
  • Fixed: Usability of <a href="https://community.bistudio.com/wiki/playMove" target="_blank"> playMove </a>
  • "Acts_AidlPercMstpSlowWrflDnon_pissing"
  • on player ( <a href="http://feedback.arma3.com/view.php?id=23319" target="_blank"> http://feedback.arma3.com/view.php?id=23319 </a>)\n* Fixed: Players now cannot rotate while animation
  • "Acts_AidlPercMstpSlowWrflDnon_pissing"
  • is played on them
  • Fixed: AI was interrupted (by lowering weapon) when shooting and reloading under certain (scripted) circumstances
  • Fixed: Magnification magnitudes back to the designed values after recent changes in default FoV
  • Fixed: Possible exploit of the Firing drills starting mechanic
  • Fixed: Player can no longer get stuck in the restrained animation when standing up from the unarmed sitting pose ( <a href="http://feedback.arma3.com/view.php?id=24345" target="_blank"> http://feedback.arma3.com/view.php?id=24345 </a>)\n* Fixed: The sprint with binoculars in hand sound was being played too fast ( <a href="http://feedback.arma3.com/view.php?id=24350" target="_blank"> http://feedback.arma3.com/view.php?id=24350 </a>)\n* Fixed: Missing commander's manual fire in some vehicles
  • Fixed: Broken face of the OPFOR diver ( <a href="http://feedback.arma3.com/view.php?id=20380" target="_blank"> http://feedback.arma3.com/view.php?id=20380 </a>)\n* Fixed: Truck Tempest Medical cargo dead bodies are no longer visible through the sides of the vehicle
  • Fixed: Unified case for factions even for AAF static GMG ( <a href="http://feedback.arma3.com/view.php?id=24311" target="_blank"> http://feedback.arma3.com/view.php?id=24311 </a>)\n* Fixed: Mortar now has a better center of mass
  • Fixed: Buoy didn't have buoyancy defined (*mind blown*)
  • Fixed: Floor grids on the Radio Tower were not penetrable
  • Fixed: Missing fire effect for missiles used by Kajman
  • Fixed: Animation of left / right unarmed prone roll was not been played when the player was holding the respective key and one roll had already been made
  • Fixed: Even the AAF has decided to train their commanders in vehicles to use the manual fire option
  • Fixed: Restoring time acceleration after leaving Splendid Camera didn't work correctly when the user loaded a stored view using Ctrl+0-9 before it
  • Fixed: Huge explosion when the control unit of autonomous static weapons was hit
  • Fixed: Several remaining discrepancies in optics:
    • Inconsistent default zeroing of ARCO, RCO, AMS and KHS collimator
    • Scaled zeroing ranges of AMS, KHS, MOS and LRPS optics
    • Fixed discrete field of view for LRPS, TWS and TWS MG to be on par with their correct zoom min / max values
  • Fixed: Icons for several helmets were inconsistent
  • Fixed: The proper path to
  • plastic.rvmat
  • added to the racing helmet model
  • Fixed: The titles array in trigger effects is now correct
  • Fixed: Showcase Tanks - Tank crew no longer refuses to leave the helicopter at the mission start
  • Fixed: Objects inherited from the
  • Wall_F
  • class will now be fixated in a vertical position when placed in Zeus
  • Fixed:
  • CfgPatches
  • contained unnecessary modules
  • Fixed: Supports module - Artillery units would sometimes fail to fire
  • Fixed: Scenarios and configs that were using structures scripts (doors) are now using the new set of functions
  • Fixed: Player characters no longer stand up from crouch when lowering / raising their weapon while turning left / right
  • Fixed: <a href="https://community.bistudio.com/wiki/BIS_fnc_textTiles" target="_blank"> BIS_fnc_textTiles </a>
  • was not using a unique UI layer
  • Fixed: Wounded Post-Process effects were applied when the player's avatar was deleted
  • Fixed: AAF technicians are now using a proper color scheme on their Quad bikes, not the FIA one ( <a href="http://feedback.arma3.com/view.php?id=24527" target="_blank"> http://feedback.arma3.com/view.php?id=24527 </a>)\n* Fixed: Doors on military structures should no longer be killing soldiers by pushing them through walls
  • Fixed: Dials in the cockpit of all Taru variants should no longer flicker
  • Fixed: VR Training (Placeables) - Blast radius cone would follow players even if they didn't have any charges in their inventory
  • Fixed: Missing support of some objects in module
  • "Open/Close Doors"
  • ( <a href="http://feedback.arma3.com/view.php?id=18438" target="_blank"> http://feedback.arma3.com/view.php?id=18438 </a>)\n* Fixed: Ineffective task setting when the sector module position changed
  • Fixed: Sprinting with binoculars clipping the rifle
  • Fixed: Shrieker rockets don't have control range anymore; AI should be able to use them correctly
  • Fixed: Recruits would not receive their previous loadout after respawning in MP Bootcamp
  • Fixed:
  • 30Rnd_556x45_Stanag
  • tracer colors in boxes
  • Fixed: Copilot of Hellcat is actually able to take controls as a proper copilot
  • Fixed: User Interface lines are now sharper (affects edit box frames, tree hierarchy lines, and all map lines e.g.)
  • Fixed: Killing a unit being handled by the <a href="https://community.bistudio.com/wiki/BIS_fnc_ambientAnimCombat" target="_blank"> BIS_fnc_ambientAnimCombat </a>
  • function no longer switches the unit to the default standing animation before ragdoll is used ( <a href="http://feedback.arma3.com/view.php?id=24475" target="_blank"> http://feedback.arma3.com/view.php?id=24475 </a>)\n* Fixed: VR Training - the
  • “Real Virtuality”
  • achievement would get unlocked without the Weapon Handling courses completed
  • Fixed: AI used a different shooting sound than players
  • Fixed: AI wasn't using NLAW in its full firing range
  • Fixed: Many tweaks, fixes and improvements in translations
  • Fixed: Goat, chicken and sheep no longer stuck in animation after a few seconds ( <a href="http://feedback.arma3.com/view.php?id=23692" target="_blank"> http://feedback.arma3.com/view.php?id=23692 </a>)\n* Fixed: Wrong color of the smokes when they were thrown into the water ( <a href="http://feedback.arma3.com/view.php?id=15875" target="_blank"> http://feedback.arma3.com/view.php?id=15875 </a>)\n* Fixed: Script error at the start of mission Within Reach (campaign)
  • Fixed: Replaced question mark 2D icons for Zeus-only objects in the Objects (Sea) category
  • Tweaked: Slightly decreased
  • maxZeroing
  • for TRG and Mk20 to be on par with the design (and closer to their real maximum effective range). Also introduced
  • maxZeroing
  • to launchers despite them not having zeroing, since the value is used in Virtual Arsenal weapon statistics for the range measurement
  • Tweaked: AI idling animations with rifle lowered
  • Tweaked: Increased minimal magnification range of Binoculars and CSAT Laser Designator
  • Tweaked: FIA uniform materials
  • Tweaked: Decreased density of meat material to stabilize deviations in damage output from leg and arm hits
  • Tweaked: Redesigned publishing scenario tags selection dialog according to Steam tags categories
  • Tweaked: More vests and uniforms made available in the editor
  • Tweaked: Samples for LMG 6.5mm and LMG 7.62mm shooting
  • Tweaked: Script for destruction of power-lines (thanks to Killzone Kid - <a href="http://feedback.arma3.com/view.php?id=24100" target="_blank"> http://feedback.arma3.com/view.php?id=24100 </a>)\n* Changed: Newer commander optics mounted on Marids
  • Changed: The default angle of the Kart and Quad bike driver is now horizontal
  • Changed: Engineers have provided most cars with new tires that are more durable against punctures
  • Changed: Remade most structures scripts into functions
  • Changed: The randomization of headgear for the civilian and FIA units is now handled by
  • BIS_fnc_unitHeadgear
  • Changed: Class for LMG in several vehicles to create a different sound of shooting
  • Removed: Holosight tool tip <a href="http://dev.arma3.com/post/oprep-end-game"> End Game </a>
  • Added: Each side can have a randomized FOB selection
  • Added: Download / Upload is now player independent; the instigating player may die or leave the area but download is continued by the other player(s)
  • Added: Download / Upload status is now visible to all contributing players
  • Added: Default (lobby) loadouts are now available through the <a href="https://community.bistudio.com/wiki/Arma_3_Respawn" target="_blank"> respawn menu inventory </a>
  • Added: Property to end the scenario or not, if the last phase is reached and one of the competing sides did not establish its FOB
  • Fixed: Empty groups were not garbage collected
  • Fixed: Randomizer game logic was not selectable in the editor
  • Fixed: While downloading but losing connection, the message was shown for too long
  • Fixed: The Carrier’s vehicle was not ignored in the trace collision test for showing the carrier icon
  • Fixed: The Randomizer module was in the wrong category; it’s under Misc now
  • Fixed: The Randomizer module was using the same icon as the Respawn Module; it now uses the default logic icon
  • Fixed: Player had access to the action menu during the warm-up phase
  • Fixed: JIP players (after phase 3 started) did not see the Carrier 2D / 3D icon correctly
  • Tweaked: Carrier visibility check
  • Tweaked: Network traffic optimizations <a href="https://community.bistudio.com/wiki/Revive" target="_blank"> Revive </a>
  • Tweaked: The respawn counter now appears instantly if Space is pressed before it's supposed to fade in <a href="https://community.bistudio.com/wiki/Dynamic_Groups" target="_blank"> Dynamic Groups </a>
  • Added: A designer may now register groups (
  • see advanced functionality: <a href="https://community.bistudio.com/wiki/Dynamic_Groups#Additional_Functionality" target="_blank"> RegisterGroup and UnregisterGroup </a>)\n* Fixed: Terminating a group with option
  • bKeep
  • enabled would try to delete group even if it still had units
  • Fixed: When group leaders would assign a custom name to their group (through Dynamic Groups) the initial group ID was seen in chat messages. It is now using the correct custom name instead.
  • Tweaked: Refactored code to use the raw GROUP data type instead of the old abstract data structure, meaning it's now simplified and data is stored on the group level
  • Changed: Group names are now using <a href="https://community.bistudio.com/wiki/groupId" target="_blank"> groupId </a>
  • , which is set globally using new script command <a href="https://community.bistudio.com/wiki/setGroupIdGlobal" target="_blank"> setGroupIdGlobal </a>

Potential spoilers:

  • Fixed: In the Within Reach and Preventive Diplomacy missions, the player could access the inventory during cut scenes
  • Fixed: In Moral Fiber the warehouse reinforcement choppers were lagging upon landing
  • Fixed: Bad right hand pose for sitting with tied hands behind back (Showcase FFV) animations
  • Fixed: Moral Fiber - If the player would shoot the vehicle tires, the mission would end as a failure, but shooting the tires again would re-trigger the end mission procedure
  • Fixed: In Moral Fiber the leader you have to help was playing a weird animation
  • Fixed: In Within Reach, there was a vehicle burning at the player start location
  • Fixed: Unstuck mechanic added for the journalist in Status Quo
  • Fixed: Issue in Status Quo where Nikos and the journalist were not talking to the player

ENGINE:

  • Added: Support for filling <a href="https://community.bistudio.com/wiki/DialogControls-Combo" target="_blank"> combo box types </a>
  • (
  • CT_COMBO
  • ,
  • CT_LISTBOX
  • ,
  • CT_XLISTBOX)\n* Added: New <a href="http://forums.bistudio.com/showthread.php?159711-Development-Branch-Captain-s-AI-Log&p=2945231&viewfull=1#post2945231" target="_blank"> aiAmmoUsageFlags </a>
  • parameter for ammo. The engine will read old values and convert them to the new param if no new param is set.
  • Added: New script commands <a href="https://community.bistudio.com/wiki/param" target="_blank"> param </a>
  • and <a href="https://community.bistudio.com/wiki/params" target="_blank"> params </a>
  • Added: AI using smoke cover when suppressed
  • Added: Property
  • magazineReloadSwitchPhase
  • for weapons describing when the new magazine should affect the revolving animation source during reload (values are relative to reload length 0-1)
  • Added: Script command <a href="https://community.bistudio.com/wiki/animate" target="_blank"> animate </a>
  • allows a third, optional, bool type parameter for instant phase change: true - animated instantly and without its sound, false (default) - behaves as it used to
  • Added: <a href="https://community.bistudio.com/wiki/addPublicVariableEventHandler" target="_blank"> addPublicVariableEventHandler </a>
  • support for object, group and teammember targets. <a href="https://community.bistudio.com/wiki/setVariable" target="_blank"> setVariable </a>
  • accepts a 3rd ‘public’ parameter for its namespace version.
  • Added: Toolbox now supports tooltips
  • Added: New
  • animSource
  • type
  • userPositionHashedInit
  • , init phase randomized by position and
  • initPhaseArray
  • Added: Holstered sidearm visualization
  • Added: #
  • exportJIPMessages
  • server command for logging contents of the JIP queue to a file
  • Added: New script command <a href="https://community.bistudio.com/wiki/arrayIntersect" target="_blank"> arrayIntersect </a>
  • Added: New script command <a href="https://community.bistudio.com/wiki/allPlayers" target="_blank"> allPlayers </a>
  • Added: New script command <a href="https://community.bistudio.com/wiki/currentThrowable" target="_blank"> currentThrowable </a>
  • Added: New script command <a href="https://community.bistudio.com/wiki/serverName" target="_blank"> serverName </a>
  • Added: New script command <a href="https://community.bistudio.com/wiki/roleDescription" target="_blank"> roleDescription </a>
  • Added: New command <a href="https://community.bistudio.com/wiki/worldSize" target="_blank"> worldSize </a>
  • introduced
  • Added: Script command <a href="https://community.bistudio.com/wiki/setGroupIdGlobal" target="_blank"> setGroupIdGlobal </a>
  • synchronizing group identities over the network
  • Added: New animation source
  • reloadMagazine2
  • for alternative muzzles (mostly for UGL)
  • Added: New script command <a href="https://community.bistudio.com/wiki/isObjectHidden" target="_blank"> isObjectHidden </a>
  • Added: New script command <a href="https://community.bistudio.com/wiki/configHierarchy" target="_blank"> configHierarchy </a>
  • Added: New script command <a href="https://community.bistudio.com/wiki/currentNamespace" target="_blank"> currentNamespace </a>
  • Added: Vest and helmet can protect more than one hitpoint (not yet applied in our data!)
  • Added: New scripting command <a href="https://community.bistudio.com/wiki/getObjectViewDistance" target="_blank"> getObjectViewDistance </a>
  • Added:
  • maverickWeapon
  • parameter for missiles (so that
  • maverickWeapon
  • proxies are used even if
  • maxControlRange
  • is < 10)
  • Added:
  • colorDisabled
  • parameter to
  • RscActiveText
  • Added: Check for actors when creating PhysX joints
  • Fixed:
  • RoadSurfaceY
  • test for some objects
  • Fixed: RMB shouldn't switch between 1st and 3rd person view
  • Fixed: Static MG disappears after being assembled
  • Fixed: RMB in cargo position should zoom
  • Fixed:
  • RoadSurfaceY
  • now returns the correct world normal
  • Fixed: Artillery computer imprecise range detection
  • Fixed: UAV - Context menu function
  • "Assemble Darter"
  • was broken
  • Fixed: Satellite segment size computation for maps with non-zero satellite map alignment
  • Fixed: Missing action
  • "Connect to UAV"
  • Fixed: Combo box icons when a box is expanded and the list goes out of the parent controls group
  • Fixed: Holding RMB should zoom in cargo position in external view
  • Fixed: Disabled 3rd parameter for namespace version of <a href="https://community.bistudio.com/wiki/setVariable" target="_blank"> setVariable </a>
  • for security reasons
  • Fixed: Possible crash fix borrowed from DayZ
  • Fixed: Ability to broadcast nil for <a href="https://community.bistudio.com/wiki/missionNamespace" target="_blank"> missionNamespace </a>
  • and <a href="https://community.bistudio.com/wiki/setVariable" target="_blank"> setVariable </a>
  • Fixed: Crash on application exit
  • Fixed: Crash when broken scenarios are downloaded from Steam Workshop
  • Fixed: Glitch with freelook while aiming down the sights
  • Fixed: Move backpack methods into
  • WeaponsStatePerson
  • Fixed: Text color of
  • ComboBox
  • in disabled state
  • Fixed: Sights distortion with horizontal aiming
  • Fixed: Objects with roadway are now sling loadable again
  • Fixed: Vertical aiming limits when running with lowered weapon
  • Fixed: Recoil affects gun azimuth in the correct axis
  • Fixed: Land contact for PhysX vehicles that are switching between sleep / wake state
  • Fixed: Helicopters acting as moving even when stationary with just their rotor moving
  • Fixed: Several hard-to-catch server crashes
  • Fixed: End Game - Game crashed when player died
  • Fixed: Could not load some terrains in <a href="https://community.bistudio.com/wiki/Buldozer" target="_blank"> Buldozer </a>
  • , crashed after loading
  • Fixed: Exploit with <a href="https://community.bistudio.com/wiki/inGameUISetEventHandler" target="_blank"> inGameUISetEventHandler </a>
  • granted a menu hack possibility
  • Fixed: Zeroing is still visible if HUD is disabled ( <a href="http://feedback.arma3.com/view.php?id=23960" target="_blank"> http://feedback.arma3.com/view.php?id=23960 </a>)\n* Fixed: Vehicle HUD was still shown with disabled HUD ( <a href="http://feedback.arma3.com/view.php?id=23962" target="_blank"> http://feedback.arma3.com/view.php?id=23962 </a>)\n* Fixed: Allow toggle zoom for characters inside a vehicle
  • Fixed: Possible crash
  • Fixed: Epoch server crash
  • Fixed: Text in
  • RscXListBox
  • now uses color from the
  • colorDisabled
  • parameter when the control is disabled
  • Fixed: Sound - AI does not fully speak its dialog
  • Fixed:
  • hasHitpointProtectionInfo
  • config reading
  • Fixed: Gunner switches firing modes even if the commander is a player
  • Fixed: Game crash after a random time only in certain Workshop scenarios
  • Fixed: AT AI will not primarily attack vehicle crew
  • Fixed: Changing
  • selectionFireAnim
  • from
  • "zasleh"
  • hides muzzle flash forever (previous fix was overwritten)
  • Fixed: Missing title text for tags selection display
  • Fixed: Camera shake when in a parachute
  • Fixed:
  • gunnerType
  • property for 2D editor
  • Fixed: Scripted radio messages are spoken locally ( <a href="http://feedback.arma3.com/view.php?id=24502" target="_blank"> http://feedback.arma3.com/view.php?id=24502 </a>)\n* Fixed: Possible crash
  • Fixed: Camera shake when in a parachute
  • Fixed: Switching optics mode resets zeroing
  • Fixed: MP collisions of static non-local helicopters / airplanes
  • Fixed: Turn commands for AI tank drivers are now properly inverted in reverse
  • Fixed: Report only first time outed pending message for person / object
  • Fixed: Adjust actions disabled while swimming (fixes part of the endless unarmed run)
  • Fixed: <a href="https://community.bistudio.com/wiki/setPosATL" target="_blank"> setPosATL </a>
  • for dead bodies
  • Fixed: Some issues with cloud rendering
  • Hotfixed: Look rotation limits without a weapon
  • Hotfixed: CTD related to nulled AI brains
  • Tweaked: Countermeasures AI refactored
  • Tweaked: Lower number of update position messages from clients
  • Tweaked: Non-local ragdoll weapons now collide as kinematic actors, so they don't break walls / trees
  • Tweaked: Editor - Group categories are alphabetically sorted
  • Tweaked: Improved open gate action detection (attempt #2)
  • Tweaked: Moderate overhaul of freelook, ‘Numpad’ looking and head-tracking behavior (more adjustments in the near future, depending on feedback)
  • Tweaked: Minor re-factoring of in
  • EntityAIFull
  • and
  • Man
  • for future usage
  • Tweaked: AI is reacting better to unknown soldiers shooting behind it
  • Tweaked: Inconsistent FOV in paraglide
  • Tweaked: TBB4 updated to version 4.3u6
  • Tweaked: Smoother freelook in FFV
  • Tweaked: Redesigned publishing scenario tags selection dialog according to Steam tags categories
  • Tweaked: <a href="https://community.bistudio.com/wiki/setVehiclePosition" target="_blank"> setVehiclePosition </a>
  • command (fixes and erasing an exploit)
  • Tweaked: <a href="https://community.bistudio.com/wiki/isKindOf" target="_blank"> isKindOf </a>
  • command (now supports also config classes)
  • Tweaked: Smoother leg transition when traversing terrain of varying slope
  • Tweaked: AI guns on Sochor will now engage soldiers
  • Tweaked: Weather synchronization ( <a href="http://feedback.arma3.com/view.php?id=3028" target="_blank"> http://feedback.arma3.com/view.php?id=3028 </a>)\n* Tweaked: Auto-zeroing precision
  • Tweaked: Aiming behavior in limits
  • Tweaked: <a href="https://community.bistudio.com/wiki/breakOut" target="_blank"> breakOut </a>
  • command (added support for a return value)
  • Tweaked: Tank drivers reversing
  • Tweaked: Move variant probabilities are now normalized to 1 (animations)
  • Optimized: Server message queue
  • Optimized: Network code in gear update messages
  • Changed: <a href="https://community.bistudio.com/wiki/setVariable" target="_blank"> setVariable </a>
  • 'public' argument enabled for namespaces with <a href="https://community.bistudio.com/wiki/uiNamespace" target="_blank"> uiNamespace </a>
  • being an exception
  • Changed: <a href="https://community.bistudio.com/wiki/profileNamespace" target="_blank"> profileNamespace </a>
  • and <a href="https://community.bistudio.com/wiki/uiNamespace" target="_blank"> uiNameSpace </a>
  • disabled for <a href="https://community.bistudio.com/wiki/allVariables" target="_blank"> allVariables </a>
  • in MP
  • Changed: Steam tags placed into classes according to Steam categories
    • Removed mod type tags from the tags selection display
    • If there are at least 7 tags assigned to a scenario, the game adds a 'Tag Review' tag during publishing
  • Changed: Improved <a href="https://community.bistudio.com/wiki/mapCenterOnCamera" target="_blank"> mapCenterOnCamera </a>
  • command
  • Changed: <a href="https://community.bistudio.com/wiki/breakOut" target="_blank"> breakOut </a>
  • command (when failed, the command will return void, because of back-compat)

LAUNCHER:

  • Added: A simple crash report is saved to the logs folder and to the user desktop in case of an unhandled crash. This will be improved in the future with a custom crash dialogue.
  • Added: A keyboard shortcut for the <a href="http://www.battleye.com/" target="_blank"> BattlEye </a>
  • page (Alt+4)
  • Added: A keyboard shortcut for the
  • "Play unmodded"
  • command (Ctrl+Shift+P)
  • Added: Launcher will now automatically elevate itself when it detects that Steam is also running elevated (running on same integrity level is required to enable communication and to run the game). This should be a work-around for the issue manifested by <a href="https://community.bistudio.com/wiki/Arma_3_Unusual_process_exit" target="_blank"> unusual exit code 0x00000035 </a>
  • .
  • Added: A link to a <a href="https://community.bistudio.com/wiki/Arma_3_Unusual_process_exit" target="_blank"> Community Wiki page </a>
  • to the
  • "unusual process" exit
  • message box
  • Fixed: Added missing localization for tooltips
  • Fixed: Handling of malformed links (as well as other URIs) in the news feed
  • Fixed: Hotfix for the detection of a corrupted configuration file. Before the fix, the corrupted configuration file wasn't detected correctly, thus automatic repair of configuration file wasn't triggered and the application was unable to run.
  • Fixed: A possible folder duplication when a mod name is changed
  • Fixed: Inconsistencies in translations of a
  • "Steam Workshop"
  • string
  • Tweaked: Cached news gets updated when a newer version is available
  • Tweaked: Fatal errors in the news parser / converter are now handled even more gracefully
  • Changed: First BattlEye launcher parameter for main branch changed to 2 (previously was set to 0 for RC)
  • Changed: The icon for a fully signed mod changed from a check mark in a circle to a lock
  • Changed: Relative path calculation modified to not process paths as URIs to prevent unwanted percent decoding when processing the path

SERVER:

  • Updated: Stand-alone Windows Dedicated Server (1.48)
  • Updated: Stand-alone Linux Dedicated Server (1.48)
    • Known issue: Steam client modifies the
    • steam_appid.txt
    • file incorrectly. In case of issues, verify its content is:
  • 107410
    • Known issue: Sometimes the add-ons are loaded from the wrong installation (e.g. main game)
    • Try adding

-mod=curator;kart;heli;mark;dlcbundle** to your

    • arma3server.exe
    • shortcut


SPOTREP-00046

SPOTREP-00046

  • FROM: Project Lead
  • TO: Arma 3 Users
  • UNIT: Main Branch
  • ACTIVITY: Hotfix: 1.48 (Memory Footprint PhysX Data)
  • SIZE: ~20 MB / ~6 MB

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.
  • A
  • Legacy Build
  • Steam branch is available for advanced users. It contains the previous significant main branch version (1.46). It can be used to compare specific changes between major releases. The access code for this branch is:
  • Arma3Legacy146
  • 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 <a href="https://developer.valvesoftware.com/wiki/SteamCMD" target="_blank"> SteamCMD </a>
    • utility. The app ID is to be 233780.
    • NVIDIA GameWorks™ Technology provided under license from NVIDIA Corporation. Copyright © 2002-2015 NVIDIA Corporation. All rights reserved.
  • In case of problems, please check the <a href="http://support.bistudio.com/arma-3" target="_blank"> Bohemia Interactive support F.A.Q. </a>
  • , <a href="http://arma3.com/faq" target="_blank"> Arma 3 F.A.Q. </a>
  • or <a href="http://www.battleye.com/support/faq/" target="_blank"> BattlEye F.A.Q. </a>
  • You can help us to further improve the game by posting your feedback on the <a href="http://feedback.arma3.com/" target="_blank"> Feedback Tracker </a>
  • .

CHANGELOG

ENGINE:

  • Fixed: Memory consumption of loading binarized objects with PhysX convex components
  • Fixed: Crash caused by corruptions in (mod) data

LAUNCHER:

  • Fixed: Unable to start BattlEye Launcher if its compatibility settings force the system to elevate it (
  • "Run this program as an administrator"
  • is set in the
  • arma3battleye.exe
  • compatibility settings)
  • Added: New message boxes to communicate problems with the game or BattlEye start
  • Fixed: CTD that occurred when
  • arma3.exe
  • was missing, the user disregarded the warning, and clicked on the PLAY button in the Launcher
  • Fixed: Simple fix for false-positive detection of termination of the game process when in fact the game hadn't started due to waiting for BattlEye Launcher to start it

SERVER:

  • Updated: Stand-alone Windows Dedicated Server (hotfix 1.48)
  • Updated: Stand-alone Linux Dedicated Server (hotfix 1.48)
    • Known issue: Steam client modifies the
    • steam_appid.txt
    • file incorrectly. In case of issues, verify its content is:
  • 107410
    • Known issue: Sometimes the add-ons are loaded from the wrong installation (e.g. main game)
    • Try adding

-mod=curator;kart;heli;mark;dlcbundle** to your

    • arma3server.exe
    • shortcut


SPOTREP-00047

SPOTREP-00047

  • FROM: Project Lead
  • TO: Arma 3 Users
  • UNIT: Main Branch
  • ACTIVITY: Game Update: 1.50 (File Patching, Remote Script Execution, Animation Tweaks, AI Visibility Tweaks, Script Commands)
  • SIZE: ~889 MB / ~431 MB

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.
  • A
  • Legacy Build
  • Steam branch is available for advanced users. It contains the previous significant main branch version (1.48). It can be used to compare specific changes between major releases. The access code for this branch is:
  • Arma3Legacy148
  • 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 <a class="external-link" href="https://developer.valvesoftware.com/wiki/SteamCMD" rel="nofollow"> SteamCMD </a>
    • utility. The app ID is to be 233780.
    • NVIDIA GameWorks™ Technology provided under license from NVIDIA Corporation. Copyright © 2002-2015 NVIDIA Corporation. All rights reserved.
  • In case of problems, please check the <a href="http://support.bistudio.com/arma-3" target="_blank"> Bohemia Interactive support F.A.Q. </a>
  • , <a href="http://arma3.com/faq" target="_blank"> Arma 3 F.A.Q. </a>
  • or <a href="http://www.battleye.com/support/faq/" target="_blank"> BattlEye F.A.Q. </a>
  • You can help us to further improve the game by posting your feedback on the <a href="http://feedback.arma3.com/" target="_blank"> Feedback Tracker </a>
  • .

CHANGELOG

DATA:

  • Added: <a href="https://community.bistudio.com/wiki/Arma_3_Cars_Config_Guidelines#Steering_properties_for_player" target="_blank"> PlayerSteeringCoefficients </a>
  • configuration for basic vehicle types (adjusting sensitivity and linearity of steering)
  • Added: <a href="https://community.bistudio.com/wiki/Arma_3_Cars_Config_Guidelines#Steering_properties_for_player" target="_blank"> PlayerSteeringCoefficients </a>
  • for UGV
  • Added: Implementation of the new headgear randomization configs
  • Added: Tab highlighting in Game Options
  • Added: Tab highlighting to the MP Create Game display
  • Added: New sounds for 30mm and 40mm autocannons (separated by turret / body position)
  • Added:
  • aiRateOfFire
  • properties to fire modes meant for players to ensure the correct rate of fire even on short distances
  • Added: ‘Creative solution’ to preload the line texture to avoid mipmapping
  • Added: Support for
  • description.ext
  • CfgTimeTrials
  • definitions (for self-contained TTs)
  • Added: <a href="https://community.bistudio.com/wiki/BIS_fnc_unitHeadgear" target="_blank"> BIS_fnc_unitHeadgear </a>
  • now supports custom parameters from the scenario config file
  • Added: <a href="https://community.bistudio.com/wiki/CfgRemoteExecFunctions" target="_blank"> CfgRemoteExecFunctions </a>
  • white-list for restricting script functions executable via <a href="https://community.bistudio.com/wiki/remoteExec" target="_blank"> remoteExec </a>
  • Added: <a href="https://community.bistudio.com/wiki/CfgRemoteExec" target="_blank"> CfgRemoteExec </a>
  • for restricting script functions executable via <a href="https://community.bistudio.com/wiki/remoteExec" target="_blank"> remoteExec </a>
  • Added: Parameter
  • logicalOrder
  • set for all Field Manual entries
  • Added: Labels of UI elements in
  • RscDisplayServer
  • are now in config
  • Added: An Empty Unit Insignia for clearing previously defined <a href="https://community.bistudio.com/wiki/Arma_3_Unit_Insignia" target="_blank"> insignia </a>
  • Added: Variants of smoke shells, chem lights and flares with infinite
  • timeToLive
  • (used in scripted modules)
  • Added: New samples for boats crashing into other boats
  • Added: Turret movement sounds for soft vehicles, APCs and MBTs
  • Added: Sounds of turret movement for CH-67 Huron and UH-80 Ghosthawk
  • Added: New size variations of particle effects for destroyed windows
  • Added:
  • initPlayerSpectator.sqf
  • for spectator slot initialization handling
  • Added: Sounds for turret movement on Speed Boat
  • Added: Icon for Tactical Backpack (Hex)
  • Added: <a href="https://www.youtube.com/watch?v=8lcpLCZDDPY" target="_blank"> Machine Gun Teams Community Guide </a>
  • Added:
  • BIS_fnc_animalRandomization
  • now supports animal class
  • Cock_random_F
  • Added: File patching indicator to Server Browser
  • Added: Tooltips to Post-Process settings in Video Options
  • Removed: All mentions of the legacy <a href="https://community.bistudio.com/wiki/allSites" target="_blank"> allSites </a>
  • command, replaced by entities
  • Site_F
  • Removed: Weapon info during free fall
  • Removed:
  • "Command mode"
  • action from controls as it was redundant and offered exactly the same functionality as the
  • "Select all units"
  • action
  • Changed: Renamed selections and bones of building destructible parts from
  • Dam_X
  • +
  • Unhide_X
  • to
  • Dam_X_hide
  • +
  • Dam_X_unhide
  • Changed:
  • "Zeus"
  • category in multiplayer role selection renamed to
  • "Virtual"
  • (it's more generic and open for future uses of virtual entities, e.g. a spectator role)
  • Changed: Copilot of the Hellcat has full control over the searchlight now (including switching it off and on again)
  • Changed: The randomization aspect of the animals is now handled by
  • BIS_fnc_animalRandomization
  • , For Goat's Sake
  • Changed: The old vehicle randomization (scripts) now uses <a href="https://community.bistudio.com/wiki/Vehicle_Customization_%28VhC%29" target="_blank"> VhC </a>
  • Changed: Headgear and face wear randomization of the Guerilla units and civilians; the scripts now redirect to new function <a href="https://community.bistudio.com/wiki/BIS_fnc_unitHeadgear" target="_blank"> BIS_fnc_unitHeadgear </a>
  • Changed: The scripts used to change the color of the Taru (including the pods) now use <a href="https://community.bistudio.com/wiki/Vehicle_Customization_%28VhC%29" target="_blank"> VhC </a>
  • Changed: The old randomization scripts for animals now redirect to the new centralized system (
  • BIS_fnc_animalRandomization)\n* Tweaked: AI versus clutter visibility (Altis & Stratis)
  • Tweaked: Wood material to try to improve AI visibility tests on tree trunks
  • Tweaked: Kneel sprint (unarmed, rifle, pistol and launcher) has been tweaked to be more plausible and balanced
  • Tweaked: Unarmed sprinting
  • Tweaked: Minor volume changes for MRAP turret movement sounds ( <a href="http://feedback.arma3.com/view.php?id=6699" style="line-height: 1.4285715;" target="_blank"> http://feedback.arma3.com/view.php?id=6699 </a>)\n* Tweaked: Configured <a href="https://community.bistudio.com/wiki/CfgAmmo_Config_Reference#aiAmmoUsageFlags" target="_blank"> aiAmmoUsageFlags </a>
  • for ammo of planes to help them choose proper weapons
  • Tweaked: Dogs will now move around more often
  • Tweaked: Rescue Boat, autonomous GMG and HMG turrets, Zamak Ammo and HEMTT Repair are now available in Virtual Garage
  • Tweaked: Links for collisions SFX of Stomper
  • Tweaked: Linked additional samples for turrets of AR-2 Darter
  • Tweaked: Proper sounds of shooting different munitions for Marshall
  • Tweaked: New sound samples for 105mm, 120mm, 125mm and 155mm cannons
  • Tweaked: New samples for boat crashes linked
  • Tweaked: Sound attenuation for tank crews
  • Tweaked: Linked new SFX samples for boat crashes
  • Tweaked: Linked new SFX sample for boats landing on shallows
  • Tweaked: Volume of bullets hitting armored glass
  • Tweaked: Improved collision sounds of rubber boats
  • Tweaked: Minor volume changes for commander turret movements
  • Tweaked: Adjusted the thermal image of Stavrou's face
  • Tweaked: Shoes of ghillie suits are less shiny now
  • Tweaked: Reduced shadows of the noses of the civilian driver and pilot
  • Tweaked: Color of CSAT backpacks
  • Tweaked: Shemaghs to work correctly for Asian faces
  • Tweaked: Skinning of chest plates / stripes on VR soldier
  • Tweaked: Improved skinning of stomach stripes for VR soldier
  • Tweaked: Improved skinning / mesh of arm strips for VR soldier
  • Tweaked: Given more space to the overview description of non-owned Challenges
  • Tweaked: Volume of launcher locking sounds increased
  • Tweaked: Inventory equipment of all tracked and wheeled APCs were standardized across all factions
  • Tweaked: Translations for many languages
  • Tweaked: Minor volume changes for shooting Cyrus with silencer
  • Tweaked: Collision shapes for character movement
  • Improved: Cars are no longer prone to explosions from small arms fire. Explosive shells & devices are now required to blow up cars.
  • Fixed: Missing animation source warnings for xH-9 variants
  • Fixed: Leaving the Zeus interface while the interface was hidden led to all icons disappearing
  • Fixed: Icon, localization, author and editor presence of Carrier Rig (Black)
  • Fixed: SDAR rifles should now have correct faction-specific tracers
  • Fixed: Even APCs have been taken back to manufacturers for improved puncture protection of their wheels
  • Fixed: Removed non-existing magazine with empty class name from TRG family of weapons
  • Fixed: Launcher bug in unarmed sprinting
  • Fixed: Module arguments config inheritance
  • Fixed: Replaced 2D icons for Zeus-only map objects
  • Fixed: Launcher bug from sprint with binoculars
  • Fixed: Even the raised commander turret on Striders goes correctly sad panda if destroyed ( <a href="http://feedback.arma3.com/view.php?id=24532" target="_blank"> http://feedback.arma3.com/view.php?id=24532 </a>)\n* Fixed: Camera's display no longer overlays the time indicator
  • Fixed: Section
  • ComboBox
  • doesn't appear any more in the Streamlined editor layout when using a Xbox controller
  • Fixed: Animation and sound speed for kneeled sprint with pistol in hand
  • Fixed: Animation files for kneel sprint in FL / FR directions were swapped
  • Fixed: CSAT technicians have adjusted BTR-K Kamysh to prevent rolling even at extremely high speeds ( <a href="http://feedback.arma3.com/view.php?id=24090" target="_blank"> http://feedback.arma3.com/view.php?id=24090 </a>)\n* Fixed: Spawning a grey sport hatchback from config was creating a red one
  • Fixed: Soldiers have been told that Titan AT is not a static MG and they should rather report it as a static AT
  • Fixed: IEDs can now be detonated by gunfire ( <a href="http://feedback.arma3.com/view.php?id=24303" target="_blank"> http://feedback.arma3.com/view.php?id=24303 </a>)\n* Fixed: Lowering primary weapon while prone no longer causes the soldier to stand up ( <a href="http://feedback.arma3.com/view.php?id=24674" target="_blank"> http://feedback.arma3.com/view.php?id=24674 </a>)\n* Fixed: Switching to binoculars while standing with pistol lowered no longer forces player to go prone ( <a href="http://feedback.arma3.com/view.php?id=24706" target="_blank"> http://feedback.arma3.com/view.php?id=24706 </a>)\n* Fixed: Missing icons for some of the particle modules
  • Fixed: AI no longer gets stuck in prone stance
  • Fixed: Dampers of the rear right wheel on Tempest trucks is now actually on the right side
  • Fixed: Missing interior tail sound samples for Navid MMG
  • Fixed: Adjusted center of mass of Motorboat to provide a smooth and straight ride
  • Fixed: Red CSAT insignia are now back on the soldier uniform
  • Fixed: Collecting Zeus Intel objects force-opened the map on all clients. Now it happens only for the person who collected the Intel.
  • Fixed: Some virtual role icons were missing
  • Fixed: Rocket cursors for Wipeout and Neophron were aiming under the point of impact of rockets
  • Fixed: Snakes are no longer stuck in animations
  • Fixed: Sides other than RESISTANCE, WEST and EAST did not have their scenario ending properly if they existed
  • Fixed: Adjusted strength of RPG-42 explosions
  • Fixed: Proper footstep sound is played when moving with pistol in combat pace
  • Fixed: Players can no longer see through an object with a launcher in their hands
  • Fixed: Drivers of Panther, Cheetah and Bobcat have learned that they should not turn out when there is no hatch for that
  • Fixed: Weapons on the backs of soldiers are no longer twitching while changing sidearm to binoculars and vice versa
  • Fixed: Player no longer has an obscured view when crouching in the R / BR / B directions in CSAT fatigues / ghillie suit and aiming (RMB pressed) with RCO (sometimes ARCO) optics
  • Fixed: Launcher position on back for combat pace in the B / BR / R directions
  • Fixed: CSAT soldiers had unnaturally pale hands and legs compared to their face skin tone
  • Fixed: Helicopter Pilot [AAF] and Pilot [NATO] injury materials
  • Fixed: Mirrors of FTW have a proper color even while sitting in them as a driver
  • Fixed: Suspension of FTW has been adjusted to prevent barrel rolling
  • Fixed: Player doesn’t slide anymore after a second vault (step over) when moving and pressing LCtrl at the same time
  • Fixed: Missing config properties for animal class
  • Cock_random_F
  • Fixed: Many localization issues
  • Fixed: Animals had the wrong position of their land contact points
  • Fixed: Missing macro in Server List configuration
  • Fixed: <a href="https://community.bistudio.com/wiki/Arsenal" target="_blank"> Arsenal </a>
  • buttons were broken when the game was running in an incorrect aspect ratio
  • Fixed: Some View Geometry
  • LOD
  • selections were missing for small palm trees
  • Fixed: Naval mines are now correctly going boom if they are shot with a properly heavy weapon
  • Fixed: Machine Guns on the AH-9 Pawnee were not rotating
  • Fixed: Hand animation glitches for the Mk14 rifle
  • Fixed: Adjusted hitzones and penetration materials of FTW
  • Fixed: Vehicles should no longer be able to drive through the main door of the office building
  • Fixed: Characters in the AMV-7 Marshall should not clip through the ceiling
  • Fixed: Origin of coaxial machine gun bullets on Slammer is now actually the coaxial machine gun; the bullets felt a bit lost in the main cannon chamber
  • Fixed: The multiplayer topic in the Field Manual was empty during campaign gameplay
  • Fixed: Soldier legs extended if the player changed weapon or reloaded while lying down hill
  • Fixed: Minor animation issues on the belt of the Zafir machine gun <a href="http://dev.arma3.com/post/oprep-end-game" target="_blank"> End Game </a>
  • Added: Scripted event handlers -
  • EndGame_OnStageChanged
  • /
  • EndGame_OnStartGameObjectiveCompleted
  • /
  • EndGame_OnObjectiveStateChanged
  • /
  • EndGame_OnObjectiveCompleted
  • /
  • EndGame_OnObjectiveEnded
  • Added: Schematics objects can now be destructible
  • Added: The music that plays at the start of each phase can now be customized in the Objectives Instance Module
  • Added: Equipment rewards for capturing Intel were reintroduced, now being controlled by a more optimized system
  • Removed: The additional equipment that is being given upon securing the Intel site
  • Improved: Zeus support
  • Improved: FPS boost (the equipment rewards functionality was bringing FPS down significantly)
  • Improved: Adding items to Virtual Arsenal created unnecessary network overhead
  • Improved:
  • DownloadProgress
  • is now updated 4 times less often
  • Fixed: Possible script error on JIP
  • Fixed: Error message upon End Game initialization
  • Fixed: Possible undefined variable in an expression in <a href="https://community.bistudio.com/wiki/Event_Scripts" target="_blank"> initServer.sqf </a> <a href="https://community.bistudio.com/wiki/Dynamic_Groups" target="_blank"> Dynamic Groups </a>
  • Added: Group <a href="https://community.bistudio.com/wiki/Arma_3_Unit_Insignia" target="_blank"> insignia </a>
  • are now added to the unit itself
  • Fixed: Create Group UI button not working if a player was in a non-registered group ( <a href="http://feedback.arma3.com/view.php?id=24806" target="_blank"> http://feedback.arma3.com/view.php?id=24806 </a>)\nPotential spoilers:
  • Tweaked: In Showcase Armed Assault the turrets on the Tigris (enemy outpost) had their ammo reduced significantly
  • Fixed: Moral Fiber - An instance where the eject action could be called on units which are not in the vehicle anymore
  • Fixed: Soldier abusing POW now moves as intended in the final cutscene of the “Damage Control” mission in the “Prologue" campaign ( <a href="http://feedback.arma3.com/view.php?id=24688" target="_blank"> http://feedback.arma3.com/view.php?id=24688 </a>)\n

ENGINE:

LAUNCHER:

  • Added: A troubleshooting report dialog (invoked from the <a href="https://community.bistudio.com/wiki/Arma_3_Unusual_process_exit" target="_blank"> unusual process exit </a>
  • dialog or the application menu)
  • Added: Active app compatibility flags are now logged in the Launcher operational log
  • Added: Localizations for update 1.50
  • Added: List of compatible Windows versions included in the application manifest
  • Added: A flag and getter that returns whether subscribed content list has been received [SteamLayer]
  • Added: An identity for each usage of the modern style select folder dialog so they are treated separately by the Operating System
  • Added: A dependency to the modern common controls and dialogs library included in the application manifest
  • Added: Culture and version information to the simple and emergency crash logger
  • Added: A list of assemblies to the simple crash logger
  • Added: Exception handling for ghosts, ghouls and errors in the Log4Net logger. No log, no crash, no log, no crash!
  • Changed: Parameter
  • "No File Patching"
  • is replaced with the
  • "Enable File Patching"
  • parameter
  • Tweaked: The
  • PLAY
  • button is now focused when the Launcher starts, so it can be started by the Enter or Space keys without further interaction
  • Tweaked: Improved whitespace handling in the news parser and converter
  • Tweaked: Changed default options for the modern style select folder dialog
  • Tweaked: The status bar message displayed while the Steam connection is being initialized and data is being preloaded
  • Tweaked: Localizations
  • Fixed: Header of the Name column changed from
  • Imię
  • to
  • Nazwa
  • in Polish
  • Fixed: An error during creation of a parameter string when a file parameter value was null for an unknown reason
  • Fixed: Added error handling to the process monitor to prevent unnecessary creation of an emergency report
  • Fixed: Small fixes to basic keyboard navigation
  • Fixed: Added handling of an error when Launcher is unable to delete a folder with a local mod
  • Fixed: Launcher now opens the old folder selection dialog if a new one is unavailable due to overridden system settings or an unavailable COM class
  • Fixed: Launcher doesn't close automatically when instructed to do so after the game ends
  • Fixed: The 'subscribed content list changed' event is now not fired until a fresh list is received from Steam [SteamLayer]
  • Fixed: Last update date of the subscribed mods was displayed in the UTC time zone
  • Fixed: An error message is displayed when the common system open file dialogs are unavailable instead of CTD
  • Fixed: Last update date was not updated properly
  • Fixed: A typo in the logs
  • Fixed: A few multi-line strings were truncated to a single localized line
  • Fixed:
  • pl-PL
  • localization of a general error message box was causing a CTD

SERVER:

  • Updated: Stand-alone Windows Dedicated Server (1.50)
  • Updated: Stand-alone Linux Dedicated Server (1.50)
    • Known issue: Steam client modifies the
    • steam_appid.txt
    • file incorrectly. In case of issues, verify its content is:
  • 107410
    • Known issue: Sometimes the add-ons are loaded from the wrong installation (e.g. main game)
    • Try adding

-mod=curator;kart;heli;mark;dlcbundle** to your

    • arma3server.exe
    • shortcut


SPOTREP-00048

SPOTREP-00048

  • FROM: Project Lead
  • TO: Arma 3 Users
  • UNIT: Main Branch
  • ACTIVITY: Game Update: 1.52 (Maintenance, Crash Fixes, Memory Allocator)
  • SIZE: ~645 MB / ~301 MB

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.
  • A
  • Legacy Build
  • Steam branch is available for advanced users. It contains the previous significant main branch version (1.50). It can be used to compare specific changes between major releases. The access code for this branch is:
  • Arma3Legacy150
  • This update does not apply to <a href="http://dev.arma3.com/ports" target="_blank"> the experimental Linux and Mac port betas </a>
  • at time of writing.
  • 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 <a href="https://developer.valvesoftware.com/wiki/SteamCMD" target="_blank"> SteamCMD </a>
    • utility. The app ID is to be 233780.
    • NVIDIA GameWorks™ Technology provided under license from NVIDIA Corporation. Copyright © 2002-2015 NVIDIA Corporation. All rights reserved.
  • In case of problems, please check the <a href="http://support.bistudio.com/arma-3" target="_blank"> Bohemia Interactive support F.A.Q. </a>
  • , <a href="http://arma3.com/faq" target="_blank"> Arma 3 F.A.Q. </a>
  • or <a href="http://www.battleye.com/support/faq/" target="_blank"> BattlEye F.A.Q. </a>
  • You can help us to further improve the game by posting your feedback on the <a href="http://feedback.arma3.com/" target="_blank"> Feedback Tracker </a>
  • .

CHANGELOG

DATA:

  • Added: Items in <a href="https://community.bistudio.com/wiki/Arsenal" target="_blank"> Arsenal </a>
  • lists now have a tool tip with full name (users can use it to see otherwise cut off names)
  • Added: GM6 charging handle animation
  • Added: M320 bolt animation when firing the last round of a magazine
  • Added: Friendly Fire module - FF event is triggered if player kills friendly using a vehicle turret
  • Added: Friendly Fire module - possibility to add an empty vehicle
  • Added: Friendly Fire module - possibility to add a non-empty vehicle (crew is checked as well)
  • Added: Friendly Fire module - possibility to change priority for checking being hit (one hit leads to friendly fire)
  • Tweaked: Faction showcases updated
  • Tweaked: Adjusted hitzones and penetration materials of the Quadbike and Offroad
  • Tweaked: Slight change of the engine volume for Speed Boat and Rubber Boat
  • Tweaked: Animation configs for poultry cleaned and splendidized
  • Tweaked: Optimized module site >> animals
  • Tweaked: Optimized function for removing respawn positions
  • Tweaked: GM6 refactored, so only the basic model is now used (camo selection used for creating a texture variant)
  • Tweaked: M320 refactored, so only the basic model is now used (camo selection used for creating a texture variant)
  • Tweaked: GM6 bolt animation tweaked to work properly when firing the last round of a magazine.
  • Tweaked: AAF soldier's TI texture un-commented out in the injury material, so his legs should behave properly in TI when he's dead
  • Tweaked: In MP Bootcamp, the convoy challenge now only sends net messages to Instructors (as it should) instead of all players
  • Tweaked: Always showing
  • "NEAR AIRPORT"
  • as the location at the start of faction showcases
  • Tweaked: Autonomous turrets are now performing auto fire if not connected to in faction showcases
  • Tweaked: PhysX collision shape of MRAPs (mostly the bottom)
  • Tweaked: Adjusted geometries for HEMTT Medical and armed Offroad
  • Tweaked: Attenuation setup preparation for several vehicles
  • Tweaked: AO in Showcase Drones enlarged to prevent accidental fail mission ending ( <a href="http://feedback.arma3.com/view.php?id=15164" target="_blank"> http://feedback.arma3.com/view.php?id=15164 </a>)\n* Tweaked: Adjusted standard FM characteristics of the Taru to fit the advanced FM better
  • Tweaked: ASRAAM rockets adjusted to only lock on to air targets
  • Changed: The following classes (from
  • CfgVehicles)\n* I_Heli_light_03_base_F
  • ,
  • I_Heli_light_03_unarmed_base_F
  • ,
  • B_Heli_Transport_03_base_F
  • ,
  • B_Heli_Transport_03_unarmed_base_F
  • and
  • C_Hatchback_01_sport_grey_F
  • - are now marked as deprecated and shouldn't be used anymore
  • Changed: The Garage and the <a href="https://community.bistudio.com/wiki/Vehicle_Customization_(VhC)" target="_blank"> Vehicle Customization </a>
  • system now skip the animation source periods
  • Removed: Random drivers and some soldier base classes from Zeus
  • Removed: Servo sound for movement of rear turret on Speed Boat, since it's moved by hands
  • Removed: Servo sound for turret movement of the Ghosthawk and the Huron (turret is moved by hands without any servo)
  • Removed: Class-based differences in AI spotting abilities (it is covered by other systems instead)
  • Fixed: Lobby descriptions of Support MP scenarios
  • Fixed: Wrong names of samples for Huron
  • Fixed: Base soldier classes now have a proper scope of 0 (
  • B_Soldier_02_f
  • ,
  • B_Soldier_03_f
  • ,
  • B_Soldier_04_f
  • ,
  • B_Soldier_05_f
  • ,
  • I_Soldier_02_F
  • ,
  • I_Soldier_03_F
  • ,
  • I_Soldier_04_F
  • ,
  • O_Soldier_02_F)\n* Fixed: Escape from Stratis - Possible premature scenario end for reconnecting clients
  • Fixed: Spawning green unarmed Huron now properly spawns a green unarmed Huron instead of the black ninja that crept in all the time
  • Fixed: Player was able to get in a tank in Showcase Zeus and break the scenario flow
  • Fixed: When Zeus used a custom name for an Attack / Defend objective, it wasn't shown to other players
  • Fixed: The
  • "Arsenal"
  • option in Zeus respawn loadout selection was not always sorted on top
  • Fixed: Planes were too durable when colliding with objects
  • Fixed: Team Leaders of all factions were equipped with binoculars
  • Fixed: Tool tip in ORBAT viewer was shown even when it had no content
  • Fixed: <a href="https://community.bistudio.com/wiki/Arsenal" target="_blank"> Arsenal </a>
  • didn't support launcher attachments
  • Fixed: Vehicle icons in radar were not shown for vehicles remotely-controlled by Zeus
  • Fixed: Task title in diary was indented too far
  • Fixed: Explosive Specialists classes in a FIA Support group appeared as Rifleman instead after editing them
  • Fixed: Tool tips in Strategic Map lingered on even after the cursor no longer hovered over any item
  • Fixed: Third parameter of <a href="https://community.bistudio.com/wiki/BIS_fnc_spawnGroup" target="_blank"> BIS_fnc_spawnGroup </a>
  • as Scalar did not spawn characters ( <a href="http://feedback.arma3.com/view.php?id=10532" target="_blank"> http://feedback.arma3.com/view.php?id=10532 </a>)\n* Fixed: In Garage, when players took control of a UAV and then switched it to another vehicle, they lost control over their character
  • Fixed: Vehicle appearance was not loaded correctly in the Garage
  • Fixed: New proper debriefing in Showcase Commanding in case you finish the mission without casualties
  • Fixed: Sound Suppressor LMG duplicity in Zeus
  • Fixed: Sound Suppressor 6.5mm made available for Mk200
  • Fixed: Characters are no longer forced to go kneel from stand while switching from run to sprint with a launcher in their hands in FR / FL directions
  • Fixed: Correct transition from stand / kneel sprint to run with launcher in hand in FR / FL directions
  • Fixed: Players are now punished if they become a renegade in multiplayer (Showcase Firing From Vehicles)
  • Fixed: Flags of CTRG soldiers no longer flicker in buildings
  • Fixed: Sidearm holster had the wrong scope
  • Fixed: Missing faces on gloves of VR Entities and corrected skinning of some vertices on their gloves
  • Fixed: Imperfect scenario error handling on Dedicated Servers
  • Fixed: In the respawn menu, switching from position selection to load-out selection and back didn't preserve the selected position
  • Fixed: When a remotely-controlled unit accessed <a href="https://community.bistudio.com/wiki/Arsenal" target="_blank"> Arsenal </a>
  • , it modified the original player, not the puppet
  • Fixed: SDV icon in Field Manual is now consistent with the rest of vehicles
  • Fixed: Artillery smoke shell had a strange model after impact ( <a href="http://feedback.arma3.com/view.php?id=18333" target="_blank"> http://feedback.arma3.com/view.php?id=18333 </a>)\n* Fixed: When Zeus joined an already running Seize or Defend scenario, he was unable to edit vehicles created by automatic systems
  • Fixed: RCWS turrets sad panda behavior has been unified across vehicles
  • Fixed: NATO technicians have found that some parts of the up armored Slammer were actually weaker than for its standard counterpart and have installed an additional layer of protection
  • Fixed: Issue when opening the old camera ( <a href="https://community.bistudio.com/wiki/BIS_fnc_cameraOld" target="_blank"> BIS_fnc_cameraOld </a>)\n* Fixed: In ZGM Bootcamp, players could complete the vehicle obstacle course with any vehicle, even though the quad bike was the one requested
  • Fixed: Size and position of Xbox icons in buttons when the controller is plugged in
  • Fixed: It's no longer possible to access Splendid Camera and Animation Viewer while in Zeus (it was breaking its camera)
  • Fixed: <a href="https://community.bistudio.com/wiki/Arsenal" target="_blank"> Arsenal </a>
  • icons didn't fit into the screen when using Very Large UI size
  • Fixed: Scripting errors when switching players in the spectator script
  • Fixed:
  • soundEnv
  • parameters changed (footstep issues in cargo buildings, on metal stairs, etc.), adjusted even the material in some of the buildings
  • Fixed: Achievement Star Recruit had the wrong text description (Bootcamp)
  • Fixed: In MP Bootcamp, if a Recruit would die during a vehicle race and all other Recruits had finished, the Instructor challenge was succeeded upon respawn
  • Fixed: Position macros from the last change were broken after binarization
  • Fixed: The animation phases were incorrectly reset by function <a href="https://community.bistudio.com/wiki/Vehicle_Customization_(VhC)" target="_blank"> BIS_fnc_initVehicle </a>
  • Fixed: Restarting while a Challenge (FD or TT) is already ending, now actually restart the Challenge
  • Fixed: Restarting while a Challenge (FD or TT) is already restarting, now is disabled
  • Fixed: Zeus can no longer take control of autonomous vehicles controlled by another player
  • Fixed: After a previous fix, sectors were named correctly, but the task action (e.g.
  • "Seize"
  • or
  • "Defend")\n* Fixed: BLUFOR UAV used in OPFOR and AAF faction showcases
  • Fixed: Autonomous turrets Mk30A HMG .50 could not be connected to using a UAV terminal in the faction showcase
  • Fixed: Civilians were unable to capture sectors created by the Sector Module
  • Fixed: Characters (both alive and dead) in cargo positions are no longer colliding with Zamak and Tempest Medical truck body
  • Fixed: Error message when creating
  • RscSlider
  • ,
  • RscFrame
  • or
  • RscToolbox
  • using the <a href="https://community.bistudio.com/wiki/ctrlCreate" target="_blank"> ctrlCreate </a>
  • command
  • Fixed: Zeus didn't see sector icons in the scene
  • Fixed: The
  • "TRY"
  • button in Garage is no longer available when the preview vehicle has no empty seats
  • Fixed: Navid and SPMG now correctly appear under Machineguns in Zeus when editing a box
  • Fixed: Geometries for Taru, Blackfoot and Huron are more precise
  • Fixed: Zeus lightning didn't always hit its target properly, often leading to characters surviving the blow
  • Fixed: Scrolling issues in the Zeus main display
  • Fixed: RPT spam related to the armory hints with obsolete attributes width and height
  • Fixed: RPT spam:
  • "given item with name: [acc_flashlight] isn't linked to a weapon!"
  • Fixed: It was sometimes possible to scroll the map preview image in the terrain selection menu
  • Fixed: Missing description text for some MP scenarios
  • Fixed:
  • B_127x108_Ball
  • audibleFire
  • &
  • visibleFire
  • Hotfixed:
  • "No entry"
  • error message for some mines
  • Potential spoilers:
  • Added: In campaign mission Preventive Diplomacy there is now a hint when the last artillery request is done (out of ammo)
  • Tweaked: Wipeout flyover postponed to after the briefing in New Dawn
  • Tweaked: Conversation samples boosted in scenarios New Dawn and Air Superiority
  • Fixed: Miller could be killed without consequence in-between killing the CSAT soldiers and rendezvousing with him afterwards (Common Enemy)
  • Fixed: Speed boats are now guaranteed to drive away when boarded (Tipping Point)
  • Fixed: Loudspeakers are now working in mission New Dawn
  • Fixed: The
  • "Instructor"
  • link in the menu for the Crossing Paths scenario was inoperative ( <a href="http://feedback.arma3.com/view.php?id=16361" target="_blank"> http://feedback.arma3.com/view.php?id=16361 </a>)\n* Fixed: The OSD text as related to the wrong detection of the current location in Status Quo
  • Fixed: Corrected grid references during the map tutorial segment (Diplomatic Relations)
  • Fixed: In Crossing Paths, Nikos’ character had the wrong identity / face <a href="http://dev.arma3.com/post/oprep-end-game" target="_blank"> End Game </a>
  • :
  • Added: View Distance is now a lobby parameterTweaked: Reduced distance for the schematics pickup action
  • Tweaked: The schematics pickup action now does a geometry line trace between the eyes of the player and the pickup object, and is only available if no collision is found
  • Tweaked: The 'Task Enhancements' system now also draws map markers for tasks with
  • "AUTOASSIGNED"
  • state
  • Tweaked: The distance from which you can upload schematics is now bigger
  • Tweaked: Optimized pickup / upload action conditions
  • Fixed: Color of FOBs did not match the side color owning it
  • Fixed: Respawning into an active download hides the progress bar
  • Fixed: In End Game Kavala there was an exploitable respawn point for the team having to defend the Upload at the harbor
  • Fixed: Schematics could be stolen through the Prevent upload action

ENGINE:

  • Added: New script command <a href="https://community.bistudio.com/wiki/magazinesAllTurrets" target="_blank"> magazinesAllTurrets </a>
  • Added: New script command <a href="https://community.bistudio.com/wiki/shownHUD" target="_blank"> shownHUD </a>
  • Added: Report when a uniform is using an abstract character class
  • Added: <a href="https://community.bistudio.com/wiki/disableNVGEquipment" target="_blank"> disableNVGEquipment </a>
  • to disable night-vision functions on vehicles
  • Added: <a href="https://community.bistudio.com/wiki/disableRemoteSensors" target="_blank"> disableRemoteSensors </a>
  • and <a href="https://community.bistudio.com/wiki/getRemoteSensorsDisabled" target="_blank"> getRemoteSensorsDisabled </a>
  • commands
  • Added: Linux server prints warnings when no config is specified
  • Added: More information about an entity's owner container to script command <a href="https://community.bistudio.com/wiki/logEntities" target="_blank"> logEntities </a>
  • Added: Option to disable the server send messaging thread in case of random crashing (
  • -disableServerThread)\n* Tweaked: TBB4 updated to version 132112 on 4.4 (tbb44_20150728oss)
  • Tweaked: Script command <a href="https://community.bistudio.com/wiki/createSite" target="_blank"> createSite </a>
  • doesn't work and will not work - marked as obsolete and added a comment into the documentation about that fact
  • Tweaked: Script command <a href="https://community.bistudio.com/wiki/getModelInfo" target="_blank"> getModelInfo </a>
  • returns Boolean
  • hasSkeleton
  • as 3rd parameter
  • Tweaked: Script command <a href="https://community.bistudio.com/wiki/lineIntersectsSurfaces" target="_blank"> lineIntersectsSurfaces </a>
  • - added two optional parameters (primary and secondary LOD filter types)
  • Tweaked: Optimized server performance when updating Steam variable values
  • Tweaked:
  • NMTFireWeapon
  • message optimization
  • Tweaked: AI aiming from multiple muzzles (e.g. Slammer coaxial)
  • Tweaked: Weapon inertia while prone
  • Tweaked: Preserving zoom when switching from optics
  • Tweaked: Camera warping when leaving weapon deployment
  • Changed: Script commands
  • loadFile*
  • ,
  • htmlLoad
  • ,
  • prepocessFile*
  • ,
  • exec*
  • now consider <a href="https://forums.bistudio.com/topic/183049-file-patching/" target="_blank"> file patching </a>
  • settings
  • Changed: Disabled support for absolute paths in the pre-processor
  • Changed: <a href="https://community.bistudio.com/wiki/disableTIEquipment" target="_blank"> disableTIEquipment </a>
  • now disables only Thermal Imaging functions on vehicles
  • Changed: The
  • netlog
  • file was moved into the
  • AppData
  • directory
  • Fixed: AI could see through smoke in MP under some conditions
  • Fixed: AI with a vehicle assigned ignored Get In / Load waypoint synchronization
  • Fixed: Script command <a href="https://community.bistudio.com/wiki/showHUD" target="_blank"> showHUD </a>
  • - reset cursors which are not included in
  • ShowAll
  • Fixed: Script command <a href="https://community.bistudio.com/wiki/intersect" target="_blank"> intersect </a>
  • could cause a CTD when it tried to return a game object without skeleton
  • Fixed: Every deployment in prone position moves with the player's character a few centimeters backwards
  • Fixed: AI was switching to their sidearm, when their rifle still had some ammo left
  • Fixed: <a href="https://community.bistudio.com/wiki/htmlLoad" target="_blank"> htmlLoad </a>
  • didn't work with URLs when <a href="https://community.bistudio.com/wiki/server.cfg#Server_Security" target="_blank"> allowedHTMLLoadExtensions </a>
  • was set in a Dedicated Server's config
  • Fixed: <a href="https://community.bistudio.com/wiki/htmlLoad" target="_blank"> htmlLoad </a>
  • restrictions when loading URL ( <a href="https://community.bistudio.com/wiki/server.cfg#Server_Security" target="_blank"> allowedHTMLLoadURIs </a>
  • in
  • CfgCommands
  • or <a href="https://community.bistudio.com/wiki/server.cfg" target="_blank"> server.cfg </a>)\n* Fixed: Player is not able to change to primary weapon after a scenario loads with binoculars in hands
  • Fixed: Cases of the view being tilted after leaving weapon deployment in prone in a ‘non-trivial’ way
  • Fixed: Input problems after Time Trials restarting
  • Fixed: Helicopters would start hovering even without applying throttle
  • Fixed: <a href="https://community.bistudio.com/wiki/remoteExec" target="_blank"> remoteExec </a>
  • in init scripts would execute too soon compared to <a href="https://community.bistudio.com/wiki/BIS_fnc_MP" target="_blank"> BIS_fnc_MP </a>
  • Fixed: The <a href="https://community.bistudio.com/wiki/allPlayers" target="_blank"> allPlayers </a>
  • command should not show a duplicated player anymore
  • Fixed: AI units could not enter a vehicle when surrounded by other vehicles
  • Fixed: Script command <a href="https://community.bistudio.com/wiki/splitString" target="_blank"> splitString </a>
  • sometimes crashed when the given string was empty
  • Fixed: CTD when working with optics
  • Fixed: A crash connected to simulating PhysX joints
  • Fixed: CTD when accessing an out-of-range bone index in a faulty skeleton
  • Fixed: Security issue with stacked event handlers
  • Fixed: Memory could not be read CTD during KotH
  • Fixed: CTD when speaking on direct voice channel
  • Fixed: Paratroopers are now visible on the Zeus map
  • Fixed: Rare CTD when drawing the compass
  • Fixed: Player was able to hear starting helicopter sounds even if it had destroyed rotors
  • Fixed: Hitpoints configured on an object without shape CTD
  • Fixed: Locking sound
  • Fixed: CTD when calling <a href="https://community.bistudio.com/wiki/sendSimpleCommand" target="_blank"> sendSimpleCommand </a>
  • on an empty vehicle
  • Fixed: Security issue with stacked event handlers - kick off in lobby
  • Fixed: Shooting from rifle using the G (grenade throw) key
  • Fixed: Sound - <a href="https://community.bistudio.com/wiki/playSound3D" target="_blank"> playSound3D </a>
  • was quiet inside buildings
  • Fixed: Sound - AI sometimes did not fully speak its dialogue
  • Fixed: Rare CTD when processing scripts
  • Fixed: Alarms and locks - in aircraft in first-person view - sound volume was too low
  • Fixed: Splash screen would not display images on some systems
  • Fixed: Sound - Building destruction issues
  • Fixed: Possible critical error when opening binarized SQM in binarized scenario folder (PBO)
  • Fixed: Rearming of vehicles without ammo
  • Fixed: AI was throwing grenades at unknown targets
  • Fixed: AI subordinates should heal wounded characters from other group when ordered
  • Fixed: Rare crash when disconnecting from the game
  • Fixed: <a href="https://community.bistudio.com/wiki/showChat" target="_blank"> showChat </a>
  • command state was not reset on scenario restart
  • Fixed: Sound effect of building destruction should now no longer get cut off too early
  • Fixed: AI co-pilots hiding in cockpit when switching to combat mode
  • Fixed: Potential CTD when drawing objects

LAUNCHER:

SERVER:

  • Updated: Stand-alone Windows Dedicated Server (1.52)
  • Updated: Stand-alone Linux Dedicated Server (1.52)
    • Known issue: Steam client modifies the
    • steam_appid.txt
    • file incorrectly. In case of issues, verify its content is:
  • 107410
    • Known issue: Sometimes the add-ons are loaded from the wrong installation (e.g. main game)
    • Try adding

-mod=curator;kart;heli;mark;dlcbundle** to your

    • arma3server.exe
    • shortcut


SPOTREP-00049

SPOTREP-00049

  • FROM: High Command
  • TO: Arma 3 Users
  • UNIT: Main Branch (Windows)
  • ACTIVITY: Game Update: 1.54 (Nexus Update, End Game, Spectator, Personal Protective Equipment, Stamina, Launcher Mod Dependencies)
  • SIZE: ~2.2 GB / ~639 MB

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.
  • A
  • Legacy Build
  • Steam branch is available for advanced users. It contains the previous significant main branch version (1.52). It can be used to compare specific changes between major releases. The access code for this branch is:
  • Arma3Legacy152
  • This update does not apply to <a href="http://dev.arma3.com/ports" target="_blank"> the experimental Linux and Mac port betas </a>
  • at time of writing. We'll be updating those to 1.54 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 <a href="https://developer.valvesoftware.com/wiki/SteamCMD" target="_blank"> SteamCMD </a>
    • utility. The app ID is to be 233780.
    • NVIDIA GameWorks™ Technology provided under license from NVIDIA Corporation. Copyright © 2002-2015 NVIDIA Corporation. All rights reserved.
  • In case of problems, please check the <a href="http://support.bistudio.com/arma-3" target="_blank"> Bohemia Interactive support F.A.Q. </a>
  • , <a href="http://arma3.com/faq" target="_blank"> Arma 3 F.A.Q. </a>
  • or <a href="http://www.battleye.com/support/faq/" target="_blank"> BattlEye F.A.Q. </a>
  • You can help us to further improve the game by posting your feedback on the <a href="http://feedback.arma3.com/" target="_blank"> Feedback Tracker </a>
  • .

CHANGELOG

DATA:

  • Added: End Game Zaros
  • Added: End Game Feres
  • Added: Spectator role
  • (used as 4 slots per End Game so far)
  • Added: Upload Terminal
  • Added: Military Tablet
  • Added: New version of Personal Protective Equipment
  • Added: New <a href="https://community.bistudio.com/wiki/Arma_3_Stamina" target="_blank"> Stamina </a>
  • (with optional Stamina Bar)
  • Added: Under-barrel magazine slot to the inventory
  • Added: Under-barrel Grenade Launcher reloading animations
  • Added: New audio samples for explosions
  • Added: Nexus Update Welcome Screen
  • Added: Defense guide to
  • Learn
  • >
  • Community Guides
  • Added: New FFV limits technology is in. Hummingbird, Mohawk, Hellcat, Taru and Huron should now work even better than before.
  • Added: New FFV limits for Offroad
  • Added: Cargo gunners in Offroad are able to use launchers
  • Added: Front cargo gunners in Offroad are able to stand up and fire
  • Added: New variants of fatigue-related audio samples
  • Added: Missing land contact points for boats since the Geometry LOD is used if land contacts are not defined and it hinders performance
  • Added:
  • isGlobal
  • param to make the
  • paramViewDistance
  • function actually work globally (before it was changing the ViewDistance only on server)
  • Added: Ability to prevent the reset of the animation sources to function <a href="https://community.bistudio.com/wiki/BIS_fnc_initVehicle" target="_blank"> BIS_fnc_initVehicle </a>
  • Added: <a href="https://community.bistudio.com/wiki/BIS_fnc_initVehicle" target="_blank"> BIS_fnc_initVehicle </a>
  • now supports custom materials defined in the texture sources and the scenario config file
  • Added: Water flow audio for backward movement of boats
  • Added: <a href="https://community.bistudio.com/wiki/BIS_fnc_unitHeadgear" target="_blank"> BIS_fnc_unitHeadgear </a>
  • , support for campaign config files
  • Added: Mk20 GL reload animations
  • Added: New sounds for UGL reloading animations
  • Added: Camo selections added for facewear due to a community request
  • Added: 2 functions for encoding and decoding of the binary flags
  • Added: <a href="https://community.bistudio.com/wiki/Arma_3_Task_Enhancements" target="_blank"> Shared Objectives </a>
  • now support custom task types defined in a scenario’s <a href="https://community.bistudio.com/wiki/Description.ext" target="_blank"> description.ext </a>
  • Added: Road cones and barriers now have proper land contacts
  • Added: A default screen for the tablet object
  • Added:
  • turnOffset
  • property for Offroad FFV positions to allow the AI to actually work with turning out
  • Added:
  • BIS_fnc_lerp
  • - Linear float point interpolation
  • Added: Basic support for campaign config files and various small optimizations of function <a href="https://community.bistudio.com/wiki/BIS_fnc_initVehicle" target="_blank"> BIS_fnc_initVehicle </a>
  • Added:
  • BIS_fnc_getVehicleCustomization
  • , returns components and textures currently selected on a vehicle
  • Added:
  • BIS_fnc_getAngleDelta
  • which returns the smallest difference between 2 angles in degrees
  • Added: Default <a href="https://community.bistudio.com/wiki/Arsenal" target="_blank"> Arsenal </a>
  • camera position can now be set locally
  • Added: Tooltips with full weapon names in the <a href="https://community.bistudio.com/wiki/Arma_3_Zeus" target="_blank"> Zeus </a>
  • ammo box settings window
  • Added: Modifications of server parameters "
  • Respawn Tickets
  • " and "
  • Countdown
  • " that do not have a "
  • Disabled
  • " entry. This is useful if you always need to have respawn tickets / a countdown set.
  • Added: Parameter
  • terrainSpeedCoef
  • , handling the previously hard-coded terrain gradient slowdown
  • Added: Animations for diagonal movement in adjust prone up stance
  • Fixed: Some vehicles in <a href="https://community.bistudio.com/wiki/Arsenal" target="_blank"> Virtual Garage </a>
  • had broken crew previews; noticeable especially in the Huron
  • Fixed: Huron cargo proxy indices
  • Fixed: Issue connected to <a href="https://community.bistudio.com/wiki/setOwner" target="_blank"> setOwner </a>
  • being called on crashed helicopters when there were some AI soldiers still inside ( <a href="https://community.bistudio.com/wiki/MP_Support_Guideline" target="_blank"> Support </a>
  • MP)
  • Fixed: No new respawn loadouts and fire supports were unlocked in Defend missions when the attack wave ended
  • Fixed: Stolen OPFOR vehicles in Defend Kamino had infinite ammo
  • Fixed: It was possible to spot and destroy the evac helicopter long before it was supposed to arrive in Defend missions
  • Fixed: Errors in briefing for <a href="https://community.bistudio.com/wiki/Arma_3_Zeus" target="_blank"> Zeus </a>
  • in Defend missions
  • Fixed: Even pilots of CSAT and AAF have learned how to use tracers during their training courses
  • Fixed: When players waiting for respawn didn't enter the loadout selection menu, they were able to respawn even with an already unavailable loadout
  • Fixed: In <a href="https://community.bistudio.com/wiki/Arsenal" target="_blank"> Arsenal </a>
  • , switching primary weapon to empty and then selecting one resulted in the player switching to sidearm after closing Arsenal
  • Fixed: In Showcase Night, AI playing ambient animations would react very slowly after spotting the player
  • Fixed: The player characters in <a href="https://community.bistudio.com/wiki/Arsenal" target="_blank"> Virtual Arsenal </a>
  • were BLUFOR; changed to Civilian. This will enable them to pick up side-specific backpacks, and they won't be engaged by autonomous turrets they assemble
  • Fixed: Weapon attachments were not mirrored on virtual entities in <a href="https://community.bistudio.com/wiki/Arsenal" target="_blank"> Arsenal </a>
  • Fixed: Attenuation in Offroads
  • Fixed: Incorrect focus when switching between Video Options tabs
  • Fixed: Messages
  • "spotted a mine"
  • and
  • "spotted a charge"
  • were swapped in stealth mode
  • Fixed: Lowering primary weapon while prone no longer forces the player to stand up
  • Fixed: Weapon no longer clips while running ( <a href="http://feedback.arma3.com/view.php?id=24354" target="_blank"> http://feedback.arma3.com/view.php?id=24354 </a>)\n* Fixed: Randomized animals use the correct material for goat’s sake!
  • Fixed: Launchers were clipping into view when holding binoculars in prone stance
  • Fixed: Launchers were clipping through the body during forward and diagonal sprints
  • Fixed: Removed unnecessary backpacks from a crate in the VR Launchers course
  • Fixed: Links are not overlapped anymore in Showcase AAF
  • Fixed:
  • BIS_fnc_kbtell
  • was ignoring the
  • _disableRadio
  • parameter and sentences were always disabled during a conversation
  • Fixed: Camo net was indestructible in Showcase AAF
  • Fixed: IR strobes didn't have infinite variants, which smoke shells and chem lights do have
  • Fixed: M134 minigun is now correctly recognized as a vehicle weapon even for scripts
  • Fixed: An error in scenario COOP 05 Support Stratis with the detection of an empty position
  • Fixed: New unarmed running (standing / kneel) animations now have properly configured sounds
  • Fixed: An error caused by failed <a href="https://community.bistudio.com/wiki/remoteExec" target="_blank"> remoteExec </a>
  • attempt, setting
  • _jipID
  • to nil
  • Fixed: Lower case is now forced for the task ID to make the code more resilient to input errors
  • Fixed: An issue in <a href="https://community.bistudio.com/wiki/BIS_fnc_setTaskLocal" target="_blank"> BIS_fnc_setTaskLocal </a>
  • where the task was sometimes not created properly
  • Fixed: Possible error message at scenario start when using Support modules
  • Fixed: Error message after syncing the Support Requester module with a Civilian or Logic entity
  • Fixed: Missing audio sample for Titan missiles for locked targets
  • Fixed: Red, yellow and green driver coveralls now work correctly from the editor
  • Fixed: A script error that occurred when using child tasks
  • Fixed: A bazillion small translation issues
  • Fixed: Problem with multiple broadcasting of task description, title and marker text
  • Fixed: Adjusted indirect damage of 35m cannons
  • Fixed: Navid's irons sights animation glitch during reload
  • Fixed: Couldn't use sights in adjusted prone stance
  • Fixed: Smoothed out character rotation animations to remove twitching and shaking
  • Fixed: Wetsuit and ghillie suit damage behavior
  • Fixed: Wrong link for tripwire land mine
  • Fixed: Boats and ships had water sounds even on land
  • Fixed: Adjusted damage inside of vehicles according to new character protection values
  • Fixed: Characters running in kneel pose no longer collide with objects
  • Fixed: Various minor issues on Altis and Stratis, mainly concerning rocks
  • Fixed: An error related to crashing helicopters which are sling loading Taru pods
  • Fixed: Adjusted crew crash protection for most cars
  • Fixed: Added dummy post-process effects for some optics to return behavior to default
  • Fixed: Localization of the Game Master and Game Moderator's names in the Role Assignment display
  • Fixed: Sound class for carpet surface outside (was inside)
  • Fixed: UAV drones now use the proper resolution LODs for pilots
  • Fixed: Laser batteries were disappearing after opening a loadout
  • Fixed: It was no longer possible to shoot through the obstacle in the VR Penetration course with the 9mm pistol
  • Fixed: Several minor issues on Altis
  • Fixed: Another handful of minor bugs on Altis
  • Fixed: Broken PhysX geometry on
  • Sea_Wall_F.p3d
  • Fixed: Various environment issues on Stratis and Altis
  • Fixed: The pause menu in <a href="https://community.bistudio.com/wiki/Arsenal" target="_blank"> Virtual Arsenal </a>
  • sometimes showed the
  • Abort
  • button instead of
  • Arsenal
  • Fixed: <a href="https://community.bistudio.com/wiki/Arma_3_Zeus" target="_blank"> Zeus </a>
  • icon was used for virtual players in the briefing screen, should be a generic star now
  • Fixed: Hand placement on the butt shuffling animation
  • Fixed: The
  • ARSENAL
  • button in the <a href="https://community.bistudio.com/wiki/Arsenal" target="_blank"> Arsenal </a>
  • pause menu sometimes ended the scenario instead of returning to Arsenal
  • Fixed: Improved calculation for vehicle spawning position in the Sites module (less likely collisions)
  • Fixed: Random 'undefined variable' error in the advanced hints
  • Fixed: Localized tooltip for the Sling Load Assistant in the Layout Editor
  • Fixed: Localized move and resize hint in tooltips in the Layout Editor
  • Fixed: The <a href="https://community.bistudio.com/wiki/Arsenal" target="_blank"> Arsenal </a>
  • initial camera was not in the correct position after playing an End Game scenario
  • Fixed: It was not possible to whitelist Exp_A scenarios on a Dedicated Server
  • Fixed: In Defend Syrta, there was a misplaced offroad
  • Fixed: Climbing steeper stairs is now possible even when crouched
  • Fixed: <a href="https://community.bistudio.com/wiki/BIS_fnc_saveInventory" target="_blank"> BIS_fnc_saveInventory </a>
  • could have caused a script error
  • Fixed: Hand position on the NLAW
  • Fixed: <a href="https://community.bistudio.com/wiki/Arsenal" target="_blank"> Arsenal </a>
  • camera view borders
  • Fixed: Placement of weapons proxies on A-134 Buzzard
  • Fixed: In module Punishment the animation could return nil and a script error would be issued
  • Fixed: Under certain conditions, using <a href="https://community.bistudio.com/wiki/BIS_fnc_initVehicle" target="_blank"> BIS_fnc_initVehicle </a>
  • with ‘animations’ as an empty array was throwing an error
  • Fixed: Incorrect version of Stratis satmap
  • Fixed: When the <a href="https://community.bistudio.com/wiki/Arsenal" target="_blank"> Garage </a>
  • preview vehicle was destroyed, the player was unable to re-open the Garage at all
  • Fixed: Adjusted character collision shape to prevent some of the clipping cases
  • Fixed: Adjusted geometry and roadway of stairs to prevent most of the cases of getting stuck while going up the stairs in Cargo Towers
  • Fixed: Bad bounding box for
  • "acts_injuredlyingrifle01"
  • and
  • "acts_injuredlyingrifle02"
  • animation states
  • Fixed: Typo in
  • BIS_fnc_getRespawnPosition
  • which caused a script error when a namespace was used as parameter
  • Fixed: Missiles of Cheetah and Tigris had the incorrect name in radio protocols
  • Fixed: Possible error message in MP Race scenarios
  • Fixed: Some HEMTT truck variants were showing too many crew positions in <a href="https://community.bistudio.com/wiki/Arsenal" target="_blank"> Garage </a>
  • Fixed: Selecting non-transport HEMTT variants in virtual Garage should no longer produce script errors
  • Fixed: Global weapon audio curve
  • Fixed: When Zeus opened object attributes (e.g. ammo box configuration), he had to click OK twice to close the window, and the changes were not saved
  • Fixed: <a href="https://community.bistudio.com/wiki/Arma_3_Stamina" target="_blank"> Stamina </a>
  • description in the Field Manual
  • Fixed: Surface sounds for the VR terrain
  • Fixed: In Showcase Combined Arms, if played on a Dedicated Server, tasks states were not updated
  • Fixed: <a href="https://community.bistudio.com/wiki/Arma_3_Zeus" target="_blank"> Zeus </a>
  • surface markings like the ordnance damage area sometimes had a non-transparent black background
  • Fixed: <a href="https://community.bistudio.com/wiki/BIS_fnc_traceBullets" target="_blank"> BIS_fnc_traceBullets </a>
  • would keep running even after some projectiles stopped moving
  • Tweaked: Scripted multiplayer system optimizations (remote execution, tasks and shared objectives)
  • Tweaked: Organization of Radio Protocol and Sounds_F samples
  • Tweaked: Adjusted some ragdoll values in core configuration
  • and removed override from
  • Data_F
  • (bananas to <a href="https://twitter.com/ACE3Mod" target="_blank"> ACE3 </a>
  • for the inspiration)
  • Tweaked: Character hit reactions
  • Tweaked: FSM performance optimizations for <a href="https://community.bistudio.com/wiki/MP_Support_Guideline" target="_blank"> Support </a>
  • MP
  • Tweaked: Added punishment for destroying the Alca using a vehicle (this had not been handled by the Friendly Fire module) in Showcase AAF
  • Tweaked: Cargo positions for HEMMT Transport, HEMMT Transport (Covered), Tempest Transport, Tempest Transport (Covered), Zamak Transport, Zamak Transport (Covered) and Zamak Medical to avoid minor collisions of soldiers (both dead or alive) with the carriage
  • Tweaked: Volume of building part destruction increased
  • Tweaked: Substantially increased damage but also decreased effective firing range of 80mm and 60mm unguided rockets
  • Tweaked: GL carrier rigs and their geometries
  • Tweaked: Condition for releasing from ambient animation adjusted to be less demanding (it is using a check for
  • 'COMBAT'
  • behavior in the first place)
  • Tweaked: Difficulty changes:
    • Vision Aid dots limited to Recruit preset
    • Extended Armor limited to Recruit preset (relates to personal protection balancing)
    • Holding breath when diving made consistent across all presets
  • Tweaked: Optimized performance of 20 & 40 mm grenade shells:
    • Scaled down impact damage of 40 mm grenade shell. It is still well capable to destroy MRAP wheels as it is supposed to. Splash damage remains unchanged.
    • Scaled down impact damage of 20 mm grenade shell (so that impact is less powerful than a 20 mm bullet) by 50%, but increased splash damage by 50% (needed for GMG)
    • Scaled down HEDP direct damage to more reasonable levels. Splash damage remains unchanged.
  • Tweaked: ABR reload animation
  • Tweaked: Katiba prone animation
  • Tweaked: The projectile spawning module script (used for example by the Ordnance module) will no longer attempt to show <a href="https://community.bistudio.com/wiki/Arma_3_Zeus" target="_blank"> Zeus </a>
  • hints when no Zeus owns the module
  • Tweaked: All supply (rearm, refuel & repair) trucks and sling loadable supply containers (with exception of the vehicle ammo crate) are now effectively inexhaustible. However, fuel and ammo supply death explosions now destroy anything in their supply radius (10 meters). This is supposed to overcome issues with limited supply capacity and with repeated resupplying of the supply trucks and containers. All the respective scripting commands work as before, as the respective supply parameters were simply increased by several orders of magnitude.
  • Tweaked: Collision models and rotation axis for turning animations of characters
  • Tweaked: Decreased total minimal hit threshold so that even pistol bullets are able to score some trivial total damage through vests
  • Tweaked: Sound of locking missiles is normalized for all weapons
  • Tweaked: Turning around with a rifle (stand / kneel) to avoid character movement
  • Tweaked: Removed default toggle VON keybinding (double tap Caps Lock) to prevent accidental voice spam on public servers
  • Tweaked: Sound of APERS bounding mine activation
  • Tweaked: Legs are slightly less susceptible to damage
  • Tweaked: Optimized damage taken by VR entities so they are on par with other characters
  • Tweaked: Optimized armor of grenadier vests
  • Tweaked: Slightly optimized protection of extremities of OPFOR uniforms
  • Tweaked: Optimized performance of 35 mm Anti-Air ammunition
    • Decreased direct hit so that it is not capable of easily destroying heavily armored vehicles anymore
    • Increased splash damage radius and decreased deflecting and air friction to more suitable values to retain the performance against softer targets
  • Tweaked: Performance of AA missiles because of inconsistency (ASRAAM should be a little less effective, Zephyr, Falchion and Sahr more effective)
  • Tweaked: 9 mm and STANAG reload tracer mags localized. P07 and Rook adjusted to be able to use them.
  • Tweaked: Raised armor of planes to make them more durable
  • Tweaked: Adjusted
  • aimPrecision
  • in various stances
  • Tweaked: Sitting down movement animations
  • Tweaked: Sway distortion upon turning is now more affected by weapon inertia. Smaller weapons are therefore more stable while turning around, while heavier guns are harder to handle upon turning. Magnitude and speed of turning are also considered.
  • Tweaked: Rabbits now hop more often
  • Tweaked: Salt flats surface material (
  • GdtDead)\n* Tweaked: Optimized aiming precision coefficients in various less commonly used stances
  • Tweaked: Improved blood effects
  • Tweaked: Sound for reloading PDW2000 to fit the new animation
  • Tweaked: Decreased direct hit damage of 120mm and 125mm High Explosive shells for they were too effective even against heavily armored vehicles. Explosive splash damage remains unchanged though.
  • Tweaked: Geometry for unarmed characters
  • Tweaked: Smoothed out the motion in the upper body and head in the running forward relaxed animation
  • Tweaked: The PDW reload animation has been improved
  • Tweaked: Minor optimization of
  • aimPrecision
  • values in less common stances and movements
  • Tweaked: Updated reload gestures
  • Tweaked: Unarmed movement collision
  • Tweaked: Sound effect in planes when being missile locked
  • Tweaked: Increased weights of various heavier weapons and magazines to limit certain equipment compositions
  • Tweaked: Shortened reload sounds of most weapons
  • Tweaked: Position of the primary and under-barrel magazine of the primary weapon in the inventory UI
  • Tweaked: Lowered volume of engines and missile lock alarms for CAS planes
  • Tweaked: Modified textures for the uniform without sleeves
  • Tweaked: Adjusted stances no longer increase the
  • aimPrecision
  • penalty
  • Tweaked: <a href="https://community.bistudio.com/wiki/Arma_3_Stamina" target="_blank"> Stamina </a>
  • hint updated to reflect recent changes in its mechanics
  • Tweaked: Fatigue hint discontinued and replaced by Weapon Sway (affects several scenarios)
  • Tweaked: The weapon sway stage of the Weapon handling I VR course was tweaked to work correctly with the updated weapon handling mechanics
  • Tweaked: Sound samples of fatigue / hits
  • Tweaked: Optimized hold breath behavior for the current weapon sway
  • Tweaked: Hold breath audio samples volume raised
  • Tweaked: TRG-21 GL reload animation
  • Tweaked: UGL reload
  • animations
  • property moved from the magazine's config to the UGLs themselves; Katiba's
  • reloadAction
  • added
  • Tweaked: BIS_fnc_MP - RE is now handled by engine
  • Tweaked: Task-related functions:
    • Task structure and attribute indices are now defined in separate define file
    • Only changed data are transmitted over the network
    • Task variables were massively shortened to save some traffic
  • Tweaked: FFV limits for military trucks switched to new technology
  • Tweaked: MP <a href="https://community.bistudio.com/wiki/MP_Support_Guideline" target="_blank"> Support </a>
  • scenarios now use server param
  • 'Respawn Tickets'
  • without a
  • 'Disabled'
  • entry. As a result server admins cannot set respawn tickets to be disabled for MP Support scenarios anymore, and they will always have some valid values
  • Removed: Obsolete Huron cargo proxies
  • Removed: Log message from function
  • BIS_fnc_initVehicleKart
  • Removed: Redundant hitpoint classes from civilians
  • Removed:
  • ladders
  • property for certain objects
  • Removed: Redundant edit LODs causing bounding box changes in Garbage Bags and Garbage Pallets
  • Removed: Old fatigue config classes & parameters as they do not work anymore
  • Removed: Information about fatigue and load from <a href="https://community.bistudio.com/wiki/Arsenal" target="_blank"> Arsenal </a>
  • meta information (stamina bar now handles it)

Potential spoilers:

  • Fixed: In campaign mission Preventive Diplomacy, some team members had the wrong loadout / unit class
  • Fixed: Player is no longer stuck in the intro animation of the Bomos campaign camp
  • Fixed: Supply Network - Enemy Kamysh would sometimes attack Kerry's team on their way to the AO
  • Fixed: Bingo Fuel - Script error during Kappa's retreat message
  • Tweaked: Re-evaluated special treatment of fatigue ( <a href="https://community.bistudio.com/wiki/Arma_3_Stamina" target="_blank"> stamina </a>)\n <a href="http://dev.arma3.com/post/oprep-end-game" target="_blank"> End Game </a>
  • Added: New overview images for End Game scenarios
  • Added: If a schematics object can be and is destroyed, the side which destroyed it will lose the match
  • Added: Upload Terminal is now used as Upload object
  • Added: Military (Schematics) Tablet is now used as Schematics object
  • Added: Scripted event
  • EndGame_Ended
  • , which fires when the End Game scenario ends
  • Fixed: Download / Upload radius set in modules is now correctly used (was always defaulting)
  • Fixed: Objects belonging to an End Game objective were not hidden until the last phase would start even when they should
  • Fixed: Upload radius was always defaulting, not reading value from module parameters
  • Fixed: Upload positions were being deleted in the third stage of End Game scenarios
  • Fixed: In End Game the download / upload interface would open / close in a loop when close to a download / upload object but not near enough to connect to it
  • Fixed: In End Game Kavala the boat near the pier had a wrong orientation
  • Fixed: A player could skip the warm-up phase by vaulting right after skipping the intro camera
  • Fixed: Possible exploit(s) of the warm-up phase in End Game by performing certain action(s)
  • Fixed: Clipping bar gate in the city (church objective)
  • Fixed: Even though renegade players could initiate and contribute to a download / upload, they would not see the progress
  • Fixed: Able to take schematics through a wall at one of the pickup points
  • Fixed: The compositions where players have to pick up schematics could be visible even though they had not been randomly selected
  • Tweaked: Decreased download / upload network update rate from a 1s to 3s interval
  • Tweaked: Carrier icon drawing optimized
  • Tweaked: There were a couple of instances in which <a href="https://community.bistudio.com/wiki/allMissionObjects" target="_blank"> allMissionObjects </a>
  • was used instead of <a href="https://community.bistudio.com/wiki/entities" target="_blank"> entities </a>
  • (which is faster)
  • Tweaked: Performance improvements to End Game Kavala <a href="https://community.bistudio.com/wiki/Dynamic_Groups" target="_blank"> Dynamic Groups </a>

ENGINE:

LAUNCHER:

  • Added: Support for <a href="https://community.bistudio.com/wiki/Arma_3_Launcher_-_Mod_Handling" target="_blank"> mod dependencies </a>
  • Added: Accepting Steam join invitations while the Launcher is running will launch the game
  • Added: Invites from Steam while Launcher is running are supported now
  • Added: New command
  • checkVisibility
  • Added: Dependencies defined for Workshop items are taken into account when loading / unloading mods, and subscribing / unsubscribing them
  • Added: Watch-dog that watches the Steam download queue and enforces the download of mods when nothing is being downloaded
  • Added: Option to change the location for downloaded mods
  • Added: Option to select a default page (
  • NEWS
  • ,
  • PARAMETERS
  • or
  • MODS)\n* Added: Compatibility option to switch to the old folder selection dialog (mainly for users that suffer from a Windows 7 bug where the dialog gets cancelled before it's displayed)
  • Added: Option to unsubscribe all mods
  • Added: Ability to open scenario files in the editor by dragging the scenario file to the Launcher
  • Added: Label with the folder name or the parent folder is displayed if there are two mods with the same name
  • Added: Drop down list with build-in terrains for the
  • "World"
  • parameter
  • Added: Drop down list with available allocators for the
  • "malloc"
  • parameter (based on allocators in the
  • dll
  • folder)
  • Added: Name of the autor of local mods is loaded from the
  • mod.cpp
  • file placed in the root folder of the mod when present
  • Added: Preview image for local mods is loaded from the image file
  • "thumbnail.jpg"
  • ,
  • "thumbnail.png",
  • "thumbnail.bmp"
  • from the root folder of the mod when present
  • Added: Context menu for mods
  • Added: Option to force Steam to download the mod and repair it
  • Added: Taskbar button progress indicator and a status overlay
  • Added: Ability to drag & drop a mod folder or a scenario folder / file over the entire area of Launcher regardless of the active page
  • Added: A few game parameters no one was really missing
  • Added: The
  • “Mods are not ready”
  • dialog is automatically updated with live data and runs the game automatically as soon as all the loaded mods become ready
  • Added: Support for multiple visual styles (with a few testing themes)
  • Added: Command-line parameter names to parameter tool tips
  • Added: A mod count overlay over the show dependencies button (3 states: no icon - no dependencies, white icon - satisfied dependencies, red icon - missing dependencies)
  • Added: An unread news posts counter
  • Added: A semi transparent border to highlight the main navigation button
  • Added: Re-enabled window transparency to disable the Steam Overlay in Launcher
  • Added: Custom window shadow because the system ones stopped working after the transparency was re-enabled
  • Added: A message box to confirm the removal of a watched folder from the list
  • Added: A tooltip for the multiplayer / signature field
  • Added: An arrow icon to command buttons without any custom icon to make them more noticeable
  • Added: Support for banners in the composite dialog window template
  • Added: Ability to request the loading of mods before they are even subscribed / in the subscription list (so we can load dependencies and don't care about any subscription delay)
  • Added: A faster recovery of installed Workshop items in case the configuration and cache files are corrupted
  • Added: Ability to load required libraries without the application configuration file (
  • arma3launcher.exe.config)\n* Added: Assembly resolution log included in the simple crash log
  • Added: A custom definitions of fallback fonts to prevent issues with Cyrillic charsets on Windows 10 Insider preview (Japanese and Korean will be the next) [SharedResources]
  • Added: Replacing the .NET app configuration file with a custom solution with hardcoded fallback values
  • Added: Hardcoded assembly resolution for subfolders to supplement the probing mechanism in .NET (or replace it when the app configuration file is missing or corrupted)
  • Added: Workshop items on the subscribed content list reported by Steam are now prefiltered and unduplicated
  • Added: Unduplication of data loaded from cache on startup (because the cache might be already affected by duplicate items reported from Steam)
  • Added: Exit code and message to the basic troubleshooting report for easy access
  • Fixed: Pathfinding-related crashes
  • Fixed: Disabled collisions for remote ragdoll with destructible objects
  • Fixed: Incorrect handling of quotation marks in the
  • -profiles
  • command-line parameter
  • Fixed: Improved the stability of Launcher when communicating with the Steam client
  • Fixed: A message was not displayed after the user declined the <a href="http://www.battleye.com/" target="_blank"> BattlEye </a>
  • EULA while running with the
  • "-noLauncher"
  • parameter
  • Fixed: The automatic detection of mods now detects mods placed in
  • "Arma 3"
  • folder correctly
  • Fixed: Mod properties (like signature status) were calculated and updated for mods in the collection that was being overwritten, so that information was lost
  • Fixed: Command-line parameters were lost when Launcher was restarted
  • Fixed: Space between the mod status icon and the mod name
  • Fixed: Parameter editor will receive focus when the parameter is enabled
  • Fixed: A news post is marked as read after a click on the
  • "Open in browser"
  • button
  • Fixed: Missing binding for the Steam game join callback event
  • Fixed: A preset could be marked as unsaved after it was activated
  • Fixed: The general message boxes were not draggable
  • Fixed: A possible exception when saving the window position
  • Fixed: Sneaky Steam Overlay was expelled from the message boxes
  • Fixed: Possible log flood due to unexpected data returned by the list of game processes
  • Fixed: Malformed button labels
  • Fixed: Misplaced scroll bars in the combo boxes
  • Fixed: The sizing of the combo boxes on the options page
  • Fixed: UGC initialization postponed after the subscription list is received
  • Fixed: Infinite
  • "Loading data ..."
  • message when running Steam in offline mode
  • Fixed: Duplication of Workshop items
  • Fixed: The font used in tooltips didn't go through our custom fallback; causing invalid rendering on systems with the Windows 10 November update
  • Fixed: A typo in missing prerequirements message
  • Fixed: One of the methods used to access the application configuration didn't fallback to default hardcoded values
  • Fixed: The main progress bar sometimes got stuck in the downloading state at 100%
  • Fixed: Log4Net doesn't load its configuration when the app's current directory is different from the executable directory
  • Tweaked: The list of loaded and available mods is clearly separated
  • Tweaked: The startup update check speed was vastly improved
  • Tweaked: Startup status messages
  • Tweaked: Window style - the window border resize and dragging areas are now better positioned for easier manipulation; Aero Snap is now working correctly
  • Tweaked: Arma 3 Buldozer is now excluded when detecting the running game
  • Tweaked: Improved responsiveness of the mod list
  • Tweaked: Options page styles
  • Tweaked: A click on any part of the parameter value (label / checkbox / value editor) will enable the parameter
  • Tweaked: Contents of
  • Options
  • /
  • Compatibility
  • tabs moved to a
  • General
  • tab
  • Tweaked: The list of watched folders is now not displayed when empty
  • Tweaked: A visual dependency counter changed to match the visual style of the news counter
  • Tweaked: Reordered the option menu
  • Tweaked: Removed group headers in the options menu to reduce the clutter
  • Tweaked: Icons on the
  • MODS
  • page toolbar to match the overall visual style
  • Tweaked: Improved a quick fix command in the show dependencies dialog
  • Tweaked: Visual style of the load dependencies dialog was unified with the show dependencies dialog
  • Tweaked: <a href="http://www.battleye.com/" target="_blank"> BattlEye </a>
  • description, options menu item and tab label, dialog overlays reverted to modal dialog
  • Tweaked: The Steam offline banner in the show dependencies dialog was moved to a new banner area
  • Tweaked: Default visual theme changed to the blue one to maintain consistency between versions
  • Tweaked: Texts and strings
  • Tweaked: Text proofreading
  • Tweaked: The custom definitions of fallback fonts changed to fallback to the global sans-serif font before falling back to global UI font (that doesn't work). This should fix problems with Japanese and Korean and all others charsets on Windows 10 insider preview [SharedResources].
  • Tweaked: Strings were incorrectly encoded
  • Tweaked: Launcher translations for 1.54
  • Tweaked: Forced the unusual process exit window and troubleshooting window to be rendered on the CPU, hopefully preventing the Steam overlay from hijacking them
  • Changed: Steam SDK to v1.34
  • Changed: UGC events completely replaced with messages
  • Removed: The parameter display name from the tooltip
  • Removed: The game version from the Launcher main window; the game version is still available in the options menu

SERVER:

  • Updated: Stand-alone Windows Dedicated Server (1.54)
  • Updated: Stand-alone Linux Dedicated Server (1.54)
    • Known issue: Steam client modifies the
    • steam_appid.txt
    • file incorrectly. In case of issues, verify its content is:
  • 107410
    • Known issue: Sometimes the add-ons are loaded from the wrong installation (e.g. main game)
    • Try adding

-mod=curator;kart;heli;mark;dlcbundle** to your

    • arma3server.exe
    • shortcut


SPOTREP-00050

SPOTREP-00050

  • FROM: High Command
  • TO: Arma 3 Users
  • UNIT: Main Branch (Windows)
  • ACTIVITY: Hotfix: 1.54 (Miscellaneous)
  • SIZE: ~25 MB / ~6 MB

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.
  • A
  • Legacy Build
  • Steam branch is available for advanced users. It contains the previous significant main branch version (1.52). It can be used to compare specific changes between major releases. The access code for this branch is:
  • Arma3Legacy152
  • This update does not apply to <a href="http://dev.arma3.com/ports"> the experimental Linux and Mac port betas </a>
  • at time of writing. We'll be updating those to 1.54 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 <a href="https://developer.valvesoftware.com/wiki/SteamCMD" target="_blank"> SteamCMD </a>
    • utility. The app ID is to be 233780.
    • NVIDIA GameWorks™ Technology provided under license from NVIDIA Corporation. Copyright © 2002-2015 NVIDIA Corporation. All rights reserved.
  • In case of problems, please check the <a href="http://support.bistudio.com/arma-3" target="_blank"> Bohemia Interactive support F.A.Q. </a>
  • , <a href="http://arma3.com/faq" target="_blank"> Arma 3 F.A.Q. </a>
  • or <a href="http://www.battleye.com/support/faq/" target="_blank"> BattlEye F.A.Q. </a>
  • You can help us to further improve the game by posting your feedback on the <a href="http://feedback.arma3.com/" target="_blank"> Feedback Tracker </a>
  • .

CHANGELOG

DATA:

ENGINE:

LAUNCHER:

SERVER:

  • Updated: Stand-alone Windows Dedicated Server (hotfix 1.54)
  • Updated: Stand-alone Linux Dedicated Server (hotfix 1.54)
    • Known issue: Steam client modifies the
    • steam_appid.txt
    • file incorrectly. In case of issues, verify its content is:
  • 107410
    • Known issue: Sometimes the add-ons are loaded from the wrong installation (e.g. main game)
    • Try adding

-mod=curator;kart;heli;mark;dlcbundle** to your

    • arma3server.exe
    • shortcut


SPOTREP-00051

SPOTREP-00051

  • FROM: High Command
  • TO: Arma 3 Users
  • UNIT: Main Branch (Windows)
  • ACTIVITY: Hotfix: 1.54 (Miscellaneous)
  • SIZE: ~119 MB / ~97 MB

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.
  • A
  • Legacy Build
  • Steam branch is available for advanced users. It contains the previous significant main branch version (1.52). It can be used to compare specific changes between major releases. The access code for this branch is:
  • Arma3Legacy152
  • This update does not apply to <a href="http://dev.arma3.com/ports"> the experimental Linux and Mac port betas </a>
  • at time of writing. We'll be updating those to 1.54 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 <a href="https://developer.valvesoftware.com/wiki/SteamCMD" target="_blank"> SteamCMD </a>
    • utility. The app ID is to be 233780.
    • NVIDIA GameWorks™ Technology provided under license from NVIDIA Corporation. Copyright © 2002-2015 NVIDIA Corporation. All rights reserved.
  • In case of problems, please check the <a href="http://support.bistudio.com/arma-3" target="_blank"> Bohemia Interactive support F.A.Q. </a>
  • , <a href="http://arma3.com/faq" target="_blank"> Arma 3 F.A.Q. </a>
  • or <a href="http://www.battleye.com/support/faq/" target="_blank"> BattlEye F.A.Q. </a>
  • You can help us to further improve the game by posting your feedback on the <a href="http://feedback.arma3.com/" target="_blank"> Feedback Tracker </a>
  • .

CHANGELOG

DATA:

ENGINE:

LAUNCHER:

SERVER:

  • Updated: Stand-alone Windows Dedicated Server (hotfix 1.54)
  • Updated: Stand-alone Linux Dedicated Server (hotfix 1.54)
    • Known issue: Steam client modifies the
    • steam_appid.txt
    • file incorrectly. In case of issues, verify its content is:
  • 107410
    • Known issue: Sometimes the add-ons are loaded from the wrong installation (e.g. main game)
    • Try adding

-mod=curator;kart;heli;mark;dlcbundle** to your

    • arma3server.exe
    • shortcut


SPOTREP-00052

SPOTREP-00052

  • FROM: High Command
  • TO: Arma 3 Users
  • UNIT: Main Branch (Windows)
  • ACTIVITY: Game Update: 1.56 (Eden Update, Eden Editor, Combat Audio, Launcher-Based Server Browser, Fonts)
  • SIZE: ~1.8 GB / ~694 MB

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.
  • A
  • Legacy Build
  • Steam branch is available for advanced users. It contains the previous significant main branch version (1.54). It can be used to compare specific changes between major releases. The access code for this branch is:
  • Arma3Legacy154
  • This update does not apply to <a href="http://dev.arma3.com/ports" target="_blank"> the experimental Linux and Mac port betas </a>
  • at time of writing. We'll 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 <a href="https://developer.valvesoftware.com/wiki/SteamCMD" target="_blank"> SteamCMD </a>
    • utility. The app ID is to be 233780.
    • NVIDIA GameWorks™ Technology provided under license from NVIDIA Corporation. Copyright © 2002-2015 NVIDIA Corporation. All rights reserved.
  • In case of problems, please check the <a href="http://support.bistudio.com/arma-3" target="_blank"> Bohemia Interactive support F.A.Q. </a>
  • , <a href="http://arma3.com/faq" target="_blank"> Arma 3 F.A.Q. </a>
  • or <a href="http://www.battleye.com/support/faq/" target="_blank"> BattlEye F.A.Q. </a>
  • You can help us to further improve the game by posting your feedback on the <a href="http://feedback.arma3.com/" target="_blank"> Feedback Tracker </a>
  • .

CHANGELOG

DATA:

  • Added: New distant shooting SFX
  • (configuration of <a href="https://community.bistudio.com/wiki/Arma_3_Sound#SoundShader" target="_blank"> soundShaders </a>
  • and <a href="https://community.bistudio.com/wiki/Arma_3_Sound#SoundSet" target="_blank"> soundSets </a>)\n* Added: New fonts
  • Added: <a href="http://steamcommunity.com/stats/107410/leaderboards/" target="_blank"> Steam Leaderboards </a>
  • for Firing Drills and Time Trials
  • Added: <a href="http://arma3.com/nexus" target="_blank"> Nexus </a>
  • topics and hints to the <a href="https://community.bistudio.com/wiki/Arma_3_Advanced_Hints_(Field_Manual)" target="_blank"> Field Manual </a>
  • Added: A Refresh button to the Configure Controllers display
  • Added:
  • BIS_fnc_getName
  • now has a new parameter to clamp the name size if needed
  • Added:
  • BIS_fnc_deleteCounter
  • to complement the <a href="https://community.bistudio.com/wiki/BIS_fnc_counter" target="_blank"> BIS_fnc_counter </a>
  • function
  • Added: Splendid Camera now allows setting scene brightness, contrast and saturation
  • Added: FFV limits technology for the Hellcat
  • Added: Eden Update Welcome Screen
  • Tweaked: SFX for weapons and explosives
  • Tweaked: Normal maps for terrain to support the new <a href="https://community.bistudio.com/wiki/Arma_3_Parallax_Map" target="_blank"> parallax technology </a>
  • Tweaked: Implemented new walk / tactical movement animations
  • (both hands on rifle - the legacy animations are still available via scripting)
  • Tweaked: The animation configs for dogs, snakes, sheep, hen, rabbits, goats and cockerels to provide the basic ability to override their default idling and use scripting commands to <a href="https://community.bistudio.com/wiki/Arma_3_Animals:_Override_Default_Animal_Behaviour_Via_Script" target="_blank"> handle their behavior </a>
  • Tweaked: Some of the frequently used scripted functions have been optimized due to the availability of new engine script commands (if you have any suggestions or notes on this topic, please leave them <a href="https://forums.bistudio.com/topic/185413-feedback-do-you-use-bis-fnc-xxxxx-functions-if-you-do/" target="_blank"> here </a>)\n** Tweaked: Optimized script headers
  • Tweaked: Audio panner configuration
  • Tweaked: Characters of all factions passed the advanced ninja training course and should now be able to survive falling from reasonable heights
  • Tweaked: PDW optics position to avoid some types of clothing from clipping into view
  • Tweaked: Increased priority of the door & hatch interaction actions in the Action Menu. Also limited the door & hatch detection radii of AI to prevent command menu cluttering in places with multiple doors & hatches around.
  • Tweaked: Explosive resistance of aircraft so they can be properly damaged and / or destroyed by HE and HEAT tank shells and launcher rockets on a direct hit (AA ammunition explosive performance was scaled accordingly)
  • Tweaked: Impact parameters for roads were defined in a better way
  • Tweaked: An Armillion (or two) of various localization and translation improvements
  • Tweaked: Some data has been repacked using binarization with new features
  • Tweaked: Slightly adjusted volume of the servo sound for turret movement
  • Tweaked: Hold breath samples volume raised
  • Tweaked: Sound for the new MX UGL reload animation
  • Tweaked: The
  • "Range"
  • stat in <a href="https://community.bistudio.com/wiki/Arsenal" target="_blank"> Arsenal </a>
  • is now based on
  • maxZeroing
  • , not the
  • maxRange
  • config property
  • Tweaked: The "
  • Range
  • " stat in <a href="https://community.bistudio.com/wiki/Arsenal" target="_blank"> Arsenal </a>
  • is now showing real, not logarithmic values
  • Tweaked: Slightly reduced muzzle rise in SMG recoil
  • Tweaked: Updated credits
  • Tweaked: If the selected respawn position get's removed from the Respawn Menu, a random position is no longer selected (was leading to a bad respawn location)
  • Tweaked: The PhysX logo was replaced with the GameWorks logo in the game’s splash screen
  • Removed: Non-functional
  • Wait
  • command from the Command Menu
  • Fixed: Wrong link to a particle class ( <a href="http://feedback.arma3.com/view.php?id=26624" target="_blank"> http://feedback.arma3.com/view.php?id=26624 </a>)\n* Fixed: Excessive camera shake in UAV sensors ( <a href="http://feedback.arma3.com/view.php?id=22394" target="_blank"> http://feedback.arma3.com/view.php?id=22394 </a>)\n* Fixed: In MP Bootcamp, Achievement
  • "Star Recruit"
  • unlocked even when failing the objectives to unlock it
  • Fixed: In MP Bootcamp, players were unable to pick up magazines from an ammo box at the firing range
  • Fixed: In MP Bootcamp, players could constantly be aborting the infantry obstacle course
  • Fixed: In MP Bootcamp, the convoy progress bar does not work properly
  • Fixed: Occasional script errors when placing Punishment / Hint <a href="https://community.bistudio.com/wiki/Arma_3_Zeus" target="_blank"> Zeus </a>
  • modules
  • Fixed: Magazines of Mk200 and Zafir were not shown during reload
  • Fixed: UI crosshair no longer visible when running in crouched stance with a rifle
  • Fixed: Dog animations from movement to dead states are now better configured and no longer cause delays
  • Fixed: Erect running with binoculars in hand played sounds twice as often as it should
  • Fixed: Lowering the primary weapon in prone stance no longer forces the player to stand up
  • Fixed: There was a hint in the <a href="https://community.bistudio.com/wiki/Arma_3_Zeus" target="_blank"> Zeus </a>
  • hint module which had its topic be an empty string
  • Fixed: No longer possible for <a href="https://community.bistudio.com/wiki/Arma_3_Zeus" target="_blank"> Zeus </a>
  • to punish a player who is in water
  • Fixed: In MP Bootcamp, JIP players could not take magazines from the weapon holder at the weapons firing range
  • Fixed: Cropped difficulty indicator in certain languages in the Scenarios and Campaigns displays
  • Fixed: Adjusted right limits of the left rear gunner in the covered Zamak
  • Fixed: Added missing sound for changing the fire mode of Navid MMG
  • Fixed: Visual issues in adjusted up prone movement
  • Fixed: Scaled down tank death explosion damage to more reasonable levels so that nearby armored vehicles and their crews are able to survive it ( <a href="http://feedback.arma3.com/view.php?id=26109" target="_blank"> http://feedback.arma3.com/view.php?id=26109 </a>)\n* Fixed: The rear top lights of the HEMTT fuel truck are no longer always on ( <a href="http://feedback.arma3.com/view.php?id=27225" target="_blank"> http://feedback.arma3.com/view.php?id=27225 </a>)\n* Fixed: The player character in crouch stance would get stuck within various wall / fence type objects
  • Fixed: Hand clipping when using the Mk20 EGLM ( <a href="http://feedback.arma3.com/view.php?id=24687" target="_blank"> http://feedback.arma3.com/view.php?id=24687 </a>)\n* Fixed: If vehicle respawn is active when a vehicle no longer can move and a player enters it, the respawn timer stops now, instead of respawning the vehicle with units inside
  • Fixed: Incorrect marker locality in the respawn backpack system
  • Fixed: Divers got stuck after getting out of a boat without a primary weapon
  • Fixed: Sliding diagonally on your bottom is now possible with a sidearm in hand
  • Fixed: Freefall could cause the player to get stuck indefinitely
  • Fixed: Entering <a href="https://community.bistudio.com/wiki/Arsenal" target="_blank"> Arsenal </a>
  • in the Virtual Arsenal scenario now resets <a href="https://community.bistudio.com/wiki/Arma_3_Stamina" target="_blank"> Stamina </a>
  • Fixed: The
  • "Armor"
  • value of uniforms, vests and helmets was not showing accurate values after the recent <a href="https://community.bistudio.com/wiki/Arma_3_Soldier_Protection" target="_blank"> Personal Protective Equipment </a>
  • system overhaul. The stat is now replaced by new
  • "Ballistic Protection"
  • and
  • "Explosive Resistance"
  • stats in <a href="https://community.bistudio.com/wiki/Arsenal" target="_blank"> Arsenal </a>
  • .
  • Fixed: The
  • "Rotation"
  • attribute in the
  • "Set Position"
  • module offered only an
  • "enabled"
  • option
  • Fixed: Wrong UV on the right doors of the Repair Offroads
  • Fixed: Unarmed characters can now properly go prone from kneel and vice versa
  • Fixed: The
  • maxZeroing
  • config property was read from the incorrect directory, resulting in broken <a href="https://community.bistudio.com/wiki/Arsenal" target="_blank"> Arsenal </a>
  • stats
  • Fixed: Crosshairs for UGLs on rifles were misaligned (some more than others)
  • Fixed: Weapon deployment can no longer be used to escape from the incapacitated state animation
  • Fixed: Characters are no longer able to reload while being punished in <a href="https://community.bistudio.com/wiki/Arma_3_Zeus" target="_blank"> Zeus </a>
  • mode
  • Fixed: Characters are no longer able to shoot their rifle in the inventory searching animation after closing their inventory UI in the prone stance
  • Fixed: The transition from prone to prone adjust up is no longer slower with a sidearm than with a rifle
  • Fixed: The display names of some texture sources for <a href="https://community.bistudio.com/wiki/Vehicle_Customization_(VhC)" target="_blank"> Vehicle Customization </a>
  • were not localized
  • Fixed: Transition between tactical and sprint (F / FL / FR directions) movement in erect stance with lowered rifle no longer forces characters to stop for a second
  • Fixed: Prone adjust up movement when the character goes in the back-right direction
  • Fixed: In <a href="https://community.bistudio.com/wiki/Arma_3_Zeus" target="_blank"> Zeus </a>
  • , when multiple objects were dragged onto another object, it sometimes resulted in all objects being stacked on the same position
  • Fixed: Characters are no longer forced to stand after going prone from adjust prone up with a sidearm
  • Fixed: Removed
  • "Invisible Target Soldier"
  • from Virtual Garage
  • Fixed: Bushes should no longer provide immortality against projectiles to characters hiding inside
  • Fixed: When <a href="https://community.bistudio.com/wiki/Arma_3_Zeus" target="_blank"> Zeus </a>
  • died while remotely controlling a character, their view got stuck after respawn
  • Fixed: When an inventory item was configured as hidden (
  • scope = 1)\n <a href="https://community.bistudio.com/wiki/Arsenal" target="_blank"> Arsenal </a>
  • even when the character had it already equipped (this lead to the item disappearing). Now, equipped items will always be visible. In the future, we'd like to revise item visibility and make sure as few as possible are hidden.

Potential spoilers:

  • Added: Context-sensitives hints (Drawdown 2035)
  • Added: More First Aid Kits for the player (Drawdown 2035)
  • Tweaked: Rebalanced gameplay after recent sandbox changes (Drawdown 2035)
  • Added: Context-sensitive hints (Situation Normal)
  • Added: Savepoint before the first combat situation in the forest (Situation Normal)
  • Tweaked: Rebalanced gameplay after recent sandbox changes (Situation Normal)
  • Tweaked: Rebalanced the defense of Kalochori after recent sandbox changes (Preventive Diplomacy)
  • Fixed: James is no longer stuck in a shaking animation after his death in Paradise Found <a href="https://community.bistudio.com/wiki/EG_Spectator_Mode" target="_blank"> Spectator </a>
  • Added:
  • BIS_fnc_getName
  • function that avoids reading the name of a dead character
  • Added:
  • BIS_fnc_getNetMode
  • function which returns a String with the current net mode
  • Added:
  • EGSpectatorCommonDefines.inc
  • , which includes all Spectator-related definitions
  • Added: Spectator icons flashing upon firing
  • Added: Ability to limit viewable sides per side
  • Added: A Spectator focus widget (displays information about the entity being viewed)
    • Added: Enabled a controls helper
    • Added: Ability to show / hide the controls helper by pressing F1
  • Tweaked: Replaced old Spectator scripts with the new
  • EGSpectator
  • Tweaked: Spectator framework optimizations
  • Tweaked: Spectator interface improvements
  • Tweaked: Spectator loop could sometimes take too much time
  • Tweaked: 3PP camera rotation
  • Tweaked: Respawn Spectator viewable units is now limited to player side
  • Tweaked: Only units visible in 3D / 2D are now used to fill the list of entities
  • Tweaked: How the Entities / Locations list is hidden / shown
  • Tweaked: Spectator 3rd Person Perspective no longer resets inputs (zoom, yaw, pitch) when switching units
  • Tweaked: Improved 3rd Person Perspective when viewing a unit
  • Tweaked: The weapon picture in the unit info panel was barely visible against a dark background
  • Fixed: Camera would not properly go back to the player when terminating Spectator
  • Fixed: Issues with 2D map icon drawing
  • Fixed: The locations list was not refreshed correctly
  • Fixed: The Entities / Locations tab in the spectator list would give the impression that the current tab was not the one selected
  • Fixed: Hiding and showing the Spectator interface would show head-to-head widgets
  • Fixed: AI spectating disabled by default; can be enabled on a per-scenario basis
  • Fixed: If an alive player would start spectating and then leave the spectator mode, he / she would be invulnerable
  • Fixed: Hidden units and units with simulation disabled could still be listed / have an icon for the spectator
  • Fixed: When following a unit on a quad bike in 3rd person perspective, the camera would be jerky
  • Fixed: Spectator locations were not visible in 3D
  • Fixed: Spectator map icons would show unit icons for units inside a vehicle; now the vehicle icon is shown instead
  • Fixed: Ability to navigate through entities / locations using the arrow keys on the keyboard
  • Fixed: Issues related to the
  • BIS_fnc_EGObjectiveVisualizer
  • function <a href="https://community.bistudio.com/wiki/MP_End_Game" target="_blank"> End Game </a>
  • Added: Ability to skip to desired stage for debug purposes
  • Added: Ability to get the group insignia from a dynamic group
  • Added: When viewing an End Game match in Spectator mode, it’s now possible to see how many Intel points a side has on the header, when a side is in the second phase
  • Added: The losing side, from phase 2, will now get the schematics position revealed after 2 minutes, if the winning side does not collect them in that time
  • Added: Scripted event handler
  • EndGame_OnDownloadCompleted
  • , which is triggered on all machines when a download / upload is succeeded, returns the side which downloaded / uploaded and whether it was an upload
  • Tweaked: Dynamic Groups optimized
  • Tweaked: Upload start sequence improvements
  • Tweaked: End Game system optimizations
  • Tweaked: Object compositions in End Game
  • Tweaked: End Game carrier scripts no longer add a
  • MPKilled
  • event handler to carrier; instead using the new
  • EntityKilled
  • mission event handler
  • Tweaked:
  • BIS_fnc_moduleMPTypeHvt_downloadObject
  • script performance improved
  • Tweaked: End Game Zaros scenario object compositions
  • Fixed: Schematics could have been added to a dead player if picked up right before dying
  • Fixed: Scenarios would not always end after uploading the schematics
  • Fixed: Schematics could disappear if the player who picks them up dies at the same moment
  • Fixed: Issues when multiple upload points were near each other
  • Fixed: Unlimited number of characters when creating a group name in Dynamic Groups
  • Fixed: Script error in End Game systems
  • Fixed: In singleplayer, if a scenario was loaded, the main stage / download widget would not be visible <a href="https://community.bistudio.com/wiki/Revive" target="_blank"> Revive </a>
  • Tweaked: Major optimizations of the scripted <a href="https://community.bistudio.com/wiki/Revive" target="_blank"> Revive </a>
  • feature
  • Tweaked: The scripted Revive system will properly shutdown if the
  • "Revive"
  • respawn template is not detected
  • Fixed: Vertical position of the text
  • "Press SPACE to respawn"
  • so the distance from the top edge of the screen is OK no matter what resolution, aspect ratio or interface size is being used <a href="https://community.bistudio.com/wiki/Eden_Editor" target="_blank"> Eden Editor </a>
  • Added: <a href="https://community.bistudio.com/wiki/Eden_Editor" target="_blank"> Eden 3D Editor </a>
  • (technical name:
  • 3DEN)\n* Added: <a href="http://steamcommunity.com/stats/107410/achievements" target="_blank"> Steam Achievements </a>
  • related to the Eden Editor
  • Added:
  • Cfg3DEN
  • root config class with all Eden Editor settings
  • Added: Any object can now have custom editor attributes (previously, they were available only for modules). They are defined in
  • CfgVehicles >> [ObjectClass] >> Attributes
  • .
  • Added: Markers are now categorized (defined by a new
  • markerClass
  • property, leading to a class from
  • CfgMarkerClasses)\n* Added: All default waypoints are now configured in
  • CfgWaypoints
  • Added: Flashlight which will light up the area around the camera (useful for night-time editing, where NVG doesn't simulate daytime conditions well enough)
  • Added: Rotation widget
  • Added: Scenario entities can now be organized into Layers. Go through the
  • "Layers"
  • tutorial to see all the available interactions.
  • Added: Scenario attributes like overview text or respawn type can now be configured in the Eden Editor. Previously, their settings were available only in the external <a href="https://community.bistudio.com/wiki/Description.ext" target="_blank"> description.ext </a>
  • file. That file is still supported and will have priority over editor values.
  • Added: Editor preferences, where you can set global options like camera speed or auto-save frequency
  • Added: Scenarios can auto-save
  • Added: A navigation widget is now shown in the bottom left corner. It shows global axes - X points to East, Y points to North and Z points up.
  • Added: Various improvements to the Save / Load scenario window:
    • It's now possible to create, rename and delete subfolders
    • Searching in the scenario list was implemented
    • The scenario list can now be sorted by each of its columns
  • Added: Area Scaling widget. Use it to quickly adjust the size of trigger and marker areas.
  • Added: Scale widget support for resizing trigger areas and area markers
  • Added: Meta-information for attributes; helps with the export to Wiki
  • Added: Option to binarize a SQM file directly in the Save Scenario window (can be changed from the preferences)
  • Added: Inventory of characters can now be configured in <a href="https://community.bistudio.com/wiki/Arsenal" target="_blank"> Arsenal </a>
  • . You can access it by clicking Right Mouse Button on a character and picking the
  • "Arsenal"
  • option.
  • Added: Inventory of ammo containers (e.g. ammo boxes, vehicles, etc.) can now be configured in attributes
  • Tweaked: Adjusting of (Eden) asset categories (see
  • OPERATIONS
  • in <a href="http://dev.arma3.com/post/sitrep-00137" target="_blank"> http://dev.arma3.com/post/sitrep-00137 </a>)\n* Tweaked: Eden Editor is now the default editor. When you click on the
  • EDITOR
  • button in the main menu and open terrain selection, the
  • 3D EDITOR
  • button is now the primary button in the bottom right corner, and double-clicking on a terrain name in the list will open the Eden Editor.
  • Tweaked: Enabled FIA units in Eden Editor for all 3 sides
  • Fixed: Headgear randomization on civilians and FIA combatants was overriding custom loadouts configured in Eden <a href="https://community.bistudio.com/wiki/Arsenal" target="_blank"> Arsenal </a>
  • . The randomization is now disabled completely in scenarios created by the Eden Editor.

ENGINE:

LAUNCHER:

  • Added: <a href="https://community.bistudio.com/wiki/Arma_3_Analytics" target="_blank"> Analytics </a>
  • Added: Ability to opt out of <a href="https://community.bistudio.com/wiki/Arma_3_Analytics" target="_blank"> analytics </a>
  • Added: An ability to copy the contents of custom message boxes onto the clipboard using the keyboard shortcut Ctrl+C
  • Added: Launcher will ignore game instances that were started with the
  • -server
  • parameter
  • Added: Due to popular demand, we’ve introduced the most splendid Mark All News As Read (MANAR) button
  • Tweaked: The UI is now using the new fonts
  • Tweaked: UI metrics to accommodate the new font
  • Tweaked: Languages on the Options page are displayed in both the native and the system display languages
  • Tweaked: The <a href="https://community.bistudio.com/wiki/Arma_3_Unusual_process_exit" target="_blank"> unusual process exit </a>
  • and troubleshooting windows now have the main windows as their owner
  • Tweaked: Incremented the minor version number; the version is now 1.4
  • Tweaked: Reduced log spam in the retail build
  • Tweaked: Recognition of YouTube links updated to match a new link format
  • Tweaked: Background color of the news posts
  • Tweaked: Improved startup performance
  • Fixed: Explicitly ignoring the duplicate join requests from Steam that are sent to both Launcher and the game while the game is running
  • Fixed: CTD when subscribing a missing mod dependency while trying to load that mod

Server Browser:

  • Added: Launcher Server Browser
  • Added: Launcher Server Browser filters: free text search or parametric search (by mission, map, number of players, <a href="http://www.battleye.com/" target="_blank"> BattlEye </a>
  • anti-cheat protection, difficulty, 3rd person camera availability, Advanced Flight Model, etc.)
  • Added: A dialog with server mods that displays the list of server mods that are required by server (the Required mods tab) and the list of mods that are loaded and their compatibility with the server (the Additional mods tab) before joining the server
  • Added: A button to connect directly to a server (
  • DIRECT CONNECT)\n* Added: A button to start a game and host a server (
  • + NEW SERVER)\n

SERVER:

  • Updated: Stand-alone Windows Dedicated Server (1.56)
  • Updated: Stand-alone Linux Dedicated Server (1.56)
    • Known issue: Steam client modifies the
    • steam_appid.txt
    • file incorrectly. In case of issues, verify its content is:
  • 107410
    • Known issue: Sometimes the add-ons are loaded from the wrong installation (e.g. main game)
    • Try adding

-mod=curator;kart;heli;mark;dlcbundle** to your

    • arma3server.exe
    • shortcut


SPOTREP-00053

SPOTREP-00053

  • FROM: High Command
  • TO: Arma 3 Users
  • UNIT: Main Branch (Windows)
  • ACTIVITY: Hotfix: 1.56 (Eden Editor, Miscellaneous)
  • SIZE: ~43 MB / ~33 MB

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.
  • A
  • Legacy Build
  • Steam branch is available for advanced users. It contains the previous significant main branch version (1.54). It can be used to compare specific changes between major releases. The access code for this branch is:
  • Arma3Legacy154
  • This update does not apply to <a href="http://dev.arma3.com/ports"> the experimental Linux and Mac port betas </a>
  • at time of writing. We'll 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 <a href="https://developer.valvesoftware.com/wiki/SteamCMD" target="_blank"> SteamCMD </a>
    • 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 <a href="http://support.bistudio.com/arma-3" target="_blank"> Bohemia Interactive support F.A.Q. </a>
  • , <a href="http://arma3.com/faq" target="_blank"> Arma 3 F.A.Q. </a>
  • or <a href="http://www.battleye.com/support/faq/" target="_blank"> BattlEye F.A.Q. </a>
  • You can help us to further improve the game by posting your feedback on the <a href="http://feedback.arma3.com/" target="_blank"> Feedback Tracker </a>
  • .

CHANGELOG

  • DATA:
  • Fixed: The
  • "Hbarrier_5_F"
  • barrier was missing a texture in one of its LODs
  • Fixed: Multiplayer scenario initialization would get stuck with the
  • respawnDelay
  • configured as a string (should be a number)
  • Tweaked: Improved behavior of ladders on the Barracks building <a href="https://community.bistudio.com/wiki/Eden_Editor" target="_blank"> Eden Editor </a>

-mod=curator;kart;heli;mark;dlcbundle** to your

    • arma3server.exe
    • shortcut


SPOTREP-00054

SPOTREP-00054

  • FROM: High Command
  • TO: Arma 3 Users
  • UNIT: Main Branch
  • ACTIVITY: Game Update 1.58 (Tasks Overhaul, Weapon Switching on the Move, Action Menu Streamlining, Eden Editor Compositions)
  • SIZE: ~1.3 GB / ~850 MB

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.
  • A
  • Legacy Build
  • Steam branch is available for advanced users. It contains the previous significant main branch version (1.56). It can be used to compare specific changes between major releases. The access code for this branch is:
  • Arma3Legacy156
  • This update does not apply to <a href="http://dev.arma3.com/ports" target="_blank"> the experimental Linux and Mac port betas </a>
  • at time of writing. We'll 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 <a href="https://developer.valvesoftware.com/wiki/SteamCMD" target="_blank"> SteamCMD </a>
    • 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 <a href="http://support.bistudio.com/arma-3" target="_blank"> Bohemia Interactive support F.A.Q. </a>
  • , <a href="http://arma3.com/faq" target="_blank"> Arma 3 F.A.Q. </a>
  • or <a href="http://www.battleye.com/support/faq/" target="_blank"> BattlEye F.A.Q. </a>
  • You can help us to further improve the game by posting your feedback on the <a href="http://feedback.arma3.com/" target="_blank"> Feedback Tracker </a>
  • .

CHANGELOG

DATA:

  • Added: An Arma 3 Apex control preset is now available for <a href="https://dev.arma3.com/post/sitrep-00150" target="_blank"> weapon switching </a>
  • and commanding of units
  • Added: Phase 2 of the <a href="https://community.bistudio.com/wiki/Arma_3_Difficulty_Overhaul" target="_blank"> Difficulty Overhaul </a>
  • is now implemented
  • Added: Action Menu Streamlining for weapon switching
  • Added: An ability to block the use of the free camera in the <a href="https://community.bistudio.com/wiki/EG_Spectator_Mode" target="_blank"> Virtual Spectator </a>
  • Added: An ability to disable the focus info box in the <a href="https://community.bistudio.com/wiki/EG_Spectator_Mode" target="_blank"> Virtual Spectator </a>
  • Added: A NATO skin for the Strider
  • Added: An oranje skin for the Zamak trucks
  • Added: A civilian version of the Zamak transport truck
  • Added: A blue skin for the PO-30 Orca helicopter
  • Added: Wreck visuals are now affected by the liveries of these vehicles:
    • ZSU-39 Tigris
    • BTR-K Kamysh
    • 2S9 Sochor
    • T-100 Varsuk
  • Added: A new
  • BIS_fnc_sunriseSunsetTime
  • function (to get the time when sunrise and sunset occur, based on a given date and terrain latitude)
  • Added: Rotating the turret of the UGV Stomper RCWS now produces a sound
  • Added: A new respawn point notification can now be toggled in the respawn position module
  • Added: Soundsets and sound shaders were added for the sonic cracks of gatling weapons
  • Added: Command Actions to open the Command Menu and its relevant pages (for resolving weapon switching and command menu priorities). The presets were updated to reflect this.
  • Added: The Debug console is now using the new <a href="https://community.bistudio.com/wiki/EG_Spectator_Mode" target="_blank"> Virtual Spectator </a>
  • mode
  • Added: New camo selections (
  • camo1
  • ,
  • camo2
  • ,
  • camo3)\n* Added: A new
  • camo
  • selection is now available for the P07 handgun
  • Added: Functions <a href="https://community.bistudio.com/wiki/BIS_fnc_netId" target="_blank"> BIS_fnc_netId </a>
  • , <a href="https://community.bistudio.com/wiki/BIS_fnc_objectFromNetId" target="_blank"> BIS_fnc_objectFromNetId </a>
  • , <a href="https://community.bistudio.com/wiki/BIS_fnc_groupFromNetId" target="_blank"> BIS_fnc_groupFromNetId </a>
  • (as SP/MP compatible variants for <a href="https://community.bistudio.com/wiki/netId" target="_blank"> netId </a>
  • , <a href="https://community.bistudio.com/wiki/objectFromNetId" target="_blank"> objectFromNetId </a>
  • and <a href="https://community.bistudio.com/wiki/groupFromNetId" target="_blank"> groupFromNetId </a>)\n* Added: An ability to override the default delay between objectives revealing in <a href="https://community.bistudio.com/wiki/MP_End_Game" target="_blank"> End Game </a>
  • scenarios
  • Tweaked:
  • BIS_fnc_getName
  • now performs faster with name clamping enabled
  • Tweaked: The <a href="https://community.bistudio.com/wiki/Arma_3_Sound:_cfgSoundSets#SoundShadersLimit" target="_blank"> soundShadersLimit </a>
  • parameter value was changed from 3 to 2
  • Tweaked: The <a href="https://community.bistudio.com/wiki/BIS_fnc_splitString" target="_blank"> BIS_fnc_splitString </a>
  • function can now split strings by string
  • Tweaked: The direction speed of an adjusted up BR prone animation was sped up
  • Tweaked: The rotating sound of the remote turrets has been changed
  • Tweaked: Elevating the turret of the Strider now produces a louder sound
  • Tweaked: Task names in <a href="https://community.bistudio.com/wiki/MP_End_Game" target="_blank"> End Game </a>
  • no longer include a task letter (it is now handled by the <a href="https://community.bistudio.com/wiki/Arma_3_Tasks_Overhaul" target="_blank"> Tasks Overhaul </a>
  • implementation)
  • Tweaked: Reduced recoil of launchers
  • Tweaked: Several mono samples changed to stereo to improve the position of sounds
  • Tweaked: Some launcher sounds were improved
  • Tweaked: Distant explosion sounds are now more optimized
  • Tweaked: A potential performance increase when using the 30 mm multipurpose ammunition (e.g. on armored vehicles)
  • Tweaked: The damage dealt by guided and laser-guided 155 mm shells is now consistent
  • Tweaked: The sound of closure is now quieter for the GM-6 Lynx rifle
  • Tweaked: A potential audio-related performance increase when using the Wipeout’s gatling
  • Tweaked: An Armillion localization tweaks and fixes
  • Tweaked: Some shell tracers were scaled down
  • Tweaked: The direct damage values were slightly increased for the 120 mm and 155 mm anti-tank guided shells
  • Tweaked: The MX 6.5 mm (Black) rifle now uses a black bipod (instead of a sand one)
  • Tweaked: The <a href="https://community.bistudio.com/wiki/BIS_fnc_inTrigger" target="_blank"> BIS_fnc_inTrigger </a>
  • function was optimized
  • Tweaked: The <a href="https://community.bistudio.com/wiki/difficultyEnabled" target="_blank"> difficultyEnabled </a>
  • script command was replaced with <a href="https://community.bistudio.com/wiki/difficultyOption" target="_blank"> difficultyOption </a>
  • in the official content of the game
  • Tweaked: The character’s collision model for running with a rifle lowered was adjusted (this can help with characters being stuck in doors)
  • Tweaked: Patrolling soldiers removed from the destroyed Camp Maxwell in the Survive campaign episode
  • Tweaked: The <a href="https://community.bistudio.com/wiki/BIS_fnc_playVideo" target="_blank"> BIS_fnc_playVideo </a>
  • function now calls a scripted callback
  • BIS_fnc_playVideo_stopped
  • Tweaked: The transition speed between standing and kneeling (and vice versa) was decreased for the tactical pace
  • Fixed: An error would be logged to the RPT due to a misconfigured <a href="https://community.bistudio.com/wiki/MP_End_Game" target="_blank"> End Game </a>
  • module parameter
  • Fixed: Warm up animations would switch after a long delay in <a href="https://community.bistudio.com/wiki/MP_End_Game" target="_blank"> End Game </a>
  • Fixed: <a href="https://community.bistudio.com/wiki/MP_End_Game" target="_blank"> End Game </a>
  • players could be respawned in water when no respawn position was selected
  • Fixed: A possible error connected to
  • BIS_fnc_EGObjectiveVisualizer
  • in <a href="https://community.bistudio.com/wiki/MP_End_Game" target="_blank"> End Game </a>
  • Feres
  • Fixed: Duplicated developer name in the credits
  • Fixed: The Team Switch menu would be shown even when the respawn menu configuration would not allow it
  • Fixed: Player could start Showcase Marksmen with some equipment missing
  • Fixed: The GM-6 Lynx rifle was missing a reload animation for swimming divers
  • Fixed: Limits for cargo gunners in the Mohawk and Hellcat ( <a href="http://feedback.arma3.com/view.php?id=27981" target="_blank"> http://feedback.arma3.com/view.php?id=27981 </a>)\n* Fixed: Characters are no longer allowed to fire their weapon during the binocular to primary weapon switch (stand, kneel, prone)
  • Fixed: Adjusted turret limits for the Kuma gun to prevent clipping of the cannon through the body
  • Fixed: House destruction was not audible at bigger distances
  • Fixed: Wrong pitch limits for the spectator free camera
  • Fixed: The AI would not work properly in some Barracks building variants
  • Fixed: Tasks could appear in an incorrect order in the Headhunters mission
  • Fixed: Mission ending would not be synchronized properly in the Tanks co-op mission
  • Fixed: The sound of closure was delayed for the GM-6 Lynx rifle
  • Fixed: Weapon Info for vehicles and static weapons was incorrectly placed
  • Fixed: Players were able to open the <a href="https://community.bistudio.com/wiki/Arsenal" target="_blank"> Virtual Arsenal </a>
  • on nearby containers while inside vehicles
  • Fixed: The UH-80 Ghost Hawk had some visual artifacts in distant LODs
  • Fixed: Script errors would appear when calling for an airdrop via the Support module
  • Fixed: Tracer magazines (with -T suffix) for armored vehicles were not using tracer ammunition in some cases
  • Fixed: The tracer magazine for M2A4 Slammer UP would not display correct values in the UI
  • Fixed: The Feedback FSM would run on Dedicated Servers and Headless Clients
  • Fixed: The transport helicopters called by the Supports module would sometimes refuse to move
  • Fixed: The
  • “PLAY”
  • button was overlapping in the Polish localization
  • Fixed: The text in the <a href="https://community.bistudio.com/wiki/Splendid_Camera" target="_blank"> Splendid Camera </a>
  • ’s Exit prompt window was not localized
  • Fixed: Some animations for weapon switching were not centered correctly
  • Fixed: The PiP mirrors were not enabled for the civilian Zamak truck
  • Fixed: Characters would be able to lean to the sides during the healing animation (causing glitches) <a href="https://community.bistudio.com/wiki/Arma_3_Tasks_Overhaul" target="_blank"> Tasks Overhaul </a>
  • Added: A toggle for placing all vehicles as empty
  • Added:
  • AllowFreeCamera
  • and
  • ShowFocusInfo
  • can now be defined in the Eden Editor’s
  • VirtualSpectator_F
  • entity
  • Added: An option to disable the camera moving to a random position when launching Eden Editor
  • Added: Buttons to expand or collapse all items in the <a href="https://community.bistudio.com/wiki/Eden_Editor:_Entity_List" target="_blank"> Entity List </a>
  • and the <a href="https://community.bistudio.com/wiki/Eden_Editor:_Asset_Browser" target="_blank"> Asset Browser </a>
  • Added: Dates of full and new moon are now marked in the Date attribute
  • Added: The sunrise and sunset times are now marked in the Time of the Day attribute
  • Added: Specific widgets can now be toggled on by the 1-4 keys
  • Added: A
  • "Spectate in SP"
  • Preview option is now available (starting the scenario as a spectator from the camera’s position)
  • Added: An ability to reset customized loadouts using a new Context Menu option
  • "Reset Loadout"
  • Added: All black variants of the MX rifles are now available in the Eden Editor
  • Tweaked: The <a href="https://community.bistudio.com/wiki/Splendid_Camera" target="_blank"> Splendid Camera </a>
  • can no longer be opened in the Eden Editor
  • Tweaked: The font size in code input attributes (e.g. object's init field) decreased to better match the general font size
  • Tweaked: The headgear randomization of FIA characters is now enabled again in Eden Editor scenarios
  • Tweaked: Editing a loadout in Eden Editor’s Arsenal will switch off the headgear randomization
  • Tweaked: The
  • "Arsenal"
  • Context Menu option has been renamed to
  • "Edit Loadout"
  • Tweaked: Ruins of structures are available under their own names (they would inherit structures’ names previously)
  • Tweaked: The Stance can now accept the
  • "AUTO"
  • value
  • Tweaked: The Vehicle Lock was updated to accept the
  • "LOCKEDPLAYER"
  • value
  • Fixed: The Debug console was not available despite it being enabled
  • Fixed: Script error in the Eden Editor when users picked the
  • "Play as a Character"
  • option on a vehicle crew member with no weapons available
  • Fixed: It was not possible to change tags when publishing a scenario
  • Fixed: The Allow Manual Respawn multiplayer scenario attribute was not working ( <a href="https://forums.bistudio.com/topic/188698-allowmanualrespawn-has-no-effect/" target="_blank"> https://forums.bistudio.com/topic/188698-allowmanualrespawn-has-no-effect/ </a>)\n* Fixed: There were some strings missing in the Steam tags selection window
  • Fixed: Notifications about errors in scripted functions (e.g. <a href="https://community.bistudio.com/wiki/BIS_fnc_error" target="_blank"> BIS_fnc_error </a>)\n* Fixed: Audio previews didn't work when setting the music and sounds in trigger and waypoint attributes
  • Fixed: Incorrect respawn templates were selected when the Multiplayer Attributes window was accessed for the first time after loading a scenario
  • Fixed: The Show Model attribute worked in a reversed way (model was hidden when set to visible and vice versa)
  • Fixed: Script error messages would appear when using Support modules in Eden Editor
  • Fixed: The binarization options were not synchronized across Editor Attributes and the Save Mission dialog
  • Fixed: Information about placing empty vehicles was shown when searching in the Props tab (Ctrl + F)
  • Fixed: A land barrier fortification object was duplicated in Eden Editor (
  • “Land_HBarrierBig_F”
  • was removed while
  • “Land_HBarrier_Big_F”
  • stayed)
  • Fixed: A module argument in a combo box with a float value between 0.5 and 1 was always saved as 1 ( <a href="https://forums.bistudio.com/topic/188779-eden-numeric-attributes-set-using-module-drop-down-menu-are-saved-only-as-integers-not-floats" target="_blank"> https://forums.bistudio.com/topic/188779-eden-numeric-attributes-set-using-module-drop-down-menu-are-saved-only-as-integers-not-floats </a>)\n* Fixed: Players would appear in the middle of the sea after respawning when the
  • "Select Respawn Position"
  • respawn template was selected and the Delay value set to 0
  • Fixed: Incorrect respawn templates for BIRD respawn types were used (the default are used now instead of the scenario configured ones)
  • Fixed: Sound lists in the attributes of waypoints and triggers were not sorted alphabetically ( <a href="https://forums.bistudio.com/topic/188714-eden-editor-bugs/?p=2999960" target="_blank"> https://forums.bistudio.com/topic/188714-eden-editor-bugs/?p=2999960 </a>)\n* Fixed: A code execution from the Debug Console would not work after a scenario save ( <a href="https://forums.bistudio.com/topic/188714-eden-editor-bugs/page-2#entry2999574" target="_blank"> https://forums.bistudio.com/topic/188714-eden-editor-bugs/page-2#entry2999574 </a>)\n

ENGINE:

  • Added: <a href="https://community.bistudio.com/wiki/Arma_3_Tasks_Overhaul" target="_blank"> Tasks Overhaul </a>
  • : 3D Markers, Map Markers, Diary Tasks, Debriefing, Task Overview and
  • uiDraw
  • refactoring
  • Added: A fade-out timer for the Tasks Overview
  • Tweaked: Tasks presentation for unknown object positions was improved
  • Tweaked: The
  • setSimpleTaskCore
  • command was renamed to
  • setSimpleTaskAlwaysVisible
  • Tweaked: A default task icon is now displayed if the specified type is not found
  • Tweaked: It is now possible to assign an object memory point for a task marker
  • Tweaked: Some unfinished <a href="https://community.bistudio.com/wiki/Arma_3_Task_Enhancements" target="_blank"> Shared Objectives </a>
  • functionality was removed or shifted to the Diary
  • Fixed: A possible crash in the map interface
  • Fixed: The task marker text would not show correctly in some cases
  • Fixed: Tasks could not be deselected in the map interface
  • Fixed: A scroll bar would be visible in the Diary tab
  • Fixed: Group markers would always be drawn above a player, not the group leader
  • Fixed: A potential crash when unassigning from a task via the map interface
  • Fixed: Task markers were not placed correctly to their memory points
  • Fixed: A potential crash connected to the <a href="https://community.bistudio.com/wiki/setSimpleTaskCustomData" target="_blank"> setSimpleTaskCustomData </a>
  • script command
  • Fixed: A relative path to the Task Type texture was not read correctly
  • Fixed: A marker of a selected task would not always be visible on top
  • Fixed: All tasks would display after closing the map (only the active ones should be visible) <a href="https://community.bistudio.com/wiki/Eden_Editor" target="_blank"> Eden Editor </a>
  • Added: <a href="https://community.bistudio.com/wiki/Eden_Editor:_Custom_Composition" target="_blank"> Custom Compositions </a>
  • Added: CTRL+A shortcut can be now used in the Edit list
  • Added: Placing entities by double-clicking on an empty Eden scene
  • Added: A notification when attempting to export / publish an unsaved scenario
  • Added: Icons that show the current state of a layer (e.g. hidden, disabled) in the Edit List
  • Added: Pasting a unit into a non-player scenario will make the unit a player
  • Tweaked: Pasted units are now named consistently (copying <name>_001 will paste <name>_002 instead of an incorrect <name>_2)
  • Tweaked: The distinction between dragging and clicking is now clearer
  • Tweaked: When you edit only a single object, its name is now in the attribute window title instead of generic
  • "edit object"
  • Tweaked: Prepared support for collapse all and expand all buttons for the edit tree
  • Tweaked: Vehicle crew positions are now stored in the mission SQM (allows for more specific crew selections)
  • Tweaked: Synchronization is now done to a vehicle, not its effective commander (the commander can be synchronized specifically)
  • Fixed: Players could spawn as seagulls instead of playable Logics in some cases
  • Fixed: Some text in the Eden Editor’s history list would be missing when using a script command to delete objects
  • Fixed: Some logic attributes were not backwards-compatible
  • Fixed: Custom attribute expressions might have been formatted incorrectly (e.g. removing
  • %
  • expressions)
  • Fixed: Custom global attributes were not called on all clients in the multiplayer environment
  • Fixed: Previews of elliptic area markers were not visible
  • Fixed: The scaling widget was scaling map markers too rapidly
  • Fixed: Missing author serialization support in SQMs
  • Fixed: 2D Editor scenarios were imported to the Eden Editor without the Intro and Outro sections
  • Fixed: The NVS scope could lose its night sight after dropping a weapon down and picking it back up
  • Fixed: Expression formatting was not correct
  • Fixed: The global Intel attributes were not restored properly after a scenario was loaded
  • Fixed: Some vehicles were not synchronized when imported from the 2D Editor ( <a href="https://forums.bistudio.com/topic/188236-eden-no-more-supply-drop-or-cas-support/" target="_blank"> https://forums.bistudio.com/topic/188236-eden-no-more-supply-drop-or-cas-support/ </a>)\n* Fixed: Users are no longer asked to create a server more often than is necessary
  • Fixed: Copy operations were renaming objects even if their names were unique ( <a href="https://forums.bistudio.com/topic/188544-paste-with-1-only-if-there-already-is-a-variable-with-same-name-please/" target="_blank"> https://forums.bistudio.com/topic/188544-paste-with-1-only-if-there-already-is-a-variable-with-same-name-please/ </a>)\n* Fixed: Messages asserting no player was available when importing a 2D editor scenario
  • Fixed: The inability to change a vehicle’s crew character types was not communicated properly
  • Fixed: A group without a leader assigned would spam the RPT file with error messages
  • Fixed: A marker would miss its preview when being dragged
  • Fixed: The Type Change attribute was present in cases when it had no effect
  • Fixed: Vehicle crews would be created outside of their vehicle when in a different layer
  • Fixed: Vehicle crews would be created outside of their vehicle in Eden Editor
  • Fixed: The Edit Type attribute would not work for editing groups
  • Fixed: Moving units via the map would be put them in the air
  • Fixed: Unit group numbers in the scenario lobby would not reflect their actual positions in groups
  • Fixed: Binarized scenarios could not be read by the campaign dialog
  • Fixed: Variable names could be duplicated with no warning
  • Fixed: Markers were incorrectly checked for a duplicated variable name
  • Fixed: A crash when exiting the game from the Eden Editor scene
  • Fixed: Attribute changes could not be confirmed if Variable Name was used
  • Fixed: The Delete and Edit icons were available for compositions without any functionality
  • Fixed: A pasted marker’s name was not derived from the original marker
  • Fixed: The CTRL+S shortcut used in the Eden Editor’s map interface would affect the map movement (fixed for all CTRL modified keys)
  • Fixed: The Scenario temporary files would not be deleted after opening another scenario in the Eden Editor
  • Fixed: Placing down multiple entities by holding the CTRL key would work only for empty objects
  • Fixed: Trigger without a name was registering itself as an empty string
  • Fixed: <a href="https://community.bistudio.com/wiki?title=Arma_3_Remote_Execution&redirect=no" target="_blank"> Remote Execution </a>
  • would not work correctly after a scenario was saved or loaded in the Eden Editor
  • Fixed: Markers in custom layers were not visible on maps
  • Fixed: An arrow was pointing in the opposite direction when rotating entities on the map

LAUNCHER:

  • Added: A pop-up dialog displaying a message appears when an error in the Launcher occurs
  • Tweaked: The visual presentation of embedded Youtube and Twitter content was improved
  • Tweaked: The Difficulty selection in Launcher now corresponds with the <a href="https://community.bistudio.com/wiki/Arma_3_Difficulty_Overhaul" target="_blank"> Difficulty Overhaul </a>
  • Tweaked: Visual C++ run-time pre-requirements check was removed (the files are distributed with Launcher)
  • Fixed: A potential crash connected with the usage of the scroll mouse wheel on the loading status bar
  • Fixed: Potential crashes connected to Steam

SERVER:

  • Fixed: Some AI commands would not work for the Linux version of the server executable
  • Updated: Stand-alone Windows Dedicated Server (1.58)
  • Updated: Stand-alone Linux Dedicated Server (1.58)
    • Known issue: Steam client modifies the
    • steam_appid.txt
    • file incorrectly. In case of issues, verify its content is:
  • 107410
    • Known issue: Sometimes the add-ons are loaded from the wrong installation (e.g. main game)
    • Try adding

-mod=curator;kart;heli;mark;dlcbundle** to your

    • arma3server.exe
    • shortcut


SPOTREP-00055

SPOTREP-00055

  • FROM: High Command
  • TO: Arma 3 Users
  • UNIT: Main Branch (Windows)
  • ACTIVITY: Hotfix: 1.58 (System Allocator Performance, Server Difficulty Settings, Crash Fixes)
  • SIZE: ~27 MB / ~6.5 MB

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.
  • A
  • Legacy Build
  • Steam branch is available for advanced users. It contains the previous significant main branch version (1.56). It can be used to compare specific changes between major releases. The access code for this branch is:
  • Arma3Legacy156
  • This update does not apply to <a href="http://dev.arma3.com/ports" target="_blank"> the experimental Linux and Mac port betas </a>
  • at time of writing. We'll 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 <a href="https://developer.valvesoftware.com/wiki/SteamCMD" target="_blank"> SteamCMD </a>
    • 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 <a href="http://support.bistudio.com/arma-3" target="_blank"> Bohemia Interactive support F.A.Q. </a>
  • , <a href="http://arma3.com/faq" target="_blank"> Arma 3 F.A.Q. </a>
  • or <a href="http://www.battleye.com/support/faq/" target="_blank"> BattlEye F.A.Q. </a>
  • You can help us to further improve the game by posting your feedback on the <a href="http://feedback.arma3.com/" target="_blank"> Feedback Tracker </a>
  • .

CHANGELOG

ENGINE:

  • Fixed: Using the
  • system <a href="https://community.bistudio.com/wiki/Arma_3:_Custom_Memory_Allocator" target="_blank"> memory allocator </a>
  • would cause a heavy performance degradation
  • Fixed: Potential data corruption when transferring server browser data through Steam
  • Fixed: Crash when accessing a non-existent task
  • Fixed: Potential crashes

SERVER:

  • Fixed: The Difficulty tab was disabled after a first scenario on a Dedicated Server ended
  • Updated: Stand-alone Windows Dedicated Server (hotfix 1.58)
  • Updated: Stand-alone Linux Dedicated Server (hotfix 1.58)
    • Known issue: Steam client modifies the
    • steam_appid.txt
    • file incorrectly. In case of issues, verify its content is:
  • 107410
    • Known issue: Sometimes the add-ons are loaded from the wrong installation (e.g. main game)
    • Try adding

-mod=curator;kart;heli;mark;dlcbundle** to your

    • arma3server.exe
    • shortcut


SPOTREP-00056

SPOTREP-00056

  • FROM: High Command
  • TO: Arma 3 Users
  • UNIT: Main Branch
  • ACTIVITY: Game Update 1.60 (Visual Upgrade, Quick Play, Line Drawing, Respawn Screen, Targeting, Limping)
  • SIZE: ~3.2 GB / ~469 MB

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 <a href="https://dev.arma3.com/" target="_blank"> Dev Hub </a>
  • . We also co-operate directly on troubleshooting, and we offer an opportunity to test updates via our <a href="https://dev.arma3.com/rc-branch" target="_blank"> Release Candidate tests </a>
  • . 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 (1.58). It can be used to compare specific changes between major releases. The access code for this branch is:
  • Arma3Legacy158
  • This update does not apply to <a href="http://dev.arma3.com/ports" target="_blank"> the experimental Linux and Mac port betas </a>
  • at time of writing. We'll 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 <a href="https://developer.valvesoftware.com/wiki/SteamCMD" target="_blank"> SteamCMD </a>
    • 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 <a href="http://support.bistudio.com/arma-3" target="_blank"> Bohemia Interactive support F.A.Q. </a>
  • , <a href="http://arma3.com/faq" target="_blank"> Arma 3 F.A.Q. </a>
  • or <a href="http://www.battleye.com/support/faq/" target="_blank"> BattlEye F.A.Q. </a>
  • You can help us to further improve the game by posting your feedback on the <a href="http://feedback.arma3.com/" target="_blank"> Feedback Tracker </a>
  • .

CHANGELOG

DATA:

  • Added: Altis and Stratis <a href="https://dev.arma3.com/post/oprep-visual-upgrade" target="_blank"> Visual Upgrade </a>
  • Added: A new <a href="https://dev.arma3.com/post/oprep-respawn-overhaul" target="_blank"> Respawn Screen </a>
  • interface
  • Added: Characters with injured legs are now limping instead of being forced to walk
  • Added: An ability to draw lines in map interfaces
  • (default by CTRL + LMB)
  • Added: A Constantly Computed Impact Point (CCIP) for guns, rockets and bombs
  • Added: Virtual targeting pods to all airplanes
  • Added: Radio protocol sentences for suppressing
  • Added: New samples for bullets hitting rubber
  • Added: New functions of an overhauled respawn system
  • Added: New icons for targeting improvements
  • Added: A new
  • iconSize
  • property for
  • CfgNotifications
  • classes (defines the size coefficient of the notification icon with values in range from 0 to 1)
  • Added: Publication date and version disclaimer to the <a href="https://www.youtube.com/playlist?list=PLfUcrRpCM_fLrk4KKLkQKrlTBh7txPaO3" target="_blank"> Community Guides </a>
  • Added: It is now possible to cycle through the spectated units with the arrow key in the <a href="https://community.bistudio.com/wiki/EG_Spectator_Mode" target="_blank"> Virtual Spectator </a>
  • Added: Available laser targets are now indicated to the crews of vehicles equipped with a laser tracker (
  • laserScanner)\n* Added: A new
  • BIS_fnc_exportConfigHierarchy
  • function (exporting the inheritance of classes to a Wiki syntax)
  • Added: New icons for vehicle radars (laser-designated and Night-Vision targets)
  • Added: The <a href="https://www.youtube.com/watch?v=9CuBMsHAtFw" target="_blank"> Reconnaissance Community Guide </a>
  • is now accessible from the in-game menu
  • Added: An ability to block the third person view for the <a href="https://community.bistudio.com/wiki/EG_Spectator_Mode" target="_blank"> Virtual Spectator </a>
  • Added: New sounds for grenade throwing and weapon switching
  • Added: A sound edge parameter for a grenade throwing animation
  • Added: A new
  • BIS_fnc_controlConfigs
  • function returning the config paths of all controls within a given display
  • Added: Narrow Tree 3D Sound Processing Type
  • Added: New config parameters for setting colors of item pictures in the
  • RscTree
  • Added: <a href="https://community.bistudio.com/wiki/Splendid_Camera" target="_blank"> Splendid Camera </a>
  • ( <a href="https://community.bistudio.com/wiki/BIS_fnc_camera" target="_blank"> BIS_fnc_camera </a>)\n* "InitDummy"
  • mode and camera parameters (it will create a camera according to exported data, but it will be a simple, non-interactive camera. Example:
  • ["InitDummy",["Altis",[20065.6,20023,18.9501],21.2237,0.32,[-26.3095,7.33259],10,0,363.087,0,1,1.16209,-0.0469839,1.11101]] call bis_fnc_camera;)\n* Added: Frequency randomizers for sound tails
  • Added: New Visual Upgrade parameters to the
  • CAWorld
  • based on a community request
  • Added: <a href="https://arma3.com/eden" target="_blank"> Eden Update </a>
  • Field Manual section
  • Tweaked:
  • "The East Wind"
  • campaign has been unified into one episode (saves from previous versions may be not compatible - you can use Legacy Build Steam branch)
  • Tweaked: The <a href="https://community.bistudio.com/wiki/Arma_3_Zeus" target="_blank"> Zeus </a>
  • , <a href="https://community.bistudio.com/wiki/EG_Spectator_Mode" target="_blank"> Spectator </a>
  • and <a href="https://community.bistudio.com/wiki/Splendid_Camera" target="_blank"> Splendid Camera </a>
  • are now using the controls configurable in the 'Camera' category in options
  • Tweaked: Textures of the garbage containers were adjusted
  • Tweaked: The performance of the <a href="https://community.bistudio.com/wiki/EG_Spectator_Mode" target="_blank"> Spectator </a>
  • Entity list with high unit counts was improved
  • Tweaked: The
  • BIS_fnc_EGSpectator
  • function now accepts additional parameters (
  • ShowCameraButtons
  • ,
  • ShowHeader
  • ,
  • ShowControlsHelper
  • ,
  • ShowLists)\n* Tweaked: The hold-breath sample durations were updated
  • Tweaked: The volume of small caliber weapons was increased
  • Tweaked: Some sounds of small caliber weapons
  • Tweaked: The “Task Creation” module now accepts new 'task type' and 'always visible' attributes
  • Tweaked: The Civilian Offroad (Repair) was renamed to Offroad (Services)
  • Tweaked: The DLC icons in the <a href="https://community.bistudio.com/wiki/Arsenal" target="_blank"> Arsenal </a>
  • and Garage are now read by the <a href="https://community.bistudio.com/wiki/configSourceModList" target="_blank"> configSourceModList </a>
  • script command (instead of config properties)
  • Tweaked: The
  • "Sector"
  • ,
  • "Cover Map"
  • ,
  • "Add Camera Area"
  • and
  • "Add Editing Area"
  • modules now have their area configurable via a Scaling Widget (synchronizing them to a trigger through a
  • "Location"
  • logic entity is not needed anymore)
  • Tweaked: The
  • "Confirm"
  • respawn template no longer appears in the Editor’s list
  • Tweaked: The targeting pods now indicate an altitude and a target distance
  • Tweaked: The texture of the RPG-42 Alamut can now be changed via camo selections (
  • "Camo_1"
  • ,
  • "Camo_2")\n* "magazine"
  • selection) instead of the
  • modelSpecial
  • property in the rockets'
  • CfgMagazines
  • entries.
  • Tweaked: The camo selections of the Tempest Transport truck were updated and are now reskinnable
  • Tweaked: The sound volumes of some cannons and launchers were adjusted
  • Tweaked: The smoke launchers and communication equipment of the Ifrit can now be retextured
  • Tweaked: The distortion of some explosions was improved
  • Tweaked: The turret hiding animation for the AMV-7 Marshall now hides also the turret hatch
  • Tweaked: The <a href="https://community.bistudio.com/wiki/CfgPatches" target="_blank"> CfgPatches </a>
  • were rewritten to prep for new <a href="https://community.bistudio.com/wiki/Eden_Editor" target="_blank"> Eden Editor </a>
  • functionality
  • Tweaked: The weight of the Light Combat Helmets was decreased (lighter than standard Combat Helmets as they provide lesser protection)
  • Tweaked: The weight of some CSAT uniforms (e.g. Officer uniforms are now lighter)
  • Tweaked: The crew aiming direction indicators are now limited to tanks only
  • Tweaked: The difficulty selection and indication are now present in the multiplayer Create Game dialogue
  • Tweaked: The appearance of soldiers equipment and accessories was improved in Thermal Imaging
  • Tweaked: The aiming direction indicators were limited to tank crews
  • Tweaked: The manual control over the Titan AP rocket was improved
  • Tweaked: The head bob for all movement types with launchers was improved
  • Tweaked: Structure lines in the GUI trees are no longer visible
  • Tweaked: Expanding and collapsing icons were updated for GUI of the trees
  • Tweaked: The Sling Load Assistant was localized
  • Tweaked: The speed of animations with a lowered sidearm in a stand pose and a tactical pace has been lowered for forward, forward-left and forward-right directions
  • Tweaked: The radar (
  • irScan)\n* Fixed: The RPG-42 Alamut optics did not correspond with the actual ranges
  • Fixed: The Spectator Entity list would show incorrect groups when the <a href="https://community.bistudio.com/wiki/setGroupId" target="_blank"> setGroupID </a>
  • command was used ( <a href="https://forums.bistudio.com/topic/189095-bis-fnc-egspectator-issues-with-setgroupid/" target="_blank"> https://forums.bistudio.com/topic/189095-bis-fnc-egspectator-issues-with-setgroupid/ </a>)\n* Fixed: Some entries in the Spectator Entity list were duplicated
  • Fixed: The third person camera would reset when the camera mode was switched
  • Fixed: Zeus was unable to see players in the Seize scenarios
  • Fixed: There were some minor spelling mistakes in Zeus functions
  • Fixed: Respawn would not work in some scenarios created in the <a href="https://community.bistudio.com/wiki/Eden_Editor" target="_blank"> Eden Editor </a>
  • Fixed: The
  • "UAV in a Backpack"
  • hint in the Field Manual was not localized
  • Fixed: The visibility line trace would collide with the ground for carriers in vehicles in <a href="https://community.bistudio.com/wiki/MP_End_Game" target="_blank"> End Game </a>
  • scenarios
  • Fixed: The 30mm and 40mm shell explosions were not audible correctly in a larger distance
  • Fixed: The Taru pods would have an incorrect color when spawning the black variants using script commands
  • Fixed: The controls helper texts were not localized in the <a href="https://community.bistudio.com/wiki/EG_Spectator_Mode" target="_blank"> Virtual Spectator </a>
  • Fixed: Using Slider attribute GUI could result in script errors in some cases ( <a href="https://forums.bistudio.com/topic/188714-eden-editor-bugs/?p=3020297" target="_blank"> https://forums.bistudio.com/topic/188714-eden-editor-bugs/?p=3020297 </a>)\n* Fixed: Script error when using the Patrol module under Sites
  • Fixed: Players were unable to place entities in the Showcase Zeus scenario <a href="https://community.bistudio.com/wiki/Arma_3_Tasks_Overhaul" target="_blank"> Tasks Overhaul </a>
  • Tweaked: New tasks types were implemented for these showcases: Helicopters, Infantry, SCUBA, Vehicles, Combined Arms, Commanding, Night, Supports, Drones, Gunship, Tanks, Factions showcases, Fixed Wings, Firing from Vehicles, Marksmen, Slingloading and the Bootcamp scenarios
  • Tweaked: The
  • “Task Type”
  • and
  • “Always Visible”
  • flag texts are now correctly localized
  • Tweaked: The Regular difficulty preset now uses Limited distance and Fade-out options to reduce the number of displayed artificial elements <a href="https://community.bistudio.com/wiki/Eden_Editor" target="_blank"> Eden Editor </a>
  • Added: Preview images of units are now available in the <a href="https://community.bistudio.com/wiki/Eden_Editor" target="_blank"> Eden Editor </a>
  • Added: An armillion of rocks is now available in <a href="https://community.bistudio.com/wiki/Eden_Editor" target="_blank"> Eden Editor </a>
  • Added: Moving time or weather sliders in the Intel window now offers an immediate preview of the scene
  • Added: An ability to search in the Locations list
  • Added: Support for opening the scenario and log folders from the menu strip
  • Added: The list of required addons is now sorted with the missing addons on top
  • Tweaked: The <a href="https://community.bistudio.com/wiki/Eden_Editor" target="_blank"> Eden Editor </a>
  • ’s GUI scale now respects the Interface Size settings in the video options
  • Tweaked: The Entity Editing tutorial now contains information about entities with areas
  • Fixed: The
  • "Enable Stamina"
  • attribute was available even for objects without stamina (e.g. vehicles and props)
  • Fixed: Starting the game in the <a href="https://community.bistudio.com/wiki/Eden_Editor" target="_blank"> Eden Editor </a>
  • could result in the screen being covered by a black overlay
  • Fixed: Error message after <a href="https://community.bistudio.com/wiki/Eden_Editor" target="_blank"> Eden Editor </a>
  • ’s start
  • Fixed: Toggling the
  • "Environmental Sounds"
  • attribute in the <a href="https://community.bistudio.com/wiki/Eden_Editor" target="_blank"> Eden Editor </a>
  • preferences had no effect ( <a href="http://feedback.arma3.com/view.php?id=27943" target="_blank"> http://feedback.arma3.com/view.php?id=27943 </a>)\n* Fixed: Initialization of a numeric value of the
  • "SliderTime" <a href="https://community.bistudio.com/wiki/Eden_Editor" target="_blank"> Eden Editor </a>
  • attribute was not correct
  • Fixed: A numeric value of the
  • "SliderMultiplier" <a href="https://community.bistudio.com/wiki/Eden_Editor" target="_blank"> Eden Editor </a>
  • attribute was not applied correctly
  • Potential spoilers
  • Tweaked: The IFV Entity FSM in the Preventive Diplomacy campaign scenario

ENGINE:

  • Added: A Quick Play feature
  • Added: Support for line drawing in a map interface
  • Added: Screen Space Reflections on water
  • (optional)
  • Added: Multi-component fog
  • Added: The description and image previews of a selected <a href="https://community.bistudio.com/wiki/Arma_3_Difficulty_Overhaul" target="_blank"> difficulty </a>
  • option are now displayed in the difficulty menu
  • Added: Triggers with height and bottom limitations are now supported
  • Added: Changing the <a href="https://community.bistudio.com/wiki/Arma_3_Zeus" target="_blank"> Zeus </a>
  • camera control keybindings is now supported
  • Added: A list of server mods is now generated to the <a href="https://community.bistudio.com/wiki?title=Crash_Files" target="_blank"> RPT </a>
  • when the game crashes
  • Added: New
  • slingLoading
  • and
  • slingLoaded
  • animation sources
  • Added: New <a href="https://community.bistudio.com/wiki/commandSuppressiveFire" target="_blank"> commandSuppressiveFire </a>
  • and <a href="https://community.bistudio.com/wiki/doSuppressiveFire" target="_blank"> doSuppressiveFire </a>
  • script commands
  • Added: A new <a href="https://community.bistudio.com/wiki/userInputDisabled" target="_blank"> userInputDisabled </a>
  • script command (returns true when the user input is disabled)
  • Added: A new <a href="https://community.bistudio.com/wiki/getTerrainGrid" target="_blank"> getTerrainGrid </a>
  • script command (returns the current size of the terrain grid)
  • Added: A
  • "Hide"
  • option for the Weapon Info difficulty option
  • Added: It is now possible to set a
  • "Limited distance"
  • parameter for the
  • “Group indicators”
  • ,
  • “Friendly name tags”
  • ,
  • “Enemy name tags”
  • and
  • “Detected mines”
  • Difficulty options
  • Added: A new <a href="https://community.bistudio.com/wiki/pixelGrid" target="_blank"> pixelGrid </a>
  • script command (computing the best size of grid based on resolution and UI scale)
  • Added: A new <a href="https://community.bistudio.com/wiki/screenshot" target="_blank"> screenshot </a>
  • script command
  • Added: Support for muting the VON channels in the <a href="https://community.bistudio.com/wiki/server.cfg" target="_blank"> server.cfg </a>
  • Added: Support for setting a color and a selection color in a UI tree
  • Added: A new
  • canUseScanners
  • vehicle / turret parameter
  • Added: <a href="https://community.bistudio.com/wiki/Arma_Dedicated_Server" target="_blank"> Dedicated Servers </a>
  • check the Steam AppId set for the current process and produce a warning to the console and to the log when it doesn't match expected value
  • Added: The
  • soundOverride
  • config parameter can now be used also for gestures
  • Added: A new
  • modParams
  • script command for getting details about a mod
  • Added: Improvements to Night Vision grain
  • Added: A new
  • forcedDifficulty <a href="https://community.bistudio.com/wiki/server.cfg" target="_blank"> server.cfg </a>
  • parameter
  • Added: AppId for a <a href="https://community.bistudio.com/wiki/Arma_Dedicated_Server" target="_blank"> Dedicated Server </a>
  • when the Steam client is not running is now checked against
  • steam_appid.txt
  • Added: A glow post-process is now applied during saving of the game
  • Added: New functionality for configuring
  • TreeItem
  • left and right picture colors through configs and script commands
  • Added: A new startup parameter for <a href="https://community.bistudio.com/wiki/BankRev" target="_blank"> BankRev </a>
  • -prefix to extract the data to
  • Destination\Prefix\Data
  • (instead of
  • Destination\PBOName\Data)\n* Added: A default value for the
  • AIAvoidStance
  • to the
  • Default
  • class of
  • CfgSurfaces
  • (0 means no change in the behavior on that surface, 1 means less preference for going prone, 2 means almost never going prone)
  • Tweaked: Water refraction was improved
  • Tweaked: Targeting was improved
  • Tweaked: The Score / Stats display was improved and made more configurable
  • Tweaked: Look-and-feel of the saving notification
  • Tweaked: The Suppression command was overhauled
  • Tweaked: The VON and chat channels are now separated
  • Tweaked: The <a href="https://community.bistudio.com/wiki/turretUnit" target="_blank"> turretUnit </a>
  • script command description now contains an example of usage
  • Tweaked: The <a href="https://community.bistudio.com/wiki/Arma_3:_Event_Handlers/addMissionEventHandler#PlayerDisconnected" target="_blank"> PlayerDisconnected </a>
  • mission Event Handler is now called even when the <a href="https://community.bistudio.com/wiki/onPlayerDisconnected" target="_blank"> OnPlayerDisconnected </a>
  • command is not used
  • Tweaked: The
  • "logFile"
  • output from server config is now available for every executable type
  • Tweaked: The sliders for Post Process color corrections in the Video Options now inherit their values from the edit boxes
  • Tweaked: The multiplayer score table now toggles under the “P” key
  • Tweaked: <a href="https://community.bistudio.com/wiki/Model_Config#Animation_sources" target="_blank"> Weapon animation sources </a>
  • were improved
  • Tweaked:
  • AutoZeroing
  • does not need the
  • canLock
  • parameter anymore
  • Tweaked: The <a href="https://community.bistudio.com/wiki/Arma_3_Zeus" target="_blank"> Zeus </a>
  • unit icons now have a higher contrast
  • Tweaked: The <a href="https://community.bistudio.com/wiki/setUnitLoadout" target="_blank"> setUnitLoadOut </a>
  • script command now accepts a class name (e.g.
  • player setUnitLoadOut "B_Soldier_F")\n* Tweaked: The
  • weaponInfoType
  • now accepts the
  • driverWeaponsInfoType
  • parameter
  • Tweaked: The <a href="https://community.bistudio.com/wiki/channelEnabled" target="_blank"> channelEnabled </a>
  • and <a href="https://community.bistudio.com/wiki/enableChannel" target="_blank"> enableChannel </a>
  • script commands now support a separate muting of the VON and chat
  • Tweaked: The pilot camera now supports turret locking (default by the CTRL + T keys)
  • Tweaked: The User Interface for channel muting was improved
  • Tweaked: The <a href="https://community.bistudio.com/wiki/getUnitLoadout" target="_blank"> getUnitLoadout </a>
  • script command was changed (syntax:
  • getUnitLoadout [unit, fullMagazines])\n* Tweaked: <a href="https://community.bistudio.com/wiki/Arma_3_Zeus" target="_blank"> Zeus </a>
  • is now using the same entity categorization as the <a href="https://community.bistudio.com/wiki/Eden_Editor" target="_blank"> Eden Editor </a>
  • Tweaked: The <a href="https://community.bistudio.com/wiki/remoteExec" target="_blank"> remoteExec* </a>
  • messages JIPped via objects and groups can now be removed using the respective objects or groups
  • Tweaked: The pilot camera controls were slightly tweaked
  • Tweaked: Weapon switching between the standing and crouching stances was improved
  • Tweaked: The SCUD functionality has been separated to its own (engine) component for optimization purposes
  • Tweaked: AI visibility is now accustomed to the nights after the Visual Upgrade
  • Tweaked: The version numbers of the <a href="https://community.bistudio.com/wiki/Addon_Builder" target="_blank"> Addon Builder </a>
  • and the <a href="https://community.bistudio.com/wiki/Publisher" target="_blank"> Publisher </a>
  • were increased to 1.5
  • Tweaked: Animals now use a more optimized
  • aiBrainType
  • (
  • DefaultAnimalBrain)\n* Tweaked: The <a href="https://community.bistudio.com/wiki/setUnitLoadout" target="_blank"> setUnitLoadout </a>
  • script command is now supported in the multiplayer environment
  • Tweaked: The current difficulty on the <a href="https://community.bistudio.com/wiki/Arma_Dedicated_Server" target="_blank"> Dedicated Server </a>
  • is now used as an initial difficulty on the Create Game screen
  • Tweaked: The Opus codec quality now better corresponds with the
  • vonCodecQuality
  • parameter of the <a href="https://community.bistudio.com/wiki/server.cfg" target="_blank"> server.cfg </a>
  • Tweaked: The <a href="https://community.bistudio.com/wiki/CfgVehicles_Config_Reference#irScanGround" target="_blank"> irScanGround </a>
  • config parameter was expanded (0 = only air, 1 = ground and air, 2 = only ground)
  • Tweaked: RPT spam related to corrupted server data was removed
  • Fixed: The Voice-Over-Net technology was stuttering on the Global and Side channels
  • Fixed: The sounds of bullet casings hitting the ground were not audible
  • Fixed: The <a href="https://community.bistudio.com/wiki/turretUnit" target="_blank"> turretUnit </a>
  • command would return
  • objNull
  • even with a vehicle driver present (inconsistent with other turret related commands)
  • Fixed: It is no longer possible to place a waypoint by a <a href="https://community.bistudio.com/wiki/Arma_3:_Event_Handlers/addMissionEventHandler#MapSingleClick" target="_blank"> MapSingleClick </a>
  • mission Event Handler
  • Fixed: Vehicle explosions were not audible correctly when inside of another vehicle
  • Fixed: AI would slow down when running around dead bodies
  • Fixed: Characters would not be simulated properly for FFV positions in an attached vehicle
  • Fixed: The height parameter of a trigger was not synchronized in a multiplayer environment
  • Fixed: The new camera actions had incorrect names
  • Fixed: Pressing the CTRL key while zoomed in would zoom the view out (fix applies for the general
  • GetAction
  • usage - <a href="http://feedback.arma3.com/view.php?id=24024" target="_blank"> http://feedback.arma3.com/view.php?id=24024 </a>)\n* Fixed: The
  • isInside
  • command did not reflect the existence of the height parameter for triggers
  • Fixed: The commanding cursor was offset in freelook
  • Fixed: A potential crash related to the <a href="https://community.bistudio.com/wiki/commandSuppressiveFire" target="_blank"> commandSuppressiveFire </a>
  • script command
  • Fixed: Setting the
  • VonCodecQuality <a href="https://community.bistudio.com/wiki/server.cfg" target="_blank"> server.cfg </a>
  • parameter to a value higher than 20 would cause corrupted VON ( <a href="http://feedback.arma3.com/view.php?id=16789" target="_blank"> http://feedback.arma3.com/view.php?id=16789 </a>)\n* Fixed: Pressing the CTRL key while zoomed in would cause zooming out ( <a href="http://feedback.arma3.com/view.php?id=24024" target="_blank"> http://feedback.arma3.com/view.php?id=24024 </a>)\n* Fixed: The color of some particles under dynamic lighting was incorrect when using the multi-component fog
  • Fixed: Car tracks would appear on the ground even with the shadows disabled
  • Fixed: The <a href="https://community.bistudio.com/wiki/flyInHeight" target="_blank"> flyInHeight </a>
  • script command would be applied also for stationary helicopters
  • Fixed: Deleting a vehicle’s crew would cause other crew members to disembark
  • Fixed: Filtering of duplicate targets for the <a href="https://community.bistudio.com/wiki/remoteExec" target="_blank"> remoteExec* </a>
  • commands was not working in singleplayer
  • Fixed: Crash when using the <a href="https://community.bistudio.com/wiki/setDate" target="_blank"> setDate </a>
  • script command with incorrect date values
  • Fixed: There was an issue when joining a scenario with the
  • autoAssign
  • enabled
  • Fixed: A potential crash connected to the <a href="https://community.bistudio.com/wiki/isOnRoad" target="_blank"> isOnRoad </a>
  • script command
  • Fixed: The config parameter
  • "thrustDelay"
  • was working incorrectly (its minimum value now is 0.5)
  • Fixed: Characters would get stuck when moving forward while changing to a pistol while standing up
  • Fixed: Characters would go prone too quickly when going prone while switching to a launcher
  • Fixed: Blending with an empty animation mask was incorrect
  • Fixed: Triggers created via the <a href="https://community.bistudio.com/wiki/createTrigger" target="_blank"> createTrigger </a>
  • script command had an incorrect angle
  • Fixed: A potential crash connected to the anti-spam feature for the RPT file
  • Fixed: A potential server crash
  • Fixed: Being in an area of a trigger with swapped sides was causing the <a href="https://community.bistudio.com/wiki/inArea" target="_blank"> inArea </a>
  • command to fail
  • Fixed: A potential crash when restarting a scenario with a SQM file that had meanwhile changed
  • Fixed: The camera behavior when selecting a launcher in a prone deployed stance was incorrect
  • Fixed: Players would be kicked from a <a href="https://community.bistudio.com/wiki/Arma_Dedicated_Server" target="_blank"> Dedicated Server </a>
  • after a scenario ended when the mission cycle was active
  • Fixed: A potential crash
  • Fixed: The in-game videos would be corrupted while playing (e.g. frame skipping and sound crackling)
  • Fixed: The <a href="https://community.bistudio.com/wiki/ctrlDelete" target="_blank"> ctrlDelete </a>
  • script command was not working in specific cases (e.g. inside controls groups)
  • Fixed: Crash when walking out of the water
  • Fixed: A potential crash in <a href="https://community.bistudio.com/wiki/Arma_3_Zeus" target="_blank"> Zeus </a>
  • Fixed: Taking control over a helicopter with a sensor pod from the copilot seat would cause an incorrect camera behavior ( <a href="http://feedback.arma3.com/view.php?id=27345" target="_blank"> http://feedback.arma3.com/view.php?id=27345 </a>)\n* Fixed: Clutter would be generated incorrectly near roadways
  • Fixed: The weapon cursors would not move vertically in the Commander mode when the weapon was deployed ( <a href="http://feedback.arma3.com/view.php?id=27447" target="_blank"> http://feedback.arma3.com/view.php?id=27447 </a>)\n* Fixed: Some weapon animations in multiplayer were incorrect
  • Fixed: Profile
  • .vars
  • would be deleted after switching between different game branches (thanks Alwarren and others - <a href="https://forums.bistudio.com/topic/143930-general-discussion-dev-branch/page-976?p=3020259#entry3020259" target="_blank"> https://forums.bistudio.com/topic/143930-general-discussion-dev-branch/page-976?p=3020259#entry3020259 </a>)\n* Fixed: The <a href="https://community.bistudio.com/wiki/camSetDir" target="_blank"> camSetDir </a>
  • script command was working incorrectly
  • Fixed: It was possible to perform a step-over while switching weapons on the move
  • Fixed: Dedicated Server with a mission cycle would start with the second scenario listed
  • Fixed: Clutter cache computation was slightly incorrect
  • Fixed: Flashlight flares were not visible for graphics settings set to lower than Very High
  • Fixed: A logged-in administrator would be kicked off a <a href="https://community.bistudio.com/wiki/Arma_Dedicated_Server" target="_blank"> Dedicated Server </a>
  • after a scenario changed
  • Fixed: Video playback speed when no audio stream is present
  • Fixed: Shooting sounds were still playing after a weapon stopped shooting in some cases
  • Fixed: Some letters would be missing in the Russian localization
  • Fixed: Some Russian characters were not displayed correctly
  • Fixed: Depth calculations for characters would be incorrect for swimming
  • Fixed: The difficulty settings of the client would be inherited from the server even after disconnecting from the session in some cases
  • Fixed: The <a href="https://community.bistudio.com/wiki/remoteExec" target="_blank"> remoteExec* </a>
  • would not apply a correct message filter for the Joined-In-Progress players
  • Tasks Overhaul
  • Added: New
  • setTaskMarkerOffset
  • and
  • taskMarkerOffset
  • script commands
  • Fixed: All task markers would reappear if only one task was updated
  • Fixed: The
  • AutoAssign
  • command would not assign positions properly
  • Fixed: The ORBAT group icons would overlap with the task icons in the map interface
  • Fixed:
  • Assigned
  • and
  • AlwaysVisible
  • tasks would fade out at a different speed
  • Fixed:
  • Unassigned
  • tasks would be drawn after closing the Pause Menu
  • Fixed: The task map markers would not react to a mouse hover
  • Fixed: Tasks would be displayed incorrectly after a scenario was loaded from a save file <a href="https://community.bistudio.com/wiki/Eden_Editor" target="_blank"> Eden Editor </a>
  • Added: A new “Comment” entity type
  • (present only in the <a href="https://community.bistudio.com/wiki/Eden_Editor" target="_blank"> Eden Editor </a>
  • scene, can be used e.g. for personal notes)
  • Added: Changing the <a href="https://community.bistudio.com/wiki/Eden_Editor" target="_blank"> Eden Editor </a>
  • camera control keybindings is now supported
  • Added: Support for ‘Create & Scale’ for triggers and area markers
  • (it is possible to click and drag to create an area with exactly sized dimensions)
  • Added: Foliage toggle
  • Added: A
  • "saved3DENInventory"
  • variable is saved to a character's variable space at the scenario start after the character's loadout was customized
  • Added: The entity selection is remembered after the entity was placed by double click (allows placing multiple times without re-selecting it)
  • Added: Listed scenarios can now be deleted from the Save / Load dialogs (select a scenario and press the 'Delete' key)
  • Added: Support for setting up an area inside objects and logics (e.g. modules)
  • Added: Support for Drag & Drop of entities from the Edit list to the Scene
  • Added: Support for creating 3D areas in objects and a possibility to change their shape (e.g. from a rectangle to an ellipse)
  • Added: An ability to force Custom Object’s area attributes (e.g. shape, size) in the config to a specific value and disallow the user to change it in the <a href="https://community.bistudio.com/wiki/Eden_Editor" target="_blank"> Eden Editor </a>
  • Added: Support for changing the crew’s position in a vehicle
  • Added: Support for custom user connections
  • Added: Support for creating an entity and opening its attributes at the same time
  • Added: New icons for changing the seat context menu options
  • Added: A new
  • set3DENSelected
  • script command
  • Added: Preview of trigger models in 3D during their creation
  • Added: An option to display information about map objects in an on-hover tooltip
  • Added: A new trigger attribute forcing the trigger to be simulated only on the server
  • Added: A new Preferences parameter toggling the adaptive camera speed (e.g. slowing down near surfaces)
  • Added: Support for name and init attributes of groups
  • Added: Support for advanced searching in Edit trees (usage example:
  • "#object name NameOfMyObject"
  • will search for all objects with a name attribute equal to
  • NameOfMyObject)\n* Added: Suggestions for an advanced search in the Edit list
  • Added: Support to open the mission and log folders
  • Added: Initial support for resizing triggers by dragging their corners
  • Added: A visualization part of a new resize widget
  • Added: Support for rotating the new Resize widget
  • Added: An automatic registration of scripted <a href="https://community.bistudio.com/wiki/Arma_3:_Event_Handlers" target="_blank"> Event Handlers </a>
  • requested from the configs
  • Added: A new interactive middle line for the Resize and Rotate widgets
  • Tweaked: Dragging an entity by its model was improved
  • Tweaked: The dialog displaying an alert about missing addons while importing a scenario was improved
  • Tweaked: Widgets are now calling the
  • AttributesChanged3DEN <a href="https://community.bistudio.com/wiki/Arma_3:_Event_Handlers" target="_blank"> Event Handler </a>
  • on objects
  • Tweaked: The <a href="https://community.bistudio.com/wiki/move3DENCamera" target="_blank"> move3DENCamera </a>
  • command would not work with a map interface open
  • Tweaked: The <a href="https://community.bistudio.com/wiki/all3DENEntities" target="_blank"> all3DENEntities </a>
  • now returns also layers and comments (full syntax:
  • [objects, groups, triggers, systems, waypoints, markers, layers, comments])\n* Tweaked: The DLC icons now appear on the left side of the Edit List
  • Tweaked: Eden attribute commands ( <a href="https://community.bistudio.com/wiki/get3DENAttribute" target="_blank"> get3DENAttribute </a>
  • , <a href="https://community.bistudio.com/wiki/set3DENAttribute" target="_blank"> set3DENAttribute </a>
  • , <a href="https://community.bistudio.com/wiki/set3DENAttributes" target="_blank"> set3DENAttributes </a>)\n* Fixed: The Scale Widget could be dragged even without any scalable item selected
  • Fixed: Moved object would always be dragged by the center of their mass
  • Fixed: The backup SQM file was removed when there were some addons missing during a scenario import
  • Fixed: The Rotation Widget would display a change before it really happened
  • Fixed: Dragging of a trigger by holding its area with a mouse was no longer possible
  • Fixed: Preview and a map drawing for rectangular object areas were incorrect
  • Fixed: The on-hover tooltips did not have any line breaks
  • Fixed: A history entry for the
  • “Create Comment”
  • operation was missing
  • Fixed: Dragging markers with a mouse cursor was not working correctly
  • Fixed: Temporary scenario data was not deleted after switching to another terrain in the <a href="https://community.bistudio.com/wiki/Eden_Editor" target="_blank"> Eden Editor </a>
  • Fixed: The camera’s position would not reset after changing a terrain
  • Fixed: Some icon markers were created on the [0,0,0] coordinates
  • Fixed: Vehicle crew would be selected after pasting a vehicle in the <a href="https://community.bistudio.com/wiki/Eden_Editor" target="_blank"> Eden Editor </a>
  • Fixed: The marker names were not localized in the Entity List
  • Fixed: Scenarios imported from the 2D editor would ignore the user’s binarization settings
  • Fixed: Logging a position of the Comment entity to the clipboard would produce a script error
  • Fixed: The UI sliders would react to user input even when no active cursor was hovering above them
  • Fixed: A rogue 2D line was occasionally drawn to the top left corner of the Eden scene
  • Fixed: The vehicle’s effective commander would not be able to give orders after switching seats in the <a href="https://community.bistudio.com/wiki/Eden_Editor" target="_blank"> Eden Editor </a>
  • Fixed: Marker creation by mouse double-click is now placing them correctly under mouse pointer (thanks to <a href="https://twitter.com/Mitrail01" target="_blank"> Mitrail01 </a>
  • for reporting that)
  • Fixed: Connections are no longer drawn when some of the connection targets are inside a hidden layer (they are hidden)
  • Fixed: Default values of custom attributes are no longer saved to SQMs
  • Fixed: A potential crash when a Join-In-Progress unit for a non-existent center is requested

LAUNCHER:

  • Added: Support for an utilization of the <a href="https://steamcommunity.com/workshop/browse?appid=107410" target="_blank"> Steam Workshop </a>
  • cache
  • (shorter loading times, lower mod disk usage)
  • Added: An option to copy or backup Steam mods (similarly to the local mods)
  • Added: An option to copy Steam mods to an arbitrary folder
  • Added: A partial support for non Workshop mods (detection based on the match of the mod’s name)
  • Added: A DNS link to servers by parsing a server name
  • Added: The server joining window now contains detailed information about the server
  • Added: Locked servers are now marked with a lock symbol
  • Added: A detection of DLCs required by the server and marking missing DLCs
  • Added: Error details are now provided when an asynchronous operation performed on Steam fails in Publisher
  • Added: Notifications for installed modes
  • Tweaked: The Server Browser was overhauled
  • Tweaked: The mod handling by a server was simplified
  • Tweaked: A better detection of server mods
  • Tweaked: The version number was changed to 1.5
  • Tweaked: Incorrectly configured server mods are no longer required from the clients
  • Tweaked: The
  • SERVERS
  • tab can now be selected as a default choice.
  • Tweaked: The <a href="https://steamcommunity.com/workshop/browse?appid=107410" target="_blank"> Workshop </a>
  • mods are no longer automatically loaded when installed (there is a notification with quick action instead)
  • Tweaked: Launcher will automatically restore the mod folder in the <a href="https://steamcommunity.com/workshop/browse?appid=107410" target="_blank"> Steam Workshop </a>
  • cache in case it was incorrectly edited
  • Tweaked: The icon for signed mods was changed (the lock icon is now reserved for locked servers)
  • Tweaked: The icon for a mismatched server was updated
  • Tweaked: The Server Mods window is now resizable and bigger by default
  • Tweaked: The dialog windows are now adapting to a high DPI / small resolution screens better
  • Fixed: There were some typos in the command button descriptions in the Join Server window
  • Fixed: The Twitter embedded content was not displayed in some cases
  • Fixed: The
  • "Keep current selection and join"
  • button was bound to an incorrect action
  • Fixed: Server-side mods were filtered out for servers requiring the clients to have identical mods
  • Fixed: Synchronization with the Steam API was not working correctly when it was being shut down
  • Fixed: The Server Browser would not set up all mods correctly according to the selected actions
  • Fixed: An interaction with a context menu when reordering the lists was incorrect
  • Fixed: Legacy Steam mods could be auto-included in the mod list in some cases
  • Fixed: The Steam API would report the Launcher as being open even after players closed it in some cases
  • Fixed: Crash when entering the options immediately after Launcher's start
  • Fixed: The context menu items of Launcher’s tray icon were not correctly legible

SERVER:

  • Updated: Stand-alone Windows Dedicated Server (1.60)
  • Updated: Stand-alone Linux Dedicated Server (1.60)
    • Known issue: Steam client modifies the
    • steam_appid.txt
    • file incorrectly. In case of issues, verify its content is:
  • 107410
    • Known issue: Sometimes the add-ons are loaded from the wrong installation (e.g. main game)
    • Try adding

-mod=curator;kart;heli;mark;dlcbundle** to your

    • arma3server.exe
    • shortcut


SPOTREP-00057

SPOTREP-00057

  • FROM: High Command
  • TO: Arma 3 Users
  • UNIT: Main Branch
  • ACTIVITY: Hotfix: 1.60 (Crash Fixes, Miscellaneous)
  • SIZE: ~23 MB / ~6.6 MB

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 <a href="https://dev.arma3.com/" target="_blank"> Dev Hub </a>
  • . We also co-operate directly on troubleshooting, and we
  • offer an opportunity to test updates
  • via our <a href="https://dev.arma3.com/rc-branch" target="_blank"> Release Candidate tests </a>
  • . 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 (1.58). It can be used to compare specific changes between major releases. The access code for this branch is:
  • Arma3Legacy158
  • This update does not apply to <a href="http://dev.arma3.com/ports" target="_blank"> the experimental Linux and Mac port betas </a>
  • at time of writing. We'll 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 <a href="https://developer.valvesoftware.com/wiki/SteamCMD" target="_blank"> SteamCMD </a>
    • 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 <a href="http://support.bistudio.com/arma-3" target="_blank"> Bohemia Interactive support F.A.Q. </a>
  • , <a href="http://arma3.com/faq" target="_blank"> Arma 3 F.A.Q. </a>
  • or <a href="http://www.battleye.com/support/faq/" target="_blank"> BattlEye F.A.Q. </a>
  • You can help us to further improve the game by posting your feedback on the <a href="http://feedback.arma3.com/" target="_blank"> Feedback Tracker </a>
  • .

CHANGELOG

ENGINE:

  • Fixed: Server crash connected to inventory containers
  • Fixed: The
  • "No servers found"
  • message was displayed in the Quick Play screen even before connecting to a server in some cases
  • Fixed: The
  • "First"
  • option in the Quick Play screen would not work correctly in some cases

LAUNCHER:

  • Fixed: Corrupted PBO files sized smaller than 20 bytes could cause a crash
  • Fixed: The Launcher <a href="https://community.bistudio.com/wiki/Arma_3_Analytics" target="_blank"> Analytics </a>
  • setting was not remembered due to recent support for Unicode characters in profile names
  • Fixed: Potential crash when the
  • meta.cpp
  • file got corrupted
  • Fixed: Synchronization of already stored (legacy) mods was incorrect

SERVER:

  • Updated: Stand-alone Windows Dedicated Server (hotfix 1.60)
  • Updated: Stand-alone Linux Dedicated Server (hotfix 1.60)
    • Known issue: Steam client modifies the
    • steam_appid.txt
    • file incorrectly. In case of issues, verify its content is:
  • 107410
    • Known issue: Sometimes the add-ons are loaded from the wrong installation (e.g. main game)
    • Try adding

-mod=curator;kart;heli;mark;dlcbundle** to your

    • arma3server.exe
    • shortcut


SPOTREP-00058

SPOTREP-00058

  • FROM: High Command
  • TO: Arma 3 Users
  • UNIT: Main Branch
  • ACTIVITY: Game Update 1.62 (Apex Expansion, Main Menu Overhaul, Vehicle in Vehicle Transport, Revive Overhaul, Environmental Audio Enhancements)
  • SIZE: ~9.6 GB / ~1.5 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 <a href="https://dev.arma3.com/" target="_blank"> Dev Hub </a>
  • . We also co-operate directly on troubleshooting, and we offer an opportunity to test updates via our <a href="https://dev.arma3.com/rc-branch" target="_blank"> Release Candidate tests </a>
  • . 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 (1.60). It can be used to compare specific changes between major releases. The access code for this branch is:
  • Arma3Legacy160
  • This update does not apply to <a href="http://dev.arma3.com/ports" target="_blank"> the experimental Linux and Mac port betas </a>
  • at time of writing. We'll 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 <a href="https://developer.valvesoftware.com/wiki/SteamCMD" target="_blank"> SteamCMD </a>
    • 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 <a href="http://support.bistudio.com/arma-3" target="_blank"> Bohemia Interactive support F.A.Q. </a>
  • , <a href="http://arma3.com/faq" target="_blank"> Arma 3 F.A.Q. </a>
  • or <a href="http://www.battleye.com/support/faq/" target="_blank"> BattlEye F.A.Q. </a>
  • You can help us to further improve the game by posting your feedback on the <a href="http://feedback.arma3.com/" target="_blank"> Feedback Tracker </a>
  • .

CHANGELOG

DATA:

  • Added: Tanoa terrain*
  • Added: More than 600 terrain structures*
  • Added: More than 200 signs, 25 rocks and 100 trees, bushes and clutters*
  • Added: V-44 X Blackfish VTOL*
  • Added: Y-32 Xi'an VTOL*
  • Added: Prowler LSV*
  • Added: Qilin LSV*
  • Added: MQ-12 Falcon Drone*
  • Added: KH-3A Fenghuang Drone*
  • Added: MB 4WD Offroad Car*
  • Added: Caesar TBB Propeller Plane*
  • Added: RHIB Boat*
  • Added: Water Scooter*
  • Added: AKS-74U 5.45 mm Assault Rifle*
  • Added: AKM 7.62 mm Assault Rifle*
  • Added: AK-12 7.62 mm Assault Rifle*
  • Added: LIM-85 5.56 mm Machine Gun*
  • Added: RPG-7 Launcher*
  • Added: PM 9 mm Pistol*
  • Added: SPAR-16/S 5.56 mm Assault Rifles*
  • Added: SPAR-17 7.62 mm Marksman Rifle*
  • Added: CAR-95(-1) 5.8 mm Assault Rifle & Light Support Weapon*
  • Added: Type 115 6.5 mm / .50 cal Assault Rifle*
  • Added: CMR-76 6.5 mm Marksman Rifle*
  • Added: Protector 9 mm Sub-Machine Gun*
  • Added: ERCO Optics*
  • Added: Various new gear items (regular and thermal-masking uniforms, clothes, headgear, backpacks, NVGs (Night Vision Goggles), and more*
  • Added: Apex Protocol 1-4 player co-op campaign*
  • Added: Showcase End Game*
  • Added: End Game 24 Balavu*
  • Added: End Game 16 Moddergat*
  • Content requires ownership of the <a href="http://store.steampowered.com/app/395180/" target="_blank"> Arma 3 Apex </a>

expansion.

  • Added: <a href="https://community.bistudio.com/wiki/Arma_3_Zeus" target="_blank"> Zeus </a>
  • Master Tanoa instances
  • Added: 13 Apex <a href="http://steamcommunity.com/stats/107410/achievements" target="_blank"> Steam Achievements </a>
  • Added: Apex Welcome Screen
  • Added: New and very green
  • "Arma 3 Apex"
  • Main Menu color preset (it has also been made default)
  • Added: Arma 3 Apex splash screen for Apex owners
  • Added: NATO (Pacific) faction
  • Added: CSAT (Pacific) faction
  • Added: Syndikat faction
  • Added: Gendarmerie faction
  • Added: New character appearances (Tanoan and Chinese)
  • Added: New radio protocols (Chinese, French and French-English)
  • Added: 50 miscellaneous props
  • Added: A new default controls preset (Arma 3 Apex)
  • Added: A one-time prompt is now displayed in the Main Menu to suggest using the Arma 3 Apex controls preset
  • Added: Positional ambient sounds for Tanoa
  • Added: A new tab displaying the <a href="https://arma3.com/servers" target="_blank"> official servers </a>
  • in the Server Browser
  • Added: New Main Menu terrain scenes for Altis, Stratis and VR (consistent with Tanoa’s new approach)
  • Added: 'Suppression' samples were added to radio protocols
  • Added: New sound 3D processor types
  • Added: A new
  • "blockMobileSwitching"
  • parameter to avoid weapon switching on the move for certain animations
  • Added: A new <a href="https://community.bistudio.com/wiki/BIS_fnc_isThrowable" target="_blank"> BIS_fnc_isThrowable </a>
  • function (determining if the magazine of a given class name is throwable)
  • Added: Headgear randomization allows usage of a fake headgear
  • "H_FakeHeadgear"
  • , which passes some faces to the function in order to randomize it
  • Added: A tooltip to the Field Manual button in the Pause Menu
  • Added: The platform / premium assets are now properly distinguished in the DLC Content Browser
  • Added: New sounds for collisions with the vegetation
  • Added: New footsteps sounds for movement in the sand
  • Added: <a href="https://community.bistudio.com/wiki/Geometric_Occluders" target="_blank"> Geometric occluders </a>
  • to Altis and Stratis objects
  • Added: New sounds for falling trees and palm trees
  • Added: Falling trees
  • soundsets
  • and
  • soundshaders
  • Added: Prototype configuration of a new 3D sound processing type (
  • surround_panner)\n* Added: Positional ambient sounds for forests and sea
  • Added: New sounds for metal constructions, rock debris for ruins and ancient locations
  • Added: New sound effects related to wind
  • Tweaked: The <a href="https://community.bistudio.com/wiki/Arma_3_Main_Menu" target="_blank"> Main Menu </a>
  • was overhauled
  • Tweaked: Environmental Audio was enhanced
  • (ambient configuration, positional ambient sounds)
  • Tweaked: The <a href="https://community.bistudio.com/wiki/Arma_3_Revive" target="_blank"> Revive </a>
  • feature was overhauled
  • Tweaked: Radways and Path LODs of various buildings were improved
  • Tweaked: Rain and thunder sound effects
  • Tweaked: The DLC icons in the Main Menu now have a full color on-hover effect
  • Tweaked: The 2D editor is now hidden (it can still be accessed by pressing the CTRL+O keys in the Editor Menu, but is considered deprecated and unsupported)
  • Tweaked: All game menus were moved from the bottom left to the center
  • Tweaked: The multiplayer game type names were overhauled:
    • “Seize” and “Defend” were removed
    • All Zeus game modes (“ZDM”, “ZCTF”, “ZCoop”, “ZSC”, “ZCTI”, “ZTDM”, “ZRPG”, “ZGM”, “ZvZ” and “ZvP”) were replaced by a single mode “Zeus”
    • Added: New “EndGame”, “Support”, “KOTH”, “LastMan” and “Survive” game modes
    • Using any of the removed modes will list the scenario as “Undefined”
  • Tweaked: The autocannon fire mode of the AH-99 Blackfoot and the Mi-48 Kajman helicopters was changed to 5-round bursts
  • Tweaked: Several multiplayer displays
  • Tweaked: APCs can now use auto-lead / zeroing on target while engaging with their cannons
  • Tweaked: The AAA radars are now more balanced
  • Tweaked: Heavy caliber projectile impact was improved
  • Tweaked: Respawn markers for Civilian and Independent sides can now also be named
  • “respawn_civ”
  • and
  • “respawn_guer”
  • (these are backwards compatible)
  • Tweaked: The <a href="https://community.bistudio.com/wiki/BIS_fnc_getRespawnMarkers" target="_blank"> BIS_fnc_getRespawnMarkers </a>
  • function was optimized
  • Tweaked: All End Game scenarios now use respawn classes instead of the Virtual Arsenal
  • Tweaked: The tile textures for deep sea in the map preview were improved
  • Tweaked: The headgear randomization now considers all private headgears (scope < 1) as fake (results in a removed headgear and randomized facewear similar to
  • H_FakeHeadgear)\n* Tweaked: Most respawn classes in official End Game scenarios are now limited
  • Tweaked: World scenes are now using the unified
  • BIS_fnc_initWorldScene
  • function to initialize
  • Tweaked: Weapon tail sounds were improved
  • Tweaked: Sounds for vehicle collisions were improved
  • Tweaked: Visibility of various character movement states (in relation to recent AI detection improvements)
  • Tweaked: Tasks distribution in multiplayer was improved
  • Tweaked: AI is now less able to detect explosives while driving a vehicle
  • Tweaked: The <a href="https://community.bistudio.com/wiki/BIS_fnc_taskState" target="_blank"> BIS_fnc_taskState </a>
  • was optimized to prevent problems with non-existing tasks on Dedicated Servers
  • Tweaked: AI detection of weapon firing is now better
  • Tweaked: Sounds of footsteps were improved (volume based on animations, different sounds for forests, tweaks)
  • Fixed: Bullet collision geometry for reed
  • Fixed: Transition animations (e.g. prone transitions to crouch and stand, sitting and ladder animations) could be used for weapon switching on the move
  • Fixed: Weapon switching on the move could cause incorrect behavior for cutscenes and vehicle crew animations
  • Fixed: Player could bypass the initial countdown in End Game by respawning (in cases when the respawn time was shorter than the countdown)
  • Fixed: It was possible to respawn in a vehicle with its simulation disabled
  • Fixed: Characters were forced to go prone when opening an inventory while moving unarmed
  • Fixed: Animation freezes when limping into swimming state
  • Fixed: The AI could get stuck in a FFV animation
  • Fixed: Characters would stop and slide when transitioning from an unarmed jog to an unarmed walk
  • Fixed: Characters would go prone when switching from an unarmed jog to an unarmed walk while turning
  • Fixed: AI units were displayed in the Entities list regardless of the settings in the Virtual Spectator
  • Fixed: The <a href="http://bis_fnc_kbtell/" target="_blank"> BIS_fnc_kbTell </a>
  • function would produce errors in a non-scheduled environment
  • Fixed: Detection of the water surface in particle effects was incorrect
  • Fixed: Deleted tasks would still preserve some data (e.g. in campaign HUBs)
  • Fixed: Creating a new user profile would not initialize custom colors when a Welcome Screen was shown after returning back to the Main Menu
  • Fixed: The Retrieve Intel text was not localized for End Game clients which had a different language than the server <a href="https://community.bistudio.com/wiki/Eden_Editor" target="_blank"> Eden Editor </a>
  • Added: An area widget (allowing to rotate and resize triggers and marker areas by dragging their corners)
  • Added: A new ‘Loiter Altitude’ waypoint attribute
  • Added: Preview pictures for flags

ENGINE:

LAUNCHER:

  • Added: New Dashboard page
  • Added: Support for <a href="https://units.arma3.com/" target="_blank"> Arma 3 Units </a>
  • on Dashboard and in the server browser
  • Added: Apex visual theme
  • Added: New game types to server browser
  • Added: An option to open mods that are linked to the Steam cache
  • Added: Virtual mod folders are created in the Steam mods storage folder for each Steam mod
  • Added: Arma 3 Apex Content Licensing handling
  • Added: Starting Launcher with a
  • “-connect”
  • parameter will force a pop up of the Join Server dialog
  • Added: Starting game with <a href="steam://connect/ip:port"> steam://connect/ip:port </a>
  • (where port is Steam port, e.g. 2303) will open the Join Server dialog
  • Added: Starting game from Steam invitation or Steam server browser will open the Join Server dialog
  • Added: Starting Launcher with a
  • "-skipserverbrowser”
  • parameter will disable the Join Server dialog
  • Added: Localization changes for the Apex update
  • Tweaked: The speed of loading a profile was increased
  • Tweaked: Server mod matching with the mods in the local library was improved
  • Tweaked: All URL encoded mission names are decoded when displayed
  • Tweaked: The map name capitalization is unified (map names are converted to a title case when displayed)
  • Tweaked: Compatibility of game types with older servers was improved
  • Tweaked: Servers without a game type set now show a dash instead of the
  • “Unidentified”
  • game type
  • Fixed: Crash on Launcher start-up
  • Fixed: Sorting order of the <a href="https://arma3.com/servers" target="_blank"> official servers </a>
  • was incorrect
  • Fixed: Server mods were listed in the incorrect order
  • Fixed: Server mod matching for servers with their signature verification disabled and not requesting identical mods
  • Fixed: Mods required by a server with signature verification disabled would be duplicated in the Optional section
  • Fixed: Difficulty or AI level names were not displayed if a server forced a custom difficulty
  • Fixed: The server refresh progress bar disappeared too early
  • Fixed: A second instance of Launcher was launched when expanding an existing instance from the system tray
  • Fixed: A version number was reported incorrectly in the Options Menu when a zero was part of a build number

SERVER:

  • Updated: Stand-alone Windows Dedicated Server (1.62)
  • Updated: Stand-alone Linux Dedicated Server (1.62)
    • 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


SPOTREP-00059

SPOTREP-00059

  • FROM: High Command
  • 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 <a href="https://dev.arma3.com/" target="_blank"> Dev Hub </a>
  • . We also co-operate directly on troubleshooting, and we offer an opportunity to test updates via our <a href="https://dev.arma3.com/rc-branch" target="_blank"> Release Candidate tests </a>
  • . 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 <a href="http://dev.arma3.com/ports" target="_blank"> the experimental Linux and Mac port betas </a>
  • 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 <a href="https://developer.valvesoftware.com/wiki/SteamCMD" target="_blank"> SteamCMD </a>
    • 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 <a href="http://support.bistudio.com/arma-3" target="_blank"> Bohemia Interactive support F.A.Q. </a>
  • , <a href="http://arma3.com/faq" target="_blank"> Arma 3 F.A.Q. </a>
  • , <a href="http://www.battleye.com/support/faq/" target="_blank"> BattlEye F.A.Q. </a>
  • , or <a href="https://arma3.com/launcher/troubleshooting" target="_blank"> Launcher troubleshooting guide </a>
  • .
  • You can help us to further improve the game by posting your feedback on the <a href="http://feedback.arma3.com/" target="_blank"> Feedback Tracker </a>
  • .

CHANGELOG

DATA:

Bonus folder.

  • 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 <a href="https://community.bistudio.com/wiki/Arma_Dedicated_Server" target="_blank"> Dedicated Server </a>
  • 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 ( <a href="https://forums.bistudio.com/topic/191636-apex-vehicles-feedback/page-15#entry3060665" target="_blank"> https://forums.bistudio.com/topic/191636-apex-vehicles-feedback/page-15#entry3060665 </a>)\n* Tweaked: AI is now less prone to go prone in buildings ( <a href="https://forums.bistudio.com/topic/143930-general-discussion-dev-branch/page-980#entry3023511" target="_blank"> https://forums.bistudio.com/topic/143930-general-discussion-dev-branch/page-980#entry3023511 </a>)\n* 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 <a href="https://community.bistudio.com/wiki/Arma_3_Revive" target="_blank"> Revive </a>
  • -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 <a href="https://community.bistudio.com/wiki/Revive_remastered" target="_blank"> Revive </a>
  • 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 <a href="https://community.bistudio.com/wiki/BIS_fnc_exportEditorPreviews" target="_blank"> BIS_fnc_exportEditorPreviews </a>
  • 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: <a href="https://community.bistudio.com/wiki/Arsenal" target="_blank"> Arsenal </a>
  • now shows mod icons even when launched in a scenario (i.e. not only in Editor or Virtual Arsenal)
  • Tweaked: <a href="https://community.bistudio.com/wiki/Arsenal" target="_blank"> Arsenal </a>
  • 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 <a href="https://community.bistudio.com/wiki/BIS_fnc_selectRandomWeighted" target="_blank"> BIS_fnc_selectRandomWeighted </a>
  • 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 <a href="https://community.bistudio.com/wiki/BIS_fnc_setTaskLocal" target="_blank"> BIS_fnc_setTaskLocal </a>
  • 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 <a href="https://community.bistudio.com/wiki/Revive_remastered" target="_blank"> Revive </a>
  • 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 <a href="https://community.bistudio.com/wiki/Splendid_Camera" target="_blank"> Splendid Camera </a>
  • 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 <a href="https://community.bistudio.com/wiki/Dynamic_Groups" target="_blank"> Dynamic Groups </a>
  • 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 ( <a href="https://feedback.bistudio.com/T119427" target="_blank"> https://feedback.bistudio.com/T119427 </a>)\n* Fixed: The unit logo used on the CTRG version of the Prowler would levitate on the side of the vehicle ( <a href="https://feedback.bistudio.com/T118384" target="_blank"> https://feedback.bistudio.com/T118384 </a>)\n* 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 ( <a href="https://feedback.bistudio.com/T118037" target="_blank"> https://feedback.bistudio.com/T118037 </a>)\n* Fixed: Error in the sound expression for some boats
  • Fixed: When the <a href="https://community.bistudio.com/wiki/BIS_fnc_setUnitInsignia" target="_blank"> BIS_fnc_setUnitInsignia </a>
  • was called in a character's init on a <a href="https://community.bistudio.com/wiki/Arma_Dedicated_Server" target="_blank"> Dedicated Server </a>
  • , 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 ( <a href="https://feedback.bistudio.com/T117319" target="_blank"> https://feedback.bistudio.com/T117319 </a>)\n* 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 ( <a href="https://forums.bistudio.com/topic/191637-apex-weapon-feedback/page-21#entry3073169" target="_blank"> https://forums.bistudio.com/topic/191637-apex-weapon-feedback/page-21#entry3073169 </a>)\n* 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 <a href="https://community.bistudio.com/wiki/BIS_fnc_kbTell" target="_blank"> BIS_fnc_kbTell </a>
  • 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 ( <a href="https://feedback.bistudio.com/T119498" target="_blank"> https://feedback.bistudio.com/T119498 </a>)\n* 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 <a href="https://community.bistudio.com/wiki/Eden_Editor" target="_blank"> Eden Editor </a>
  • Added: Ability to merge a scenario into the currently opened one
  • (external files will not be merged)
  • Added: Waypoints for <a href="https://community.bistudio.com/wiki/Arma_3_Vehicle_in_Vehicle_Transport" target="_blank"> Vehicle-in-Vehicle </a>
  • operations are now available in the <a href="https://community.bistudio.com/wiki/Eden_Editor" target="_blank"> Eden Editor </a>
  • Added: An ability to filter the <a href="https://community.bistudio.com/wiki/Eden_Editor" target="_blank"> Eden Editor </a>
  • asset browser by mods
  • (click on the new drop-down menu next to search field and pick any of the mods there)
  • Added: <a href="https://community.bistudio.com/wiki/Eden_Editor" target="_blank"> Eden Editor </a>
  • 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 <a href="https://community.bistudio.com/wiki/Eden_Editor" target="_blank"> Eden Editor </a>
  • ammo box attribute
  • Added: Glasses are now listed among headgear in the <a href="https://community.bistudio.com/wiki/Eden_Editor" target="_blank"> Eden Editor </a>
  • 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 <a href="https://community.bistudio.com/wiki/Eden_Editor" target="_blank"> Eden Editor </a>
  • (e.g. faces, music tracks, etc.)
  • Added: Speaking nationality is now indicated by an icon in the <a href="https://community.bistudio.com/wiki/Eden_Editor" target="_blank"> Eden Editor </a>
  • identity attribute
  • Added: A face texture preview is now shown in the <a href="https://community.bistudio.com/wiki/Eden_Editor" target="_blank"> Eden Editor </a>
  • face attribute
  • Added: A new "Call Sign” <a href="https://community.bistudio.com/wiki/Eden_Editor" target="_blank"> Eden Editor </a>
  • 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 <a href="https://community.bistudio.com/wiki/Eden_Editor" target="_blank"> Eden Editor </a>
  • to link objects to the modules of <a href="https://community.bistudio.com/wiki/MP_End_Game" target="_blank"> End Game </a>
  • objectives
  • Tweaked: Several non-interactive and non-destructible object types are now Simple Objects by default when placed in the <a href="https://community.bistudio.com/wiki/Eden_Editor" target="_blank"> Eden Editor </a>
  • 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 <a href="https://community.bistudio.com/wiki/Eden_Editor" target="_blank"> Eden Editor </a>
  • and <a href="https://community.bistudio.com/wiki/Arsenal" target="_blank"> Virtual Arsenal </a>
  • (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 <a href="https://community.bistudio.com/wiki/Eden_Editor" target="_blank"> Eden Editor </a>
  • Tweaked: Respawn icons are now smaller and more consistent with other icons
  • Fixed: Available faces in the <a href="https://community.bistudio.com/wiki/Eden_Editor" target="_blank"> Eden Editor </a>
  • 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 <a href="https://community.bistudio.com/wiki/Eden_Editor" target="_blank"> Eden Editor </a>
  • , 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 ( <a href="https://feedback.bistudio.com/T117492" target="_blank"> https://feedback.bistudio.com/T117492 </a>)\n* 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 <a href="https://dev.arma3.com/post/oprep-apex-protocol-refinements" target="_blank"> Apex Protocol </a>
  • (potential spoilers)
  • Added: Support for <a href="https://community.bistudio.com/wiki/Arma_3_Respawn:_New_Respawn_Screen" target="_blank"> Respawn </a>
  • and <a href="https://community.bistudio.com/wiki/Arma_3_Revive" target="_blank"> Revive </a>
  • 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 <a href="https://community.bistudio.com/wiki/MP_End_Game" target="_blank"> End Game </a>
  • 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 ( <a href="https://feedback.bistudio.com/T117787" target="_blank"> https://feedback.bistudio.com/T117787 </a>)\n* Added: <a href="https://units.arma3.com/" target="_blank"> Units </a>
  • and URL links bellow the unit description in the profile display
  • Added: A new
  • #monitords
  • command for <a href="https://community.bistudio.com/wiki/Arma_Dedicated_Server" target="_blank"> Dedicated Server </a>
  • 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 <a href="https://community.bistudio.com/wiki/actionIDs" target="_blank"> actionIDs </a>
  • and <a href="https://community.bistudio.com/wiki/actionParams" target="_blank"> actionParams </a>
  • script commands
  • Added: A new
  • _thisEventHandler
  • variable containing an Event Handler handle was added to the entity, MP and mission Event Handler types ( <a href="https://community.bistudio.com/wiki/addEventHandler" target="_blank"> addEventHandler </a>
  • , <a href="https://community.bistudio.com/wiki/addMPEventHandler" target="_blank"> addMPEventHandler </a>
  • , <a href="https://community.bistudio.com/wiki/addMissionEventHandler" target="_blank"> addMissionEventHandler </a>)\n* Added: An engine implementation of the Stance attribute
  • Added: A new <a href="https://community.bistudio.com/wiki/visibleScoretable" target="_blank"> visibleScoretable </a>
  • 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 <a href="https://community.bistudio.com/wiki/getPilotCameraPosition" target="_blank"> getPilotCameraPosition </a>
  • , <a href="https://community.bistudio.com/wiki/getPilotCameraDirection" target="_blank"> getPilotCameraDirection </a>
  • , <a href="https://community.bistudio.com/wiki/getPilotCameraRotation" target="_blank"> getPilotCameraRotation </a>
  • , <a href="https://community.bistudio.com/wiki/getPilotCameraTarget" target="_blank"> getPilotCameraTarget </a>
  • , <a href="https://community.bistudio.com/wiki/hasPilotCamera" target="_blank"> hasPilotCamera </a>
  • , <a href="https://community.bistudio.com/wiki/setPilotCameraDirection" target="_blank"> setPilotCameraDirection </a>
  • , <a href="https://community.bistudio.com/wiki/setPilotCameraRotation" target="_blank"> setPilotCameraRotation </a>
  • and <a href="https://community.bistudio.com/wiki/setPilotCameraTarget" target="_blank"> setPilotCameraTarget </a>
  • script commands
  • Added: Checkboxes for muting players in the Multiplayer Lobby
  • Added: A new <a href="https://community.bistudio.com/wiki/isMultiplayerSolo" target="_blank"> isMultiplayerSolo </a>
  • script command
  • Added: A new <a href="https://community.bistudio.com/wiki/setShotParents" target="_blank"> setShotParents </a>
  • script command
  • Added: A new
  • setConvoySeparation
  • script command
  • Tweaked: AI path-following was overhauled
  • (better handling of driving and convoy behavior)
  • Tweaked: <a href="https://community.bistudio.com/wiki/Arma_3_Analytics" target="_blank"> Analytics </a>
  • back-end overhaul
  • Tweaked: The
  • PhysX
  • component of AI driving was improved
  • Tweaked: The speed of commanded movement of vehicles was optimized
  • Tweaked: The <a href="https://community.bistudio.com/wiki/remoteExec" target="_blank"> remoteExec* </a>
  • 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 <a href="https://community.bistudio.com/wiki/modParams" target="_blank"> modParams </a>
  • 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 <a href="https://units.arma3.com/" target="_blank"> Units </a>
  • 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 <a href="https://arma3.com/apex" target="_blank"> Apex expansion </a>
  • Tweaked: Searching for a landing position by AI pilots was improved
  • Tweaked: Implementation of the <a href="https://units.arma3.com/" target="_blank"> Units </a>
  • 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 <a href="https://community.bistudio.com/wiki/Arma_3_Zeus" target="_blank"> Zeus </a>
  • Tweaked: Renegades can now disable all mines
  • Tweaked: Performance drops when using the “LAND” waypoint in an obstructed area
  • Tweaked: The <a href="https://community.bistudio.com/wiki/shownScoretable" target="_blank"> shownScoretable </a>
  • command now returns a number
  • Tweaked: The <a href="https://community.bistudio.com/wiki/actionParams" target="_blank"> actionParams </a>
  • 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 <a href="https://community.bistudio.com/wiki/disableAI" target="_blank"> disableAI </a>
  • "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 <a href="https://community.bistudio.com/wiki/Arma_3_Headless_Client" target="_blank"> Headless Clients </a>
  • Tweaked: The Mute / Unmute checkboxes now correspond with the selected UI scale
  • Tweaked: The order of items in the magazine description array for the <a href="https://community.bistudio.com/wiki/setUnitLoadout" target="_blank"> setUnitLoadout </a>
  • and <a href="https://community.bistudio.com/wiki/getUnitLoadout" target="_blank"> getUnitLoadout </a>
  • commands (from
  • [magName, ammoLeft, count]
  • to
  • [magName, count, ammoLeft])\n* 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 <a href="https://community.bistudio.com/wiki/addOwnedMine" target="_blank"> addOwnedMine </a>
  • 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: <a href="https://community.bistudio.com/wiki/Arma_Dedicated_Server" target="_blank"> Dedicated Server </a>
  • 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 <a href="https://arma3.com/dlc/zeus" target="_blank"> Zeus </a>
  • when selecting an entity
  • Fixed: Commanders, copilots and gunners were capable of surviving an explosion of their vehicle
  • Fixed: The <a href="https://community.bistudio.com/wiki/tvTooltip" target="_blank"> tvTooltip </a>
  • 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 ( <a href="https://feedback.bistudio.com/T77312" target="_blank"> https://feedback.bistudio.com/T77312 </a>)\n* Fixed: Non-empty drones were duplicated in the UAV Terminal
  • Fixed: Crash of a <a href="https://community.bistudio.com/wiki/Arma_3_Headless_Client" target="_blank"> Headless Client </a>
  • when deleting units from a group
  • Fixed: Occasional cases of animation glitching when switching weapons
  • Fixed: It was possible to duplicate backpacks
  • Fixed: Using <a href="https://community.bistudio.com/wiki/disableAI" target="_blank"> disableAI </a>
  • "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: <a href="https://community.bistudio.com/wiki/Event_Scripts" target="_blank"> init.sqf </a>
  • 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 ( <a href="https://feedback.bistudio.com/T86346" target="_blank"> https://feedback.bistudio.com/T86346 </a>)\n* Fixed: Players connected to <a href="https://community.bistudio.com/wiki/Arma_Dedicated_Server" target="_blank"> Dedicated Server </a>
  • 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 <a href="https://community.bistudio.com/wiki/server.cfg" target="_blank"> server.cfg </a>
  • 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 ( <a href="https://feedback.bistudio.com/T117552" target="_blank"> https://feedback.bistudio.com/T117552 </a>)\n* 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 <a href="https://community.bistudio.com/wiki/Arma_Dedicated_Server" target="_blank"> Dedicate Server </a>
  • 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 ( <a href="https://feedback.bistudio.com/T119273#1489041" target="_blank"> https://feedback.bistudio.com/T119273#1489041 </a>)\n* Fixed: Broken save during healing ( <a href="https://feedback.bistudio.com/T82314" target="_blank"> https://feedback.bistudio.com/T82314 </a>)\n* Fixed: Script command <a href="https://community.bistudio.com/wiki/inArea" target="_blank"> inArea </a>
  • for triggers
  • Fixed: Localized the axis strings for detecting joysticks
  • Fixed: The <a href="https://community.bistudio.com/wiki/fire" target="_blank"> fire </a>
  • 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 <a href="https://community.bistudio.com/wiki/Arsenal" target="_blank"> Virtual Arsenal </a>
  • 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 <a href="https://community.bistudio.com/wiki/setUnitLoadout" target="_blank"> setUnitLoadout </a>
  • command used with a classname would ignore backpacks ( <a href="https://feedback.bistudio.com/T117143" target="_blank"> https://feedback.bistudio.com/T117143 </a>)\n* 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 <a href="https://community.bistudio.com/wiki/actionParams" target="_blank"> actionParams </a>
  • 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: <a href="https://community.bistudio.com/wiki/Arma_3_Zeus" target="_blank"> Zeus </a>
  • could not delete objects in the map view
  • Fixed: Server crash related to
  • PhysX
  • Fixed: The <a href="https://community.bistudio.com/wiki/ArmA:_Event_Handlers#GetIn" target="_blank"> GetIn </a>
  • 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 <a href="https://community.bistudio.com/wiki/setUnitPos" target="_blank"> setUnitPos </a>
  • 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 ( <a href="http://feedback.arma3.com/view.php?id=24828" target="_blank"> http://feedback.arma3.com/view.php?id=24828 </a>)\n* Fixed: Passengers of vehicles would survive underwater in MP
  • Fixed: The 'inventory open' pose would be present even after closing the inventory
  • Fixed: <a href="https://twitter.com/TheBattlEye" target="_blank"> BattlEye </a>
  • was not initialized properly on Linux <a href="https://community.bistudio.com/wiki/Arma_Dedicated_Server" target="_blank"> Dedicated Server </a>
  • 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 <a href="https://community.bistudio.com/wiki/remoteExec" target="_blank"> remoteExec </a>
  • 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 ( <a href="https://feedback.bistudio.com/T119279" target="_blank"> https://feedback.bistudio.com/T119279 </a>)\n* Fixed: Crash connected to the <a href="https://community.bistudio.com/wiki/createAgent" target="_blank"> createAgent </a>
  • and <a href="https://community.bistudio.com/wiki/selectPlayer" target="_blank"> selectPlayer </a>
  • commands
  • Fixed: Encoding of downloaded <a href="https://units.arma3.com/" target="_blank"> Units </a>
  • data was incorrect
  • Fixed: It was not possible to change a game type in the server browser filter <a href="https://community.bistudio.com/wiki/Eden_Editor" target="_blank"> Eden Editor </a>
  • 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 <a href="https://community.bistudio.com/wiki/flyInHeightASL" target="_blank"> flyInHeightASL </a>
  • command
  • Added: A new action for merging entities from another scenario to the current one
  • Added: Support for reading layers used in the <a href="https://community.bistudio.com/wiki/Eden_Editor" target="_blank"> Eden Editor </a>
  • 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 <a href="https://community.bistudio.com/wiki/Garbage_Collector" target="_blank"> Garbage Collector </a>
  • in <a href="https://community.bistudio.com/wiki/Eden_Editor" target="_blank"> Eden Editor </a>
  • (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 ( <a href="https://feedback.bistudio.com/T86291" target="_blank"> https://feedback.bistudio.com/T86291 </a>)\n* Fixed: Eden variable names would accept also commands ( <a href="https://feedback.bistudio.com/T119741" target="_blank"> https://feedback.bistudio.com/T119741 </a>)\n* 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 ( <a href="https://feedback.bistudio.com/T86121" target="_blank"> https://feedback.bistudio.com/T86121 </a>)\n* 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's Server Browser now prioritizes non-empty or non-full servers when listing and works around the Steam's limit of ~5000 servers per list
  • 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")\n* 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 <a href="http://steamcommunity.com/app/107410/workshop/" target="_blank"> Steam Workshop </a>
  • 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 <a href="https://units.arma3.com/" target="_blank"> Units </a>
  • 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


SPOTREP-00060

SPOTREP-00060

  • FROM: High Command
  • TO: Arma 3 Users
  • UNIT: Main Branch
  • ACTIVITY: Hotfix 1.64 (Launcher PBO Signatures)
  • SIZE: ~9.5 MB

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 <a href="https://dev.arma3.com/" target="_blank"> Dev Hub </a>
  • . We also co-operate directly on troubleshooting, and we offer an opportunity to test updates via our <a href="https://dev.arma3.com/rc-branch" target="_blank"> Release Candidate tests </a>
  • . 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 <a href="http://dev.arma3.com/ports" target="_blank"> the experimental Linux and Mac port betas </a>
  • 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 <a href="https://developer.valvesoftware.com/wiki/SteamCMD" target="_blank"> SteamCMD </a>
    • 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 <a href="http://support.bistudio.com/arma-3" target="_blank"> Bohemia Interactive support F.A.Q. </a>
  • , <a href="http://arma3.com/faq" target="_blank"> Arma 3 F.A.Q. </a>
  • , <a href="http://www.battleye.com/support/faq/" target="_blank"> BattlEye F.A.Q. </a>
  • , or <a href="https://arma3.com/launcher/troubleshooting" target="_blank"> Launcher troubleshooting guide </a>
  • .
  • You can help us to further improve the game by posting your feedback on the <a href="http://feedback.arma3.com/" target="_blank"> Feedback Tracker </a>
  • .

CHANGELOG

LAUNCHER:


SPOTREP-00061

SPOTREP-00061

  • FROM: High Command
  • TO: Arma 3 Users
  • UNIT: Main Branch
  • ACTIVITY: Hotfix 1.64 (Controller Fixes, MP Vehicle Movement, Miscellaneous)
  • SIZE: ~35 MB / ~8 MB

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 <a href="https://dev.arma3.com/" target="_blank"> Dev Hub </a>
  • . We also co-operate directly on troubleshooting, and we offer an opportunity to test updates via our <a href="https://dev.arma3.com/rc-branch" target="_blank"> Release Candidate tests </a>
  • . 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 <a href="http://dev.arma3.com/ports" target="_blank"> the experimental Linux and Mac port betas </a>
  • 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 <a href="https://developer.valvesoftware.com/wiki/SteamCMD" target="_blank"> SteamCMD </a>
    • 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 <a href="http://support.bistudio.com/arma-3" target="_blank"> Bohemia Interactive support F.A.Q. </a>
  • , <a href="http://arma3.com/faq" target="_blank"> Arma 3 F.A.Q. </a>
  • , <a href="http://www.battleye.com/support/faq/" target="_blank"> BattlEye F.A.Q. </a>
  • , or <a href="https://arma3.com/launcher/troubleshooting" target="_blank"> Launcher troubleshooting guide </a>
  • .
  • You can help us to further improve the game by posting your feedback on the <a href="http://feedback.arma3.com/" target="_blank"> Feedback Tracker </a>
  • .

CHANGELOG

DATA:

  • Fixed: Various localization issues (mainly Japanese and Korean languages)

ENGINE:

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


SPOTREP-00062

SPOTREP-00062

  • FROM: 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 <a href="https://dev.arma3.com/" target="_blank"> Dev Hub </a>
  • . We also co-operate directly on troubleshooting, and we offer an opportunity to test updates via our <a href="https://dev.arma3.com/rc-branch" target="_blank"> Release Candidate tests </a>
  • . 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 <a href="http://dev.arma3.com/ports" target="_blank"> the experimental Linux and Mac port betas </a>
  • 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 <a href="https://developer.valvesoftware.com/wiki/SteamCMD" target="_blank"> SteamCMD </a>
    • 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 <a href="http://support.bistudio.com/arma-3" target="_blank"> Bohemia Interactive support F.A.Q. </a>
  • , <a href="http://arma3.com/faq" target="_blank"> Arma 3 F.A.Q. </a>
  • , <a href="http://www.battleye.com/support/faq/" target="_blank"> BattlEye F.A.Q. </a>
  • , or <a href="https://arma3.com/launcher/troubleshooting" target="_blank"> Launcher troubleshooting guide </a>
  • .
  • You can help us to further improve the game by posting your feedback on the <a href="http://feedback.arma3.com/" target="_blank"> Feedback Tracker </a>
  • .

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 <a href="https://community.bistudio.com/wiki/EG_Spectator_Mode" target="_blank"> Virtual Spectator </a>
  • (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 <a href="https://community.bistudio.com/wiki/CfgMagazines_Config_Reference" target="_blank"> CfgMagazines </a>
  • and <a href="https://community.bistudio.com/wiki/CfgAmmo_Config_Reference" target="_blank"> CfgAmmo </a>
  • 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 <a href="https://community.bistudio.com/wiki/Arma_3_Zeus" target="_blank"> Zeus </a>
  • 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 <a href="https://community.bistudio.com/wiki/Eden_Editor" target="_blank"> Eden Editor </a>
  • 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' <a href="https://community.bistudio.com/wiki/Arma_3_Revive" target="_blank"> Revive </a> 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 <a href="https://dev.arma3.com/post/sitrep-00176" target="_blank"> SITREP #00176 </a> 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 <a href="https://community.bistudio.com/wiki/BIS_fnc_locationDescription" target="_blank"> BIS_fnc_locationDescription </a> function was optimized Tweaked: Models of several structures on <a href="https://arma3.com/tanoa" target="_blank"> Tanoa </a> 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 <a href="https://arma3.com/tanoa" target="_blank"> Tanoa </a> Tweaked: The sounds for crawling on straw were updated on <a href="https://arma3.com/tanoa" target="_blank"> Tanoa </a> Tweaked: The audio settings for stone debris and crawling on straw were improved Tweaked: The load order of the <a href="https://community.bistudio.com/wiki/CfgPatches" target="_blank"> CfgPatches </a> 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 ( <a href="https://forums.bistudio.com/topic/189734-targeting-improvements/page-16#entry3080333" target="_blank"> https://forums.bistudio.com/topic/189734-targeting-improvements/page-16#entry3080333 </a>)\nTweaked: 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 <a href="https://arma3.com/tanoa" target="_blank"> Tanoa </a> 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 <a href="https://arma3.com/tanoa" target="_blank"> Tanoa </a> 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 <a href="https://community.bistudio.com/wiki/Arma_3_Zeus" target="_blank"> Zeus </a> Custom Objective module were updated to <a href="https://community.bistudio.com/wiki/Eden_Editor" target="_blank"> Eden Editor </a> versions Tweaked: <a href="https://community.bistudio.com/wiki/EG_Spectator_Mode" target="_blank"> Virtual Spectator </a> 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 ( <a href="https://feedback.bistudio.com/T83464#1106580" target="_blank"> https://feedback.bistudio.com/T83464#1106580 </a>)\nFixed: The speed of aiming down the weapon sights was not influenced by a weapon's mass value in all cases Fixed: <a href="https://community.bistudio.com/wiki/MP_End_Game" target="_blank"> End Game </a> objective icons would not be placed correctly for objects above water
    Fixed: After dying near the Schematics in an <a href="https://community.bistudio.com/wiki/MP_End_Game" target="_blank"> End Game </a> 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 ( <a href="https://feedback.bistudio.com/T120109" target="_blank"> https://feedback.bistudio.com/T120109 </a>)\nFixed: A pop up error when entering the <a href="https://community.bistudio.com/wiki/EG_Spectator_Mode" target="_blank"> Virtual Spectator </a> Fixed: Respawn tickets were not depleting after a player's death in some cases Fixed: The " <a href="https://community.bistudio.com/wiki/Arma_3_Respawn#Files" target="_blank"> onPlayerKilled.sqf </a> " and the " <a href="https://community.bistudio.com/wiki/Arma_3:_Event_Handlers#Killed" target="_blank"> Killed </a> " Event Handlers were not fired when players would bleed out in Revive Fixed: A pop up error in <a href="https://community.bistudio.com/wiki/MP_End_Game" target="_blank"> End Game </a> 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 <a href="https://community.bistudio.com/wiki/MP_End_Game" target="_blank"> End Game </a> scenario Fixed: The reloading sound for the 12.7 mm HMG was missing Fixed: The <a href="https://community.bistudio.com/wiki/CfgMoves_Config_Reference#soundEdge.." target="_blank"> soundEdge </a> 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 <a href="https://community.bistudio.com/wiki/Arma_Dedicated_Server" target="_blank"> Dedicated Server </a> administrator left during the scenario loading Fixed: Script error when switching window focus in the debriefing of Apex Protocol scenarios Fixed: Using the
    1. missions
    server command in the campaign lobby on a <a href="https://community.bistudio.com/wiki/Arma_Dedicated_Server" target="_blank"> Dedicated Server </a> 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: <a href="https://community.bistudio.com/wiki/MP_End_Game" target="_blank"> End Game </a> 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 <a href="https://community.bistudio.com/wiki/EG_Spectator_Mode" target="_blank"> Virtual Spectator </a> were missing in the controls helper Fixed: Typos in the wheel PhysX config ( maxDroop)\nFixed: 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 <a href="https://community.bistudio.com/wiki/MP_End_Game" target="_blank"> End Game </a> , there was a pop up error about a missing texture Fixed: An occasional script error in health post processes Fixed: When a <a href="https://community.bistudio.com/wiki/Arma_3_Zeus" target="_blank"> Zeus </a> 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 ( <a href="https://feedback.bistudio.com/T118723" target="_blank"> https://feedback.bistudio.com/T118723 </a> / <a href="https://feedback.bistudio.com/T117123" target="_blank"> https://feedback.bistudio.com/T117123 </a>)\nFixed: 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 <a href="https://community.bistudio.com/wiki/BIS_fnc_attachToRelative" target="_blank"> BIS_fnc_attachToRelative </a> and <a href="https://community.bistudio.com/wiki/BIS_fnc_weaponDirectionRelative" target="_blank"> BIS_fnc_weaponDirectionRelative </a> 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 <a href="https://community.bistudio.com/wiki/Arma_3_Zeus" target="_blank"> Zeus </a> 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 ( <a href="https://feedback.bistudio.com/T118367" target="_blank"> https://feedback.bistudio.com/T118367 </a>)\nFixed: 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 ( <a href="http://feedback.arma3.com/view.php?id=27892" target="_blank"> http://feedback.arma3.com/view.php?id=27892 </a>)\nFixed: 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: <a href="https://community.bistudio.com/wiki/Arma_3_Zeus" target="_blank"> Zeus </a> 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 <a href="https://community.bistudio.com/wiki/MP_End_Game" target="_blank"> End Game </a> session as the <a href="https://community.bistudio.com/wiki/EG_Spectator_Mode" target="_blank"> Virtual Spectator </a> Fixed: Script error when using the <a href="https://community.bistudio.com/wiki/EG_Spectator_Mode" target="_blank"> Virtual Spectator </a> 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 <a href="https://community.bistudio.com/wiki/Eden_Editor" target="_blank"> Eden Editor </a> Fixed: Error message in <a href="https://community.bistudio.com/wiki/MP_End_Game" target="_blank"> End Game </a> 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 ( <a href="https://feedback.bistudio.com/T119597" target="_blank"> https://feedback.bistudio.com/T119597 </a>)\nFixed: The <a href="https://community.bistudio.com/wiki/BIS_fnc_arrayShuffle" target="_blank"> BIS_fnc_arrayShuffle </a> 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 <a href="https://community.bistudio.com/wiki/Arma_3_Zeus" target="_blank"> Zeus </a> was not working correctly ( <a href="https://forums.bistudio.com/topic/189798-zeus-land-way-points-do-not-work/" target="_blank"> https://forums.bistudio.com/topic/189798-zeus-land-way-points-do-not-work/ </a>)\nFixed: 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 <a href="https://community.bistudio.com/wiki/Eden_Editor" target="_blank"> Eden Editor </a> Added: A minimal distance parameter for the <a href="https://community.bistudio.com/wiki/Garbage_Collector" target="_blank"> Garbage Collector </a> settings (defines a minimal distance wrecks or bodies need to be from the nearest playable entity for a <a href="https://community.bistudio.com/wiki/Garbage_Collector" target="_blank"> Garbage Collector </a> 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"; ( <a href="https://community.bistudio.com/wiki/GUI_Coordinates" target="_blank"> https://community.bistudio.com/wiki/GUI_Coordinates </a>)\nTweaked: 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 <a href="https://community.bistudio.com/wiki/Eden_Editor" target="_blank"> Eden Editor </a> attribute system Tweaked: "Create Task" module icon Tweaked: Range settings for camera movement in the <a href="https://community.bistudio.com/wiki/Eden_Editor" target="_blank"> Eden Editor </a> 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 <a href="https://community.bistudio.com/wiki/EG_Spectator_Mode" target="_blank"> Virtual Spectator </a> from the Pause Menu while playing from the <a href="https://community.bistudio.com/wiki/Eden_Editor" target="_blank"> Eden Editor </a> 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 <a href="https://community.bistudio.com/wiki/Eden_Editor" target="_blank"> Eden Editor </a> 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 <a href="https://community.bistudio.com/wiki/Arma_3_Respawn:_New_Respawn_Screen" target="_blank"> Respawn Menu </a> 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 ( <a href="https://feedback.bistudio.com/T76352" target="_blank"> https://feedback.bistudio.com/T76352 </a>)\nTweaked: 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:

    textures Added: New IDC values for pilot cameras (IDC_IGUI_WEAPON_CAM_TRACK_AREA, IDC_IGUI_WEAPON_CAM_TRACK_TARGET) Added: A new " <a href="https://community.bistudio.com/wiki/Arma_3:_Event_Handlers#FiredMan" target="_blank"> FiredMan </a> " Event Handler Added: A new "PlayerViewChanged" Event Handler Added: A new

    1. restartserver <a href="https://community.bistudio.com/wiki/Arma_Dedicated_Server" target="_blank"> Dedicated Server </a>

    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)\nAdded: A new <a href="https://community.bistudio.com/wiki/toFixed" target="_blank"> toFixed </a> 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 " <a href="https://community.bistudio.com/wiki/setUnitLoadout" target="_blank"> getUnitLoadout </a> config" script command variant Added: A new " <a href="https://community.bistudio.com/wiki/Arma_3:_Event_Handlers#Fired" target="_blank"> Fired </a> " Even Handler for muzzle config (example: CfgWeapons/Default/EventHandlers/init = "hint str _this") Added: It is now possible to set a custom speed for the <a href="https://community.bistudio.com/wiki/animate" target="_blank"> animate </a> and <a href="https://community.bistudio.com/wiki/animateSource" target="_blank"> animateSource </a> script commands Added: A new explosionShielding object shape property Added: A new <a href="https://community.bistudio.com/wiki/entities" target="_blank"> entities </a> script command (with native filtering support) Added: Support for an optional parameter (include crew or not) for the <a href="https://community.bistudio.com/wiki/entities" target="_blank"> entities </a> 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 <a href="https://community.bistudio.com/wiki/inAreaArray" target="_blank"> inAreaArray </a> 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)\nAdded: 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")\nAdded: New <a href="https://community.bistudio.com/wiki/selectMin" target="_blank"> selectMin </a> and <a href="https://community.bistudio.com/wiki/selectMax" target="_blank"> selectMax </a> script commands (returning minimal and maximal values of an array) Added: Voting, Role Selection, Briefing and Debriefing timeouts can be set in <a href="https://community.bistudio.com/wiki/server.cfg" target="_blank"> server.cfg </a> 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 <a href="https://community.bistudio.com/wiki/nearestTerrainObjects" target="_blank"> nearestTerrainObjects </a> 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 nearestObjects , nearestTarrainObjects commands will now sort in 3D for a 3D search Tweaked: The <a href="https://community.bistudio.com/wiki/switchCamera" target="_blank"> switchCamera </a> 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 <a href="https://community.bistudio.com/wiki/Arma_3:_Event_Handlers#InventoryOpened" target="_blank"> InventoryOpened </a> Event Handler now provides more Intel on what containers were opened ( <a href="http://feedback.arma3.com/view.php?id=23192" target="_blank"> http://feedback.arma3.com/view.php?id=23192 </a>)\nTweaked: 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 ( <a href="https://forums.bistudio.com/topic/191515-ai-driving-feedback-topic/page-3#entry3042271" target="_blank"> https://forums.bistudio.com/topic/191515-ai-driving-feedback-topic/page-3#entry3042271 </a>)\nTweaked: The hideSelection command now works for more selections on Simple Objects Tweaked: The <a href="https://community.bistudio.com/wiki/enableAI" target="_blank"> enableAI </a> and <a href="https://community.bistudio.com/wiki/disableAI" target="_blank"> disableAI </a> commands now support a new "ALL" parameter Tweaked: Using <a href="https://community.bistudio.com/wiki/setSpeedMode" target="_blank"> setSpeedMode </a> "FULL" now works also on unarmed AIs Tweaked: The <a href="https://community.bistudio.com/wiki/diag_codePerformance" target="_blank"> diag_codePerformance </a> 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 <a href="https://community.bistudio.com/wiki/createSimpleObject" target="_blank"> createSimpleObject </a> command now supports object types and plain shapes Tweaked: The setUnitLoadoutFromConfig command was renamed to <a href="https://community.bistudio.com/wiki/setUnitLoadout" target="_blank"> setUnitLoadout </a> (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 <a href="https://community.bistudio.com/wiki/playerSide" target="_blank"> playerSide </a> 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 <a href="https://community.bistudio.com/wiki/disableAI" target="_blank"> disableAI </a> "AUTOTARGET" command Fixed: Static weapons would sink into the ground in multiplayer environment ( <a href="https://feedback.bistudio.com/T117186" target="_blank"> https://feedback.bistudio.com/T117186 </a>)\nFixed: Boats would get stuck on shores too easily Fixed: Using the <a href="https://community.bistudio.com/wiki/setUnitPos" target="_blank"> setUnitPos </a> command on "CARELESS" soldiers would not behave correctly Fixed: The Linux build did not correctly convert relative paths to full paths ( <a href="https://forums.bistudio.com/topic/188939-linux-dedicated-server-map-roads-shapefile-not-found" target="_blank"> https://forums.bistudio.com/topic/188939-linux-dedicated-server-map-roads-shapefile-not-found </a>)\nFixed: Boats would get stuck on the shores too easily Fixed: The <a href="https://community.bistudio.com/wiki/Arma_3:_Event_Handlers#TaskSetAsCurrent" target="_blank"> TaskSetAsCurrent </a> 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 <a href="https://community.bistudio.com/wiki/Arma_3_Zeus" target="_blank"> Zeus </a> Fixed: The <a href="https://community.bistudio.com/wiki/selectPlayer" target="_blank"> selectPlayer </a> command would remove switchable units (reducing the Team Switch options) Fixed: Lights of a transported vehicle were visible through the transporting vehicle Fixed: The <a href="https://community.bistudio.com/wiki/setAperture" target="_blank"> setAperture </a> command would not reset after a scenario ended ( <a href="https://feedback.bistudio.com/T116832" target="_blank"> https://feedback.bistudio.com/T116832 </a>)\nFixed: Server crash in <a href="https://community.bistudio.com/wiki/Arma_3_Zeus" target="_blank"> Zeus </a> 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 <a href="https://community.bistudio.com/wiki/loadBackpack" target="_blank"> loadBackpack </a> command would return incorrect values for loaded magazines ( <a href="https://feedback.bistudio.com/T120470" target="_blank"> https://feedback.bistudio.com/T120470 </a>)\nFixed: Items added via the <a href="https://community.bistudio.com/wiki/setUnitLoadout" target="_blank"> setUnitLoadout </a> and <a href="https://community.bistudio.com/wiki/addHeadgear" target="_blank"> addHeadgear </a> commands could become unavailable for a pick up on a Dedicated Server Fixed: Crash when using the <a href="https://community.bistudio.com/wiki/keyImage" target="_blank"> keyImage </a> script command with a negative value ( <a href="https://feedback.bistudio.com/T120449" target="_blank"> https://feedback.bistudio.com/T120449 </a>)\nFixed: Dropped equipment could become unobtainable in some cases Fixed: Lip-sync was not activated and radio effects were applied for direct speech ( <a href="https://feedback.bistudio.com/T120414" target="_blank"> https://feedback.bistudio.com/T120414 </a>)\nFixed: 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 <a href="https://community.bistudio.com/wiki/EG_Spectator_Mode" target="_blank"> Virtual Spectator </a> Fixed: The map interface would not properly close and the game could become unresponsive ( <a href="https://feedback.bistudio.com/T116824" target="_blank"> https://feedback.bistudio.com/T116824 </a>)\nFixed: Some copyright text in the Field Manual was mentioned twice Fixed: Scenario markers were not visible when the Line Drawing was disabled ( <a href="https://feedback.bistudio.com/T120359" target="_blank"> https://feedback.bistudio.com/T120359 </a>)\nFixed: 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 <a href="https://community.bistudio.com/wiki/EG_Spectator_Mode" target="_blank"> Virtual Spectator </a> Fixed: Handling of the first <a href="http://store.steampowered.com/" target="_blank"> Steam </a> 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 <a href="https://community.bistudio.com/wiki/inAreaArray" target="_blank"> inAreaArray </a> ARRAY was using radians instead of degrees Fixed: The <a href="https://community.bistudio.com/wiki/inAreaArray" target="_blank"> inAreaArray </a> 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 ( <a href="https://feedback.bistudio.com/T120748" target="_blank"> https://feedback.bistudio.com/T120748 </a>)\nFixed: 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 <a href="https://community.bistudio.com/wiki/EG_Spectator_Mode" target="_blank"> Virtual Spectator </a> 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 ( <a href="https://feedback.bistudio.com/T71576" target="_blank"> https://feedback.bistudio.com/T71576 </a>)\nFixed: 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 <a href="https://community.bistudio.com/wiki/Arma_3:_Event_Handlers#GetOutMan" target="_blank"> GetOutMan </a> 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 <a href="https://community.bistudio.com/wiki/Arma_3:_Event_Handlers#GetOutMan" target="_blank"> GetOutMan </a> 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 <a href="https://community.bistudio.com/wiki/Arma_3:_Event_Handlers#GetIn" target="_blank"> GetIn </a> 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 <a href="https://community.bistudio.com/wiki/Eden_Editor" target="_blank"> Eden Editor </a> by a different color Added: A new <a href="https://community.bistudio.com/wiki/Eden_Editor:_Scenario_Attributes" target="_blank"> OverviewTextLocked </a> scenario attribute Added: The <a href="https://community.bistudio.com/wiki/getMissionLayerEntities" target="_blank"> getMissionLayerEntities </a> 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 <a href="https://community.bistudio.com/wiki/Eden_Editor" target="_blank"> Eden Editor </a> 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 <a href="https://community.bistudio.com/wiki/getMissionLayerEntities" target="_blank"> getMissionLayerEntities </a> command would not work after a second preview Fixed: Importing a scenario from the 2D editor with no player units could behave incorrectly ( <a href="https://feedback.bistudio.com/T117667" target="_blank"> https://feedback.bistudio.com/T117667 </a>)\nFixed: 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 <a href="https://community.bistudio.com/wiki/Eden_Editor:_Entity_List" target="_blank"> Entity List </a> and not be correctly categorized Fixed: Groups distant from the camera could get visually ungrouped in the <a href="https://community.bistudio.com/wiki/Eden_Editor:_Entity_List" target="_blank"> Entity list </a> 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 <a href="https://community.bistudio.com/wiki/Arma_3:_Event_Handlers:_Eden_Editor#AttributesChanged3DEN" target="_blank"> AttributesChanged3DEN </a> 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 <a href="https://community.bistudio.com/wiki/Eden_Editor" target="_blank"> Eden Editor </a> 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 ( <a href="https://feedback.bistudio.com/T117667" target="_blank"> https://feedback.bistudio.com/T117667 </a>)\nFixed: 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 ( <a href="https://forums.bistudio.com/topic/180024-official-arma-3-launcher-dev-branch/page-7#entry3089057" target="_blank"> https://forums.bistudio.com/topic/180024-official-arma-3-launcher-dev-branch/page-7#entry3089057 </a>)\nFixed: When Launcher was started with parameters -noLauncher and -useBe , the rest of the <a href="https://community.bistudio.com/wiki/Arma_3_Startup_Parameters" target="_blank"> startup parameters </a> 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)\n

    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;dlcbundleto your arma3server.exe shortcut


    SPOTREP-00063

    SPOTREP-00063

    • FROM: High Command
    • TO: Arma 3 Users
    • UNIT: Main Branch
    • ACTIVITY: Hotfix 1.66 (selectPlayer Command, Missile Warning)
    • SIZE: ~93.4 MB / ~44.9 MB (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 <a href="https://dev.arma3.com/" target="_blank"> Dev Hub </a>
    • . We also co-operate directly on troubleshooting, and we offer an opportunity to test updates via our <a href="https://dev.arma3.com/rc-branch" target="_blank"> Release Candidate tests </a>
    • . 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 <a href="http://dev.arma3.com/ports" target="_blank"> the experimental Linux and Mac port betas </a>
    • 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 <a href="https://developer.valvesoftware.com/wiki/SteamCMD" target="_blank"> SteamCMD </a>
      • 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 <a href="http://support.bistudio.com/arma-3" target="_blank"> Bohemia Interactive support F.A.Q. </a>
    • , <a href="http://arma3.com/faq" target="_blank"> Arma 3 F.A.Q. </a>
    • , <a href="http://www.battleye.com/support/faq/" target="_blank"> BattlEye F.A.Q. </a>
    • , or <a href="https://arma3.com/launcher/troubleshooting" target="_blank"> Launcher troubleshooting guide </a>
    • .
    • You can help us to further improve the game by posting your feedback on the <a href="http://feedback.arma3.com/" target="_blank"> Feedback Tracker </a>
    • .

    CHANGELOG

    DATA:

    • Tweaked: The dome parts in \A3\Structures_F\Research\ are back for backwards compatibility (not used by the main dome models)

    ENGINE:

    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


    SPOTREP-00064

    SPOTREP-00064

    • FROM: High Command
    • TO: Arma 3 Users
    • UNIT: Main Branch
    • ACTIVITY: Game Update 1.68 (64-bit Executables, Ambient Occlusion Overhaul, Maintenance)
    • SIZE: ~10.4 GB / ~1.3 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 <a href="https://dev.arma3.com/" target="_blank"> Dev Hub </a>
    • . We also co-operate directly on troubleshooting, and we offer an opportunity to test updates via our <a href="https://dev.arma3.com/rc-branch" target="_blank"> Release Candidate tests </a>
    • . 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 (1.66). It can be used to compare specific changes between major releases. The access code for this branch is:
    • Arma3Legacy166
    • This update does not apply to <a href="http://dev.arma3.com/ports" target="_blank"> the experimental Linux and Mac port betas </a>
    • 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 <a href="https://developer.valvesoftware.com/wiki/SteamCMD" target="_blank"> SteamCMD </a>
      • utility. The app ID is to be 233780.
      • NVIDIA GameWorks™ Technology provided under license from NVIDIA Corporation. Copyright © 2002-2017 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 <a href="http://support.bistudio.com/arma-3" target="_blank"> Bohemia Interactive support F.A.Q. </a>
    • , <a href="http://arma3.com/faq" target="_blank"> Arma 3 F.A.Q. </a>
    • , <a href="http://www.battleye.com/support/faq/" target="_blank"> BattlEye F.A.Q. </a>
    • , or <a href="https://arma3.com/launcher/troubleshooting" target="_blank"> Launcher troubleshooting guide </a>
    • .
    • You can help us to further improve the game by posting your feedback on the <a href="http://feedback.arma3.com/" target="_blank"> Feedback Tracker </a>
    • .

    CHANGELOG

    DATA:

    • Added: New Ambient Occlusion settings in Video Options
    • Added: Sounds for vehicles colliding with water (cars driving through water and planes falling into water)
    • Added: Sound for Turn In / Out actions for armored vehicles
    • Added: Titles of Advanced Hints are now structured text and can be multi-line
    • Added: The scene behind the Debriefing screen is now blurred
    • Added: A new Fuel hit point for tracked armored vehicles (so they can lose fuel)
    • Added A new Hull hit point for wheeled vehicles (so they can be destroyed on a single critical hit)
    • Added: When multiple <a href="https://community.bistudio.com/wiki/Arma_3_Main_Menu" target="_blank"> Main Menu </a>
    • spotlight options are available, they are cycled automatically. Users can browse them manually using arrows.
    • Added: Showcase NATO now has an updated voice-over (with a speakerphone effect)
    • Added: After calling an artillery support, a marker with ETA is shown in the map for the caller
    • Added: Ability to set a default number of rounds for artillery. Copy this code to the init field of the artillery vehicle:
      • this <a href="https://community.bistudio.com/wiki/setVariable" target="_blank"> setVariable </a>
      • ["BIS_SUPP_useDefaultBurst",3];
      • //3 is the number of rounds
      • Also, if you don't want to think about a specific number of rounds, use the default value (usually 3 rounds):

    this <a href="https://community.bistudio.com/wiki/setVariable" target="_blank"> setVariable </a> ["BIS_SUPP_useDefaultBurst",true]; //True to enable an automatic default burst

    • Added: Multi-line version UI classes
    • RscTextMulti
    • and
    • RscEditMulti
    • for use with scripted controls
    • Added: IR grenades now have a proper sound for impact with the ground
    • Added: Field Manual preview models for explosives
    • Added: Sounds when getting in and out of helicopters (incl. 3D processing type)
    • Added: Rain sounds on car surfaces while inside of the vehicle
    • Added: <a href="https://community.bistudio.com/wiki/Arma_3_Sensors#typeRecognitionDistance" target="_blank"> TypeRecognitionDistance </a>
    • to the sensor templates
    • Tweaked: Performance of high-caliber ammunition:
      • Armor Piercing shells are now more likely to deflect from hard surfaces
      • High Explosive shells detonate on contact
      • HEAT shells now have average deflection behavior
    • Added: Pressing the Esc key in <a href="https://community.bistudio.com/wiki/Splendid_Camera" target="_blank"> Splendid Camera </a>
    • now opens the Pause Menu. To exit the camera, click on the "CLOSE" button there.
    • Added: New samples for cabine opening and closing animations on the Caesar BTT airplanes
    • Added: Configured additional existing liveries for the CH-49
    • Added: 2 scripted variants of weapon holders:
    • GroundWeaponHolder_Scripted
    • and
    • WeaponHolderSimulated_Scripted
    • ( <a href="https://feedback.bistudio.com/T79535" target="_blank"> https://feedback.bistudio.com/T79535 </a>)\n* Added: Locked door keypads on Tanoa are now indicated by a red light where appropriate
    • Added: Locked door keypads on Altis and Stratis are now indicated by a red light where appropriate
    • Added: Reverse camera display for the SUV
    • Added: Flag proxies for various vehicles
    • Added: A new
    • RscTreeSearch
    • class for scripted creation of the
    • RscTree
    • with search capability
    • Added: An option to prevent spawning on dead characters in the
    • BIS_fnc_moveToSpawnPos
    • function
    • Tweaked: Ambient Occlusion and light maps of structures were overhauled
    • Tweaked: Some Apex data has been decrypted (Weapons, Props, Vehicles, Missions, Dubbing, Sounds, and Music)
    • Tweaked: Helpers (arrows, pointers) in the faction Showcases are not visible anymore
    • Tweaked: Collision geometries on various Tanoa structures
    • Tweaked: Decreased the range and volume of underwater mine explosions
    • Tweaked: The compositions in Showcase NATO and Showcase CSAT were updated (added objects, added an ambient Wipeout and many objects were converted to Simple Objects)
    • Tweaked: Accessing the Supports menu (0-8) now makes the menu active, which also displays a special cursor
    • Tweaked: Swimming sound assets were updated
    • Tweaked: Parachute sounds now use the <a href="https://community.bistudio.com/wiki/Arma_3_Sound:_SoundSet" target="_blank"> SoundSet </a>
    • and <a href="https://community.bistudio.com/wiki/Arma_3_Sound:_SoundShader" target="_blank"> SoundShader </a>
    • implementation
    • Tweaked: Footstep sound volumes are now more balanced
    • Tweaked: The black and white Orcas were changed to the ones with regular liveries in Support Katalaki
    • Tweaked: Color presets in the Game Options menu are now sorted alphabetically
    • Tweaked: The <a href="https://community.bistudio.com/wiki/showScoretable" target="_blank"> showScoretable </a>
    • command resets when a new Debriefing screen is created
    • Tweaked: Helicopters should now produce sounds when falling into water
    • Tweaked: The gear retraction sounds of the AH-99 Blackfoot were improved
    • Tweaked: Smaller buildings are now overall less durable than the large ones, especially against high caliber shells
    • Tweaked: Particular building hit points are now easier to destroy
    • Tweaked: All buildings now receive 25% more explosive damage
    • Tweaked: The volume for landing sounds of the AH-99 Blackfoot was increased
    • Tweaked: Appearance of the Field Manual - a tree structure is now used for topic and hint selection, and it's possible to search in it
    • Tweaked: Advanced hints are now formatted using the unified function
    • BIS_fnc_advHintFormat
    • Tweaked: Main Menu spotlights are now configured in CfgMainMenuSpotlight instead of RscDisplayMain >> Spotlight. The old path will still be accepted, but is considered obsolete.
    • Tweaked: Steering, internal engine, and thread sounds were updated for the FV-720 Mora, ZSU-39 Tigris, and BTR-K Kamysh
    • Tweaked: The collision sound settings of the T-100 Varsuk were improved
    • Tweaked: Config data for Simple Objects was regenerated, updated and rounded
    • Tweaked: When calling an artillery support, an option to pick the number of rounds is no longer offered when only the last round is left
    • Tweaked: Increased the volume of crash sounds for the Kajman gunship
    • Tweaked: The <a href="https://community.bistudio.com/wiki/BIS_fnc_configPath" target="_blank"> BIS_fnc_configPath </a>
    • function now has an optional strict mode
    • Tweaked: The audio configuration for quad bikes was improved
    • Tweaked: Get-in memory points on the Tempest Medical truck were adjusted
    • Tweaked: The list of planes after placing the CAS module by Zeus is now sorted alphabetically
    • Tweaked: Laser and NV Targets (strobes) are now detectable beyond view distance
    • Tweaked: The close shot sounds of the MX rifles were equalized
    • Tweaked: Compass, map, watch & radio inventory items now use more visually appealing models when placed on the ground
    • Tweaked: Functions <a href="https://community.bistudio.com/wiki/BIS_fnc_enemyDetected," target="_blank"> BIS_fnc_enemyDetected </a>
    • and <a href="https://community.bistudio.com/wiki/BIS_fnc_enemyTargets" target="_blank"> BIS_fnc_enemyTargets </a>
    • were refactored for better performance
    • Tweaked: Decorative ammo boxes in Showcase NATO are now invincible
    • Tweaked: Server parameter "Time acceleration" is now localized
    • Tweaked: Static Taru pods are now showing damage textures correctly
    • Tweaked: Exiting of Showcases CSAT, NATO and AAF was adjusted
    • Tweaked: Hid antennas on various vehicles while they are being transported inside other vehicles
    • Tweaked: The <a href="https://community.bistudio.com/wiki/BIS_fnc_selectRandomWeighted" target="_blank"> BIS_fnc_selectRandomWeighted </a>
    • function now supports a single array of items and weights ([item, weight, item, weight...])
    • Tweaked: The <a href="https://community.bistudio.com/wiki/BIS_fnc_setHitPointDamage" target="_blank"> BIS_fnc_setHitPointDamage </a>
    • function now sets
    • HitPoint
    • damage with dependencies
    • Tweaked: Commands (move, get in, target) no longer fade out on Regular difficulty
    • Tweaked: VR entities do not bleed anymore
    • Tweaked: The <a href="https://community.bistudio.com/wiki/BIS_fnc_moveToRespawnPosition" target="_blank"> BIS_fnc_moveToRespawnPosition </a>
    • function was improved (even in scheduled environments)
    • Tweaked: The <a href="https://community.bistudio.com/wiki/BIS_fnc_playVideo" target="_blank"> BIS_fnc_playVideo </a>
    • function was improved
    • Tweaked: The config definition of 'AirDestructionEffects' was simplified. There is now 1 less smoke and fire effect. The remaining smoke and fire was sped up, which results in overall better visual quality.
    • Tweaked: Functions called on helicopters and airplanes on their destruction were optimized for better performance and reliability
    • Tweaked: Hit point positions in wheeled and tracked APCs and the position of hit points on the Kuma tank tracks were adjusted
    • Tweaked: Durability of armored vehicles to remove some damage inconsistencies introduced along with the addition of fuel hit points
    • Tweaked: Some of the missing UI_F sounds were added to CfgSounds
    • Tweaked: Added built-in GPS and radio into all tanks, APCs, MRAPs and boats (except rubber boats)
    • Tweaked: Turning main turrets of armored vehicles no longer starts their engines
    • Tweaked: Surface sounds of the HEMMT trucks were improved
    • Tweaked: The
    • FuelStation_01_Pump
    • can now be destroyed more easily
    • Tweaked: The door angle of
    • Warehouse_03
    • was improved to prevent incorrect collisions with characters
    • Tweaked: Nikos (Formal) now has a weapon visible in first person view
    • Tweaked: Various improvements to the <a href="https://community.bistudio.com/wiki/BIS_fnc_unpackStaticWeapon," target="_blank"> BIS_fnc_unpackStaticWeapon </a>
    • and <a href="https://community.bistudio.com/wiki/BIS_fnc_packStaticWeapon" target="_blank"> BIS_fnc_packStaticWeapon </a>
    • functions
    • Tweaked: Collision sounds for Hunter, Ifrit, Quad bike & Offroad were increased (range)
    • Tweaked: Randomized the sounds of collisions into trees
    • Tweaked: The RPG-7 now has zeroing and a correct projectile drop ( <a href="https://feedback.bistudio.com/T120528" target="_blank"> https://feedback.bistudio.com/T120528 </a>)\n* Tweaked: Sound configuration of the HEMTT trucks was improved
    • Tweaked: Boats, armored vehicles and drones now have different sound effects for rain in first-person view
    • Tweaked: The Taru Cargo pod now has an inventory for consistency
    • Tweaked: The <a href="https://community.bistudio.com/wiki/BIS_fnc_inTrigger," target="_blank"> BIS_fnc_inTrigger </a>
    • , <a href="https://community.bistudio.com/wiki/BIS_fnc_findSafePos," target="_blank"> BIS_fnc_findSafePos </a>
    • , <a href="https://community.bistudio.com/wiki/BIS_fnc_moveIn," target="_blank"> BIS_fnc_moveIn </a>
    • , <a href="https://community.bistudio.com/wiki/BIS_fnc_nearestPosition" target="_blank"> BIS_fnc_nearestPosition </a>
    • , <a href="https://community.bistudio.com/wiki/BIS_fnc_textureMarker" target="_blank"> BIS_fnc_textureMarker </a>
    • and <a href="https://community.bistudio.com/wiki/BIS_fnc_textureVehicleIcon" target="_blank"> BIS_fnc_textureVehicleIcon </a>
    • functions were optimized
    • Tweaked: The <a href="https://community.bistudio.com/wiki/BIS_fnc_position" target="_blank"> BIS_fnc_position </a>
    • function now returns the correct AGL position of an object
    • Tweaked: The <a href="https://community.bistudio.com/wiki/BIS_fnc_inTrigger" target="_blank"> BIS_fnc_inTrigger </a>
    • function now returns the distance to the 3D border when requested and its trigger height is used
    • Tweaked: The <a href="https://community.bistudio.com/wiki/BIS_fnc_taskState" target="_blank"> BIS_fnc_taskState </a>
    • function now returns "" instead of "CREATED" for undefined tasks
    • Tweaked: The <a href="https://community.bistudio.com/wiki/BIS_fnc_taskCompleted" target="_blank"> BIS_fnc_taskCompleted </a>
    • function no longer shows an error when used on an undefined task (so the function can be used in conditions which are running before a task is created)
    • Tweaked: The starting position of the <a href="https://community.bistudio.com/wiki/Splendid_Camera" target="_blank"> Splendid Camera </a>
    • now exactly matches the previous view
    • Tweaked: Cargo containers that are part of a terrain cannot be destroyed anymore
    • Tweaked: Duration configurations of several music and ambient radio files were updated
    • Tweaked: The 5.8x42mm 100Rnd Drum magazine now has only the last four rounds as tracers
    • Tweaked: The Ammo and Fuel variants of Zamak trucks now explode instead bursting into flames
    • Tweaked: Samples and audio configuration of the Wipeout plane were updated
    • Tweaked: Terrains in the main Editor Menu are now sorted alphabetically
    • Tweaked: Get in sound for the Caesar BTT plane
    • Tweaked: The
    • getInRadius
    • range for planes was reduced
    • Tweaked: Transitions from and to prone are now more flexible to be interrupted in unarmed stance
    • Tweaked: The Panther and Marid APCs now have Night Vision mode available for gunners and commanders
    • Tweaked: Difficulty preset changes: waypoints and commands are now hidden on veteran difficulty
    • Tweaked: Water Scooter handling and durability were improved (PiP mirrors were also added)
    • Tweaked: It is now possible to retexture the interior of the Zamak truck
    • Tweaked: Crew of the static GMG now holds the weapon properly
    • Tweaked: Dead crew of static weapons is now ejected
    • Tweaked: The shot and closure samples of MX rifles were improved
    • Tweaked: Suspension of the Caesar BTT plane is now supported by
    • PhysX
    • Tweaked: Pause Menu and Scoreboard keys are no longer hard-coded in the Respawn Screen
    • Tweaked: Difficulty Settings now contain more options about displaying units on the map
    • Tweaked: The crew of the Blackfish VTOL can now see their crewmates' aiming directions
    • Tweaked: Switching from combat pace to a sprint is now more fluent
    • Tweaked: The "popup" and "popdelay" variables can now be set directly on each pop-up target individually and will override global settings
    • Tweaked: The maximum fording depth of many vehicles
    • Tweaked: Dates in some scenarios were adjusted
    • Tweaked: A GPS item will only be added to Time Trial competitors if the slot isn't already full
    • Tweaked: It is now possible to change liveries on the Orca Black & White variants through the Virtual Garage
    • Tweaked: The initial position detection in Time Trials was improved
    • Tweaked: Field of View in aircraft is no longer scaled according to their speed
    • Tweaked: The deflection of 30 mm MP shell used by the main gun of the Kamysh was slightly decreased
    • Tweaked: Waypoints are now permanently visible on Regular difficulty once again ( <a href="https://forums.bistudio.com/topic/188661-difficulty-overhaul/?page=9#comment-3150342" target="_blank"> https://forums.bistudio.com/topic/188661-difficulty-overhaul/?page=9#comment-3150342 </a>)\n* Tweaked: Speed coefficient for mud surfaces
    • Tweaked: The function parameters for all faction showcases were adjusted
    • Tweaked: Compositions in the Sea area in Showcase NATO were improved
    • Tweaked: Rabbits, snakes and fish are no longer bleeding
    • Fixed: Zeus could not see newly created respawn vehicles correctly in some cases
    • Fixed: Swimming would make no sound
    • Fixed: Vaulting would not make any sound in some cases
    • Fixed: 'Alpha' and 'Beta' menu color presets had incorrect values
    • Fixed: Some footstep sounds could be heard behind the player ( <a href="https://forums.bistudio.com/topic/199866-166-audio-issue-with-footsteps/" target="_blank"> https://forums.bistudio.com/topic/199866-166-audio-issue-with-footsteps/ </a>)\n* Fixed: The whiteboard in Showcase CSAT was displaying incorrect Intel about the caliber of the T-100 Varsuk
    • Fixed: The Apex Protocol Main Menu spotlight was shown every time, even when Apex was not installed
    • Fixed: A-143 Buzzard and a few other vehicles were missing collision sounds
    • Fixed: Y-32 Xi'an was missing collision sounds
    • Fixed: PAPI lights
    • Fixed:
    • RscDisplayMultiplayer
    • had two default buttons
    • Fixed: Overlapping of mute buttons with a scrollbar in the map
    • Fixed: Many buildings and objects were not available for placing in Zeus Game Master scenarios ( <a href="https://feedback.bistudio.com/T120145" target="_blank"> https://feedback.bistudio.com/T120145 </a>)\n* Fixed: The vertical placement of props was improved
    • Fixed: Incorrect position of the character hands after loading a loadout which didn't have a weapon in the Virtual Arsenal
    • Fixed: Brake sounds were missing on several surfaces for the HEMMT trucks
    • Fixed: Pacific CSAT characters were sometimes using an English voice-set
    • Fixed: In dynamic groups, there was a chance the wrong parameters would be sent to <a href="https://community.bistudio.com/wiki/BIS_fnc_removeScriptedEventHandler" target="_blank"> BIS_fnc_removeScriptedEventHandler </a>
    • Fixed: Changes set by the Weather module were not applied instantly
    • Fixed: A video was still playing after clicking on one of the main menu spotlights and returning back
    • Fixed: The Campaign menu title bar was darker than other menus
    • Fixed: There was "Attempt to override final function" message spam in the RPT file
    • Fixed: The animation freeze at the start of Firing Drills and <a href="https://community.bistudio.com/wiki/MP_End_Game" target="_blank"> End Game </a>
    • scenarios was not reliable on sloped surfaces
    • Fixed: Switching from / to unarmed animations caused characters to slide
    • Fixed: Crouching and standing up from crouch sometimes wouldn't work after pressing the crouch button
    • Fixed: Going prone with a launcher equipped during combat pace movement was immediate and seemingly missing an animation ( <a href="https://feedback.bistudio.com/T116732" target="_blank"> https://feedback.bistudio.com/T116732 </a>)\n* Fixed: Sling-load assistant was not functioning properly
    • Fixed: The sound of falling shells was removed from the starter pistol
    • Fixed: Burst fire from Slammer LMGs sounded like just one shot instead of a burst
    • Fixed: Pacific variants of NATO Autorifleman and AT Soldier had incorrect vests in their loadouts
    • Fixed:
    • Offroad_02_F
    • had an incorrectly aligned rear mirror ( <a href="https://feedback.bistudio.com/T119225" target="_blank"> https://feedback.bistudio.com/T119225 </a>)\n* Fixed: Some parts of the AFV-4 Gorgon were not included in its hiddenSelection ( <a href="https://feedback.bistudio.com/T119594" target="_blank"> https://feedback.bistudio.com/T119594 </a>)\n* Fixed: Pacific variants of static weapons could not be assembled ( <a href="https://feedback.bistudio.com/T119296" target="_blank"> https://feedback.bistudio.com/T119296 </a>)\n* Fixed: UGL sights of the SPAR16 GL rifle were unfolded when on a character's back
    • Fixed: The <a href="https://community.bistudio.com/wiki/BIS_fnc_unpackStaticWeapon" target="_blank"> BIS_fnc_unpackStaticWeapon </a>
    • function was not working properly
    • Fixed: The <a href="https://community.bistudio.com/wiki/kbTell" target="_blank"> kbTell </a>
    • command would not work properly if the <a href="https://community.bistudio.com/wiki/BIS_fnc_kbTellLocal" target="_blank"> BIS_fnc_kbTellLocal </a>
    • function was called with the parameter denying the direct channel (channel = true)
    • Fixed: Quadbikes would behave as submarines when driving through water
    • Fixed: The velocity of static GMG ammo was incorrect ( <a href="http://feedback.arma3.com/view.php?id=27469" target="_blank"> http://feedback.arma3.com/view.php?id=27469 </a>)\n* Fixed: Some weapons were missing sounds of cases falling on the ground
    • Fixed: The Prowler would behave as a submarine when driving through water
    • Fixed: The MH-9 had inconsistent FFV view limits
    • Fixed: Missing SFX samples for vehicle UI actions (refuel, rearm, repair)
    • Fixed: JIP players could be killed when respawning far from their FOB, due to an incorrect area limit in the <a href="https://community.bistudio.com/wiki/MP_End_Game" target="_blank"> End Game </a>
    • scenarios
    • Fixed: Entering the <a href="https://community.bistudio.com/wiki/Splendid_Camera" target="_blank"> Splendid Camera </a>
    • would reset the fog settings
    • Fixed: Entering a sub-display (e.g. the Configure screen) from the <a href="https://community.bistudio.com/wiki/Arma_3_Respawn:_New_Respawn_Screen" target="_blank"> Respawn Screen </a>
    • could cause the display to get stuck until a respawn was performed
    • Fixed: Blackfoot gunners didn't have a crosshair when using DAGR missiles
    • Fixed: Tempest trucks now have correct UV mapping for mirrors
    • Fixed: The AK12 had a bullet in its magazine after the last round was fired
    • Fixed: The Options could not be closed using the Esc key from the <a href="https://community.bistudio.com/wiki/Arma_3_Respawn:_New_Respawn_Screen" target="_blank"> Respawn Screen </a>
    • Fixed: Closing a sub-display (e.g. Video Options) from the <a href="https://community.bistudio.com/wiki/Arma_3_Respawn:_New_Respawn_Screen" target="_blank"> Respawn Screen </a>
    • could cause all other displays to be closed as well
    • Fixed: The Strider MRAP now has smoother Picture-In-Picture feeds for its Gunner and Commander
    • Fixed: The Group Management title background would use an obsolete color
    • Fixed: The CAR-95-1 weapon had an incorrectly configured bipod ( <a href="https://feedback.bistudio.com/T122239" target="_blank"> https://feedback.bistudio.com/T122239 </a>)\n* Fixed: The Intel icon could be misplaced in <a href="https://community.bistudio.com/wiki/MP_End_Game" target="_blank"> End Game </a>
    • scenarios if placed above or under the water surface (e.g. sheds on the shores)
    • Fixed: The Phase indicator was not visible in the <a href="https://community.bistudio.com/wiki/Arma_3_Respawn:_New_Respawn_Screen" target="_blank"> Respawn Screen </a>
    • in <a href="https://community.bistudio.com/wiki/MP_End_Game" target="_blank"> End Game </a>
    • scenarios
    • Fixed: Seize scenarios would end seconds after starting with not respawn limit set
    • Fixed: Wrecks of the Wipeout and Buzzard airplanes were levitating
    • Fixed: Pop up error when a teammate is incapacitated while having the Group Manager open
    • Fixed: Returning to the Main Menu from the Scenarios or Multiplayer menus would lead to an FPS drop while playing the Main Menu video tiles
    • Fixed: The weapon UGL crosshair was not visible when crouching in combat pace
    • Fixed: Showcase Gunships would not fail if the player survived a crash landing (both on ground and in water)
    • Fixed: Showcase Gunships scenario flow would break if the helicopter touched the water and then immediately ascended again
    • Fixed: Export of parent classes from GUI editor didn't work because of a missing "GUI_styles.hpp" file ( <a href="https://www.reddit.com/r/armadev/comments/5pwvwr/missing_eden_files/" target="_blank"> https://www.reddit.com/r/armadev/comments/5pwvwr/missing_eden_files/ </a>)\n* Fixed: Helicopters would have trouble landing if their occupants were killed meanwhile in Showcase Firing From Vehicles
    • Fixed: Hitting the button to close the <a href="https://community.bistudio.com/wiki/Splendid_Camera" target="_blank"> Splendid Camera </a>
    • in the Pause Menu would also prompt about leaving the game in the multiplayer environment ( <a href="https://forums.bistudio.com/topic/143930-general-discussion-dev-branch/?page=867#comment-3144508" target="_blank"> https://forums.bistudio.com/topic/143930-general-discussion-dev-branch/?page=867#comment-3144508 </a>)\n* Fixed: Transport variants of the HEMTT truck now have fixed mirrors; characters no longer appear in them when they are getting into the vehicle
    • Fixed: The Caesar BTT plane would refuse to take damage when crashed
    • Fixed: The RPM indicator in the Caesar BTT plane was not working properly
    • Fixed: AI would refuse to shoot at air targets with some types of ammunition (9x21mm, .45ACP, .50BW, 5.56x45, 5.45x39, 7.62x39, 5.8x42)
    • Fixed: Players could end up back inside the helicopter after being inserted in Showcase Firing from Vehicles
    • Fixed: 35mm shells would not explode on hitting the Hummingbird in some cases
    • Fixed: Going prone from sprinting with a launcher had an unnecessary stand up transition (related to <a href="https://feedback.bistudio.com/T116732" target="_blank"> https://feedback.bistudio.com/T116732 </a>)\n* Fixed: Going prone from kneeling with a launcher caused an unnecessary stand up transition
    • Fixed: Going into the inventory with a binoculars would cause a transition to rifles (related to <a href="https://feedback.bistudio.com/T120382" target="_blank"> https://feedback.bistudio.com/T120382 </a>)\n* Fixed: Some weapons were missing the "baseWeapon" config attribute ( <a href="https://forums.bistudio.com/topic/143930-general-discussion-dev-branch/?do=findComment&comment=3141143" target="_blank"> https://forums.bistudio.com/topic/143930-general-discussion-dev-branch/?do=findComment&comment=3141143 </a>)\n* Fixed: The optics view on the static HMG could clip with the tripod ( <a href="https://feedback.bistudio.com/T120662" target="_blank"> https://feedback.bistudio.com/T120662 </a>)\n* Fixed: The Bobcat's spare wheels would heat in thermal vision when the vehicle was moving around
    • Fixed: It was not possible to open the Pause Menu while in the <a href="https://community.bistudio.com/wiki/Arma_3_Respawn:_New_Respawn_Screen" target="_blank"> Respawn Screen </a>
    • using the Pause key in some cases
    • Fixed: The Mk17 was heating in thermal vision when firing a primary weapon
    • Fixed: The cockpit glass of the Buzzard plane was too fragile
    • Fixed: Weapon switching from launcher to rifle was not working properly while sprinting / combat pacing
    • Fixed: Weapon switching from launcher to sidearm was not working properly while sprinting / combat pacing
    • Fixed: The commander and gunner of the FV-720 were clipping through the turret ring ( <a href="https://feedback.bistudio.com/T74854" target="_blank"> https://feedback.bistudio.com/T74854 </a>
    • , <a href="https://feedback.bistudio.com/T76233" target="_blank"> https://feedback.bistudio.com/T76233 </a>
    • , <a href="https://feedback.bistudio.com/T81983" target="_blank"> https://feedback.bistudio.com/T81983 </a>)\n* Fixed: There was an infinite animation loop caused by closing the inventory while removing a sidearm as the only weapon
    • Fixed: The Firing Drills freezing mechanic did not behave well under some circumstances
    • Fixed: JIP players did not see groups if coming from a scenario using Dynamic Groups and joining another one
    • Fixed: The NVS had an incorrect inventory icon
    • Fixed: Apex owners could get their vehicles stuck in sand ( <a href="https://feedback.bistudio.com/T120992" target="_blank"> https://feedback.bistudio.com/T120992 </a>
    • , <a href="https://feedback.bistudio.com/T120992" target="_blank"> https://feedback.bistudio.com/T120992 </a>)\n* Fixed: Flag proxies on several models ( <a href="https://twitter.com/BXBX_BI/status/831455838753656832" target="_blank"> more Intel </a>)\n* Fixed: The Respawn Timer was not visible after saving and loading a scenario in multiplayer
    • Fixed: The rail covers of the Rahim are now hidden when an appropriate slot (side or bottom) is filled with an attachment ( <a href="https://feedback.bistudio.com/T84605" target="_blank"> https://feedback.bistudio.com/T84605 </a>)\n* Fixed: The
    • BIS_fnc_unitPlay
    • function was not serialized and would break when a scenario was loaded (if it was saved during a unit play scene)
    • Fixed: The
    • BIS_fnc_unitPlay
    • function was not compatible with <a href="https://community.bistudio.com/wiki/Arma_Dedicated_Server" target="_blank"> Dedicated Servers </a>
    • Fixed: Occlusion and alpha sorting of the
    • Airport_01_terminal_F
    • building ( <a href="https://feedback.bistudio.com/T123379" target="_blank"> https://feedback.bistudio.com/T123379 </a>)\n* Fixed: Hiding the interface in <a href="https://community.bistudio.com/wiki/Arsenal" target="_blank"> Arsenal </a>
    • did not hide the background of said icons
    • Fixed: NV Targets (strobes) were detectable by sensors other than Night Vision
    • Fixed: It was possible to get auto-zeroing against air targets with the APFSDS ammo
    • Fixed: The Xi'an VTOL was not able to take off vertically with minor damage
    • Fixed: Rotating in prone while moving caused kneeling in some cases ( <a href="https://feedback.bistudio.com/T123369" target="_blank"> https://feedback.bistudio.com/T123369 </a>)\n* Fixed: Cars could get stuck on wooden bridges on Tanoa ( <a href="https://forums.bistudio.com/topic/143930-general-discussion-dev-branch/?do=findComment&comment=3153369" target="_blank"> https://forums.bistudio.com/topic/143930-general-discussion-dev-branch/?do=findComment&comment=3153369 </a>)\n* Fixed: UAVs at the airport were moved to a different position to prevent crashing with the plane piloted by autopilot in Showcase CSAT
    • Fixed: Passengers of the Support variants of Zamak trucks would clip through their seats
    • Fixed: The SDV periscope camera was overly sensitive when moving vertically
    • Fixed: Taru pods were missing icons in the Virtual Garage
    • Fixed: The <a href="https://community.bistudio.com/wiki/Arma_3_Respawn:_New_Respawn_Screen" target="_blank"> Respawn Screen </a>
    • did not support scenario-specific respawn messages
    • Fixed: Disconnected players would still count towards the loadout limit in the <a href="https://community.bistudio.com/wiki/Arma_3_Respawn:_New_Respawn_Screen" target="_blank"> Respawn Screen </a>
    • Fixed: Players could respawn onto the [0,0,0] coordinates when respawning on a position that was being removed
    • Fixed: Hands of Offroad gunners were stretching unnaturally while aiming to the sky
    • Fixed: The Syndikat MB 4WD had visual customization working incorrectly
    • Fixed: Trying to adjust stance while being unarmed had unexpected results (mainly because there are no adjusted stances when being unarmed)
    • Fixed: Players could not respawn into a specific type of vehicle when one of its kind was destroyed <a href="https://community.bistudio.com/wiki/Eden_Editor" target="_blank"> Eden Editor </a>
    • Added: An ability to access the Field Manual from the Eden workspace (Tools > Field Manual)
    • Added: In the Advanced Hints system, it's now possible to access default variables (i.e. %1 to %10) in custom arguments
    • Added: All task modules now have a "Show Notification" attribute, allowing them to add / update a task without on-screen notifications
    • Added: A "Parent Task ID" attribute was added to the "Create Task" module
    • Added: A new group attribute controlling whether the group should be automatically deleted when empty
    • Added: When no player is present for an Eden Editor preview, Splendid Camera is opened by default
    • Added: The mod filter in the Asset Browser now shows mod icons
    • Tweaked: The default size of structured text (
    • ctrlStructuredText)\n* ctrlStatic)\n* Tweaked: Behavior of the 'Center on Selected' function in the Eden Editor (the F key by default). It now works with layers (the position of the first entity found in the layer is used) and the camera is no longer moved when only an empty layer is selected.
    • Tweaked: Terrains in the 'Select Terrain' dialog are now sorted alphabetically
    • Tweaked: The current terrain is now auto-selected in the Eden Editor dialog
    • Tweaked: Current terrain is now auto-selected in the 'Select Terrain' dialog in Eden Editor
    • Fixed: Moving the camera to a comment (i.e. pressing 'F' when a comment is selected) didn't work
    • Fixed: Pacific variants of NATO AT Rifleman and Autorifleman had incorrect Eden Editor preview images
    • Fixed: Offroad (Repair) had an incorrect Eden Editor preview image
    • Fixed: The <a href="https://community.bistudio.com/wiki/BIS_fnc_inTrigger" target="_blank"> BIS_fnc_inTrigger </a>
    • function did not work properly when applied on an ellipse with B size larger than A size
    • Fixed: Eden Editor attributes which were using combo interfaces (e.g. a drop down menu) didn't have the current value selected by default in some cases
    • Fixed: Drop down menus with a sound preview in the Eden Editor (e.g. trigger music) did not react to mouse input in some cases
    • Fixed: Editing the loadout of characters with pre-filled backpacks (e.g. medic or AT specialist) would always restore the contents of the backpack
    • Apex Protocol (potential spoilers)
    • Fixed: The subtitles for conversations playing over the radio in Apex Protocol would display even if the players dropped their radio and couldn't hear them
    • Fixed: In the Apex Protocol lobby, players would end up with the leader's squad XML info instead of theirs
    • Fixed: The "Investigate the Drone" task could break in some cases in the Apex Protocol scenario
    • Fixed: Script error in the Apex Protocol campaign lobby when changing the respawn options
    • Fixed: Players were unable to use the ladder on the water tower at the Toronto objective in the Keystone scenario
    • Fixed: There were some incorrect names for new respawn positions in the End Game scenario
    • Fixed: Container doors were visibly open to the host but closed to clients in the Firestarter scenario
    • Fixed: Players couldn't climb the water tower at one of the variants of point New York in the Keystone scenario
    • Fixed: A quad bike getting damaged by an object composition in the Warm Welcome scenario
    • Fixed: There was a missing string when only one respawn ticket was available in the Keystone scenario
    • The East Wind
    • (potential spoilers)
    • Tweaked: MacKinnon's crashed Hunter is no longer being held up by its left rear-view mirror in the Drawdown 2035 scenario
    • Fixed: The progress of the Signal Lost scenario could get stuck
    • Fixed: Script error upon rendezvousing with the surviving NATO units in the Situation Normal scenario
    • Fixed: AI would have trouble driving the extraction Zamak out of the town in the Wet Work scenario
    • Fixed: Players could engage the enemies in the town without them engaging him in the Wet Work scenario
    • Fixed: Players could get damaged by McKinnon's Hunter
    • Fixed: The player could use the Save & Exit option during the opening cutscene of the Air Superiority scenario
    • Fixed: Vehicles would move incorrectly in the Moral Fiber scenario
    • Fixed: There was no 3D task indicator for getting in a vehicle in the Moral Fiber scenario
    • Prologue
    • (potential spoilers)
    • Fixed: The Kajman helicopter would sometimes catch fire during the final cutscene of the Damage Control scenario
    • Fixed: Standing enemies would sometimes crouch when killed in the Reality Check scenario

    ENGINE:

    LAUNCHER:

    • Added: An ability to select the game platform (32-bit or 64-bit). On 64-bit systems Launcher will start 64-bit version of the game by default.
    • Added: Checks for compatibility of mods (or precisely its game extensions) with the selected platform
    • Added: When subscribing to a mod in the server browser, users are informed if the mod is platform-specific
    • Added: Hiding 32-bit/64-bit specific options based on the selected platform
    • Added: Support for the -hugePages startup parameter
    • Added: The "Patrol" game type was added to the server browser
    • Added: A message in the server details informing the user when some information about mods or signatures can be transmitted from the server
    • Added: Command line parameters -win32 and -win64 that will force a game platform when started with the -noLauncher parameter
    • Tweaked: Performance was improved for users with a large amount of mods
    • Tweaked: Replaced the mechanism for the retrieval of the Workshop mods list to an alternative API to work around the issues with incomplete lists
    • Tweaked: The memory limit for 32-bit executables on 64-bit Operating Systems is increased from 2047 MB to 3071 MB
    • Tweaked: Added mouse hover effect and tooltip for notification bar buttons
    • Tweaked: BattlEye messages are now properly wrapped on the
    • BattlEye
    • page
    • Fixed: Some elements in the News list could display excessive white space around them
    • Fixed: Potential crash of the server browser after receiving invalid data
    • Fixed: Mods from the 'Unsupported by the server' list ignored the 'Keep loaded' option and were omitted when starting the game
    • Fixed: Incorrect label text in a dialog subscribing mods while importing a preset
    • Fixed: Crash when repairing mods while Steam is offline

    SERVER:

    • Updated: Stand-alone Windows Dedicated Server (1.68)
    • Updated: Stand-alone Linux Dedicated Server (1.68)
      • 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


    SPOTREP-00065

    SPOTREP-00065

    • FROM: High Command
    • TO: Arma 3 Users
    • UNIT: Main Branch
    • ACTIVITY: Hotfix 1.68 (GPU Selection, Crash Fixes, Audio Fixes)
    • SIZE: ~66 MB / ~25 MB (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 <a href="https://dev.arma3.com/" target="_blank"> Dev Hub </a>
    • . We also co-operate directly on troubleshooting, and we offer an opportunity to test updates via our <a href="https://dev.arma3.com/rc-branch" target="_blank"> Release Candidate tests </a>
    • . 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 (1.66). It can be used to compare specific changes between major releases. The access code for this branch is:
    • Arma3Legacy166
    • This update does not apply to <a href="http://dev.arma3.com/ports" target="_blank"> the experimental Linux and Mac port betas </a>
    • 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 <a href="https://developer.valvesoftware.com/wiki/SteamCMD" target="_blank"> SteamCMD </a>
      • utility. The app ID is to be 233780.
      • NVIDIA GameWorks™ Technology provided under license from NVIDIA Corporation. Copyright © 2002-2017 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 <a href="http://support.bistudio.com/arma-3" target="_blank"> Bohemia Interactive support F.A.Q. </a>
    • , <a href="http://arma3.com/faq" target="_blank"> Arma 3 F.A.Q. </a>
    • , <a href="http://www.battleye.com/support/faq/" target="_blank"> BattlEye F.A.Q. </a>
    • , or <a href="https://arma3.com/launcher/troubleshooting" target="_blank"> Launcher troubleshooting guide </a>
    • .
    • You can help us to further improve the game by posting your feedback on the <a href="http://feedback.arma3.com/" target="_blank"> Feedback Tracker </a>
    • .

    CHANGELOG

    DATA:

    The East Wind (potential spoilers)

    ENGINE:

    LAUNCHER:

    SERVER:

    • Updated: Stand-alone Windows Dedicated Server (1.68)
    • Updated: Stand-alone Linux Dedicated Server (1.68)
      • 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


    SPOTREP-00066

    SPOTREP-00066

    • FROM: High Command
    • TO: Arma 3 Users
    • UNIT: Main Branch
    • ACTIVITY: Hotfix 1.68 (Campaign Progress, Start-up Crash)
    • SIZE: ~57 MB / ~18 MB (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 <a href="https://dev.arma3.com/" target="_blank"> Dev Hub </a>
    • . We also co-operate directly on troubleshooting, and we offer an opportunity to test updates via our <a href="https://dev.arma3.com/rc-branch" target="_blank"> Release Candidate tests </a>
    • . 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 (1.66). It can be used to compare specific changes between major releases. The access code for this branch is:
    • Arma3Legacy166
    • This update does not apply to <a href="http://dev.arma3.com/ports" target="_blank"> the experimental Linux and Mac port betas </a>
    • 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 <a href="https://developer.valvesoftware.com/wiki/SteamCMD" target="_blank"> SteamCMD </a>
      • utility. The app ID is to be 233780.
      • NVIDIA GameWorks™ Technology provided under license from NVIDIA Corporation. Copyright © 2002-2017 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 <a href="http://support.bistudio.com/arma-3" target="_blank"> Bohemia Interactive support F.A.Q. </a>
    • , <a href="http://arma3.com/faq" target="_blank"> Arma 3 F.A.Q. </a>
    • , <a href="http://www.battleye.com/support/faq/" target="_blank"> BattlEye F.A.Q. </a>
    • , or <a href="https://arma3.com/launcher/troubleshooting" target="_blank"> Launcher troubleshooting guide </a>
    • .
    • You can help us to further improve the game by posting your feedback on the <a href="http://feedback.arma3.com/" target="_blank"> Feedback Tracker </a>
    • .

    CHANGELOG

    DATA:

    The East Wind (potential spoilers)

    ENGINE:

    SERVER:

    • Updated: Stand-alone Windows Dedicated Server (1.68)
    • Updated: Stand-alone Linux Dedicated Server (1.68)
      • 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


    SPOTREP-00067

    SPOTREP-00067

    • FROM: High Command
    • TO: Arma 3 Users
    • UNIT: Main Branch
    • ACTIVITY: Game Update 1.70 (Jets DLC, Sensor Overhaul, Dynamic Vehicle Loadouts)
    • SIZE: ~5.4 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 <a href="https://dev.arma3.com/" target="_blank"> Dev Hub </a>
    • . We also co-operate directly on troubleshooting, and we offer an opportunity to test updates via our <a href="https://dev.arma3.com/rc-branch" target="_blank"> Release Candidate tests </a>
    • . 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 (1.68). It can be used to compare specific changes between major releases. The access code for this branch is:
    • Arma3Legacy168
    • This update does not apply to <a href="http://dev.arma3.com/ports" target="_blank"> the experimental Linux and Mac port betas </a>
    • 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 <a href="https://developer.valvesoftware.com/wiki/SteamCMD" target="_blank"> SteamCMD </a>
      • utility. The app ID is to be 233780.
      • NVIDIA GameWorks™ Technology provided under license from NVIDIA Corporation. Copyright © 2002-2017 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 <a href="http://support.bistudio.com/arma-3" target="_blank"> Bohemia Interactive support F.A.Q. </a>
    • , <a href="http://arma3.com/faq" target="_blank"> Arma 3 F.A.Q. </a>
    • , <a href="http://www.battleye.com/support/faq/" target="_blank"> BattlEye F.A.Q. </a>
    • , or <a href="https://arma3.com/launcher/troubleshooting" target="_blank"> Launcher troubleshooting guide </a>
    • .
    • You can help us to further improve the game by posting your feedback on the <a href="http://feedback.arma3.com/" target="_blank"> Feedback Tracker </a>
    • .

    CHANGELOG

    DATA:

    • Added: F/A-181 Black Wasp II*
    • Added: To-201 Shikra*
    • Added: A-149 Gryphon*
    • Added: UCAV Sentinel*
    • Added: Deck Crew Vests*
    • Added: Showcase Fighter Jets*
    • Added: Showcase VTOL**
    • Added: CVN-83 USS Freedom aircraft carrier
    • Added: Praetorian 1C AAA autonomous defensive weapon system
    • Added: Mk-49 Spartan SAM autonomous defensive weapon system
    • Added: Mk-21 Centurion SAM autonomous defensive weapon system
    • Added: Ejection Seats
    • Added: Carrier Ops
    • Added: Sonic Boom SFX

    • Added: A set of extra <a href="http://steamcommunity.com/stats/107410/achievements" target="_blank"> Steam Achievements </a>
    • Added: Flashlights to several sidearms
    • Added: Visual representation of thrust for the Caesar BTT MFD (
    • Plane_Civil_01)\n* Added: Lased range and fire solution ready indicators
    • Added: <a href="https://forums.bistudio.com/topic/202603-tanks-fire-control-system/" target="_blank"> Fire-Control System </a>
    • for cannons and coax guns
    • Added: 'Incapacitated' and 'revived' death messages to the <a href="https://community.bistudio.com/wiki/Arma_3_Revive" target="_blank"> Revive </a>
    • system
    • Added: A new
    • RscTitles
    • class (
    • RscTitleDisplayEmpty)\n* Added: UI control for incremental throttle
    • Added: New icon for the PDW 2000 9mm
    • Added: The DLC Content Browser now shows a video preview on hover if the DLC has such video configured
    • Added: Khaki variant of the Mk17 Holosight
    • Added: Tritium sights to the 4-Five .45ACP
    • Added: New HMDs for the Kajman, Orca & Xi'an
    • Added: FCS to RCWS
    • Added: Impact point prediction to weapons of the Blackfish
    • Added: PNVS ( <a href="https://community.bistudio.com/wiki/A3_Targeting_config_reference#class_pilotCamera" target="_blank"> pilotCamera </a>)\n* Added: 'Suicided' death message to <a href="https://community.bistudio.com/wiki/Arma_3_Revive" target="_blank"> Revive </a>
    • Added: The Xi'an now has 'flaps' for manual vectoring control
    • Added: Animations for wheels of locomotives and railroad cars, and lever and switch blades of railroad switches, for use by scripts (mainly the <a href="https://community.bistudio.com/wiki/animateSource" target="_blank"> animateSource </a>
    • command). The names of animation sources can be found in config viewer (available in context menu in Eden Editor).
    • Added: The screen texture of mobile phones (
    • Land_MobilePhone_smart_F
    • and
    • Land_MobilePhone_old_F)\n* Added: New sound configuration for thunders
    • Added: Environment sounds update to Altis and Stratis
    • Added: The screen texture of whiteboards can now be adjusted in its Eden Editor attributes
    • Added: Sound for wind turbines
    • Added: Thrust animation to the Buzzard airplane
    • Added: Single release mode for countermeasures
    • Added: Field Manual entries for Jets DLC aircraft
    • Added: A thrust vectoring indicator to the Xi'an VTOL
    • Added: A new <a href="https://community.bistudio.com/wiki/BIS_fnc_admin" target="_blank"> BIS_fnc_admin </a>
    • function
    • Added: HMD to the Blackfish VTOL
    • Added: A Targeting Pod indicator to Buzzard's HUD
    • Added: Following standards set by Eden Editor, Arsenal items have now multi-line tooltips, where the first one shows the display name of an item and the second its class name (currently not yet available for items in uniforms, vests and backpacks)
    • Added: A new MFD class with static projection of the horizon on the MFD display
    • Added: Jets DLC Welcome Screen
    • Added: A Jets DLC Dark Blue color preset
    • Added: Information prompt about the new controls for Jets
    • Added: Default keybinding (LCtrl+MWheel) for flaps / vectoring
    • Added: Tail-hook operation capability added to AI-piloted and auto-piloted airplanes that have the tail-hook
    • Added: Impact prediction to the 40mm gun of the Blackfish
    • Added: Custom panels are accessible via the
    • BIS_RscCustomInfo
    • * variables in the uiNamespace ( <a href="https://forums.bistudio.com/forums/topic/200468-jets-custom-panels-gps-camera-feeds/?do=findComment&comment=3157247" target="_blank"> BI Forum comment </a>)\n* Restrictions apply for those who don't own <a href="https://arma3.com/dlc/jets" target="_blank"> Arma 3 Jets DLC </a>

    .

    .

    • Tweaked: The DLC Content Browser has been redesigned in preparation for new DLCs
    • (access it by pressing LShift + P anywhere in the game)
    • Tweaked: Aircraft with Dymanic Loadout selection are now default
    • (more Intel in a recent SITREP: <a href="https://dev.arma3.com/post/sitrep-00191" target="_blank"> https://dev.arma3.com/post/sitrep-00191 </a>)\n* Tweaked: Dependence of the 'Incapacitated' hitpoint was adjusted (and added to VR characters)
    • Tweaked: The SLAT armor and some other small details on the Kuma vehicle can now be retextured
    • Tweaked: The SUV and Hatchback vehicles now have proper icons in the Virtual Garage
    • Tweaked: Targeting pod modes and zoom have been adjusted
    • Tweaked: "Session time" of an asset is no longer shown in the DLC preview menu when the player is currently in no session (e.g. not playing a scenario, instead being in the Main Menu or Editor)
    • Tweaked: Auto elevation (lasing range) is now "T" by default
    • Tweaked: The zeroing range of several armored vehicles has been increased
    • Tweaked: AI pilots in CAS jets should now prefer attacking targets to just lasing them
    • Tweaked: The digital clock on the SUV & Truck now display the correct time
    • Tweaked: The GUI gunner aim point indication in the Kajman helicopter is now part of the HUD
    • Tweaked: Weapons of CAS airplanes no longer have a UI crosshair in the first person view
    • Tweaked: User Texture objects are now using a super shader instead of a normal one, so they can be customized easier
    • Tweaked: Notifications (e.g. a task notification) now appear on the screen for 3 seconds instead of 5
    • Tweaked: The gunners of the Mi-48 Kajman now use dual feed for their 30mm autocannon (making AI effective against both soft & hard targets)
    • Tweaked: The holding animation for the Titan was improved
    • Tweaked: The locking and launch performances of the PCML were improved
    • Tweaked: The GPS, Mine Detector & First Aid Kit are now using splendidly improved placement on the ground
    • Tweaked: Incapacitation triggering on the 'Advanced' Revive settings is now dependent fully on the 'Incapacitated' hitpoint
    • Tweaked: The 'Incapacitated' hitpoint damage dependency was adjusted
    • Tweaked: The AH-99 helicopter now supports <a href="https://community.bistudio.com/wiki/Arma_3_Vehicle_Loadouts" target="_blank"> Dynamic Loadouts </a>
    • Tweaked: The audible range of structures being destroyed has been reduced
    • Tweaked: It is now possible to disable and re-enable Revive on a unit during a scenario
    • Tweaked: Revive death messages were extended. If allowed, messages are now 'A incapacitated B', 'A revived B', 'A bled out', 'A force respawned', 'A executed by B' and more.
    • Tweaked: The option to not consume a 'FAK' on Revive was removed. If Revive requires a 'FAK', it is always removed.
    • Tweaked: Only medics can now use Medikit for Revive
    • Tweaked: The NLAW & Titan missiles now have animated fins & rocket flames
    • Tweaked: The UI gunner aim indicator was removed from the Xi'an vehicle
    • Tweaked: AI units are now denoted by an '(AI)' suffix in the Revive messages
    • Tweaked: All Revive messages other then 'Incapacitated, 'Killed' and 'Executed' are now displayed only to friendlies
    • Tweaked: Respawning from the Pause Menu now triggers a 'Forced respawn' death message
    • Tweaked: It is now possible to Revive teammates using their Medikit or First Aid Kit
    • Tweaked: Revive's 3D icon color-coding has changed (orange color = player's resources won't be consumed (Medikit or target's FAK will be used), red = player's FAK will be consumed)
    • Tweaked: Players incapacitated underwater will drown quickly (cca. 10 seconds). The time runs also during the Revive process.
    • Tweaked: End Game Kavala and Feres now use Dynamic Simulation and Simple Objects
    • Tweaked: End Game Balavu, Moddergat, and Zaros now use <a href="https://community.bistudio.com/wiki/Arma_3_Dynamic_Simulation" target="_blank"> Dynamic Simulation </a>
    • and Simple Objects
    • Tweaked: The windscreen of the MB 4WD can be now destroyed
    • Tweaked: Turrets of the Blackfish are now stabilized
    • Tweaked: The Marid, Panther and Bobcat crew now need to lase targets to get their ranges
    • Tweaked: End Game scenarios now use the updated Revive feature. It can be customized in the server settings. By default it requires a First Aid Kit or a Medikit and uses the 'Basic' incapacitation mode.
    • Tweaked: The flame of various missiles now starts in a more splendid way and properly disappears after the motor burns out
    • Tweaked: If a Revive action is not available due to missing equipment or Medic trait, a 3D icon displays this information
    • Tweaked: Ground-based Time Trials now fail upon catastrophic damage to any wheel
    • Tweaked: Geometry of the railway bridge was improved
    • Tweaked: The <a href="https://community.bistudio.com/wiki/BIS_fnc_moduleRespawnVehicle" target="_blank"> BIS_fnc_moduleRespawnVehicle </a>
    • function is now better optimized in multiplayer
    • Tweaked: The volume of footsteps and cicadas was improved
    • Tweaked: The audio configuration of structure destruction was improved
    • Tweaked: The take off distance of the Buzzard airplane was improved
    • Tweaked: The Auto-hover hint now shows a key binding
    • Tweaked: The shell-case sound of the SDAR was improved
    • Tweaked: The configuration of shell-case sounds was improved for the SPAR-16, SPAR-16S, SPAR-17, Zafir and MK20 weapons
    • Tweaked: The MK20 and Katiba weapons now have slightly improved tail sounds
    • Tweaked: The SDV is now using a dynamic MFD instead of a static texture
    • Tweaked: The probability of breaking a lock by flares was increased
    • Tweaked: Xi'an now allows for a full range of vectoring angles while on the ground
    • Tweaked: The Targeting Pod mark in Wipeout, Neophron & Xi'an HUDs now stays at the edge of the screen when a ground or point lock is engaged
    • Tweaked: The
    • BIS_fnc_synchronizedObjects
    • function now works also in Eden Editor
    • Tweaked: The xH-9 family of helicopters no longer has a sensor display or threat detection
    • Tweaked: AT Titan's overall performance was improved
    • Tweaked: The HMD of the Blackfoot was improved
    • Tweaked: The locking duration is now 3s for IR missiles, 1.5s for Radar missiles and ~0s for LGBs
    • Tweaked: Resistance to countermeasures when locking has been decreased
    • Tweaked: The target lead pipper has been removed from CAS jets
    • Tweaked: Security of the debug console was improved
    • Tweaked: Bombs can now again be dropped on just a marked target without a lock and seek the target themselves in flight
    • Tweaked: Countermeasures timings and bursts when used by the AI
    • Tweaked: The laser designator on Xi'an is now controlled by its gunner instead of its pilot
    • Tweaked: Head motion in airplanes has been reduced in lateral and vertical axes and increased in the longitudinal axis (using the recently added property
    • headGforceLeaningFactor)\n* Tweaked: Stretched the useful range of VTOL throttles a bit
    • Tweaked: Auto-vectoring default keybinding (LCtrl+X)
    • Tweaked: Gun zeroing now works again for gunships and AA platforms
    • Tweaked: AI would choose firing their cannon over dropping bombs too often
    • Tweaked: Overall precision guided ammunition resistance to countermeasures has been further decreased when locking and increased once in flight
    • Tweaked: CAS airplanes now have a wider FoV mode in their targeting cameras
    • Tweaked: Angles of the sensors (including anti-radiation) of the CAS planes were increased
    • Tweaked: AI should now use the Scalpel for a bigger range of distances
    • Tweaked: Overall AI usage of the Scalpel and Skyfire
    • Fixed: The
    • RscFrame
    • ,
    • RscLine
    • and
    • RscCheckbox
    • classes were not exported by
    • BIS_fnc_exportGUIBaseClasses
    • ( <a href="https://forums.bistudio.com/topic/202717-bis_fnc_exportguibaseclasses-missing-classes" target="_blank"> https://forums.bistudio.com/topic/202717-bis_fnc_exportguibaseclasses-missing-classes </a>)\n* Fixed: The door of Taru's Transport Pod was not working correctly
    • Fixed: It was possible to respawn before the countdown was finished in End Game scenarios
    • Fixed: Formatting of texts in the DLC preview menu was incorrect (texts ended after the '&' symbol)
    • Fixed: Corrected scenario endings for Seize Edoris and Seize Feres when time runs out
    • Fixed: Script error when in the Respawn Screen and one of the loadouts / roles was removed
    • Fixed: When watching an End Game scenario as a Spectator and the last phase was reached, the Spectator could see the Intel as a side task until the Schematics were picked up for the first time
    • Fixed: The "FOB" text (used in Spectator's header) was not localized
    • Fixed: Players could disappear from a Spectator's list of entities while dead in some cases
    • Fixed: Spectators could see invisible entities in their map view in some cases
    • Fixed: The FOB could be established even when the area was not secured in the End Game Kavala scenario
    • Fixed: The Kuma and Mora could behave like submarines
    • Fixed: Incorrect placement of two metal boxes in the vehicle obstacle course in the MP Bootcamp scenario
    • Fixed: The Mk17 Holosight (black variant) had incorrect zeroing
    • Fixed: NATO bipods would heat up in Thermal Imaging
    • Fixed: NATO bipods had an incorrect material assigned
    • Fixed: The RHIB boat would rise up too easily after spamming the A and D keys
    • Fixed: The pilot proxy of the Xi'an was misaligned in exterior view
    • Fixed: Download lines were connected to players in vehicles even though they could not download in End Game scenarios
    • Fixed: Hidden Video Settings could still be adjusted
    • Fixed: The Friendly Fire module was not working correctly after loading a save in SP when applied on a specific entity
    • Fixed: <a href="https://community.bistudio.com/wiki/BIS_fnc_inTrigger" target="_blank"> BIS_fnc_inTrigger </a>
    • did not return the distance to the border when an area was passed as an array without a height specified
    • Fixed: The <a href="https://community.bistudio.com/wiki/BIS_fnc_inTrigger" target="_blank"> BIS_fnc_inTrigger </a>
    • function returned an incorrect distance to the border when used with ellipse shapes
    • Fixed: Incorrect shadows being cast on the UAV Terminal
    • Fixed: Visual lighting on the straps of the UAV Backpack was incorrect
    • Fixed: Error in the Respawn Screen when updating the position list
    • Fixed: Faction Showcases were optimized
    • Fixed: The MQ-12 Falcon had very low depression for its camera; now it should be the same as other UAVs ( <a href="https://feedback.bistudio.com/T119472" target="_blank"> https://feedback.bistudio.com/T119472 </a>)\n* Fixed: Bipods attached to the AK-12 would clip with hands of characters ( <a href="https://feedback.bistudio.com/T120289" target="_blank"> https://feedback.bistudio.com/T120289 </a>)\n* Fixed: When spectating an End Game match, Spectators would not be notified about instant Intel pickups, only download-able ones
    • Fixed: If you mysteriously manage to exit your Time Trial vehicle, you will now be disqualified
    • Fixed: Script error when the interface size or the resolution where changed from the Video Options without restarting the game
    • Fixed: The AR-2 Darter could get some damage to its rotors when taking off while using the <a href="https://community.bistudio.com/wiki/selectPlayer" target="_blank"> selectPlayer </a>
    • command
    • Fixed: Character collisions in static weapons were incorrect
    • Fixed: The Marshall APC in the Resurgent West scenario could get stuck in some cases
    • Fixed: The Targeting Pod of the Y-32 Xi'an VTOL was not aligned properly ( <a href="https://feedback.bistudio.com/T124063" target="_blank"> https://feedback.bistudio.com/T124063 </a>)\n* Fixed: Secondary explosions on vehicles were triggered when the vehicle had its simulation disabled
    • Fixed: The position of the Pawnee helicopter in Showcase NATO was incorrect
    • Fixed: Titan AA missiles were losing track of their target after being launched in some cases
    • Fixed: Some sensor properties used incorrect units
    • Fixed: AT Titans dropped too much after soft-launches from vehicles
    • Fixed: The roll indicator in the Neophron plane was incorrect ( <a href="https://feedback.bistudio.com/T124603" target="_blank"> https://feedback.bistudio.com/T124603 </a>)\n* Fixed: Exiting the game was sometimes triggering a save
    • Fixed: Targets were incorrectly warned about Xi'an locking
    • Fixed: The <a href="https://feedback.bistudio.com/project/view/1/" target="_blank"> Feedback link </a>
    • in the Pause Menu was not working correctly
    • Fixed: Targets were incorrectly warned about DAGR and Scalpel locking
    • Fixed: Incorrectly deducted number of CM for the Blackfish
    • Fixed: The spectator camera would warp when following fast moving vehicles
    • Fixed: Error after removing respawn inventories during a scenario after respawn
    • Fixed: Correct "Countermeasures" hint for Showcase Helicopters
    • Fixed: Using the Respawn Module could result in a collision of the new vehicle with an old wreck
    • Fixed: Inconsistent targeting camera sensitivities utilizing the new
    • maxMouseX
    • /
    • YRotSpeed
    • properties ( <a href="https://forums.bistudio.com/forums/topic/200467-jets-sensor-overhaul-radars-irs-lazors-pgms/?do=findComment&comment=3186688" target="_blank"> https://forums.bistudio.com/forums/topic/200467-jets-sensor-overhaul-radars-irs-lazors-pgms/?do=findComment&comment=3186688 </a>)\n* Fixed: When the respawn position was not set to 'Where it was destroyed', players could set an incorrect respawn mode in the Respawn Module
    • Fixed: AA Titan would miss targets too often
    • Eden Editor
    • Added: AI radar rules (EMCON) are now in Eden Editor attributes
    • Tweaked: Module init functions now also fire on the <a href="https://community.bistudio.com/wiki/Arma_3:_Event_Handlers:_Eden_Editor#ConnectionChanged3DEN" target="_blank"> connectionChanged3DEN </a>
    • and <a href="https://community.bistudio.com/wiki/Arma_3:_Event_Handlers:_Eden_Editor#Dragged3DEN" target="_blank"> dragged3DEN </a>
    • object events
    • Fixed: Drop-down menus in Eden Editor attributes didn't work in some cases ( <a href="https://forums.bistudio.com/forums/topic/202908-eden-editor-drop-down-bug/" target="_blank"> https://forums.bistudio.com/forums/topic/202908-eden-editor-drop-down-bug/ </a>)\n* Apex Protocol (potential spoilers)
    • Fixed: Progress of the Extraction scenario could get stuck with disabled respawn and some other rare conditions
    • Fixed: In the last Apex Protocol mission, the mouse cursor would flicker and be visible during the outro video and credits, if the player would reach that point while dead
    • Fixed: In the Apex Protocol campaign JIP players could not open the dynamic groups interface
    • The East Wind (potential spoilers)
    • Fixed: Progress of the Moral Fiber scenario could get stuck after securing the warehouses ( <a href="https://feedback.bistudio.com/T123781" target="_blank"> https://feedback.bistudio.com/T123781 </a>)\n* Fixed: A composition was missing in the Resurgent West scenario
    • Fixed: Some options on the strategic maps at hubs were not localized
    • Fixed: Transition from base to patrol missions; the player is no longer instantly brought back to base

    ENGINE:

    LAUNCHER:

    • Added: Support for upcoming DLCs (Jets, Malden, Orange, TacOps, Tanks) to Launcher's server browser
    • Added: A Promotion panel to the Dashboard
    • Added: Mod counters for loaded and available mods to the Mod page
    • Tweaked: Conditions for re-scanning mods in watched folders when an unimportant changes in files happens were optimized
    • Tweaked: The preset list moved from a pop-up window to a custom overlay panel (this also solves the issue with preset list open on another monitor)
    • Tweaked: The server browser filter panel background is not opaque anymore
    • Fixed: Min / max player counts in the Server Browser filter did not accept empty values after they were modified
    • Fixed: When all mods were unloaded, the Launcher would activate the mods from the last active preset the next time it started

    SERVER:

    • Updated: Stand-alone Windows Dedicated Server (1.70)
    • Updated: Stand-alone Linux Dedicated Server (1.70)
      • 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;jets;expansion;dlcbundle;dlcbundle2** to your

      • arma3server.exe
      • shortcut


    SPOTREP-00068

    SPOTREP-00068

    • FROM: High Command
    • TO: Arma 3 Users
    • UNIT: Main Branch
    • ACTIVITY: Hotfix 1.70 (Crash Fixes, Helicopter Third-person Camera)
    • SIZE: ~66 MB / ~22 MB (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 <a href="https://dev.arma3.com/" target="_blank"> Dev Hub </a>
    • . We also co-operate directly on troubleshooting, and we offer an opportunity to test updates via our <a href="https://dev.arma3.com/rc-branch" target="_blank"> Release Candidate tests </a>
    • . 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 (1.68). It can be used to compare specific changes between major releases. The access code for this branch is:
    • Arma3Legacy168
    • This update does not apply to <a href="http://dev.arma3.com/ports" target="_blank"> the experimental Linux and Mac port betas </a>
    • 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 <a href="https://developer.valvesoftware.com/wiki/SteamCMD" target="_blank"> SteamCMD </a>
      • utility. The app ID is to be 233780.
      • NVIDIA GameWorks™ Technology provided under license from NVIDIA Corporation. Copyright © 2002-2017 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 <a href="http://support.bistudio.com/arma-3" target="_blank"> Bohemia Interactive support F.A.Q. </a>
    • , <a href="http://arma3.com/faq" target="_blank"> Arma 3 F.A.Q. </a>
    • , <a href="http://www.battleye.com/support/faq/" target="_blank"> BattlEye F.A.Q. </a>
    • , or <a href="https://arma3.com/launcher/troubleshooting" target="_blank"> Launcher troubleshooting guide </a>
    • .
    • You can help us to further improve the game by posting your feedback on the <a href="http://feedback.arma3.com/" target="_blank"> Feedback Tracker </a>
    • .

    CHANGELOG

    DATA:

    ENGINE:

    SERVER:

    • Fixed: Crash of the Linux Dedicated Server on startup ( <a href="https://feedback.bistudio.com/T124761" target="_blank"> https://feedback.bistudio.com/T124761 </a>)\n* Updated: Stand-alone Windows Dedicated Server (1.70)
    • Updated: Stand-alone Linux Dedicated Server (1.70)
      • 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;jets;expansion;dlcbundle;dlcbundle2** to your

      • arma3server.exe
      • shortcut


    SPOTREP-00069

    SPOTREP-00069

    • FROM: High Command
    • TO: Arma 3 Users
    • UNIT: Main Branch
    • ACTIVITY: Game Update 1.72 (Malden DLC, Combat Patrol, Flight Model Tweaks)
    • SIZE: ~6.5 GB / ~1.1 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 <a href="https://dev.arma3.com/" target="_blank"> Dev Hub </a>
    • . We also co-operate directly on troubleshooting, and we offer an opportunity to test updates via our <a href="https://dev.arma3.com/rc-branch" target="_blank"> Release Candidate tests </a>
    • . 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 (1.70). It can be used to compare specific changes between major releases. The access code for this branch is:
    • Arma3Legacy170
    • This update does not apply to <a href="http://dev.arma3.com/ports" target="_blank"> the experimental Linux and Mac port betas </a>
    • 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 <a href="https://developer.valvesoftware.com/wiki/SteamCMD" target="_blank"> SteamCMD </a>
      • utility. The app ID is to be 233780.
      • NVIDIA GameWorks™ Technology provided under license from NVIDIA Corporation. Copyright © 2002-2017 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 <a href="http://support.bistudio.com/arma-3" target="_blank"> Bohemia Interactive support F.A.Q. </a>
    • , <a href="http://arma3.com/faq" target="_blank"> Arma 3 F.A.Q. </a>
    • , <a href="http://www.battleye.com/support/faq/" target="_blank"> BattlEye F.A.Q. </a>
    • , or <a href="https://arma3.com/launcher/troubleshooting" target="_blank"> Launcher troubleshooting guide </a>
    • .
    • You can help us to further improve the game by posting your feedback on the <a href="http://feedback.arma3.com/" target="_blank"> Feedback Tracker </a>
    • .

    CHANGELOG

    DATA:

    .

    • Tweaked: Flight model of the Gryphon plane (incl. fixed stall and better rudder authority)
    • Tweaked: Flight model of the Shikra plane (it should now have improved stability and more correct AoA behavior)
    • Tweaked: Flight model of the Sentinel UCAV (better stability, less maneuverability)
    • Tweaked: Flight model of the Buzzard plane (slightly more power, stability and fun)
    • Tweaked: Ambient animals now seek a hiding spot while it rains
    • Tweaked: The Sentinel could explode when taking off in some cases
    • Tweaked: Ejection is now available only to non-stationary planes (when the Get Out action is not available)
    • Tweaked: Automated wing folding is now only active for planes with their engine(s) on and landing gear down and should be less performance demanding
    • Tweaked: The inverted plane flag proxy was inverted in an incorrect way
    • Tweaked: Spanish Welcome Screens now use a more appropriate separator style
    • Tweaked: AA missile performance
    • Tweaked: Automated tailhook operation for AI is now directly tied to the <a href="https://community.bistudio.com/wiki/Arma_3:_Event_Handlers#Landing" target="_blank"> Landing </a>
    • and <a href="https://community.bistudio.com/wiki/Arma_3:_Event_Handlers#LandingCanceled" target="_blank"> LandingCanceled </a>
    • events
    • Tweaked: The Ejection system was refactored to resolve multiple issues
    • Tweaked: Performance of AA missiles was improved
    • Tweaked: AI gunners of the Praetorian were too inaccurate
    • Tweaked: The <a href="https://community.bistudio.com/wiki/BIS_fnc_setPitchBank" target="_blank"> BIS_fnc_setPitchBank </a>
    • function will now restore a moving vehicle's velocity after setting pitch and bank
    • Tweaked: The <a href="https://community.bistudio.com/wiki/BIS_fnc_findSafePos" target="_blank"> BIS_fnc_findSafePos </a>
    • function now has a better position selection and blacklisting now supports all area formats
    • Tweaked: The <a href="https://community.bistudio.com/wiki/BIS_fnc_randomPosTrigger" target="_blank"> BIS_fnc_randomPosTrigger </a>
    • function now supports areas in array format and random distribution within an ellipse was improved
    • Tweaked: The <a href="https://community.bistudio.com/wiki/BIS_fnc_getUnitInsignia" target="_blank"> BIS_fnc_getUnitInsignia </a>
    • and <a href="https://community.bistudio.com/wiki/BIS_fnc_setUnitInsignia" target="_blank"> BIS_fnc_setUnitInsignia </a>
    • functions should now work correctly in MP
    • Tweaked: It is now possible to whitelist users able to access the debug console in multiplayer ( <a href="https://feedback.bistudio.com/T124835" target="_blank"> https://feedback.bistudio.com/T124835 </a>)\n* Tweaked: When
    • test_EmptyObjectForBubbles
    • ,
    • test_EmptyObjectForFireBig
    • and
    • test_EmptyObjectForSmoke
    • are deleted, all their emitters are now deleted automatically
    • Tweaked: The Black Wasp is now more durable
    • Tweaked: Spatial targeting symbology
    • Tweaked: Credits and ORBAT credits were adjusted
    • Tweaked: The hand animation for the Protector SMG was improved
    • Tweaked: Carrier static defenses now partially rely on <a href="https://community.bistudio.com/wiki/Arma_3_Sensors#Data_Link" target="_blank"> Data Link </a>
    • from the Praetorian turret (it's the only one with a 360° scan coverage)
    • Tweaked: Wrecks of the MQ-4A and KH-3A UAVs were hovering
    • Tweaked: It is now possible again to mount bombs to the outer pylons of the Wipeout plane ( <a href="https://feedback.bistudio.com/T124725" target="_blank"> https://feedback.bistudio.com/T124725 </a>)\n* Tweaked: The loadout of the Neophron was adjusted (more bombs can now be carried)
    • Tweaked: The template for the
    • NVSensor
    • is now on par with the
    • LaserSensor
    • (180° / 6km)
    • Tweaked: The Neophron now uses an improved canopy destruction system
    • Tweaked: The LOM 250-G bomb model was resized
    • Tweaked: Geometry of the Modular Bunker (Tall) was improved for better interior deployment
    • Tweaked: The damage model of the Shikra plane was improved
    • Tweaked: The head position of the Xi'an pilot was adjusted to make aiming with rockets easier
    • Tweaked: The gun pod of the Buzzard plane was aligned with its HUD
    • Tweaked: The flight model of the Buzzard plane was overhauled ( <a href="https://forums.bistudio.com/forums/topic/157525-fixed-wing-flight-model-dev-branch/" target="_blank"> https://forums.bistudio.com/forums/topic/157525-fixed-wing-flight-model-dev-branch/ </a>)\n* Tweaked: Filtering of audio elements in the "Play Sounds" Zeus module was improved
    • Tweaked: Planes called by the CAS module will now release counter-measures after finishing the strike (does not apply to bomb strikes)
    • Tweaked: Military Base Wall debris is no longer tilting when destroyed
    • Tweaked: Armor values of the Speedboat were lowered
    • Tweaked: The UCAV Sentinel now unfolds its wings when taking off just like other planes
    • Tweaked: Hitpoints for the Gryphon plane were improved
    • Tweaked: Revive mode is now available in Zeus Game Master scenarios (customizable in the server parameters, off by default)
    • Tweaked: Loudspeakers in the faction Showcase scenarios are now louder
    • Tweaked: The flight model and overall performance of the Shikra jet were overhauled
    • Tweaked: Reduced intensity for the Flora / Fauna / Wind layers in environmental sounds ( <a href="https://forums.bistudio.com/forums/topic/145599-audio-tweaking-dev-branch/?do=findComment&comment=3197303" target="_blank"> https://forums.bistudio.com/forums/topic/145599-audio-tweaking-dev-branch/?do=findComment&comment=3197303 </a>
    • - will be further tweaked)
    • Tweaked: Defining a module function as "" no longer triggers an error message
    • Tweaked: Flight models of the Black Wasp and Shikra aircraft
    • Tweaked: Some structures were reconfigured (audio-wise)
    • Tweaked: Garage icons for several vehicles
    • Tweaked: The <a href="https://community.bistudio.com/wiki/BIS_fnc_vectorDirAndUpRelative" target="_blank"> BIS_fnc_vectorDirAndUpRelative </a>
    • and <a href="https://community.bistudio.com/wiki/BIS_fnc_weaponDirectionRelative" target="_blank"> BIS_fnc_weaponDirectionRelative </a>
    • functions are now optimized
    • Tweaked: The <a href="https://community.bistudio.com/wiki/Arma_3_Revive" target="_blank"> Revive </a>
    • option on units is now disabled if Revive is disabled or non-existent
    • Tweaked: The <a href="https://community.bistudio.com/wiki/BIS_fnc_initVehicle" target="_blank"> BIS_fnc_initVehicle </a>
    • function now skips the change of mass when used with a simple object
    • Tweaked: The <a href="https://community.bistudio.com/wiki/BIS_fnc_setVehicleMass" target="_blank"> BIS_fnc_setVehicleMass </a>
    • function will now exit if the vehicle is a simple object
    • Tweaked: Unarmed variants of the LSVs no longer display weapon info in the IGUI
    • Fixed: Script error when using the side door of the CH-49
    • Fixed: Footstep sounds on a specific wooden surface were incorrect
    • Fixed: Some machine guns were incorrectly equipped with the <a href="https://forums.bistudio.com/forums/topic/202603-tanks-fire-control-system/" target="_blank"> FCS </a>
    • ( <a href="https://feedback.bistudio.com/T124824" target="_blank"> https://feedback.bistudio.com/T124824 </a>)\n* Fixed: Building destruction sound could get delayed in some cases
    • Fixed: Transporting the UGV in the Blackfish was visually incorrect
    • Fixed: An incorrect LOD of the Blackfish was showing when looking via the co-pilot camera
    • Fixed: Canopies from all planes should now float on water a little bit before sinking
    • Fixed: Legs of MB 4WD passengers could clip through the floor
    • Fixed: AI crew of the Cheetah and Tigris would refuse to attack infantry ( <a href="https://feedback.bistudio.com/T124954" target="_blank"> https://feedback.bistudio.com/T124954 </a>)\n* Fixed: The Falcon UAV's camera in the UAV Terminal was misaligned
    • Fixed: Helicopter Time Trials involving Sling Loading did not always fail when the winch was destroyed
    • Fixed: The Sport Fence was appearing twice in Zeus in some cases
    • Fixed: Jets defense turrets were missing from the Field Manual
    • Fixed: Pylon proxies were not visible in certain resolution LODs
    • Fixed: Vehicle crew were headbanging too hard when firing the 40mm GM ( <a href="https://forums.bistudio.com/forums/topic/143930-general-discussion-dev-branch/?do=findComment&comment=3151233" target="_blank"> https://forums.bistudio.com/forums/topic/143930-general-discussion-dev-branch/?do=findComment&comment=3151233 </a>)\n* Fixed: The stealth variant of the Black Wasp jet had external pylons available
    • Fixed: Some HMDs were visible when turning to the sides
    • Fixed: Several localization glitches (e.g. the Splendid Camera)
    • Fixed: It was too difficult to shoot through the ruins of Church 02
    • Fixed: The "
    • scriptName
    • " parameter of the <a href="https://community.bistudio.com/wiki/BIS_fnc_setVehicleMass" target="_blank"> BIS_fnc_setVehicleMass </a>
    • function was incorrect
    • Fixed: The pilots of the WY-55 can now lock ASRAAM missiles
    • Fixed: The grenade launcher of the AK12 would be open at incorrect moments
    • Fixed: Brake lights on the Tempest trucks were not working correctly
    • Fixed: The occluder of the Tent Hangar was inverted
    • Fixed: The altitude indicator on the Blackfish was displaying incorrect values <a href="https://community.bistudio.com/wiki/Eden_Editor" target="_blank"> Eden Editor </a>
    • Fixed: A missing string error when placing a trigger with <a href="https://arma3.com/dlc/jets" target="_blank"> Jets DLC </a>
    • music as an Effects attribute
    • Fixed: Eden Editor marker shapes had an incorrect tooltip text
    • Fixed: The tutorial about scenario attributes contained an incorrect item
    • The East Wind (potential spoilers)
    • Fixed: There were some floating objects in the Moral Fiber scenario

    ENGINE:

    LAUNCHER:

    • Added: A mod counter for loaded / available mods
    • Added: Escape game type support to Launcher's Server Browser
    • Added: Malden terrain as an option for the
    • -world
    • parameter
    • Tweaked: Automatic re-scan of watched folders is now more specifically targeted and should ignore changes in those folders irrelevant to mods
    • Tweaked: The background color for the Server Browser's filter panel was changed
    • Fixed: When all mods where unloaded while the Launcher was being closed, the mods from the last active preset were loaded (ignoring the unsaved modification done to it)

    SERVER:

    • Updated: Stand-alone Windows Dedicated Server (1.72)
    • Updated: Stand-alone Linux Dedicated Server (1.72)
      • Known issue: Steam client modifies the
      • steam_appid.txt
      • file incorrectly. In case of issues, verify its content is:
    • 107410
      • Known issue: Sometimes the add-ons are loaded from the wrong installation (e.g. main game)
      • Try adding

    -mod=curator;kart;heli;mark;expansion** ;jets;argo

      • ;dlcbundle;dlcbundle2
      • to your
      • arma3server.exe
      • shortcut


    SPOTREP-00070

    SPOTREP-00070

    • FROM: High Command
    • TO: Arma 3 Users
    • UNIT: Main Branch
    • ACTIVITY: Hotfix 1.72 (Laser Targets, Drone Ownership)
    • SIZE: ~40 MB / ~21 MB (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 <a href="https://dev.arma3.com/" target="_blank"> Dev Hub </a>
    • . We also co-operate directly on troubleshooting, and we offer an opportunity to test updates via our <a href="https://dev.arma3.com/rc-branch" target="_blank"> Release Candidate tests </a>
    • . 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 (1.70). It can be used to compare specific changes between major releases. The access code for this branch is:
    • Arma3Legacy170
    • This update does not apply to <a href="http://dev.arma3.com/ports" target="_blank"> the experimental Linux and Mac port betas </a>
    • 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 <a href="https://developer.valvesoftware.com/wiki/SteamCMD" target="_blank"> SteamCMD </a>
      • utility. The app ID is to be 233780.
      • NVIDIA GameWorks™ Technology provided under license from NVIDIA Corporation. Copyright © 2002-2017 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 <a href="http://support.bistudio.com/arma-3" target="_blank"> Bohemia Interactive support F.A.Q. </a>
    • , <a href="http://arma3.com/faq" target="_blank"> Arma 3 F.A.Q. </a>
    • , <a href="http://www.battleye.com/support/faq/" target="_blank"> BattlEye F.A.Q. </a>
    • , or <a href="https://arma3.com/launcher/troubleshooting" target="_blank"> Launcher troubleshooting guide </a>
    • .
    • You can help us to further improve the game by posting your feedback on the <a href="http://feedback.arma3.com/" target="_blank"> Feedback Tracker </a>
    • .

    CHANGELOG

    ENGINE:

    SERVER:

    • Updated: Stand-alone Windows Dedicated Server (1.72)
    • Updated: Stand-alone Linux Dedicated Server (1.72)
      • Known issue: Steam client modifies the
      • steam_appid.txt
      • file incorrectly. In case of issues, verify its content is:
    • 107410
      • Known issue: Sometimes the add-ons are loaded from the wrong installation (e.g. main game)
      • Try adding
      • -
      • mod=curator;kart;heli;mark;expansion
      • ;jets;argo
      • ;dlcbundle;dlcbundle2
      • to your
      • arma3server.exe
      • shortcut


    SPOTREP-00071

    SPOTREP-00071

    • FROM: High Command
    • TO: Arma 3 Users
    • UNIT: Main Branch
    • ACTIVITY: Hotfix 1.72 (Chinese Languages)
    • SIZE: ~8.7 MB / ~1.1 MB (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 <a class="external-link" href="https://dev.arma3.com/" rel="nofollow"> Dev Hub </a>
    • . We also co-operate directly on troubleshooting, and we offer an opportunity to test updates via our <a class="external-link" href="https://dev.arma3.com/rc-branch" rel="nofollow"> Release Candidate tests </a>
    • . 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 (1.70). It can be used to compare specific changes between major releases. The access code for this branch is:
    • Arma3Legacy170
    • This update does not apply to <a class="external-link" href="http://dev.arma3.com/ports" rel="nofollow"> the experimental Linux and Mac port betas </a>
    • 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 <a class="external-link" href="https://developer.valvesoftware.com/wiki/SteamCMD" rel="nofollow"> SteamCMD </a>
      • utility. The app ID is to be 233780.
      • NVIDIA GameWorks™ Technology provided under license from NVIDIA Corporation. Copyright © 2002-2017 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 <a class="external-link" href="http://support.bistudio.com/arma-3" rel="nofollow"> Bohemia Interactive support F.A.Q. </a>
    • , <a class="external-link" href="http://arma3.com/faq" rel="nofollow"> Arma 3 F.A.Q. </a>
    • , <a class="external-link" href="http://www.battleye.com/support/faq/" rel="nofollow"> BattlEye F.A.Q. </a>
    • , or <a class="external-link" href="https://arma3.com/launcher/troubleshooting" rel="nofollow"> Launcher troubleshooting guide </a>
    • .
    • You can help us to further improve the game by posting your feedback on the <a class="external-link" href="http://feedback.arma3.com/" rel="nofollow"> Feedback Tracker </a>
    • .

    CHANGELOG

    DATA:

    • Added: Chinese and Chinese (simplified) languages
    • Tweaked: Language selection UI now properly displays all languages

    SERVER:

    • Updated: Stand-alone Windows Dedicated Server (1.72)
    • Updated: Stand-alone Linux Dedicated Server (1.72)
      • Known issue: Steam client modifies the
      • steam_appid.txt
      • file incorrectly. In case of issues, verify its content is:
    • 107410
      • Known issue: Sometimes the add-ons are loaded from the wrong installation (e.g. main game)
      • Try adding
      • -
      • mod=curator;kart;heli;mark;expansion
      • ;jets;argo
      • ;dlcbundle;dlcbundle2
      • to your
      • arma3server.exe
      • shortcut


    SPOTREP-00072

    SPOTREP-00072

    • FROM: High Command
    • TO: Arma 3 Users
    • UNIT: Main Branch
    • ACTIVITY: Hotfix 1.74 (Net Code Security)
    • SIZE: ~40 MB / ~17 MB

    NOTES

    • Changes in this hotfix affect Arma 3's net code, that is why we decided to raise the game version to 1.74 in order to ensure a smooth gameplay experience without network and compatibility-related problems.
    • 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 <a href="https://dev.arma3.com/" target="_blank"> Dev Hub </a>
    • . We also co-operate directly on troubleshooting, and we offer an opportunity to test updates via our <a href="https://dev.arma3.com/rc-branch" target="_blank"> Release Candidate tests </a>
    • . 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 (1.70). It can be used to compare specific changes between major releases. The access code for this branch is:
    • Arma3Legacy170
    • This update does not apply to <a href="http://dev.arma3.com/ports" target="_blank"> the experimental Linux and Mac port betas </a>
    • 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 <a href="https://developer.valvesoftware.com/wiki/SteamCMD" target="_blank"> SteamCMD </a>
      • utility. The app ID is to be 233780.
      • NVIDIA GameWorks™ Technology provided under license from NVIDIA Corporation. Copyright © 2002-2017 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 <a href="http://support.bistudio.com/arma-3" target="_blank"> Bohemia Interactive support F.A.Q. </a>
    • , <a href="http://arma3.com/faq" target="_blank"> Arma 3 F.A.Q. </a>
    • , <a href="http://www.battleye.com/support/faq/" target="_blank"> BattlEye F.A.Q. </a>
    • , or <a href="https://arma3.com/launcher/troubleshooting" target="_blank"> Launcher troubleshooting guide </a>
    • .
    • You can help us to further improve the game by posting your feedback on the <a href="http://feedback.arma3.com/" target="_blank"> Feedback Tracker </a>
    • .

    CHANGELOG

    ENGINE:

    • Fixed: Potential security issue connected to Arma 3's net code

    SERVER:

    • Updated: Stand-alone Windows Dedicated Server (1.74)
    • Updated: Stand-alone Linux Dedicated Server (1.74)
      • Known issue: Steam client modifies the
      • steam_appid.txt
      • file incorrectly. In case of issues, verify its content is:
    • 107410
      • Known issue: Sometimes the add-ons are loaded from the wrong installation (e.g. main game)
      • Try adding
      • -
      • mod=curator;kart;heli;mark;expansion
      • ;jets;argo
      • ;dlcbundle;dlcbundle2
      • to your
      • arma3server.exe
      • shortcut


    SPOTREP-00073

    SPOTREP-00073

    • FROM: High Command
    • TO: Arma 3 Users
    • UNIT: Main Branch
    • ACTIVITY: Game Update 1.76 (Laws of War DLC, Mine Detector Enhancements)
    • SIZE: ~9.0 GB / ~1.4 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 <a href="https://dev.arma3.com/" target="_blank"> Dev Hub </a>
    • . We also co-operate directly on troubleshooting, and we offer an opportunity to test updates via our <a href="https://dev.arma3.com/rc-branch" target="_blank"> Release Candidate tests </a>
    • . 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 (1.74). It can be used to compare specific changes between major releases. The access code for this branch is:
    • Arma3Legacy174
    • This update does not apply to <a href="http://dev.arma3.com/ports" target="_blank"> the experimental Linux and Mac port betas </a>
    • 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 <a href="https://developer.valvesoftware.com/wiki/SteamCMD" target="_blank"> SteamCMD </a>
      • utility. The app ID is to be 233780.
      • NVIDIA GameWorks™ Technology provided under license from NVIDIA Corporation. Copyright © 2002-2017 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 <a href="http://support.bistudio.com/arma-3" target="_blank"> Bohemia Interactive support F.A.Q. </a>
    • , <a href="http://arma3.com/faq" target="_blank"> Arma 3 F.A.Q. </a>
    • , <a href="http://www.battleye.com/support/faq/" target="_blank"> BattlEye F.A.Q. </a>
    • , or <a href="https://arma3.com/launcher/troubleshooting" target="_blank"> Launcher troubleshooting guide </a>
    • .
    • You can help us to further improve the game by posting your feedback on the <a href="http://feedback.arma3.com/" target="_blank"> Feedback Tracker </a>
    • .

    CHANGELOG

    DATA:

    • Added: <a href="https://arma3.com/dlc/lawsofwar" target="_blank"> Laws of War DLC </a>
    • *
    • Added: International Development & Aid Project faction (IDAP)
    • Added: IDAP Vehicles (reskins)
    • Added: IDAP Cap (variants)
    • Added: Aid Worker Clothes (variants)
    • Added: Van (Transport, Cargo, Ambulance variants - 20+ liveries)*
    • Added: Utility Drone (Cargo, Medical variants)*
    • Added: Corresponding UAV bags
    • Added: Demining Drone*
    • Added: APERS Mine Dispenser*
    • Added: Training Mine*
    • Added: Cluster Bombs (3 factions - see Pylon settings of aircraft)
    • Added: Unexploded Ordnance (3 factions x 4 triggers)
    • Added: Safety Vest (variants)*
    • Added: Multi-Pocket Vest (variants)*
    • Added: Identification Vest (variants)*
    • Added: EOD Vest (variants)*
    • Added: Messenger Bag (variants)*
    • Added: Leg Strap Bag (variants)*
    • Added: Wireless Earpiece*
    • Added: Ear Protectors (variants)*
    • Added: Hard Hat (variants)*
    • Added: Safari Hat (variants)*
    • Added: Head Bandage (variants)*
    • Added: Basic Helmet (variants)*
    • Added: Press Helmet (variants)*
    • Added: Respirator (variants)*
    • Added: Safety Goggles*
    • Added: Construction Coveralls
    • Added: Paramedic Outfit*
    • Added: IDAP Objects
    • Added: Tent Objects
    • Added: Humanitarian Aid Objects
    • Added: Medical Objects
    • Added: Furniture Objects
    • Added: “Remnants of War” mini-campaign**
    • Added: Various campaign-related special character compositions
    • Added: Showcase IDAP
    • Added: Showcase Laws of War
    • Added: TT11: Downhill Rumble
    • Added: TT12: Jungle Fever ** ***
    • Added: TT13: Turbulence
    • Added: TT14: Life in Danger ** ***
    • Added: TT15: Off Road Excavation ** ***
    • Added: IDAP map marker set
    • Added: IDAP Orange UI color preset
    • Added: International Humanitarian Law Field Manual entries
    • Added: Scripted <a href="https://community.bistudio.com/wiki/Arma_3_Leaflets" target="_blank"> Leaflets </a>
    • feature
    • Added: 7 new <a href="http://steamcommunity.com/stats/107410/achievements" target="_blank"> Steam Achievements </a>
    • Added: IDAP Time Trial Steam Leaderboards
    • Added: Laws of War DLC music tracks
    • Added: Main Menu spotlight tiles for Laws of War DLC content
    • Restrictions apply for those who don’t own <a href="https://store.bistudio.com/products/arma3-lawsofwar" target="_blank"> Arma 3 Laws of War DLC </a>

    .

    .

    .

    • Added: Carrier Deck Objects
    • Added: The <a href="https://forums.bistudio.com/forums/topic/209195-laws-of-war-dlc-mines/" target="_blank"> Mine Detector </a>
    • now features audio cues
    • (the distance and direction of unrevealed mines are now both represented while the tool is in player's inventory)
    • Added: Asset-specific SFX for placement, triggering and defusal for the following explosives:
      • APERS Bounding Mine
      • APERS Mine
      • APERS TripWire
      • AT Mine
      • Explosive Satchel Charge
      • Explosive Charge
      • Claymore Charge
    • Added: Main Menu tile for the Malden terrain
    • Added: A waypoint indicator to the HUD of the A-164
    • Added: The task 'description' property can be now defined as a formatted array in the
    • CfgTaskDescriptions
    • class
    • Added: Support for insignia materials
    • Added: A new <a href="https://community.bistudio.com/wiki/BIS_fnc_allTurrets" target="_blank"> BIS_fnc_allTurrets </a>
    • function
    • Added: An ability to pre-fill the search field using a fourth (optional) parameter for the <a href="https://community.bistudio.com/wiki/BIS_fnc_openFieldManual" target="_blank"> BIS_fnc_openFieldManual </a>
    • function
    • Added: An optional third parameter for the <a href="https://community.bistudio.com/wiki/BIS_fnc_VRSpawnEffect" target="_blank"> BIS_fnc_VRSpawnEffect </a>
    • function to select a large effect size (0: regular / default - 1: large)
    • Added: Laser designators now show a special cursor when the laser is active
    • Added: An ability to change the MFD color using the <a href="https://community.bistudio.com/wiki/setUserMFDvalue" target="_blank"> setUserMFDvalue </a>
    • script command
    • Added: New icons for non-default camo variants of the MK20 rifle
    • Added: Non-moving variants of wind turbines; you can find them in the editor as
    • "Wind Turbine (Off)"
    • and
    • "Wind Turbine (Off, Camo)"
    • Added: Light when firing launchers; also moved light and smoke effects from ammo to the weapon itself for the NLAW and Titan
    • Added: The scenario description in the loading screen now stretches vertically up to the height of the overview image
    • Added: A new <a href="https://community.bistudio.com/wiki/BIS_fnc_drawArrow" target="_blank"> BIS_fnc_drawArrow </a>
    • function for drawing arrows on maps
    • Added: A
    • "Recompile Selected"
    • button is now available in the Functions Viewer
    • Added: Two liveries for the Buzzard plane (Grey hex and Brown hex)
    • Added: A new <a href="https://community.bistudio.com/wiki/BIS_fnc_fire" target="_blank"> BIS_fnc_fire </a>
    • function
    • Added: Ambient sounds for fowls & goats
    • Added: Sounds during parachute descent for both first and third person views
    • Added: The DLC Content Browser (LShift+P) can now show Steam Achievements available for a given DLC (currently configured only for Laws of War DLC)
    • Added: Camo selections to all sidearms which didn't have them before
    • Added: Camo selections to both remote designators
    • Added: New camo selection for the Mk200 machine gun
    • Added: Camo selections to all weapons which were missing them
    • Added: A new <a href="https://community.bistudio.com/wiki/BIS_fnc_initInspectable" target="_blank"> BIS_fnc_initInspectable </a>
    • function to initialize an object with an action to inspect it (also used for leaflets)
    • Added: Cluster Bomb MFD icons for <a href="https://arma3.com/dlc/jets" target="_blank"> Jets DLC </a>
    • planes
    • Added: The Bobcat's plow now has a cosmetic animation with SFX via scripting (not intended as full feature, but for specific circumstances)
    • Added: An information prompt is displayed when the <a href="https://community.bistudio.com/wiki/Arma_3_Custom_Info" target="_blank"> Info Panel </a>
    • controls aren't mapped
    • Added: Specific Supports icon for helicopter CAS
    • Tweaked: Visual mine spotting abilities of character types were reduced as part of the Mine Detector tweaks (more manual effort required, but specialists are still more skilled)
    • Tweaked: The USS Freedom prop was overhauled (all models reworked, configuration and model config updated to represent a new model set - no changes to textures, geometries were updated)
    • Tweaked: Tactical Ping icon and sound
    • Tweaked: The Darter SFX are now using some of the improvements developed for the new Utility Drone
    • Tweaked: Pilots of the Wipeout, Buzzard and Neophron were changed to Fighter Pilots (no parachute, pistol only)
    • Tweaked: The availability of the debug console can now be configured using the
    • CfgDebugConsole
    • class
    • Tweaked: The debug console can now be configured with the
    • "enableDebugConsole"
    • root mod parameter
    • Tweaked: Flight model of the Black Wasp II plane (it should be more stable and have a more correct AoA behavior)
    • Tweaked: The durability of fighter jets was improved
    • Tweaked: Slightly reduced the maneuverability, damage and countermeasure resistance of MR missiles
    • Tweaked: The distance of the MR missile proximity fuse was increased
    • Tweaked: The intensity of Flora, Fauna, and Wind sound layers was adjusted (Stratis, Altis and Malden)
    • Tweaked: The AMRAAM missiles were replaced by ASRAAMs in the Wipeout AA loadout
    • Tweaked: The collision shape of characters when crawling to the sides was improved
    • Tweaked: Parachutes are no longer required in Showcase Fixed Wings due to the new ejection seat feature
    • Tweaked: VR blocks can now be also retextured using procedural textures along with material changing
    • Tweaked: The weight of the Vehicle Ammo Box was adjusted to make it able to be sling loaded by Mohawks and Ghosthawks
    • Tweaked: Rifles using caseless ammo do not eject (fake) empty cartridge models anymore
    • Tweaked: The <a href="https://community.bistudio.com/wiki/BIS_fnc_selectRandomWeighted" target="_blank"> BIS_fnc_selectRandomWeighted </a>
    • function is now optimized
    • Tweaked: Jets are now using weapon relative CCIP calculations when locked onto other aircraft and using machineguns
    • Tweaked: The fire rates of the GSh cannon and M61 minigun were increased
    • Tweaked: Slightly lowered volumes for the Blackfoot Minigun and Slammer Coaxial weapons
    • Tweaked: Black Wasp, Shikra, Gryphon and Buzzard are now slightly more vulnerable to .50 cal weapons
    • Tweaked: The tyre penetration material was replaced with rubber where appropriate
    • Tweaked: The sound of wind in one of the Tanoa Main Menu world scenes was reduced
    • Tweaked: The mass value of the
    • b_leucaena_f
    • bush was reduced in order to deal less damage to vehicles
    • Tweaked: Combat Patrol - weather & daytime presets are no longer forced for user-made scenarios
    • Tweaked: Improved civilian base class event handler inheritance for better compatibility with community addons
    • Tweaked: Icons of the TRG-20 now represent the current visual state
    • Tweaked: The function that does the adjustments to vehicles through Garage is now spawned (this way it works properly also for <a href="https://community.bistudio.com/wiki/Arma_3_Simple_Objects" target="_blank"> Simple Objects </a>)\n* Tweaked: Classes for houses with door locks were changed from
    • house
    • to
    • housesimulated
    • to fix the
    • "Binarize missed persistence"
    • error in the RPT ( <a href="https://forums.bistudio.com/forums/topic/143930-general-discussion-dev-branch/?do=findComment&comment=3172400" target="_blank"> https://forums.bistudio.com/forums/topic/143930-general-discussion-dev-branch/?do=findComment&comment=3172400 </a>)\n* Tweaked: Parachutes no longer have a target signature and they cannot be tracked anymore (too many collateral issues)
    • Tweaked: Time Trials now show the GPS by default (except for karts)
    • Tweaked: The arrival time of the Marid was improved in Showcase Combined Arms
    • Tweaked: AI soldiers are now keener to attack enemy armored vehicles
    • Tweaked: Vanilla weapons now use collimator technology for grenade launcher sights
    • Tweaked: The debug console and the <a href="https://community.bistudio.com/wiki/BIS_fnc_codePerformance" target="_blank"> BIS_fnc_codePerformance </a>
    • function were improved
    • Tweaked: The player camera now shakes when ships drive nearby
    • Tweaked: The
    • "COPY RESULT"
    • Debug Console button now copies the whole result rather than just the timing
    • Tweaked: The Y-32 Xi'an (Vehicle Transport) is now again visible in Virtual Garage
    • Tweaked: Concrete Barrier now sticks to terrain instead of keeping horizontal placement
    • Tweaked: There is now an 'Unknown DLC' notification that is displayed when ownership cannot be correctly queried from Steam (please contact <a href="https://support.bistudio.com/" target="_blank"> support </a>
    • with details)
    • Tweaked: The Team Switch dialog can now be moved
    • Tweaked: Clicking on a mod icon next to an item description in Virtual Arsenal now opens the DLC Content Browser, not the Field Manual
    • Tweaked: The current function view in Functions Viewer is now auto-refreshed after recompiling
    • Tweaked: Double slash comments in code in the Debug Console are now ignored
    • Tweaked: Support requests can now be called only when the player is pointing on the ground when in the commanding menu
    • Tweaked: Main Menu spotlight upper-casing can now be disabled (
    • disableUpperCase = 1)\n* Tweaked: Tracked vehicles are now properly showing dust when rolling through desert parts of Malden
    • Tweaked: Reloading the Mk-I EMR 7.62 mm was visually incorrect
    • Tweaked: Square brackets wrapping control names in hints are no longer highlighted, bringing focus on the controls themselves
    • Tweaked: The NLAW UI icon was replaced with a new one
    • Tweaked: The loadout and icon of the CSAT SF Paramedic was adjusted
    • Tweaked: Reload animations of the Mk18 rifle were improved
    • Tweaked: The CCIP mark on the Buzzard plane now has an improved shape
    • Tweaked: MRAPs are now more vulnerable against auto cannons from the front
    • Tweaked: Original AR-2 backpacks to identify which drone is inside of them (now that there is the new AL-6)
    • Tweaked: Texture usage on the M-200 machine gun was optimized
    • Tweaked: The CCIP for Kajman & X'ian were slightly adjusted
    • Tweaked: Scalpel missiles are now slower and more agile
    • Tweaked: The visual appearance of MRAP displays was improved
    • Tweaked: Advanced Hints - if an action referenced in a hint is not bound to any key, the action name is displayed in red instead of a generic
    • "undefined"
    • (this should help players find out and set the keybinding for the action)
    • Tweaked: Slightly adjusted rocket impact point indicators for Kajman & X'ian
    • Tweaked: Clicking on a DLC icon in the main menu now opens the DLC Content Browser, not the Field Manual
    • Tweaked: Adjusted the position of placed UAV Terminals ( <a href="https://feedback.bistudio.com/T126550" target="_blank"> https://feedback.bistudio.com/T126550 </a>)\n* Tweaked: The Game Credits were updated
    • Tweaked: The debriefing presentation of usage of non-owned DLC assets has been improved; it now matches the visual style of the DLC Content Browser (Shift+P)
    • Tweaked: When previewing a DLC in the Content Browser (Shift+P), assets which the player used in the scenario are sorted first and marked with an exclamation mark
    • Fixed: Shadows were clipping on the Gryphon's nozzle
    • Fixed: Min / max FOV in Jets DLC aircraft is now consistent with the rest of the game
    • Fixed: The durability of the Brick Bungalow was too low
    • Fixed: The SDAR fire geometry material could stop 0.50 cal bullets ( <a href="http://feedback.arma3.com/view.php?id=24497" target="_blank"> http://feedback.arma3.com/view.php?id=24497 </a>)\n* Fixed: The probability of AI Skyfire fire modes at long distances was improved
    • Fixed: The check for an array value of the
    • enableDebugConsole
    • script command was missing
    • Fixed: Some planes were falling through the carrier deck ( <a href="https://forums.bistudio.com/forums/topic/206231-bug-report-uss-freedom/" target="_blank"> https://forums.bistudio.com/forums/topic/206231-bug-report-uss-freedom/ </a>)\n* Fixed: A string in Showcase Scuba was not localized
    • Fixed: The <a href="https://community.bistudio.com/wiki/BIS_fnc_moduleFriendlyFire" target="_blank"> BIS_fnc_moduleFriendlyFire </a>
    • function would not correctly attribute friendly fire caused via player-controlled unarmed drones (collisions)
    • Fixed: Occlusion and obstruction sound for vehicle-mounted weapons was incorrect ( <a href="https://feedback.bistudio.com/T124559" target="_blank"> https://feedback.bistudio.com/T124559 </a>)\n* Fixed: The
    • "Environmental sound BattlefieldExplosions3 not found"
    • pop up error
    • Fixed: Many small localization tweaks and fixes
    • Fixed: Titan & Signal Pistol had incorrect icons in the Field Manual
    • Fixed: Alpha sorting on Pawnee
    • Fixed: The command bar picture of the steerable parachute used an incorrect texture
    • Fixed: Sentences which were using
    • InLocation
    • (e.g.
    • "Move to point Alpha")\n* Fixed: <a href="https://community.bistudio.com/wiki/BIS_fnc_animType" target="_blank"> BIS_fnc_animType </a>
    • did not recognize
    • Apan
    • ,
    • Afds,
    • Afal
    • , and
    • Apar
    • anim types
    • Fixed:
    • "Environmental sound WindFast not found"
    • pop up error
    • Fixed: Karts in the Zeus Karts Race scenarios could spawn incorrectly in some cases
    • Fixed: The Tasks Manager could be opened during cutscenes
    • Fixed: The velocity indicator of the Caesar plane was not working correctly
    • Fixed: The pilot view of the MQ-12 Falcon would be set to maximal zoom after taking over the drone
    • Fixed: House Small 01 was too durable against vehicle weapons
    • Fixed: The AI Team Leader would never ask for healing in Showcase Combined Arms
    • Fixed: The smoke particle effect position for the NLAW and Titan launchers was incorrect
    • Fixed: The <a href="https://community.bistudio.com/wiki/BIS_fnc_addStackedEventHandler" target="_blank"> BIS_fnc_addStackedEventHandler </a>
    • function did not accept an object argument or function name
    • Fixed: The <a href="https://community.bistudio.com/wiki/BIS_fnc_addStackedEventHandler" target="_blank"> BIS_fnc_addStackedEventHandler </a>
    • function was missing some native parameters, such as
    • _pos
    • in <a href="https://community.bistudio.com/wiki/onMapSingleClick" target="_blank"> onMapSingleClick </a>
    • Fixed: One of the Intel tasks in End Game Moddergat was too difficult to pick up due to small object sizes
    • Fixed: Wrecking your vehicle or driving over someone after a Time Trial will now fail the challenge
    • Fixed: Players would be teleported to water when killed in an exploded vehicle in Seize scenarios
    • Fixed: Placing the Butterflies and Seagulls module on a water surface by Zeus was behaving incorrectly
    • Fixed: Spotters were refusing to engage the player in Showcase Infantry
    • Fixed: Part of the Hatchback driving wheel was not animated correctly in third person view
    • Fixed: Mortar gunners would stare at the sky instead of into their weapon's optics
    • Fixed: Double click was taking focus away from double clicked Debug Console fields
    • Fixed: The control stick of the Neophron plane had a different length in its 1st and 2nd LOD
    • Fixed: The dot in GL sights was visible outside the sights
    • Fixed: Incorrect shadow when wearing Full Ghillie and the GA Carrier Rig
    • Fixed: Names of some Jets DLC assets in the DLC Content Browser were not displayed correctly
    • Fixed: The Hellcat was missing the HUD custom colorization feature
    • Fixed: The Blackfish VTOL was too fragile when touching the ground
    • Fixed: Progress of Showcase Zeus could be blocked on Veteran difficulty
    • Fixed: The RCO / ARCO / MRCO scopes did not work properly with the TRG rifle ( <a href="https://feedback.bistudio.com/T126045" target="_blank"> https://feedback.bistudio.com/T126045 </a>)\n* Fixed: Karts couldn't be properly transported in another vehicle (i.e. Van) due to missing configuration for their bounding box
    • Fixed: Iron sights on the GM6 were folding in an incorrect direction
    • Fixed: Incorrect objective and enemy spawning in Combat Patrol (Tanoa)
    • Fixed: Ambient Occlusion related visual bugs with the Flat TV prop
    • Fixed: Visual artifacts on iron sights of weapons with an under barrel grenade launcher when certain scopes were attached to them
    • Fixed: Sections on the M-200 machine gun so that camo selections display correctly
    • Fixed: Clock, compass and gear indicators were not working properly on the dashboard of the MB 4WD
    • Fixed: The
    • AddUnits
    • method in the friendly fire module was not working properly
    • Fixed: Used premium assets from unowned Jets / Laws of War DLC were not listed during scenario debriefings
    • Fixed: Bullet penetration properties of the wooden Pallet assets were incorrect <a href="https://community.bistudio.com/wiki/Eden_Editor" target="_blank"> Eden Editor </a>
    • Added: A new
    • "Edit Terrain Object"
    • module which allows for direct object manipulation
    • Added: A new
    • "Hide Terrain Objects"
    • module which allows for hiding of multiple terrain objects
    • Added: The CAS module now supports bomb runs (including cluster bombs)
    • Added: Animation Viewer can now be accessed from Eden Editor (
    • Tools
    • >
    • Animation Viewer)\n* Added: Splendid Camera can now be accessed from Eden Editor (
    • Tools
    • >
    • Camera)\n* Added: The debug console is now available by default in Eden Editor's multiplayer preview and for the host only
    • Added: Eden Editor attributes to allow re-texturing Tablets, Photos and VR Billboards
    • Added: Unexploded Ordnance and Training Mines to the Minefield module
    • Fixed: The position of the
    • "Mirror"
    • button in the pylons settings was incorrect
    • Fixed: The DLC attribute in Eden Editor for no DLC was not properly localized
    • Fixed: An editor preview for the Bar gate (open) was missing
    • Fixed: Motorboats had incorrect visibility of the police light bar in Eden Editor
    • Prologue (potential spoilers)
    • Fixed: Ragdolls of civilians were not visually correct in the Diplomatic Relations scenario
    • The East Wind (potential spoilers)
    • Tweaked: The player can no longer shoot during the quotation intro of the Signal Lost scenario
    • Fixed: The player wasn't attacked by enemies in the town in case he arrived at the position faster than the rest of the team in the Wet Work scenario
    • Fixed: Players could shoot their weapons during the intro of the Paradise Found scenario
    • Fixed: Levitating magazines on the beach in the Signal Lost scenario
    • Fixed: The Moral Fiber scenario could end when the wheels of convoy vehicles were destroyed
    • Fixed: Players could complete the
    • "Secure the Defenses"
    • task in the Resurgent West scenario without clearing out the area in some cases
    • Apex Protocol (potential spoilers)
    • Fixed: VTOLs could get stuck near cranes in some cases in the End Game scenario

    ENGINE:

    LAUNCHER:

    SERVER:

    • Updated: Stand-alone Windows Dedicated Server (1.76)
    • Updated: Stand-alone Linux Dedicated Server (1.76)
      • Known issue: Steam client modifies the
      • steam_appid.txt
      • file incorrectly. In case of issues, verify its content is:
    • 107410
      • Known issue: Sometimes the add-ons are loaded from the wrong installation (e.g. main game)
      • Try adding

    -mod=curator;kart;heli;mark;expansion** ;jets;argo;orange

      • ;dlcbundle;dlcbundle2
      • to your
      • arma3server.exe
      • shortcut


    SPOTREP-00074

    SPOTREP-00074

    • FROM: High Command
    • TO: Arma 3 Users
    • UNIT: Main Branch
    • ACTIVITY: Hotfix 1.76 (Stability Improvements)
    • SIZE: ~57 MB / ~17 MB

    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 <a class="external-link" href="https://dev.arma3.com/" rel="nofollow"> Dev Hub </a>
    • . We also co-operate directly on troubleshooting, and we offer an opportunity to test updates via our <a class="external-link" href="https://dev.arma3.com/rc-branch" rel="nofollow"> Release Candidate tests </a>
    • . 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 (1.74). It can be used to compare specific changes between major releases. The access code for this branch is:
    • Arma3Legacy174
    • This update does not apply to <a class="external-link" href="http://dev.arma3.com/ports" rel="nofollow"> the experimental Linux and Mac port betas </a>
    • 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 <a class="external-link" href="https://developer.valvesoftware.com/wiki/SteamCMD" rel="nofollow"> SteamCMD </a>
      • utility. The app ID is to be 233780.
      • NVIDIA GameWorks™ Technology provided under license from NVIDIA Corporation. Copyright © 2002-2017 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 <a class="external-link" href="http://support.bistudio.com/arma-3" rel="nofollow"> Bohemia Interactive support F.A.Q. </a>
    • , <a class="external-link" href="http://arma3.com/faq" rel="nofollow"> Arma 3 F.A.Q. </a>
    • , <a class="external-link" href="http://www.battleye.com/support/faq/" rel="nofollow"> BattlEye F.A.Q. </a>
    • , or <a class="external-link" href="https://arma3.com/launcher/troubleshooting" rel="nofollow"> Launcher troubleshooting guide </a>
    • .
    • You can help us to further improve the game by posting your feedback on the <a class="external-link" href="http://feedback.arma3.com/" rel="nofollow"> Feedback Tracker </a>
    • .

    CHANGELOG

    ENGINE:

    • Fixed: Potential crashes in Zeus
    • Fixed: Potential crashes in Map Diary scripted switching

    SERVER:

    • Updated: Stand-alone Windows Dedicated Server (1.76)
    • Updated: Stand-alone Linux Dedicated Server (1.76)
      • Known issue: Steam client modifies the
      • steam_appid.txt
      • file incorrectly. In case of issues, verify its content is:
    • 107410
      • Known issue: Sometimes the add-ons are loaded from the wrong installation (e.g. main game)
      • Try adding
      • -
      • mod=curator;kart;heli;mark;expansion
      • ;jets;argo;orange
      • ;dlcbundle;dlcbundle2
      • to your
      • arma3server.exe
      • shortcut


    SPOTREP-00075

    SPOTREP-00075

    • FROM: High Command
    • TO: Arma 3 Users
    • UNIT: Main Branch
    • ACTIVITY: Language Update 1.76 (Turkish)
    • SIZE: ~26 MB / ~3.5 MB

    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 <a href="https://dev.arma3.com/" target="_blank"> Dev Hub </a>
    • . We also co-operate directly on troubleshooting, and we offer an opportunity to test updates via our <a href="https://dev.arma3.com/rc-branch" target="_blank"> Release Candidate tests </a>
    • . 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 (1.74). It can be used to compare specific changes between major releases. The access code for this branch is:
    • Arma3Legacy174
    • This update does not apply to <a href="http://dev.arma3.com/ports" target="_blank"> the experimental Linux and Mac port betas </a>
    • 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 <a class="external-link" href="https://developer.valvesoftware.com/wiki/SteamCMD" rel="nofollow"> SteamCMD </a>
      • utility. The app ID is to be 233780.
      • NVIDIA GameWorks™ Technology provided under license from NVIDIA Corporation. Copyright © 2002-2017 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 <a href="http://support.bistudio.com/arma-3" target="_blank"> Bohemia Interactive support F.A.Q. </a>
    • , <a href="http://arma3.com/faq" target="_blank"> Arma 3 F.A.Q. </a>
    • , <a href="http://www.battleye.com/support/faq/" target="_blank"> BattlEye F.A.Q. </a>
    • , or <a href="https://arma3.com/launcher/troubleshooting" target="_blank"> Launcher troubleshooting guide </a>
    • .
    • You can help us to further improve the game by posting your feedback on the <a href="http://feedback.arma3.com/" target="_blank"> Feedback Tracker </a>
    • .

    CHANGELOG

    DATA:

    • Added: Turkish language
    • Tweaked: Language selection UI now properly displays all languages

    SERVER:

    • Updated: Stand-alone Windows Dedicated Server (1.76)
    • Updated: Stand-alone Linux Dedicated Server (1.76)
      • Known issue: Steam client modifies the
      • steam_appid.txt
      • file incorrectly. In case of issues, verify its content is:
    • 107410
      • Known issue: Sometimes the add-ons are loaded from the wrong installation (e.g. main game)
      • Try adding
      • -
      • mod=curator;kart;heli;mark;expansion
      • ;jets;argo;orange
      • ;dlcbundle;dlcbundle2
      • to your
      • arma3server.exe
      • shortcut


    SPOTREP-00076

    SPOTREP-00076

    • FROM: High Command
    • TO: Arma 3 Users
    • UNIT: Main Branch
    • ACTIVITY: Game Update 1.78 (Tac-Ops Mission Pack, Vehicle Physics Update, BattlEye Port Separation)
    • SIZE: ~7.8 GB / ~1.1 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 <a href="https://dev.arma3.com/" target="_blank"> Dev Hub </a>
    • . We also co-operate directly on troubleshooting, and we offer an opportunity to test updates via our <a href="https://dev.arma3.com/rc-branch" target="_blank"> Release Candidate tests </a>
    • . 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 (1.76). It can be used to compare specific changes between major releases. The access code for this branch is:
    • Arma3Legacy176
    • This update does not apply to <a href="http://dev.arma3.com/ports" target="_blank"> the experimental Linux and Mac port betas </a>
    • 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 <a href="https://developer.valvesoftware.com/wiki/SteamCMD" target="_blank"> SteamCMD </a>
      • utility. The app ID is to be 233780.
      • NVIDIA GameWorks™ Technology provided under license from NVIDIA Corporation. Copyright © 2002-2017 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 <a href="http://support.bistudio.com/arma-3" target="_blank"> Bohemia Interactive support F.A.Q. </a>
    • , <a href="http://arma3.com/faq" target="_blank"> Arma 3 F.A.Q. </a>
    • , <a href="http://www.battleye.com/support/faq/" target="_blank"> BattlEye F.A.Q. </a>
    • , or <a href="https://arma3.com/launcher/troubleshooting" target="_blank"> Launcher troubleshooting guide </a>
    • .
    • You can help us to further improve the game by posting your feedback on the <a href="http://feedback.arma3.com/" target="_blank"> Feedback Tracker </a>
    • .

    CHANGELOG

    DATA:

    • Added: <a href="https://arma3.com/dlc/tacops" target="_blank"> Tac-Ops Mission Pack </a>
    • *
    • Added: "Beyond Hope" Military Operation*
    • Added: "Stepping Stone" Military Operation*
    • Added: "Steel Pegasus" Military Operation*
    • Added:
    • HoldKey
    • Function
    • (executes a user-defined code when a key has been held down for a specified period of time)
    • Added: <a href="https://community.bistudio.com/wiki/Arma_3_Animated_Briefing" target="_blank"> Animated Briefing Framework </a>
    • (used for creating briefings with animated markers - resizing, non-linear moving, coloring - including a timeline function for better timing and synchronization)
    • Added: Tac-Ops music tracks
    • Added: 9 new <a href="http://steamcommunity.com/stats/107410/achievements" target="_blank"> Steam Achievements </a>
    • Added: 3 guerrilla liveries for the AFV-4 Gorgon
    • Added: Basic Helmet (Black) variant**
    • Added: Gendarmerie Van variants**
    • Added: An ability to transport characters in the back of the cargo Van via Virtual Garage's
    • "Add passenger spots"
    • attribute (enabling it disables Vehicle-in-Vehicle Transport)
    • Added: Aerodynamic nose cone variant of the CSAT Cluster Bomb (used on fixed-wing assets, the old one on helicopters)
    • Added: Civilian variant of the VR Suit
    • Added: Localized Malden topographic maps (PDF) for owners of special game editions ("
    • Bonus"
    • subfolder in the game installation folder)
    • Added: Hidden selections to the Mechanic Clothes
    • Added: Joystick animations to MRAPs
    • Added: Siren 'horn' to the Offroad's Gendarmerie variant
    • Added:
    • soundFly
    • sound for missiles & rockets
    • Added: Asset specific placement, triggering and defusal SFX for the following explosive assets:
      • Naval Bottom Mine (defusal)
      • Naval Moored Mine (defusal)
      • PDM7 (defusal, triggering)
      • IED Urban Small/Big (defusal, placement)
      • IED Dug In Small/Big (defusal, placement)
      • M6 Slam Mine (defusal, placement)
    • Added: Ability to retexture the grip on the LIM-85
    • Added: Bounding boxes for Picture in Picture screens (potential optimization to not render what isn’t needed)
    • Added: The gear indicator and the water temperature indicator of the SUV now move
    • Added: Animation Viewer now shows all animals
    • Added: Digital tachometer to Hatchback
    • Added: Night vision mode to pilot cameras of UAVs ( <a href="https://feedback.bistudio.com/T126684" target="_blank"> https://feedback.bistudio.com/T126684 </a>)\n* Added: 4 new functions for (en-/de-) coding 4-state and 8-state flags
    • Added: New UI resource types (
    • RscPictureAllowPixelSplit
    • &
    • RscPictureKeepAspectAllowPixelSplit)\n* RscPicture
    • resulted in choppy movement as the game moved the resource only by whole pixels).
    • Added: New 'map' difficulty category
    • Added: Limited resizing of <a href="https://community.bistudio.com/wiki?title=Arma_3_Custom_Info" target="_blank"> Info Panels </a>
    • (GPS, Radar, etc.) (resize the right panel to change both panels! Splendid scaling not guaranteed.) ( <a href="https://feedback.bistudio.com/T126889" target="_blank"> https://feedback.bistudio.com/T126889 </a>)\n* Added: Difficulty options to enable / disable Tactical Ping separately in the map and scene
    • Added: Linked Picture in Picture screens to turret view modes for MRAPs & Blackfish (modes can be changed by pressing RCtrl + N)
    • Added: A new 'Anti-Air' map marker
    • Added: Possibility to change a speaker's name through a variable (example: dude <a href="https://community.bistudio.com/wiki/setVariable" target="_blank"> setVariable </a>
    • ["bis_fnc_kbTellLocal_name", "Dude"])
    • Added: Sounds for VTOL engines and ramp opening
    • Added: Set up for wheel rejection angles at slow speeds
    • Added: The UGL on the Mk20 can now be retextured ( <a href="https://feedback.bistudio.com/T127112" target="_blank"> https://feedback.bistudio.com/T127112 </a>)\n* Added: Glass destruction to WY-55 Hellcat, CH-49 Mohawk & PO-30 Orca
    • Content requires ownership of <a href="https://arma3.com/dlc/tacops" target="_blank"> Arma 3 Tac-Ops Mission Pack </a>

    .

    .

    • Tweaked: <a href="https://arma3.com/apex" target="_blank"> Apex </a>
    • expansion data are now decrypted and downloaded to all users
    • (Content Licensing applies)
    • Tweaked: Physics handling of all land vehicles was overhauled
    • Tweaked: Doors, gates, ladders and hatches now use new technology for detection of user actions (
    • actionNamedSel
    • parameter)
    • Tweaked: Removed countermeasures from the IDAP helicopter, as releasing them terrified staff in Faction Showcase IDAP
    • Tweaked: Get in entry points & get out animations for Van
    • Tweaked: Position of some of the Van passengers so their legs no longer clip with the floor ( <a href="https://feedback.bistudio.com/T126644" target="_blank"> https://feedback.bistudio.com/T126644 </a>)\n* Tweaked: Decreased FPS drop when using the Blackfish 105mm cannon in optics mode
    • Tweaked: Minimal barrel elevation of the Kuma ( <a href="https://feedback.bistudio.com/T123481" target="_blank"> https://feedback.bistudio.com/T123481 </a>)\n* Tweaked: Dispersion of vehicle rocket launchers
    • Tweaked:
    • aiDispersionCoefs
    • for tank cannons
    • Tweaked: Improved Skyfire firing particle effects
    • Tweaked: Ramparts are no longer destructible
    • Tweaked: Improved shadow for the Magazine (Rifle) object
    • Tweaked: The most obvious 'hand to face' idle animations are no longer used for player characters ( <a href="https://forums.bistudio.com/forums/topic/143930-general-discussion-dev-branch/?do=findComment&comment=3228601" target="_blank"> https://forums.bistudio.com/forums/topic/143930-general-discussion-dev-branch/?do=findComment&comment=3228601 </a>)\n* Tweaked: CCIP is now working with pilot controlled weapons for the Kajman & Xi'an
    • Tweaked: The maximum slingload weight of the CH-49 Mohawk was increased to be closer to its real-life counterpart
    • Tweaked: The RPM gauges on xH-9 helicopters should be now more accurate ( <a href="https://feedback.bistudio.com/T126770" target="_blank"> https://feedback.bistudio.com/T126770 </a>)\n* Tweaked: Motorboat (all variants) no longer explodes upon destruction (consistent with other boats)
    • Tweaked: The GL sight dot is now hidden when switching to another weapon
    • Tweaked: Adjusted countermeasure dispersion
    • Tweaked: Moved the forward optics slot on Zafir to prevent clipping with RCO when deployed
    • Tweaked: Deployed UGL animation speeds
    • Tweaked: The Targeting Pod mark is now represented more accurately in HUDs when snapped to the ground or a target
    • Tweaked: Slightly increased Strider’s crew explosion protection ( <a href="https://feedback.bistudio.com/T126803" target="_blank"> https://feedback.bistudio.com/T126803 </a>)\n* Tweaked: Increased the PCML lock distance to 800 meters
    • Tweaked: A single Macer on A-164 uses a proper pylon model now
    • Tweaked: Cluster Bomb parameters to highlight differences between the factions a little bit more
    • Tweaked: Minor volume increase for tire bullet impact SFX
    • Tweaked: Wheel collision rejection angles to a compromise between better obstacle clearing and less obvious snapping back on wheels when about to roll over
    • Tweaked: Explosion and airplane craters can now also be placed by Zeus
    • Tweaked: The 20mm and 40mm grenades use the
    • shotShell
    • simulation again (
    • muzzleImpulseFactor
    • used to limit recoil)
    • Tweaked: Mesh and hand animation of the AK-12 rifle ( <a href="https://feedback.bistudio.com/T126900" target="_blank"> https://feedback.bistudio.com/T126900 </a>)\n* Tweaked: The <a href="https://community.bistudio.com/wiki/BIS_fnc_getVehicleCustomization" target="_blank"> BIS_fnc_getVehicleCustomization </a>
    • function was optimized
    • Tweaked: Increased the recoil of tank cannons, decreased the recoil of Neophron's cannon
    • Tweaked: Functions for (en-/de-)coding binary flags were extended to support 24 flags. Decoding output can now also be forced to a set number of flags.
    • Tweaked: Position & width of PhysX wheels for cars & trucks were adjusted
    • Tweaked: The PhysX setup was improved for the Panther and its derivatives
    • Tweaked: Bushes should now be less dangerous for vehicles
    • Tweaked: Recoil for tanks, artillery and CAS cannons was adjusted
    • Tweaked: The mesh of binoculars should be more visually appealing
    • Tweaked: Dispersion and AI usage of vehicle machine guns were adjusted
    • Tweaked: Various Thermal Imagery texture fixes
    • Tweaked: The quick commanding menu now uses 'Target' instead of 'Attack' orders
    • Tweaked: Offroad mobility of the Marid & Marshal vehicles was increased
    • Tweaked: Showcase Laws of War sims now use the civilian VR Suit for IDAP instructors
    • Tweaked: The copilot MFD of the Hellcat was improved
    • Tweaked: The turret ring of the MBT-52 was improved
    • Tweaked: Suspension and mass distribution of the Zamak trucks were improved
    • Tweaked: Further adjustments to vehicle weapons dispersion and AI usage (bursts and fire rates across various ranges)
    • Tweaked: Transparency of the beacon lights on the Van was tweaked to achieve an improved glowing effect
    • Tweaked: The thermals of the CAR-95 and its UGL should now fit the model better
    • Tweaked: The gearbox of the Zamak trucks was improved
    • Tweaked: View motion, FOV and 6DOF limits in vehicles were adjusted
    • Tweaked: The barrel of the PM 9mm pistol should now heat up correctly when seen in thermal view
    • Tweaked: The thermal signature of the Zamak trucks should now be more appealing
    • Tweaked: Thermal maps were removed from the Ghosthawk and Huron miniguns to prevent a visual discrepancy when firing
    • Tweaked: The SPAR-16 UGL should no longer heat up in thermal view when firing from its barrel
    • Tweaked: The thermal signature of all HEMTT trucks is now more consistent
    • Tweaked: Gatling dispersion and AI weapon usage were improved
    • Tweaked: The thermal signature of the civilian motorboat was improved
    • Tweaked: The elevation range and rotation speed of SPGs and MLRS were reduced for better consistency between AI and players
    • Tweaked: Zamak trucks are now able to climb steeper hills
    • Tweaked: Collision damage of the Van was adjusted ( <a href="https://www.reddit.com/r/arma/comments/7bf3oa/gendarmerie_going_full_tilt_with_their_new_gear/dpisq6t/" target="_blank"> https://www.reddit.com/r/arma/comments/7bf3oa/gendarmerie_going_full_tilt_with_their_new_gear/dpisq6t/ </a>)\n* Tweaked: The position of the RBK-500F cluster bomb in Dynamic Loadouts was adjusted
    • Tweaked: NATO Mine Specialist now wears a Carryall by default ( <a href="https://feedback.bistudio.com/T126529" target="_blank"> https://feedback.bistudio.com/T126529 </a>)\n* Tweaked: The helicopter alarm sound was updated
    • Tweaked: The AI audible ranges of wheeled vehicles, jets, and helicopters have been slightly increased
    • Tweaked: PhysX of the T-100 Varsuk were adjusted with new properties
    • Tweaked: PhysX of the MBT-52 Kuma were adjusted with new properties
    • Tweaked: The BIS_fnc_ambientFirefight function was expanded to be more versatile
    • Tweaked: The PhysX configurations of the FV-720 & M2 Slammer were adjusted with new properties
    • Tweaked: The
    • maxSpeed
    • properties were adjusted for all tracked vehicles
    • Fixed: Wipeout front wheel animations during landing
    • Fixed: Zafir reload actions when in adjusted prone stance so they no longer force you to default state after switching magazine
    • Fixed: Splendid Camera disabling chat in multiplayer ( <a href="https://feedback.bistudio.com/T126611" target="_blank"> https://feedback.bistudio.com/T126611 </a>)\n* Fixed: AI helicopters climbing indefinitely when focused on by a spectator ( <a href="https://feedback.bistudio.com/T126582" target="_blank"> https://feedback.bistudio.com/T126582 </a>)\n* Fixed: Several crawl sound configs
    • Fixed: A line break in a task description in VR training - Helicopter Basics
    • Fixed: RPT errors related to Laws of War location types
    • Fixed: Mine Dispenser Mines were not working correctly in Zeus
    • Fixed: MX & Mk20 UGL reload animations when deployed
    • Fixed: Some vanilla environment assets were marked with Malden DLC icons
    • Fixed: The descriptions of several Game Type modules were not localized
    • Fixed: Inverted pylon selection for Greyhawk and Ababil ( <a href="https://feedback.bistudio.com/T126810" target="_blank"> https://feedback.bistudio.com/T126810 </a>)\n* Fixed: Tooltips in the Config Viewer were not localized
    • Fixed: Unlocalized strings in the animal site module
    • Fixed: Small hole in the Blackfish cargo compartment
    • Fixed: The ammo variant of HEMTT was missing its 'chimney' in the first resolution LOD ( <a href="https://feedback.bistudio.com/T126715" target="_blank"> https://feedback.bistudio.com/T126715 </a>)\n* Fixed: Mine Detector could be placed in the launcher slot
    • Fixed: Right mirror & reverse camera of unarmed Striders were incorrect
    • Fixed: The compass direction in the Van was inverted
    • Fixed: The IDAP variant of the Zamak truck was missing rear FFV seats
    • Fixed: The
    • "Blue"
    • texture source of the Kart was called
    • "Green"
    • Fixed: Beacon actions for the service Offroad were not working correctly
    • Fixed: Strider monitors were transparent when Picture-in-Picture was disabled ( <a href="https://forums.bistudio.com/forums/topic/143930-general-discussion-dev-branch/?do=findComment&comment=3239454" target="_blank"> https://forums.bistudio.com/forums/topic/143930-general-discussion-dev-branch/?do=findComment&comment=3239454 </a>)\n* Fixed: Error on creation of Lightning Bolts ( <a href="https://community.bistudio.com/wiki/BIS_fnc_moduleLightning" target="_blank"> BIS_fnc_moduleLightning </a>
    • function)
    • Fixed: The commander gun selection on Slammer UP - the mount now also elevates with the gun
    • Fixed: The Combat Patrol MP game mode was triggering some errors on unit creation
    • Fixed: The <a href="https://community.bistudio.com/wiki/BIS_fnc_vectorDirAndUpRelative" target="_blank"> BIS_fnc_vectorDirAndUpRelative </a>
    • function was missing a variable declaration
    • Fixed: Script error after a respawn triggered from the Respawn Screen
    • Fixed: The Small Dome was missing a shadow ( <a href="https://feedback.bistudio.com/T124317" target="_blank"> https://feedback.bistudio.com/T124317 </a>)\n* Fixed: Qilin (Armed) was missing part of a muzzle flash
    • Fixed: Speedboat Minigun was missing an RPM animation
    • Fixed: The arms of the Bandit Clothes (Tank Top) missed thermal signatures in lower LODs
    • Fixed: The Escape from Tanoa multiplayer scenario was triggering some errors on unit creation
    • Fixed: The Mohawk, Huron and Neophron aircraft were not blocking thermal signatures of their crew in lower LODs
    • Fixed: Potential crash when merging helicopter configs
    • Fixed: Turret elevation indicators were locked to +/- 30 degrees range
    • Fixed: Turned out animations for the Sochor & Scorcher commanders ( <a href="https://feedback.bistudio.com/T126995" target="_blank"> https://feedback.bistudio.com/T126995 </a>)\n* Fixed: Potential glitch when rotating with the commander's turret of the AFV-4 Gorgon
    • Fixed: Small stones on the Stratis military proving grounds were missing PhysX collision
    • Fixed: Guided artillery shells reliability ( <a href="https://feedback.bistudio.com/T126902" target="_blank"> https://feedback.bistudio.com/T126902 </a>)\n* Fixed: Barrels of the Type 115 weapon would refuse to heat up when used
    • Fixed: The Field Manual was calling
    • modParams
    • with incorrect parameters (empty
    • modDir)\n* Fixed: Several collimator sights were heating incorrectly when the weapon was fired ( <a href="https://feedback.bistudio.com/T117794" target="_blank"> https://feedback.bistudio.com/T117794 </a>)\n* Fixed: An artifact on the glass of the ARCO, MRCO, ERCO and RCO scopes when seen in thermal view ( <a href="https://feedback.bistudio.com/T117794" target="_blank"> https://feedback.bistudio.com/T117794 </a>)\n* Fixed: The exhaust of the Tempest trucks would not heat up in thermal view
    • Fixed: Front night sight Z-fighting on the MX rifles
    • Fixed: Katiba's UGL would heat up in thermal view when firing from the barrel
    • Fixed: Insignias were missing thermal signatures
    • Fixed: Poikilotherm underwater animals would appear hot in thermal view
    • Fixed: A white artifact on the Cheetah's and Tigris' turrets when seen in thermal view
    • Fixed: Some vests had no or improper thermal imaging textures
    • Fixed: Incorrect control type in a Zeus hint ( <a href="https://feedback.bistudio.com/T127119" target="_blank"> https://feedback.bistudio.com/T127119 </a>)\n* Remnants of War (potential spoilers)
    • Tweaked: Minor volume increase for the SFX in the kindergarten and carpenter workshop memory fragments
    • Tweaked: "Remnants of War" campaign SFX volumes (general, timeline, etc.)
    • Tweaked: Specular levels and skin tones on "Remnants of War" campaign character faces
    • Fixed: The scenario name "Oreokastro" visible in the diary was not localized
    • Fixed: The number of mines on Altis in the "Remnants of War" intro used an incorrect number format in several languages
    • Showcases (potential spoilers)
    • Tweaked: Shown hints during the Showcase Laws of War "Non-Combatants" sim
    • Fixed: The moving civilian car in the Showcase Laws of War "Non-Combatants" sim was not correctly detected as an illegal target
    • Fixed: Some VR transition effects in Showcase Laws of War did not work correctly after resuming a saved game
    • Fixed: The VR widget in Showcase Laws of War did not show after resuming a saved game
    • Fixed: It was possible to disassemble several drones under AI control in Faction Showcase IDAP
    • Fixed: Typos on the Cluster Munitions whiteboard in Faction Showcase IDAP
    • Apex Protocol (potential spoilers)
    • Fixed: Script error when the helicopter lands at the evacuation point in the Extraction scenario <a href="https://community.bistudio.com/wiki/Eden_Editor" target="_blank"> Eden Editor: </a>
    • Added: Basic Civilian Behavior module
    • (enhances civilian behavior during combat scenes, and improves performance by using agent entities)
    • Added: <a href="https://community.bistudio.com/wiki/Arma_3_Key_Frame_Animation" target="_blank"> Key Frame Animation </a>
    • modules and functions
    • (allowing manipulation of cameras, UI controls, objects, etc. based on a predefined timeline)
    • Tweaked: Improvements to the Edit Terrain Object Module:
      • Hidden objects no longer reappear in their destroyed state if destroyed
      • It is now possible to:

    Assign a variable name to a terrain object Execute global code on a terrain object (JIP covered) Execute server / SP only code on a terrain object

      • The attribute area was redefined to be divisible, UI controls/elements are now properly spaced
      • An Object Variable Name attribute was added - as a result players can easily grab a terrain object and use it in scripts
      • 2 Object Init Code attributes were added (local and global) - code that is automatically executed after modifications to objects are done. This is useful especially for buildings that change object when they are changed to damaged or destroyed states.
      • An Allow Damage checkbox was added
      • The module settings design was simplified to be more consistent with other modules
      • Added shortcuts for quick setting of door states to the attribute's tooltip
    • Tweaked: The Object Door States attribute was overhauled (24 doors supported, new state
    • "LOCKED"
    • added)
    • Tweaked: Improvements to the Zone Protection module:
      • Added possibility to define warning and execution expressions, codes that are called when a warning resp. an execution is triggered (if the code returns true, the built-in default behavior is suppressed)
      • Default warning behavior was extended; if there is no HQ module for the player's side, players say a warning to themselves over the group chat
      • The warning area width can now be set in the module's settings (values are Standard, Wide, and Very Wide)
      • The module now works also with triggers that use
      • "Activation By"
      • set to
      • ANYPLAYER
      • Minor optimizations done to the code
    • Tweaked: It is now possible to force the Hide Terrain Objects module to operate locally
    • Fixed: Objects hidden by the Hide Terrain Objects module could be damaged by explosives
    • Fixed: The Protector had an incorrect magazine when spawned in the Eden Editor
    • Fixed: Editor previews of several ground decals
    • Fixed: Issues with reverting customization applied through the Eden Vehicle Appearance module

    ENGINE:

    • Added: Vehicle commanders can now control their vehicles directly by the WASD keys without AI responsibility delays
    • (there should be no difference between driving from driver or commander positions, though AI crew still needs to be present)
    • Added: New error message for unknown enumerated values in all script commands using enum values
    • (example: _g2 <a href="https://community.bistudio.com/wiki/setBehaviour" target="_blank"> setBehaviour </a>
    • "CARELES" will cause an error, because the correct value is
    • "CARELESS")\n* Added: PhysX-simulated and animated tank tracks according to PhysX wheels rotation
    • Added: Picture in Picture occluders for better performance
    • Added: New
    • animationSourceStickX
    • and
    • animationSourceStickY
    • animation sources for armored vehicles
    • Added: A new variant for the <a href="https://community.bistudio.com/wiki/sendSimpleCommand" target="_blank"> sendSimpleCommand </a>
    • script command (this <a href="https://community.bistudio.com/wiki/sendSimpleCommand" target="_blank"> sendSimpleCommand </a>
    • "stopTurning")
    • Added:
    • dispersion
    • now works for rockets / missiles
    • Added: A new
    • DriverOpticsIn
    • parameter for vehicle drivers (similar to turret
    • OpticsIn
    • , but it uses
    • OpticsModel
    • instead
    • gunnerOpticsModel
    • for the optics model)
    • Added: A new
    • zeroing
    • vehicle weapon animation source
    • Added: New vehicle config parameters
    • tankTurnForceAngSpd
    • ,
    • accelAidForceCoef
    • , and
    • accelAidForceSpd
    • Added: New value for
    • turretFollowFreeLook
    • (2) to allow remote turret control even without weapons (replacement for the
    • FakeWeapon
    • solution)
    • Added: New MFD sources
    • pilotcameratarget
    • and
    • pilotcameratargettoview
    • Added: An option to use the standard PhysX gearbox in config:
    • changeGearType
    • and
    • changeGearOmegaRatios
    • Added: An option to set the minimum engine omega for PhysX simulation:
    • minOmega
    • Added:
    • accelAidForceYOffset
    • to move aid force lower or higher as needed
    • Added: Using the
    • hasDriver
    • = -1 config parameter will now create a vehicle without a driver and with a commander who can drive the vehicle directly by the WASD keys
    • Added: A new <a href="https://community.bistudio.com/wiki/isLaserOn" target="_blank"> isLaserOn </a>
    • script command
    • Added: An ability to synchronize a Picture in Picture display with optics in vehicles
    • Added: A new
    • ctrlTextWidth
    • script command (used for getting the width of the longest line of text in a given control)
    • Added: A new
    • material
    • MFD parameter
    • Added: A new
    • engineMOI
    • PhysX vehicle engine config parameter
    • Added: New
    • wheelPointRejectLimitSpeed
    • ,
    • wheelPointRejectAngleFast
    • , and
    • wheelNormalRejectAngleFast
    • PhysX config parameters
    • Added: A new
    • tankTurnForceAngMinSpd
    • parameter to supplement
    • tankTurnForceAngSpd
    • Tweaked: AI path planning and driving for tracked vehicles was refactored
    • (feedback: <a href="https://forums.bistudio.com/forums/topic/191515-ai-driving-feedback-topic/" target="_blank"> https://forums.bistudio.com/forums/topic/191515-ai-driving-feedback-topic/ </a>)\n* Tweaked: <a href="https://www.battleye.com/" target="_blank"> BattlEye </a>
    • traffic was moved to a separate game port (2306 by default)
    • Tweaked: Updated PhysX to version 3.4.0 (22121272)
    • Tweaked: Enabled PhysX wheel sweep collisions
    • Tweaked: Vehicle animation sources
    • reload
    • ,
    • ammo
    • ,
    • ammoRandom
    • , and
    • reloadmagazine
    • now work correctly even when a different weapon is selected
    • Tweaked: The
    • aiDispersionCoefX/Y
    • parameters now work on the
    • shotShell
    • ammo type
    • Tweaked: Fuel leaking for cars and tracked vehicles should now work correctly
    • Tweaked: Crews of vehicles should now better react to small forces (acceleration, gun fired)
    • Tweaked: The pilot camera can now turn more than 180 degrees
    • Tweaked: Scalpel missiles from UAVs had trouble hitting targets
    • Tweaked: Headlights of land vehicles can now be turned on even during day time
    • Tweaked: Countermeasures now support
    • dispersion
    • Tweaked: The
    • aiDispersionCoefX/Y
    • was not applied in some cases (e.g. Ghosthawk right minigun gunners)
    • Tweaked: Grenade collisions with car / tank wheels are now disabled
    • Tweaked: The
    • muzzleImpulseFactor
    • was changing only the torque of impulse, there is a new format now:
      • Old:
      • muzzleImpulseFactor
      • = 0.8
      • New:
      • muzzleImpulseFactor
      • [] = {
      • torqueFactor
      • ,
      • forceFactor
      • }
    • Tweaked: Using ammunition with Datalink does not require line of sight on the target anymore
    • Tweaked: Using ammunition with radar does not require active sensors anymore
    • Tweaked: Toolkit / Medikit that can be now carried in a vest
    • Tweaked: <a href="https://community.bistudio.com/wiki/ctrlSetAngle" target="_blank"> ctrlSetAngle </a>
    • now allows a 4th parameter Bool (when set to false, using <a href="https://community.bistudio.com/wiki/ctrlCommit" target="_blank"> ctrlCommit </a>
    • will animate a control's rotation the same way <a href="https://community.bistudio.com/wiki/ctrlSetPosition" target="_blank"> ctrlSetPosition </a>
    • + <a href="https://community.bistudio.com/wiki/ctrlCommit" target="_blank"> ctrlCommit </a>
    • animate its position)
    • Fixed: The <a href="https://community.bistudio.com/wiki/channelEnabled" target="_blank"> channelEnabled </a>
    • command returned false instead of an Array in case of failure (if it was an invalid channel, the command switches to the next one)
    • Fixed: When drones have low health the screen would start blinking
    • Fixed: Missing particles from turret weapons when a different weapon was selected
    • Fixed: Target aggregation in Radio Protocols was using 'AND' incorrectly upper-cased
    • Fixed: White texture for 1 frame upon destruction of an object
    • Fixed: Crash when releasing a physics constraint without any actor
    • Fixed: The <a href="https://community.bistudio.com/wiki/disableCollisionWith" target="_blank"> disableCollisionWith </a>
    • command was not working after save & load
    • Fixed: The dispersion of countermeasures was not working properly
    • Fixed: It was possible after saving / loading for gear to not respect inventory limitations
    • Fixed: Commanding AI to open fire didn’t always work for vehicles if the player's group was set to forced hold fire and the player was in the vehicle
    • Fixed: Potential Zeus CTD
    • Fixed: Crash when replacing a weapon with the same (inventory based) one
    • Fixed: Movement of the 3PP camera when using a turret (with
    • turretFollowFreeLook
    • = 2)
    • Fixed: Non-local players in vehicles with Dynamic Simulation turned on were not triggering simulation ( <a href="https://feedback.bistudio.com/T126877" target="_blank"> https://feedback.bistudio.com/T126877 </a>)\n* Fixed: Vehicle tracks would move to opposite directions when turning
    • Fixed: Potential crash in radio communications
    • Fixed: Damaged street lamps would start working again after loading a scenario
    • Fixed: Campaign variable space was not erased after switching profiles
    • Fixed: Particles could disappear when looking at them ( <a href="https://feedback.bistudio.com/T119284" target="_blank"> https://feedback.bistudio.com/T119284 </a>)\n* Fixed: The Chat Notification was present at the start of every (even singleplayer) scenario
    • Fixed: Incorrect sound set when turning out of the Kuma tank as a commander
    • Fixed: Manually guided missiles were not working correctly for Firing From Vehicles
    • Fixed: The <a href="https://community.bistudio.com/wiki/expectedDestination" target="_blank"> expectedDestination </a>
    • script command did not work for agent entities
    • Fixed: Explosions appeared at the bottom of tall bridges when a vehicle was destroyed on top of them
    • Fixed: The <a href="https://community.bistudio.com/wiki/setGroupIconParams" target="_blank"> setGroupIconParams </a>
    • script command would not change the scale of an icon
    • Fixed: Uniforms could not be moved from a backpack to a uniform slot
    • Fixed: Door states set by the <a href="https://community.bistudio.com/wiki/animateDoor" target="_blank"> animateDoor </a>
    • script command would not get restored after loading a save file
    • Fixed: Lights on vehicles with disabled simulation would turn on after loading the game
    • Fixed: Crash when using binarized SQM files in
    • CfgMissions
    • Fixed: Crash when commanding through radio messages
    • Fixed: Opening an inventory while on a ladder would not work
    • Fixed: Triggers using the
    • "Detected By"
    • attribute could cause RPT spam ( <a href="https://feedback.bistudio.com/T126982" target="_blank"> https://feedback.bistudio.com/T126982 </a>)\n* Fixed: The
    • muzzleImpulseFactor
    • parameter was not working correctly when firing bullet type ammunition from cars and tanks
    • Fixed: Incorrect camera angle when using a turned out FFV position
    • Fixed: Wrecks of armored vehicles could bounce in the air in some cases
    • Fixed: Serialization of the <a href="https://community.bistudio.com/wiki/allowCrewInImmobile" target="_blank"> allowCrewInImmobile </a>
    • command was not working correctly
    • Fixed: The <a href="https://community.bistudio.com/wiki/cursorObject" target="_blank"> cursorObject </a>
    • and <a href="https://community.bistudio.com/wiki/cursorTarget" target="_blank"> cursorTarget </a>
    • commands were ignoring terrain <a href="https://community.bistudio.com/wiki/Eden_Editor" target="_blank"> Eden Editor: </a>
    • Added: Saving and restoring the expansion state of Edit trees in Eden Editor
    • Added: Dynamic Vehicle Loadouts class names into the Atributes of Vehicle Loadouts settings
    • Fixed: Ghosthawk crew spawned in an incorrect order in Eden Editor
    • Fixed: Crash when starting a scenario with a group's leader missing ( <a href="https://feedback.bistudio.com/T126609" target="_blank"> https://feedback.bistudio.com/T126609 </a>)\n* Fixed: Searching in custom compositions was not working ( <a href="https://forums.bistudio.com/forums/topic/143930-general-discussion-dev-branch/?do=findComment&comment=3226334" target="_blank"> https://forums.bistudio.com/forums/topic/143930-general-discussion-dev-branch/?do=findComment&comment=3226334 </a>)\n* Fixed: Dynamic Vehicle Loadouts were available to the crew of turrets configured as cargo positions (
    • showAsCargo)\n

    SERVER:

    • Updated: Stand-alone Windows Dedicated Server (1.78)
    • Updated: Stand-alone Linux Dedicated Server (1.78)
      • Known issue: Steam client modifies the
      • steam_appid.txt
      • file incorrectly. In case of issues, verify its content is:
    • 107410
      • Known issue: Sometimes the add-ons are loaded from the wrong installation (e.g. main game)
      • Try adding

    -mod=curator;kart;heli;mark;expansion** ;jets;argo;orange

      • ;tacops;dlcbundle;dlcbundle2
      • to your
      • arma3server.exe
      • shortcut


    SPOTREP-00077

    SPOTREP-00077

    • FROM: High Command
    • TO: Arma 3 Users
    • UNIT: Main Branch
    • ACTIVITY: Hotfix 1.80 (BattlEye Port Fixes)
    • SIZE: ~54 MB / ~18 MB

    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 <a href="https://dev.arma3.com/" target="_blank"> Dev Hub </a>
    • . We also co-operate directly on troubleshooting, and we offer an opportunity to test updates via our <a href="https://dev.arma3.com/rc-branch" target="_blank"> Release Candidate tests </a>
    • . 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 (1.76). It can be used to compare specific changes between major releases. The access code for this branch is:
    • Arma3Legacy176
    • This update does not apply to <a href="http://dev.arma3.com/ports" target="_blank"> the experimental Linux and Mac port betas </a>
    • 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 <a href="https://developer.valvesoftware.com/wiki/SteamCMD" rel="nofollow"> SteamCMD </a>
    • utility. The app ID is to be 233780.
    • NVIDIA GameWorks™ Technology provided under license from NVIDIA Corporation. Copyright © 2002-2017 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 <a href="http://support.bistudio.com/arma-3" target="_blank"> Bohemia Interactive support F.A.Q. </a>
    • , <a href="http://arma3.com/faq" target="_blank"> Arma 3 F.A.Q. </a>
    • , <a href="http://www.battleye.com/support/faq/" target="_blank"> BattlEye F.A.Q. </a>
    • , or <a href="https://arma3.com/launcher/troubleshooting" target="_blank"> Launcher troubleshooting guide </a>
    • .
    • You can help us to further improve the game by posting your feedback on the <a href="http://feedback.arma3.com/" target="_blank"> Feedback Tracker </a>
    • .

    CHANGELOG

    ENGINE:

    SERVER:

    • Updated: Stand-alone Windows Dedicated Server (1.80)
    • Updated: Stand-alone Linux Dedicated Server (1.80)
    • Known issue: Steam client modifies the
    • steam_appid.txt
    • file incorrectly. In case of issues, verify its content is:
    • 107410
    • Known issue: Sometimes the add-ons are loaded from the wrong installation (e.g. main game)
    • Try adding
    • -
    • mod=curator;kart;heli;mark;expansion
    • ;jets;argo;orange
    • ;tacops;dlcbundle;dlcbundle2
    • to your
    • arma3server.exe
    • shortcut


    SPOTREP-00078

    SPOTREP-00078

    • FROM: High Command
    • TO: Arma 3 Users
    • UNIT: Main Branch
    • ACTIVITY: Hotfix 1.80 (Crash Fixes, 'Unknown Enum Value' Errors)
    • SIZE: ~66 MB / ~18 MB

    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 <a href="https://dev.arma3.com/" target="_blank"> Dev Hub </a>
    • . We also co-operate directly on troubleshooting, and we offer an opportunity to test updates via our <a href="https://dev.arma3.com/rc-branch" target="_blank"> Release Candidate tests </a>
    • . 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 (1.76). It can be used to compare specific changes between major releases. The access code for this branch is:
    • Arma3Legacy176
    • This update does not apply to <a href="http://dev.arma3.com/ports" target="_blank"> the experimental Linux and Mac port betas </a>
    • 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 <a href="https://developer.valvesoftware.com/wiki/SteamCMD" target="_blank"> SteamCMD </a>
      • utility. The app ID is to be 233780.
      • NVIDIA GameWorks™ Technology provided under license from NVIDIA Corporation. Copyright © 2002-2017 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 <a href="http://support.bistudio.com/arma-3" target="_blank"> Bohemia Interactive support F.A.Q. </a>
    • , <a href="http://arma3.com/faq" target="_blank"> Arma 3 F.A.Q. </a>
    • , <a href="http://www.battleye.com/support/faq/" target="_blank"> BattlEye F.A.Q. </a>
    • , or <a href="https://arma3.com/launcher/troubleshooting" target="_blank"> Launcher troubleshooting guide </a>
    • .
    • You can help us to further improve the game by posting your feedback on the <a href="http://feedback.arma3.com/" target="_blank"> Feedback Tracker </a>
    • .

    CHANGELOG

    ENGINE:

    SERVER:

    • Updated: Stand-alone Windows Dedicated Server (1.80)
    • Updated: Stand-alone Linux Dedicated Server (1.80)
      • Known issue: Steam client modifies the
      • steam_appid.txt
      • file incorrectly. In case of issues, verify its content is:
    • 107410
      • Known issue: Sometimes the add-ons are loaded from the wrong installation (e.g. main game)
      • Try adding
      • -
      • mod=curator;kart;heli;mark;expansion
      • ;jets;argo;orange
      • ;tacops;dlcbundle;dlcbundle2
      • to your
      • arma3server.exe
      • shortcut


    SPOTREP-00079

    SPOTREP-00079

    • FROM: High Command
    • TO: Arma 3 Users
    • UNIT: Main Branch
    • ACTIVITY: Game Update 1.82 (Tanks DLC, Interiors, Extended Damage Model, Vehicle Customization)
    • SIZE: ~5.6 GB / ~1.1 GB

    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 <a href="https://dev.arma3.com/" target="_blank"> Dev Hub </a>
    • . We also co-operate directly on troubleshooting, and we offer an opportunity to test updates via our <a href="https://dev.arma3.com/rc-branch" target="_blank"> Release Candidate tests </a>
    • . 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 (1.80). It can be used to compare specific changes between major releases. The access code for this branch is:
    • Arma3Legacy180
    • This update does not apply to <a href="http://dev.arma3.com/ports" target="_blank"> the experimental Linux and Mac port betas </a>
    • 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 <a class="external-link" href="https://developer.valvesoftware.com/wiki/SteamCMD" rel="nofollow"> SteamCMD </a>
      • utility. The app ID is to be 233780.
      • NVIDIA GameWorks™ Technology provided under license from NVIDIA Corporation. Copyright © 2002-2018 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 <a href="http://support.bistudio.com/arma-3" target="_blank"> Bohemia Interactive support F.A.Q. </a>
    • , <a href="http://arma3.com/faq" target="_blank"> Arma 3 F.A.Q. </a>
    • , <a href="http://www.battleye.com/support/faq/" target="_blank"> BattlEye F.A.Q. </a>
    • , or <a href="https://arma3.com/launcher/troubleshooting" target="_blank"> Launcher troubleshooting guide </a>
    • .
    • You can help us to further improve the game by posting your feedback on the <a href="http://feedback.arma3.com/" target="_blank"> Feedback Tracker </a>
    • .

    CHANGELOG

    DATA:

    • Added: <a href="https://arma3.com/dlc/tanks" target="_blank"> Tanks DLC </a>
    • *
    • Added: T-140 Angara Main Battle Tank*
    • Added: Nyx Armored Weapons Carrier*
    • Added: Rhino MGS Tank Destroyer*
    • Added: "Altis Requiem" mini-campaign**
    • Added: Showcase Tank Destroyers**
    • Added: TT16: Weasel Run
    • Added: TT17: Shipping and Handling
    • Added: TT18: Hammer Time
    • Added: Fully modeled 3D interiors for armored vehicles
    • Added: Vehicle Customization for armored vehicles
    • Added: Vanguard TDM multiplayer mode
    • Added: 9M135 Vorona manually guided missile launcher
    • Added: MAAWS Mk4 unguided recoilless rifle
    • Added: Tanker Coveralls**
    • Added: Crew Helmet
    • Added: Offroad (AT) variant
    • Added: MB 4WD (AT) variant***
    • Added: MB 4WD (LMG) variant***
    • Added: Prowler (AT) variant***
    • Added: Qilin (AT) variant***
    • Added: Zamak MLR variant (AAF)
    • Added: Repair Depot (Civilian, Green, Tan variants)
    • Added: Concrete Hedgehog (Whole, Disassembled, Half, Palette)
    • Added: Czech Hedgehog (New)
    • Added: Dragon's Teeth (New, Old variants)
    • Added: Dragon's Tooth (New, Old variants)
    • Added: Refueling Hose
    • Added: Tank Bore Sighter
    • Added: Tank Engine (New, Used variants)
    • Added: Tank Road Wheel
    • Added: Tank Sprocket Wheel
    • Added: Tank Tracks (Long, Short variants)
    • Added: Torque Wrench
    • Added: Rhino Wreck
    • Added: Angara Wreck
    • Added: Nyx Wreck
    • Added: Olive variants for the NATO (Pacific) armored vehicles
    • Added: Tanks DLC music tracks
    • Added: 9 new <a href="http://steamcommunity.com/stats/107410/achievements" target="_blank"> Steam Achievements </a>
    • Restrictions apply to those who don't own <a href="https://arma3.com/dlc/tanks" target="_blank"> Arma 3 Tanks DLC </a>

    .

    .

    .

    • Added: 105mm, 120mm and 125mm HEAT shells
    • Added: Titan, Scalpel, Jian, Macer, Sharur, Vorona, Firefist, RPG42, RPG7, MRAAWS, SPG9, Tratnyr, Shrieker (anti-armor variants) and DAGR now use HEAT submunitions
    • Added: Cannon-launched HEAT missiles
    • Added: New interior driver optics for the Gorgon, Marshall, and Marid APCs
    • Added: Top-down missile flight profile for Firefist, Titan, Scalpel, Macer and cannon-launched 120mm MARUK laser-guided missile variant
    • Added: Overfly top attack missile flight profile for the PCML launcher
    • Added: DLC Content Browser video tiles for Tanks DLC (and Malden DLC / DLC Bundle 2)
    • Added: Tanks DLC Content Browser section
    • Added: Tanks DLC Welcome Screen
    • Added: Roadway LOD meshes to the underside of the left and right wing of the G4M wreck so that players can walk on them when placed upside down
    • Added: Airbrake meshes for the Buzzard
    • Added: New UI inventory icons for IEDs
    • Added: The AK12 compensator will now be hidden if it has a muzzle attachment
    • Added: Rangefinder to PCML and Titan optics
    • Added: UI control showing the current fire mode for artillery vehicles
    • Added: Gunship helicopter pilots now have pilot cameras
    • Added: Incoming missile warning for all tanks and APCs (base classes)
    • Added:
    • countermeasureActivationRadius
    • (incoming missile warning range) set to 2km for AFVs and 10km for aircraft
    • Tweaked: Sound technology of land vehicles was overhauled
    • Tweaked: Weapon types, munition counts, magazine counts, and magazine reload times in vehicles have been adjusted
    • Tweaked: <a href="https://arma3.com/dlc/jets" target="_blank"> Jets DLC </a>
    • addons were decrypted to PBO
    • Tweaked: <a href="https://arma3.com/dlc/lawsofwar" target="_blank"> Laws of War DLC </a>
    • addons were decrypted to PBO
    • Tweaked: Laser-guided bombs do not lock on the laser before launch anymore. LGBs are to be dropped using CCIP and they will lock-on after launch (LOAL) automatically.
    • Tweaked: Changes to the <a href="https://community.bistudio.com/wiki/Arma_3_Revive" target="_blank"> Revive </a>
    • system:
      • Players incapacitated in vehicles are no longer automatically killed
      • Incapacitated crew can now be unloaded from their vehicle using a new action
      • Bleeding mechanics and PP effect handling were simplified and optimized
      • Being unconscious under water or in destroyed / burning vehicles makes players bleed 3x faster, to simulate drowning / burning
      • Score handling was fixed:

    Incapacitating someone now properly triggers score adjustment (+1 for an enemy unit, -1 for a friendly unit) Executing someone doesn't affect score anymore (however it brings a rating penalty, even for enemies)

      • Rating issues were fixed:

    Rating is now properly adjusted when a unit is incapacitated, executed, revived, or secured Standard kill and team-kill rating adjustments (provided by the game) are also factored in

      • Players can now use a new 'Secure' (hold) action to take an incapacitated enemy out of action in a less violent way

    Securing doesn't trigger a rating penalty as execution does

      • Reviving animations were added
      • Reviving positioning requirements are now more forgiving
      • Collisions were removed from incapacitated animations on the animation config side; the scripted solution was removed
      • Many minor adjustments and fixes were done
    • Tweaked: Titan laser guidance has been removed
    • Tweaked: Blackfish and gunship helicopters gunners now use FCS instead of CCIP (press 'T' before firing)
    • Tweaked: Friction and bounciness of surfaces - improved sliding and drifting
    • Tweaked: Improved driving characteristics, suspension and PhysX configuration of Kamysh, Kuma, Varsuk, Panther, Zamak, Tempest, Hatchback and Kart
    • Tweaked: HEMMT suspension has been slightly improved ( <a href="https://forums.bohemia.net/forums/topic/143930-general-discussion-dev-branch/?do=findComment&comment=3264690" target="_blank"> https://forums.bohemia.net/forums/topic/143930-general-discussion-dev-branch/?do=findComment&comment=3264690 </a>)\n* Tweaked: Balancing of armor and penetration across multiple vehicles
    • Tweaked: Penetration materials on all armored vehicle models
    • Tweaked: Armor in config files and fire geometries as well as hit points in the models
    • Tweaked: Slammer UP has its 120mm cannon back
    • Tweaked: The Marshall, Gorgon, Kamysh and Slammer coaxial guns have had their caliber changed to 7.62mm
    • Tweaked: Large vehicle magazines were split into smaller ones
    • Tweaked: Magazine count on MRAPs and APCs has been doubled
    • Tweaked: UGVs now only have a single ammo box ready per weapon
    • Tweaked: Static HMG now has 4x 100rnd magazines instead of 2x 500rnd
    • Tweaked: Cheetah and Tigris AA Titan missile counts and lock CM resistance ( <a href="https://forums.bohemia.net/forums/topic/143930-general-discussion-dev-branch/?do=findComment&comment=3272545" target="_blank"> https://forums.bohemia.net/forums/topic/143930-general-discussion-dev-branch/?do=findComment&comment=3272545 </a>)\n* Tweaked: Lower LODs of the Syndikat Camouflage uniform were adjusted to prevent clipping
    • Tweaked: Geometry LODs of the Blackfish were improved
    • Tweaked: One part of the Geometry LOD of the Abandoned Hauler was improved to prevent players from clipping into it when crawling underneath
    • Tweaked: Suppressors on the Mk14 should no longer clip into the barrel
    • Tweaked: The position of the muzzle slot proxy on the MK-1 EMR was moved to prevent the suppressor from clipping into the barrel
    • Tweaked: Thermal textures of Darter / Tayran drones were improved
    • Tweaked: Sun reflection on the RHIB glass parts was improved
    • Tweaked: UV mapping of the RHIB in lower LODs was improved to remove some visual artifacts
    • Tweaked: Vehicle weapons dispersion
    • Tweaked: AI usage of vehicle weapons and accuracy (
    • AIDispersionCoef)\n* Tweaked: The muzzle attachment proxies on the AK12, SPAR17, and Cyrus were realigned ( <a href="https://feedback.bistudio.com/T122035" target="_blank"> https://feedback.bistudio.com/T122035 </a>)\n* Tweaked: The death stare of characters was made a bit more human-like (kudos to
    • taro8
    • for assisting with it!)
    • Tweaked: The <a href="https://community.bistudio.com/wiki/BIS_fnc_effectFiredRocket" target="_blank"> BIS_fnc_effectFiredRocket </a>
    • function (that was recently fixed) is now optimized and tested. Undesired systemChat print was removed ( <a href="https://feedback.bistudio.com/T127490" target="_blank"> https://feedback.bistudio.com/T127490 </a>)\n* Tweaked: Acceleration sensitive view motion in vehicles was reduced
    • Tweaked: Stricter 6DOF translation limits in APCs and Tanks (base classes)
    • Tweaked: All 120mm magazines can now be used for both
    • cannon_120mm_long
    • and
    • cannon_120mm
    • Tweaked: The <a href="https://community.bistudio.com/wiki/BIS_fnc_establishingShot" target="_blank"> BIS_fnc_establishingShot </a>
    • function (used in Showcase scenarios) now supports an optional parameter to control how long it lasts
    • Tweaked: Wood Piles had incorrect materials
    • Tweaked: The vehicle number on the nose and fins of the Blackfish VTOL can now be retextured
    • Tweaked: Bomb glide performance
    • Tweaked: PCML performance and damage
    • Tweaked: Small hit increases of 5.56, 5.80, 5.45 and 12.7x33 calibers
    • Tweaked: Penetration values of lower calibers
    • Tweaked: Increased performance of 20mm HE rounds
    • Tweaked: Fuel capacities of land vehicles are now more consistent across the sandbox
    • Tweaked: The vehicle destruction fire damage radius was significantly reduced
    • Tweaked: It is now possible to make a Hold Action appear on screen only if selected from the action menu
    • Tweaked: The position of the Xian VTOL in Showcase CSAT was adjusted
    • Tweaked: The <a href="https://community.bistudio.com/wiki/Arma_3_Revive" target="_blank"> Revive </a>
    • action is now valid as long as the memory point is on the screen (this should counterbalance the reviving animation movement)
    • Tweaked: Deflection from materials has been reduced (making the
    • deflecting
    • property in ammo the maximum deflection angle)
    • Tweaked: Ricocheting of various shells and bullets has been reduced
    • Tweaked: The gunner entry point on the Sandstorm MLRS is now at the back of the vehicle (instead of the previous right side)
    • Tweaked: Increased magazine reload times for vehicle weapons
    • Tweaked: It is now possible to switch between gunner and passenger seats in the Ghosthawk helicopter
    • Tweaked: Maximal gun elevation for AFV vehicles has been adjusted
    • Tweaked: The precision of AI drivers when completing waypoints has been improved
    • Tweaked: The drone flight model of the Greyhawk has been updated
    • Tweaked: Increased visibility of the weapon reloading bar
    • Tweaked: The static Titan now has a cursor shown in first person view
    • Tweaked: A Hold Action attached to a character now properly works both inside and outside of vehicles
    • Tweaked: The character that has a Hold Action attached is always the target, no matter whether it enters a vehicle or not (no need to use
    • originalTarget)\n* Tweaked: Minor audio tweaks to the Tempest truck
    • Tweaked: Positions of optics proxies on the SPAR-16, SPAR-16 GL and SPAR-16S were adjusted ( <a href="https://feedback.bistudio.com/T127575" target="_blank"> https://feedback.bistudio.com/T127575 </a>)\n* Tweaked: Tanks, APCs and MRAPs became more capable of firing / detecting / locking targets from hull down positions (added
    • sensorPosition)\n <a href="https://feedback.bistudio.com/T127890" target="_blank"> https://feedback.bistudio.com/T127890 </a>)\n* Tweaked: The credits have been updated (ORBAT)
    • Tweaked: Slightly reduced projectile deflection randomization
    • Tweaked: Improved Time Trial vehicle reset when starting on sloped terrain
    • Tweaked: Minor improvement to vehicles flipping when colliding sideways with a low obstacle
    • Tweaked: The audible range (AI) of wheeled vehicles, jets and helicopters has been slightly increased
    • Tweaked: Improved geometry of Dirt Humps
    • Tweaked: The PhysX geometry of the MB-4WD was improved to help it deal with obstacles
    • Tweaked: Ground clutter models should now change LODs more smoothly ( <a href="https://feedback.bistudio.com/T124606" target="_blank"> https://feedback.bistudio.com/T124606 </a>)\n* Tweaked: Offroad's proxies are now part of each Offroad model to prevent different LODs for proxies and the car
    • Tweaked: Naming conventions of the <a href="https://community.bistudio.com/wiki/Arma_3_Animated_Briefing" target="_blank"> animatedBriefing </a>
    • and <a href="https://community.bistudio.com/wiki/Arma_3_Animated_Opening" target="_blank"> animatedOpening </a>
    • functions were updated
    • Tweaked: The jungle camouflage of the M320 and LRPS were too bright compared to the snipers using them
    • Tweaked: Initial view angles in CAS airplanes
    • Tweaked: The exhaust texture of the grey and brown hex variant of the Buzzard should be a bit darker now
    • Tweaked: Added an ejection seat warning decal to Buzzard's AAF camouflage
    • Tweaked: All Katibas now have caseless ammunition chambered ( <a href="https://twitter.com/Irawulf/status/660562927007768580" target="_blank"> https://twitter.com/Irawulf/status/660562927007768580 </a>)\n* Tweaked: Reduced sway for launchers and binocular items
    • Tweaked: Improved the shadow on the A6M Zero wreck's propeller head
    • Tweaked: The CAR-84, CAR-95-1 and CMR-76 now have improved barrels and flash suppressors in the first resolution LOD
    • Tweaked: The shadows of several dirt humps were improved
    • Tweaked: Several LODs of the Sofa were improved to allow deploying bipods on the back rest
    • Fixed: Alpha sorting of a few pieces of glass was incorrect
    • Fixed: Incorrect texture on the civilian RHIB engine water outlets
    • Fixed: Unlocalized texts in the debug code performance result window
    • Fixed: AI would take dangerous shortcuts from runway to taxiway on Tanoa ( <a href="https://feedback.bistudio.com/T118265" target="_blank"> https://feedback.bistudio.com/T118265 </a>)\n* Fixed: The 'in vehicle' behavior of the Hold Action feature did not behave correctly
    • Fixed: Characters could glitch through the model of the Slammer MBT in some cases ( <a href="https://feedback.bistudio.com/T127768" target="_blank"> https://feedback.bistudio.com/T127768 </a>)\n* Fixed: Assault / Rescue boats - switching seats between the driver and other positions was not possible
    • Fixed: The Praetorian, Centurion and Spartan can now be locked by IR-guided weapons (when heated-up by weapon fire)
    • Fixed: AI planes had trouble landing on the USS Freedom carrier
    • Fixed: APCs are now an 'Armor' type of threat for the AI
    • Fixed: Your own weapon's cursor should no longer be displayed in tank / APC interior views
    • Fixed: A rogue selection on the left pylon of the AH-9 helicopter ( <a href="https://feedback.bistudio.com/T127822" target="_blank"> https://feedback.bistudio.com/T127822 </a>)\n* Fixed: Duplicated light hitpoints for several vehicles
    • Fixed: Dead commanders of the Slammer and Gorgon could stick out of the vehicles
    • Fixed: Missing sounds across several assets
    • Fixed: There was an issue with the transition to incapacitated state in case of a disabled 3rd person view
    • Fixed: Some Chinese font characters were missing (0x59B3, 0x71C4, 0xF98A)
    • Fixed: Small texture error on the AK12 rifle
    • Fixed: Missing keybind shortcuts in the Fixed-Wing (UAV) Field Manual entry
    • Fixed: Rifle inspection revealed that all black MX base and GL rifles were missing the manufacturer decals. These were re-applied.
    • Fixed: Trailing spaces in a named property of some objects ( <a href="https://feedback.bistudio.com/T127302" target="_blank"> https://feedback.bistudio.com/T127302 </a>)\n* Fixed: Polygons clipping through the front of the HEMTT truck cabin
    • Fixed: Stretched texture in the cockpit of the Caesar BTT wreck model
    • Fixed: The RHIB would still be shown as hot in TI mode when in a destroyed state
    • Fixed: Some faces were missing on the LIM-85's gas tube collar
    • Fixed: On all SPAR rifles the bolt would clip through the receiver when firing or when the weapon was empty
    • Fixed: A selection issue in Hummingbird's FireGeometry LOD
    • Fixed: RPT errors created by FIA ammo boxes
    • Fixed: The glass parts of the Caesar BTT would not hide when in a destroyed state
    • Fixed: There was a floating mesh part in the second LOD of the Syndikat camouflage uniform
    • Fixed: Prowler & Qilin suspension so their wheels are no longer sunk in the ground
    • Fixed: The .50 cal part of the Type 115 gun would eject empty cases even though it uses caseless ammo
    • Fixed: Closed a mesh hole in the lowest LOD of the Ghosthawk
    • Fixed: Some parts of the upper Bergen backpack where weighted to the character's head
    • Fixed: Several holes in the last two LODs of the A6M Zero wreckage were patched
    • Fixed: Several holes on the canopy mesh of the A6M Zero wreckage were patched
    • Fixed: The RCO, MRCO, ARCO and ERCO had an artifact on the lens when the sun was reflected from them
    • Fixed: Light reflection on the Yorris sight was too strong ( <a href="https://feedback.bistudio.com/T117549)" target="_blank"> https://feedback.bistudio.com/T117549) </a>
    • Fixed: Minor clipping errors on the Bandit Clothes (Polo Shirt) uniform
    • Fixed: Some parts of the Bandit Clothes (Checkered) uniform were missing RVMATs
    • Fixed: Some UVs of the Prowler in lower LODs weren't in their designated spot leading to texture errors
    • Fixed: Players could get stuck when climbing a ladder on the
    • Land_Pier_Box_F
    • structure ( <a href="https://feedback.bistudio.com/T127375" target="_blank"> https://feedback.bistudio.com/T127375 </a>)\n* Fixed: Shadow was clipping through the Syndikat Camouflage uniform
    • Fixed: Removed the Altis flag from the 2nd LOD of the Syndikat Camouflage uniform
    • Fixed: Minor mismatch of MB 4WD's suspension animations
    • Fixed: Shadow errors on lower LODs of all ground uniforms models
    • Fixed: Incorrect connection of vehicle parts in the shadow LOD of the Blackfish VTOL
    • Fixed: Small hole in the water drain pipes on the RHIB
    • Fixed: Script error connected to the <a href="https://community.bistudio.com/wiki/BIS_fnc_effectFiredRocket" target="_blank"> BIS_fnc_effectFiredRocket </a>
    • function ( <a href="https://feedback.bistudio.com/T127490" target="_blank"> https://feedback.bistudio.com/T127490 </a>)\n* Fixed: Damage to wheels would cause a switch of materials for the whole vehicle
    • Fixed: Suspension diving of the MB 4WD was incorrect when accelerating
    • Fixed: Incorrect durability of Full Ghillie uniforms ( <a href="https://feedback.bistudio.com/T127160" target="_blank"> https://feedback.bistudio.com/T127160 </a>)\n* Fixed: Some dashboard indicators on the Tempest truck were incorrect
    • Fixed: The Blackfish VTOL was missing propellers in the last two LODs
    • Fixed: Incorrect shadow under the collar of the Syndikat Camouflage Uniform
    • Fixed: Shading errors in lower resolution LODs of the RPG-42 ( <a href="https://feedback.bistudio.com/T84532" target="_blank"> https://feedback.bistudio.com/T84532 </a>)\n* Fixed: Artifacts on the compass with Ambient Occlusion enabled
    • Fixed: The direction of unit logos on several vehicles was incorrect ( <a href="https://feedback.bistudio.com/T127527" target="_blank"> https://feedback.bistudio.com/T127527 </a>)\n* Fixed: Alpha sorting of insignias on several uniforms
    • Fixed: The ERCO scopes had an invisible front glass
    • Fixed: Proxies for sight attachments on the AK-12 and AK-12 GL were not properly aligned
    • Fixed: Character collisions with the front of the Van (Service variant) were incorrect
    • Fixed: It was possible to see through the cockpit glass of the Orca helicopter while in thermal view ( <a href="https://feedback.bistudio.com/T127552" target="_blank"> https://feedback.bistudio.com/T127552 </a>)\n* Fixed: The gear lever in the Ifrit MRAP was behaving erratically for an automatic transmission
    • Fixed: Character collisions with the empty BTR-K were incorrect
    • Fixed: The gear lever in the Strider MRAP was behaving erratically for an automatic transmission
    • Fixed: AI didn't want to use 30mm HE shells against infantry
    • Tac-Ops Mission Pack (potential spoilers)
    • Added: An autosave after the player calls the infantry to go in the Disintegration Point scenario of the Stepping Stone operation
    • Tweaked: Timing of the guerrilla Gorgon attack was adjusted in the Avenging Furies scenario of the Beyond Hope operation
    • Tweaked: Balance of the fight at the ERV was improved in the LZ Nowhere scenario of the Steel Pegasus operation
    • Tweaked: Post-processing of some voice lines in the Stepping Stone operation was removed
    • Tweaked: Amount of ammo in the player's squad in the Fait Accompli scenario of the Stepping Stone operation
    • Tweaked: It is not possible to save during the intros and outros of the Steel Pegasus operation anymore
    • Tweaked: Anti-Air defense is now better balanced in the Disintegration Point scenario of the Stepping Stone operation
    • Tweaked: Marker size (potential AT defense) in the Disintegration Point scenario of the Stepping Stone operation
    • Tweaked: Behavior of the APC was improved in the Disintegration Point scenario of the Stepping Stone operation
    • Tweaked: Enemy AI skills were lowered in the No Reprieve scenario of the Beyond Hope operation
    • Fixed: Missing string in the LZ Nowhere scenario of the Steel Pegasus operation
    • Fixed: Special Forces roles were not marked as finished in the overview image in the Stepping Stone operation
    • Fixed: The 'Seasoned Warfighter' Steam Achievement could work incorrectly in the Disintegration Point scenario of the Stepping Stone operation
    • Fixed: Some lines in outros of the operations could overlap
    • Fixed: Incorrect date in the Fait Accompli scenario of the Stepping Stone operation
    • Fixed: Incorrect speed when clicking map marker links in the Disintegration Point scenario of the Stepping Stone operation
    • Fixed: An incorrect artillery support icon in the Disintegration Point scenario of the Stepping Stone operation
    • Fixed: Players could get stuck after resuming the outro in the Disintegration Point scenario of the Stepping Stone operation
    • Fixed: Scenario progress could get stuck after resuming an outro of the Beyond Hope operation
    • Fixed: Overlapping texts in the intro and outro sections of the Stepping Stone operation
    • Fixed: There was a duplicated conversation in some cases in the Disintegration Point scenario of the Stepping Stone operation
    • Fixed: Insufficient amount of spare ammo in one of the crates in the Avenging Furies scenario of the Beyond Hope operation
    • Fixed: AI crew would refuse to disembark in some cases in the Disintegration Point scenario of the Stepping Stone operation
    • Fixed: Re-entering the APC in the beginning of the Disintegration Point scenario of the Stepping Stone operation could block the progress of the scenario
    • Fixed: Behavior of the APC and Slammer was tweaked in the Disintegration Point scenario of the Stepping Stone operation
    • Remnants of War (potential spoilers)
    • Fixed: Incorrect date format in the Remnants of War briefing timeline when playing in French
    • Fixed: The car alarm was not playing when the player stole the SUV or when the earthquake occurred in "The Guerrilla"
    • The East Wind (potential spoilers)
    • Fixed: An enemy AA unit could have troubles reaching its destination in the Air Superiority scenario <a href="https://community.bistudio.com/wiki/Eden_Editor" target="_blank"> Eden Editor </a>
    • Tweaked: The Basic Civilian Behavior module now also works in the multiplayer environment
    • Fixed: Performance drop when selecting and manipulating multiple entities ( <a href="https://feedback.bistudio.com/T127366" target="_blank"> https://feedback.bistudio.com/T127366 </a>)\n* Fixed: In Turkish, slider values in Eden Editor's attributes (e.g. Skill or Health) were written as "100%" instead of the correct "%100"
    • Fixed: Animations and textures listed in Eden Editor Garage were not alphabetically sorted
    • Fixed: In Eden Editor Garage, switching to and from to the animations list inverted the state of the selected animations
    • Fixed: In the animations list in the Virtual Garage, the status of animations dependent on other animations was not always shown correctly

    ENGINE:

    LAUNCHER:

    • Added: Support for Tanks DLC

    SERVER:

    • Updated: Stand-alone Windows Dedicated Server (1.82)
    • Updated: Stand-alone Linux Dedicated Server (1.82)
      • Known issue: Steam client modifies the
      • steam_appid.txt
      • file incorrectly. In case of issues, verify its content is:
    • 107410
      • Known issue: Sometimes the add-ons are loaded from the wrong installation (e.g. main game)
      • Try adding

    -mod=curator;kart;heli;mark;expansion** ;jets;argo;orange

      • ;tacops;tank;dlcbundle;dlcbundle2
      • to your
      • arma3server.exe
      • shortcut


    SPOTREP-00080

    SPOTREP-00080

    • FROM: High Command
    • TO: Arma 3 Users
    • UNIT: Main Branch
    • ACTIVITY: Hotfix 1.82 (Crash Fixes, AI Behavior Tweaks, Scenario Fixes)
    • SIZE: ~889 MB / ~134 MB

    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 <a href="https://dev.arma3.com/" target="_blank"> Dev Hub </a>
    • . We also co-operate directly on troubleshooting, and we offer an opportunity to test updates via our <a href="https://dev.arma3.com/rc-branch" target="_blank"> Release Candidate tests </a>
    • . 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 (1.80). It can be used to compare specific changes between major releases. The access code for this branch is:
    • Arma3Legacy180
    • This update does not apply to <a href="http://dev.arma3.com/ports" target="_blank"> the experimental Linux and Mac port betas </a>
    • 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 <a class="external-link" href="https://developer.valvesoftware.com/wiki/SteamCMD" rel="nofollow"> SteamCMD </a>
      • utility. The app ID is to be 233780.
      • NVIDIA GameWorks™ Technology provided under license from NVIDIA Corporation. Copyright © 2002-2018 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 <a href="http://support.bistudio.com/arma-3" target="_blank"> Bohemia Interactive support F.A.Q. </a>
    • , <a href="http://arma3.com/faq" target="_blank"> Arma 3 F.A.Q. </a>
    • , <a href="http://www.battleye.com/support/faq/" target="_blank"> BattlEye F.A.Q. </a>
    • , or <a href="https://arma3.com/launcher/troubleshooting" target="_blank"> Launcher troubleshooting guide </a>
    • .
    • You can help us to further improve the game by posting your feedback on the <a href="http://feedback.arma3.com/" target="_blank"> Feedback Tracker </a>
    • .

    CHANGELOG

    DATA:

    • Tweaked: Hatchback vehicle dynamics
    • Tweaked: APC wheels are now more durable
    • Tweaked: Tank tracks are now more durable
    • Tweaked: AI helicopter gunners are now more prone to use DAGRs and Scalpels ( <a href="https://feedback.bistudio.com/T128103" target="_blank"> https://feedback.bistudio.com/T128103 </a>)\n* Tweaked: Vehicle fuel loss across multiple scenarios is now better handled
    • Fixed: Commander of the Rhino MGS could clip through the vehicle in some cases ( <a href="https://feedback.bistudio.com/T128035" target="_blank"> https://feedback.bistudio.com/T128035 </a>)\n* Fixed: AI will no longer execute incapacitated players in the Revive system
    • Fixed: AA missiles were not effective enough against air targets
    • Fixed: Some of the Tanks DLC assets were missing their Simple Object configuration
    • Vanguard
    • Tweaked: Public global voice chat was disabled
    • Tweaked: Friendly fire is no longer allowed during the briefing period
    • Fixed: Switching from a spectator view to a different slot was behaving incorrectly
    • Altis Requiem (potential spoilers)
    • Tweaked: FIA insurgents now use (single HEAT) RPG-7 instead of (tandem HEAT) MAAWS in the Lost Horizons scenario
    • Tweaked: Offensive AI forces in the Terminal Defiance scenario could refuse to fire in some cases
    • Tweaked: The voice line with HQ about the knocked-out Angara in the Terminal Defiance scenario is now divided into more parts
    • Showcase Tank Destroyers (potential spoilers)
    • Fixed: It was not possible to finish the "Retreat" task
    • Fixed: The scenario would fail if AI caused civilian casualties without player input
    • Fixed: Defending Sofia would be considered unsuccessful even with some armored forces still operational
    • Tac-Ops Mission Pack (potential spoilers)
    • Fixed: Player's Marshall in the Steel Pegasus operation had too much ammunition (related to Tanks DLC changes)
    • Fixed: Missing conversation in the Fait Accompli scenario of the Stepping Stone operation
    • Fixed: There was a missing voice line in the No Reprieve scenario of the Beyond Hope operation
    • Fixed: Artillery map markers were not being deleted properly in some cases in the Avenging Furies scenario of the Beyond Hope operation

    ENGINE:

    • Tweaked: The minimal FCS zeroing distance is now 50 meters (can be adjusted in config)
    • Fixed: CTD connected to loading custom terrains
    • Fixed: CTD when deleting an incoming missile

    SERVER:

    • Updated: Stand-alone Windows Dedicated Server (1.82)
    • Updated: Stand-alone Linux Dedicated Server (1.82)
      • Known issue: Steam client modifies the
      • steam_appid.txt
      • file incorrectly. In case of issues, verify its content is:
    • 107410
      • Known issue: Sometimes the add-ons are loaded from the wrong installation (e.g. main game)
      • Try adding

    -mod=curator;kart;heli;mark;expansion** ;jets;argo;orange

      • ;tacops;tank;dlcbundle;dlcbundle2
      • to your
      • arma3server.exe
      • shortcut


    SPOTREP-00081

    SPOTREP-00081

    • FROM: High Command
    • TO: Arma 3 Users
    • UNIT: Main Branch
    • ACTIVITY: Game Update 1.84 (Encore Update, Free Jets DLC Bonus Content, Fixes and Improvements)
    • SIZE: ~3.0 GB / ~504 MB

    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 <a href="https://dev.arma3.com/" rel="noreferrer" target="_blank"> Dev Hub </a>
    • . We also co-operate directly on troubleshooting, and we offer an opportunity to test updates via our <a href="https://dev.arma3.com/rc-branch" rel="noreferrer" target="_blank"> Release Candidate tests </a>
    • . 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 (1.82). It can be used to compare specific changes between major releases. The access code for this branch is:
    • Arma3Legacy182
    • This update does not apply to <a href="http://dev.arma3.com/ports" rel="noreferrer" target="_blank"> the experimental Linux and Mac port betas </a>
    • 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 <a href="https://developer.valvesoftware.com/wiki/SteamCMD" rel="noreferrer" target="_blank"> SteamCMD </a>
      • utility. The app ID is to be 233780.
      • NVIDIA GameWorks™ Technology provided under license from NVIDIA Corporation. Copyright © 2002-2018 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 <a href="http://support.bistudio.com/arma-3" rel="noreferrer" target="_blank"> Bohemia Interactive support F.A.Q. </a>
    • , <a href="http://arma3.com/faq" rel="noreferrer" target="_blank"> Arma 3 F.A.Q. </a>
    • , <a href="http://www.battleye.com/support/faq/" rel="noreferrer" target="_blank"> BattlEye F.A.Q. </a>
    • , or <a href="https://arma3.com/launcher/troubleshooting" rel="noreferrer" target="_blank"> Launcher troubleshooting guide </a>
    • .
    • You can help us to further improve the game by posting your feedback on the <a href="http://feedback.arma3.com/" rel="noreferrer" target="_blank"> Feedback Tracker </a>
    • .

    CHANGELOG

    DATA:

    • Added: USS Liberty (Destroyer)*
    • Added: MK45 Hammer Naval Gun*
    • Added: MK41 VLS (Missile System)*
    • Added: Venator Cruise Missile*
    • Added: Boat Rack*
    • Added: Briefing Room Screen*
    • Added: Briefing Room Desk*
    • Added: R-750 Cronus Radar*
    • Added: AN/MPQ-105 Radar*
    • Added: S-750 Rhea SAM System*
    • Added: MIM-145 Defender SAM System*
    • Added: AGM-88C HARM Anti-Radiation Missile*
    • Added: KH58 Anti-Radiation Missile*
    • Added: Small Diameter Bomb (SDB)*
    • Free <a href="https://arma3.com/dlc/jets" rel="noreferrer" target="_blank"> Jets DLC </a>

    bonus content for all Arma 3 players

    • Added: Camo selection to Tank Coverall
    • Added: Terrain awareness (TAWS-like) color-coded navigation panels to all vanilla aerial vehicles
    • Added: A "Breakwater" user animation to Gorgon
    • Added: A small aiming dot on the AH-9's front windshield
    • Added: A new respawn template where tickets can be decreased either on player death or on player spawn
    • Added: Lock-on after launch / "Maddog" capability for the radar-guided (AMRAAM, R77, MIM-145, S-750) and anti-radiation (AGM-88, KH58) missiles
    • Added: An ability to export editor scenarios to SQF script. Calling such script will dynamically recreate the scenario (known issues: waypoints cannot be attached to objects / position randomization of objects by connecting them to markers doesn't seem to work correctly).
    • Added: A new
    • RscControlsTable
    • base class
    • Added: Front lights for the pilots of the WY-55 Hellcat
    • Tweaked: A new look of the AAN overlay to match the campaign videos
    • Tweaked: Vehicle threat and cost values were adjusted (AI target prioritization)
    • Tweaked: The commander display in Mora would show the azimuth of the gunner instead of the commander
    • Tweaked: Elevation text was changed to Lased Distance for the Slammer and Slammer UP MBTs
    • Tweaked: Magazines can now be hidden in Virtual Arsenal by setting their scope to 1
    • Tweaked: In Virtual Arsenal, launcher accessories are no longer attached to the primary weapon if they fit there too
    • Tweaked: Zamak trucks should now all have the same radius for accessing the inventory (2.5 meters)
    • Tweaked: Added
    • featureType=2
    • to several large structures that used the 'old'
    • featureSize
    • parameter before
    • Tweaked: Slightly increased the splash damage radius of HEAT munitions
    • Tweaked: AI will now stick more to the right side on roads
    • Tweaked: AI may drive a tiny bit smoother when crossing bridges
    • Tweaked: It's now possible to attach things to a drawer of the Office Table via the <a href="https://community.bistudio.com/wiki/attachTo" rel="noreferrer" target="_blank"> attachTo </a>
    • command and they will move along with it
    • Tweaked: The "ELEVATION" text was changed to "LASED DIST" in the Kuma, Panther, Bobcat, Cheetah and Scorcher vehicles
    • Tweaked: Ifrit & Strider durability against 7.62 mm small arms ( <a href="https://feedback.bistudio.com/T127889" rel="noreferrer" target="_blank"> https://feedback.bistudio.com/T127889 </a>)\n* Tweaked: The appearance and behavior of chemlights on sloped terrains were improved ( <a href="https://feedback.bistudio.com/T127992" rel="noreferrer" target="_blank"> https://feedback.bistudio.com/T127992 </a>)\n* Tweaked: Radar-guided missiles are now slightly less immune against countermeasures
    • Tweaked: <a href="https://community.bistudio.com/wiki/Arma_3_Custom_Info" rel="noreferrer" target="_blank"> Info Panel </a>
    • actions were removed from the action menu
    • Tweaked: Improved predictability of HEAT penetration damage
    • Tweaked: ATGM LG, FireFist and SAAMI missiles now have properly working flame and fin animations
    • Tweaked: Aeroport de Tanoa (main) and Saint-George Airstrip approaches and departures are now both seawards
    • Tweaked: Returned the laser spot tracker to the Rhino so it doesn't have to rely on <a href="https://community.bistudio.com/wiki/Arma_3_Sensors#Data_Link" rel="noreferrer" target="_blank"> Data Link </a>
    • only ( <a href="https://feedback.bistudio.com/T128036" rel="noreferrer" target="_blank"> https://feedback.bistudio.com/T128036 </a>)\n* Tweaked: Visuals of missile flames were improved
    • Tweaked: Van door actions were adjusted so it's now possible to use them also when remotely controlling a unit (i.e. via Zeus)
    • Tweaked: Minor increase of 105mm HEAT splash damage
    • Tweaked: IR masking tents' behavior was improved
    • Tweaked: Remote designators now transmit their laser target coordinates via <a href="https://community.bistudio.com/wiki/Arma_3_Sensors#Data_Link" rel="noreferrer" target="_blank"> Data Link </a>
    • Tweaked: Medal times for Tanks Trials TT16 / TT17 / TT18
    • Tweaked: Penetration materials of the industrial shed were adjusted
    • Tweaked: The MFD damage indicator in the cockpit of the Shikra airplane is now working correctly
    • Tweaked: Lowered priority of the "Unload Incapacitated" action
    • Tweaked: The opened message box is now stored in the <a href="https://community.bistudio.com/wiki/uiNamespace" rel="noreferrer" target="_blank"> uiNamespace </a>
    • under the "openedMsgBox" variable
    • Tweaked: AI will now fire vehicle-mounted SPG and Vorona with appropriate delays between individual shots
    • Tweaked: Improved config inheritance of default environment spatial sounds (Tanoa / Malden)
    • Tweaked: AK-12 hand animations were improved
    • Tweaked: Detection ranges against terrain background of vanilla ground-based radars were adjusted
    • Tweaked: The fuel capacities for Sentinel UAV, Falcon UAV, and Caesar plane were adjusted
    • Tweaked: The fuel capacity for the SDV was increased
    • Tweaked: AI on some sensor-equipped ground vehicles and aircraft should better utilize target info from sensors
    • Tweaked: AI controlling SAM sites, CIWS and launch systems will now track targets faster
    • Fixed: Incorrect sound when firing from the AT variant of the Offroad
    • Fixed: Some voice over lines were not playing correctly
    • Fixed: RPT file errors related to FFV turrets and their (duplicated) hitpoints
    • Fixed: <a href="https://community.bistudio.com/wiki/BIS_fnc_arrayShuffle" rel="noreferrer" target="_blank"> BIS_fnc_arrayShuffle </a>
    • was not giving balanced results
    • Fixed: Hand grenades were using an incorrect LOD when thrown
    • Fixed: Typo in
    • ShotgunBase
    • hit effects causing RPT errors for community addons
    • Fixed: Some vehicles (Zamak, Van and HEMTT) were clipping when being unloaded from the Blackfish VTOL
    • Fixed: Mechanized compositions used an obsolete version of the Marid APC ( <a href="https://feedback.bistudio.com/T128193" rel="noreferrer" target="_blank"> https://feedback.bistudio.com/T128193 </a>)\n* Fixed: The turret of the Marid APC was missing its damaged texture when damaged
    • Fixed: The commander display in Mora now says "COAX" instead of "AA MISL" ( <a href="https://feedback.bistudio.com/T128226" rel="noreferrer" target="_blank"> https://feedback.bistudio.com/T128226 </a>)\n* Fixed: Commander Picture-in-Picture feeds would not show Elevation values
    • Fixed: Camo selections for the armed MB 4WD were not working correctly ( <a href="https://feedback.bistudio.com/T128155" rel="noreferrer" target="_blank"> https://feedback.bistudio.com/T128155 </a>)\n* Fixed: The PM 9mm sidearm would be created with an incorrect magazine in the Editor ( <a href="https://feedback.bistudio.com/T127915" rel="noreferrer" target="_blank"> https://feedback.bistudio.com/T127915 </a>)\n* Fixed: AI soldiers would not engage previously incapacitated hostile units after they revived / respawned
    • Fixed: The T-140 MFD ammo indicator had swapped HE & HEAT indicators ( <a href="https://feedback.bistudio.com/T128150" rel="noreferrer" target="_blank"> https://feedback.bistudio.com/T128150 </a>)\n* Fixed: Assassins Helmet chin strap selection ( <a href="https://feedback.bistudio.com/T128507" rel="noreferrer" target="_blank"> https://feedback.bistudio.com/T128507 </a>)\n* Fixed: Display name of the Sharur ATGM in the To-199 MFD ( <a href="https://feedback.bistudio.com/T128191" rel="noreferrer" target="_blank"> https://feedback.bistudio.com/T128191 </a>)\n* Fixed: Inconsistent missile sounds after the introduction of missile fire modes
    • Fixed: Vehicle Titan AT missile fins were not fully extended in some cases
    • Fixed: CSAT SF Rifleman (AT) icon was missing ( <a href="https://feedback.bistudio.com/T128726" rel="noreferrer" target="_blank"> https://feedback.bistudio.com/T128726 </a>)\n* Fixed: AI in Nyx spammed missiles too fast
    • Fixed: Offroad's external view offset was incorrect
    • Fixed: The rear mirrors of the Tempest Repair truck were not working correctly ( <a href="https://feedback.bistudio.com/T127912" rel="noreferrer" target="_blank"> https://feedback.bistudio.com/T127912 </a>)\n* Fixed: An incorrect texture was assigned to the Tank Coveralls
    • Fixed: The Placeables VR Training would not finish properly due to a tank not running over a mine in some cases
    • Fixed: The Vorona missile had incorrect transparency when AO was enabled
    • Fixed: The Titan on Prowler (AT) was not able to lock targets over nearby barriers
    • Fixed: The format of ordinal numbers in Russian was incorrect
    • Fixed: The A-143 Buzzard model was missing parts behind the cockpit ( <a href="https://feedback.bistudio.com/T129036" rel="noreferrer" target="_blank"> https://feedback.bistudio.com/T129036 </a>)\n* Fixed: PCML penetrator submunition wasn't always reliably triggered in the direct mode
    • Fixed: It's no longer possible to add a link to custom code to the text of diary and task modules in Zeus (the resulting entry will be replaced by an empty string)
    • Fixed: RPT file error connected to the SPG-9
    • Fixed: The IDAP skin for Zamak Water Truck was not localized properly
    • Fixed: The Car-95 GL reload sound was incorrect ( <a href="https://feedback.bistudio.com/T131104" rel="noreferrer" target="_blank"> https://feedback.bistudio.com/T131104 </a>)\n* Fixed: There were some rogue components in the AH-9 PhysX LOD
    • Fixed: Camo selections in the pilot & cargo LODs of the unarmed Hellcat were incorrect ( <a href="https://feedback.bistudio.com/T130858" rel="noreferrer" target="_blank"> https://feedback.bistudio.com/T130858 </a>)\n* Fixed: Incorrect camo selection in the 2nd resolution LOD of Zamak MRL
    • Fixed: AI didn't want to use SPG against nearby targets
    • Fixed: Vanilla transport helicopters should no longer do dive attacks
    • Fixed: The collision lights action for the pilots of the WY-55 Hellcat was missing
    • Fixed: A leg of the T-100 driver was clipping ( <a href="https://feedback.bistudio.com/T127779" rel="noreferrer" target="_blank"> https://feedback.bistudio.com/T127779 </a>)\n* Eden Editor
    • Added: Weapon tooltips in vehicle <a href="https://community.bistudio.com/wiki/Arma_3_Vehicle_Loadouts" rel="noreferrer" target="_blank"> Dynamic Loadouts </a>
    • settings in Eden Editor
    • Added: Eden Editor attributes for door & solar panel hiding to Medical Tent
    • Fixed: The Object Inventory cargo attribute was saved even when nothing changed after opening and confirming the attribute window
    • Fixed: Editor previews for Tanks DLC dirt patches were missing
    • Fixed: Tank Engine (Used) had an incorrect Editor preview picture
    • Vanguard
    • Added: Vanguard is now marked as official MP mode (also featured in the Quick Play menu)
    • Tweaked: Server lobby parameters localization was improved
    • Tac-Ops Mission Pack (potential spoilers)
    • Tweaked: The truck route at the beginning of the LZ Nowhere scenario of the Steel Pegasus operation was optimized
    • Tweaked: Waiting time of one of the Gorgon APCs at the start of the Avenging Furies scenario of the Beyond Hope operation
    • Fixed: An Offroad had disappeared in the Avenging Furies scenario of the Beyond Hope operation
    • Fixed: Incorrect scenario dates in the Stepping Stone operation
    • Fixed: A friendly Gorgon APC could get stuck when trying to get to the defensive position in the Avenging Furies scenario of the Beyond Hope operation
    • Fixed: One of the friendly Gorgon APCs could get destroyed by a Strider MRAP explosion in the Avenging Furies scenario of the Beyond Hope operation
    • Fixed: Inaccurate CAS in the Fait Accompli scenario of the Stepping Stone operation
    • Fixed: Players could be forced out of the APC at the start of the Avenging Furies scenario of the Beyond Hope operation
    • Fixed: Lines for switching seats were not voiced in the Avenging Furies scenario of the Beyond Hope operation
    • Fixed: It was possible to kill Lt. James in the Avenging Furies scenario of the Beyond Hope operation
    • Fixed: Script error during the Disintegration Point scenario of the Stepping Stone operation
    • Fixed: It was possible to kill AI teammates in the Avenging Furies scenario of the Beyond Hope operation
    • Fixed: The convoy area was not considered secured if Hoplite squad got lost on the way in the Avenging Furies scenario of the Beyond Hope operation
    • Fixed: A retreat task was incorrectly assigned after Houdan was seized, in case that some armored vehicles were destroyed in the Disintegration Point of the Stepping Stone scenario
    • Showcases (potential spoilers)
    • Tweaked: Showcase Jets will no longer fail after 1 minute of not getting the helmet
    • Tweaked: Enemy artillery (including ammo trucks) is now visible on radar (their engines remain started) in Showcase Gunships
    • Tweaked: Data Link is now used in Showcase Gunships to make revealing enemy vehicles easier
    • Tweaked: Asset compositions of Showcases NATO and CSAT were updated
    • Tweaked: Difficulty and behavior of CSAT tanks were improved in Showcase Armed Assault
    • Tweaked: Minor changes to compositions in Showcase Armed Assault
    • Tweaked: Behavior of the CSAT tanks in Showcase Armed Assault
    • Tweaked: Darter UAVs on the table in Showcases NATO, CSAT, and AAF are no longer connectable in any way
    • Fixed: There were some barriers missing in Showcase Armed Assault
    • Fixed: The Orca helicopters at the start of Showcase Helicopters could crash in some cases
    • Fixed: The Buzzard airplane would crash in some cases in Showcase AAF
    • Fixed: The Buzzard airplane in Showcase AAF would fly away and never come back in some cases
    • The East Wind (potential spoilers)
    • Tweaked: The final combat of the Resurgent West scenario was rebalanced
    • Tweaked: Difficulty across several scenarios was rebalanced to reflect the past many updates
    • Tweaked: The final combat of the Preventive Diplomacy scenario was rebalanced
    • Tweaked: Several campaign HUBs (Gori, Topolia, Bomos) were improved (Simple Object integration, glitches in placement, performance, etc.)
    • Tweaked: Compositions improved in the Situation Normal scenario
    • Tweaked: Fog density in the Paradise Found scenario was lowered
    • Tweaked: More AT ammo provided for the defensive segment of the Resurgent West scenario
    • Fixed: Progress of the Moral Fiber scenario could get stuck due to incorrect assigning of group leadership
    • Fixed: Incorrect passenger position of Kerry in the HEMTT Truck in the Air Superiority scenario
    • Fixed: Missing jets at the end of the Tipping Point scenario
    • Apex Protocol (potential spoilers)
    • Tweaked: The number of tickets now corresponds with the number of available respawns (ticket is removed upon spawn, not upon death)
    • Fixed: Incapacitated players now resurrect after the first live feed video ends in the Heart of Darkness scenario
    • Fixed: There would be some objects left levitating after destroying a few ammo boxes in the Heart of Darkness scenario
    • Fixed: Subtitles were overlapped by the video layer in case a player Joined-in-Progress to a running scenario
    • Fixed: Some links to markers in the Keystone scenario were not working

    ENGINE:

    • Added: A new "UImodel" parameter for compass and watch items that will replace the models in the UI / Map
    • Added: New
    • ctrlAnimateModel
    • and
    • ctrlAnimationPhaseModel
    • script commands
    • Added: A new "deleteIfEmpty" magazine parameter (-1 will remove the magazine from the weapon when it is empty and maxAmmo is set to 1 - old & default behavior; 0 means that the magazine is never removed; 1 will always remove the magazine when empty)
    • Added: A new "activeSensorAlwaysOn" ammo parameter
    • Added: A new "takeOffReversed" airport parameter changing the direction of taking off from an airport
    • Added: New animation source "inWater" for all vehicles
    • Added: New model property "cratercolor" (example: cratercolor=deadff00 format: AABBGGRR)
    • Added: New c
    • alculatePlayerVisibilityByFriendly
    • and
    • getCalculatePlayerVisibilityByFriendly
    • script commands
    • Tweaked: The "hitpoint" parameter in vehicle optics now works even for drivers
    • Tweaked: The "maxHoldsterValue" animation source now works on vehicles with Dynamic Loadouts, but only for non-pylon weapons (e.g. the HMG)
    • Tweaked: Interaction with inventories of dead characters was improved
    • Tweaked: Negative "minimalHit" in a hitpoint works as a flat damage reduction now
    • Tweaked: AI is no longer able to see or shoot through fallen trees ( <a href="https://forums.bohemia.net/forums/topic/216507-17-years-old-bug-in-a3-a-fallen-static-objects-geometries-bug/" rel="noreferrer" target="_blank"> https://forums.bohemia.net/forums/topic/216507-17-years-old-bug-in-a3-a-fallen-static-objects-geometries-bug/ </a>)\n* Tweaked: The fire & view geometries are now enabled for fallen walls
    • Tweaked: Air-to-surface missiles with
    • LoalDistance
    • flight profile will now get lost when fired above the horizon
    • Tweaked: When locking after launch the autoseeking missiles will no longer home in on targets that are hidden behind a terrain feature
    • Tweaked: The next target action no longer skips targets if the missile has manual control or autoseek enabled
    • Tweaked: Grass is no longer obstructing missile locking
    • Fixed: Potential deadlock during player server disconnection
    • Fixed: Server CTD
    • Fixed: Pilot camera would not always work
    • Fixed: Placing crew into vehicles as Zeus was sometimes working incorrectly
    • Fixed: Missing proxy mag when a weapon is on the ground or in FFV
    • Fixed: FPS drop and performance degradation caused by the direct speech channel ( <a href="https://feedback.bistudio.com/T124746" rel="noreferrer" target="_blank"> https://feedback.bistudio.com/T124746 </a>
    • , <a href="https://feedback.bistudio.com/T130564" rel="noreferrer" target="_blank"> https://feedback.bistudio.com/T130564 </a>)\n* Fixed: Gunner turret searchlights would not follow turret movement ( <a href="https://feedback.bistudio.com/T118330" rel="noreferrer" target="_blank"> https://feedback.bistudio.com/T118330 </a>)\n* Eden Editor
    • Fixed: Incorrect returned values when a group ( <a href="https://community.bistudio.com/wiki/get3DENAttribute" rel="noreferrer" target="_blank"> get3DENAttribute </a>)\n <a href="https://community.bistudio.com/wiki/get3DENEntityID" rel="noreferrer" target="_blank"> get3DENEntityID </a>)\n* Fixed: Loading a scenario in Eden Editor could misalign vehicles loaded in other vehicles
    • Fixed: Vehicle crew was misplaced in Eden Editor preview after a recent fix

    SERVER:

    • Updated: Stand-alone Windows Dedicated Server (1.84)
    • Updated: Stand-alone Linux Dedicated Server (1.84)
      • Known issue: Steam client modifies the
      • steam_appid.txt
      • file incorrectly. In case of issues, verify its content is:
    • 107410
      • Known issue: Sometimes the add-ons are loaded from the wrong installation (e.g. main game)
      • Try adding

    -mod=curator;kart;heli;mark;expansion** ;jets;argo;orange

      • ;tacops;tank;dlcbundle;dlcbundle2
      • to your
      • arma3server.exe
      • shortcut


    SPOTREP-00082

    SPOTREP-00082

    • FROM: High Command
    • TO: Arma 3 Users
    • UNIT: Main Branch
    • ACTIVITY: Game Update 1.86 (Warlords MP Mode, ADR-97 Weapon Pack, Multiplayer Security, Fixes and Improvements)
    • SIZE: ~1.9 GB / ~483 MB

    NOTES

    • If the game does not progress from the initial loading screen, try deleting the
    • cache.ch
    • file in the Arma 3 root installation folder and then restarting the game.
    • 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 <a href="https://dev.arma3.com/" rel="noreferrer noopener" target="_blank"> Dev Hub </a>
    • . We also co-operate directly on troubleshooting, and we offer an opportunity to test updates via our <a href="https://dev.arma3.com/rc-branch" rel="noreferrer noopener" target="_blank"> Release Candidate tests </a>
    • . 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 (1.84). It can be used to compare specific changes between major releases. The access code for this branch is:
    • Arma3Legacy184
    • This update does not apply to <a href="http://dev.arma3.com/ports" rel="noreferrer noopener" target="_blank"> the experimental Linux and Mac port betas </a>
    • 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 <a class="external-link" href="https://developer.valvesoftware.com/wiki/SteamCMD" rel="nofollow"> SteamCMD </a>
      • utility. The app ID is to be 233780.
      • NVIDIA GameWorks™ Technology provided under license from NVIDIA Corporation. Copyright © 2002-2018 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 <a href="http://support.bistudio.com/arma-3" rel="noreferrer noopener" target="_blank"> Bohemia Interactive support F.A.Q. </a>
    • , <a href="http://arma3.com/faq" rel="noreferrer noopener" target="_blank"> Arma 3 F.A.Q. </a>
    • , <a href="http://www.battleye.com/support/faq/" rel="noreferrer noopener" target="_blank"> BattlEye F.A.Q. </a>
    • , or <a href="https://arma3.com/launcher/troubleshooting" rel="noreferrer noopener" target="_blank"> Launcher troubleshooting guide </a>
    • .
    • You can help us to further improve the game by posting your feedback on the <a href="http://feedback.arma3.com/" rel="noreferrer noopener" target="_blank"> Feedback Tracker </a>
    • .

    CHANGELOG

    DATA

    • Highlights
    • Added: <a href="https://dev.arma3.com/post/oprep-warlords" rel="noreferrer noopener" target="_blank"> Warlords </a>
    • multiplayer game mode
    • with 7 vanilla multiplayer missions and with Eden Editor modules for <a href="https://community.bistudio.com/wiki/MP_Warlords" rel="noreferrer noopener" target="_blank"> easy creation of custom scenarios </a>
    • *
    • SC 32 Warlords (Whole Island) on Altis*
    • SC 16 Warlords (Central) on Altis*
    • SC 16 Warlords (Pyrgos Gulf) on Altis*
    • SC 16 Warlords on Stratis*
    • SC 16 Warlords (West) on Tanoa**
    • SC 16 Warlords (South) on Tanoa**
    • SC 16 Warlords on Malden*
    • Added: ADR-97 Weapon Pack (former <a href="https://dev.arma3.com/post/oprep-official-mod" rel="noreferrer noopener" target="_blank"> Official Mod </a>)\n* Added: Improved multiplayer security***
    • Free bonus content for all Arma 3 players.
      • Free bonus content for all <a href="https://arma3.com/apex" rel="noreferrer noopener" target="_blank"> Arma 3 Apex expansion </a>

    owners.

        • May affect loading times when the game or certain mods are run for the first time after installing the update.
    • Gameplay
    • Added: 5 new playable characters - Men (Story) - with heads of notable Bohemia developers
    • Added: In-game UI color customization for Tactical Ping ( <a href="https://feedback.bistudio.com/T126664" rel="noreferrer noopener" target="_blank"> https://feedback.bistudio.com/T126664 </a>)\n* Tweaked: Increased Tactical Ping duration
    • Tweaked: Tactical Ping in map enabled by default in Recruit and Regular difficulty presets
    • Tweaked: Increased the illumination range of soft vehicle reflectors
    • Tweaked: Headlights of the Van would have too little reach ( <a href="https://feedback.bistudio.com/T131305" rel="noreferrer noopener" target="_blank"> https://feedback.bistudio.com/T131305 </a>)\n* Fixed: Hunter and HEMTT headlight flares were not visible ( <a href="https://feedback.bistudio.com/T127810" rel="noreferrer noopener" target="_blank"> https://feedback.bistudio.com/T127810 </a>)\n* Tweaked: Goals now collapse on collisions with vehicles
    • Fixed: Bad collision on the Airport Control Tower (Metal) ladder that was forcing avatars into a free fall animation
    • Fixed: Caesar airplane wrecks shouldn't float in the air anymore
    • Fixed: Taru helicopter wrecks shouldn't fly away anymore
    • Fixed: Mohawk helicopters shouldn't jump on USS Freedom or USS Liberty anymore
    • Added: Current fire mode indicator to the IGUI of mortars
    • Added: Wide zoom level and NV vision mode to Blackfish gun cameras
    • Tweaked: Range of the APERS Mine Dispenser was adjusted ( <a href="https://feedback.bistudio.com/T131505" rel="noreferrer noopener" target="_blank"> https://feedback.bistudio.com/T131505 </a>)\n* Tweaked: Increased helicopter winch hitpoint durability ( <a href="https://feedback.bistudio.com/T132889" rel="noreferrer noopener" target="_blank"> https://feedback.bistudio.com/T132889 </a>)\n* Tweaked: Cost values of the LSVs
    • Tweaked: The VLS missile feed display is no longer active by default (the missile feed is not functional in remote control)
    • Fixed: Camera rotation sensitivity on the VLS platform was too high
    • Fixed: The camera on the Mk45 gun could not move vertically
    • Fixed: AI was taking cover behind thin banana plants
    • Fixed: AAF and CSAT Cargo Nets had incorrect Laser Designators in their inventories
    • Visual
    • Tweaked: Campfire light effects ( <a href="https://feedback.bistudio.com/T120175" rel="noreferrer noopener" target="_blank"> https://feedback.bistudio.com/T120175 </a>)\n* Tweaked: Animated the chain on the Kart model using <a href="https://community.bistudio.com/wiki/UVAnimations" rel="noreferrer noopener" target="_blank"> UVAnimations </a>
    • Tweaked: The "headgear_placeholder" and "equip_placeholder" models were updated
    • Tweaked: The legs of Zafir’s bipod were too short
    • Tweaked: Improved fence texture and material
    • Tweaked: Added a new material to the truck medical sign decals and reduced their brightness
    • Tweaked: Reduced the brightness of the
    • u_Barracks_v2_ext
    • material in DTSMDI a bit
    • Tweaked: Layered Concrete Wall (
    • Land_Wall_INDCnc_4_F)\n <a href="https://feedback.bistudio.com/T131463" rel="noreferrer noopener" target="_blank"> https://feedback.bistudio.com/T131463 </a>)\n* Tweaked: Adjusted colors for Assault Pack (Coyote Brown), Assault Pack (Khaki), Assault Pack (Sage), Kitbag (Coyote Brown) and Kitbag (Sage) backpacks. The old Kitbag (Coyote) variant has been kept as Kitbag (Tan).
    • Tweaked: Decreased amount of bugs (the creepy crawly kind) at night, resulting in a potential performance gain
    • Tweaked: Firefly model and material
    • Tweaked: Aspect ratio of the RPG & Vorona magazine icons
    • Fixed: Typo on the town sign of Oreokastro in Greek
    • Fixed: The
    • Acca_snds_l_F
    • suppressor model was offset
    • Fixed: Ghost Hawk LOD issues
    • Fixed: AN/MPQ-105 and the MIM-134 turret were clipping with the platform ( <a href="https://feedback.bistudio.com/T131356" rel="noreferrer noopener" target="_blank"> https://feedback.bistudio.com/T131356 </a>)\n* Fixed: Missing face on the bottom of the verge post models
    • Fixed: Shadows for all Concrete Curbs (Grey, x m)
    • Fixed: Backlit buttons on the steering wheel of the MB 4WD did not move along with the vehicle
    • Fixed: Kerry's backpack was missing its camo selection in the last resolution LOD
    • Fixed: Incorrect camo selection of US Assault Pack (Kerry) in resolution LODs ( <a href="https://feedback.bistudio.com/T131466" rel="noreferrer noopener" target="_blank"> https://feedback.bistudio.com/T131466 </a>)\n* Fixed: Issue with shadows on the T-100 barrel
    • Fixed: UV mapping on
    • Excavator_01_wreck_F
    • Fixed: UV stretch on the front of the SDAR rifle magazine
    • Fixed: Bad alpha sorting on Slum Fence (
    • Land_Slums01_8m)\n* Fixed: MB 4WD LOD switching when aiming down sights when Firing From Vehicles seats are used
    • Audio
    • Tweaked: Increased audible ranges of vehicle engines
    • Tweaked: Footstep sounds inside small military towers
    • Fixed: The Kart engine sound position was offset
    • Fixed: Vehicle SPMGs fired by the AI in bursts or full auto had a single shot sound
    • Showcases (potential spoilers)
    • Tweaked: The tank battle in Showcase Armed Assault is now better optimized
    • Tweaked: Base compositions in Showcase Armed Assault
    • The East Wind (potential spoilers)
    • Fixed: Assault boats would stop before reaching the beach in the Resurgent West scenario (and it caused a related script error)
    • Vanguard
    • Fixed: The list of multiplayer params in the Vanguard mission diary contained old undefined
    • param1
    • and
    • param2
    • entries <a href="https://community.bistudio.com/wiki/Eden_Editor" rel="noreferrer noopener" target="_blank"> Eden Editor </a>
    • Added:
    • BIS_fnc_3DENExportSQF
    • now supports exports with positions relative to a given center
    • Added:
    • BIS_fnc_3DENExportSQF
    • can now export scenarios in a format where each entity checks if its ID has been blacklisted. If so, the entity will not be spawned. The blacklist array is a new parameter passed into the exported SQF.
    • Tweaked: Scenarios exported from Eden Editor to SQF now initialize modules only once all objects and connections were created
    • Fixed: The function to export Eden Editor scenarios to SQF format did not export vehicle customization settings
    • Fixed: Ammo boxes from which all items were removed in the editor were not exported empty by the
    • BIS_fnc_3DENExportSQF
    • function
    • Fixed: Random object positions (achieved by connecting to markers) were ignored in scenarios exported by
    • BIS_fnc_3DENExportSQF
    • Fixed: Helicopters placed in the air were not flying in a scenario exported by
    • BIS_fnc_3DENExportSQF
    • Added: The
    • Combo
    • attribute in Eden Editor is now capable of showing
    • picture
    • and
    • pictureRight
    • or options defined in class
    • Values
    • of the attribute itself.
    • Tweaked: Removed the drop down menu from the Posters module (syncing to triggers was not required and was causing pop-up errors)
    • Scripting
    • Added:
    • BIS_fnc_calculateDateTime
    • function
    • Added:
    • BIS_fnc_CompareDateTimes
    • and
    • BIS_fnc_IsDateTimeNewer
    • functions
    • Added: <a href="https://community.bistudio.com/wiki/BIS_fnc_getArea" rel="noreferrer noopener" target="_blank"> BIS_fnc_getArea </a>
    • now supports format [center, a, b, angle, rect, (height)]
    • Added: Vector functions for multiplying the square matrix by a vector and for vector rotation in 3D space
    • Added: Priority Queue data structure functions and functions for getting highest and lowest priorities in the queue
    • Tweaked: An item can be kept in the Priority Queue even when it pops from the queue
    • Tweaked: The
    • BIS_fnc_showSubtitles
    • function was updated (optional parameter that forces subtitles to display through <a href="https://community.bistudio.com/wiki/titleRsc" rel="noreferrer noopener" target="_blank"> titleRsc </a>
    • added to retain old functionality). It is turned off by default, as such subtitles would collide with subtitles displayed by the <a href="https://community.bistudio.com/wiki/BIS_fnc_kbTell" rel="noreferrer noopener" target="_blank"> BIS_fnc_kbTell </a>
    • function.
    • Modding
    • Added: <a href="https://community.bistudio.com/wiki/Arma_3_Weapon_Config_Guidelines#Magazine_compatibility_groups" rel="noreferrer noopener" target="_blank"> Magazine wells </a>
    • to some of the vanilla weapons
    • Added: Proxy models to some of the vanilla magazines
    • Tweaked: Deleted the head shadow from Character / Uniform models. Added shadow LODs to proxy head models themselves ( <a href="https://forums.bohemia.net/forums/topic/143930-general-discussion-dev-branch/?page=1009&tab=comments#comment-3313477" rel="noreferrer noopener" target="_blank"> how-to guide for adjusting your own models </a>)\n* Tweaked: Added the
    • bysta
    • proxy to View Pilot and an empty Pilot LOD to heads
    • General
    • Fixed: Error when creating
    • test_EmptyObjectForBubbles
    • ( <a href="https://feedback.bistudio.com/T132812" rel="noreferrer noopener" target="_blank"> https://feedback.bistudio.com/T132812 </a>)\n

    ENGINE

    • Multiplayer
    • Added: Improvements to multiplayer security systems related to addon loading, encryption, and server checks
    • Fixed: The <a href="https://community.bistudio.com/wiki/serverTime" rel="noreferrer noopener" target="_blank"> serverTime </a>
    • command did not return the server time on a server for 5 minutes after a restart ( <a href="https://feedback.bistudio.com/T127059" rel="noreferrer noopener" target="_blank"> https://feedback.bistudio.com/T127059 </a>)\n* Fixed: Command line duplication after a Dedicated Server restarted via the
    • missionToServerRestart
    • command
    • Audio
    • Added: New
    • damper1
    • ,
    • damper2
    • , and
    • damper3
    • sound controllers for vehicles
    • Added: Sound controller
    • acceleration
    • Tweaked: Increased the number of available sound controllers (added
    • CustomSoundController6
    • to
    • CustomSoundController32)\n* Fixed: The engine sound of some land vehicles was falling off abruptly at around 300 meters
    • Fixed: Attenuation for transport internal sound
    • AI
    • Fixed: AI could in some cases detect vehicles through the terrain ( <a href="https://feedback.bistudio.com/T133247" rel="noreferrer noopener" target="_blank"> https://feedback.bistudio.com/T133247 </a>)\n* Gameplay
    • Added: Better interactions with deceased character weapons and inventories
    • General
    • Added: DynamicSimulation serialization
    • Tweaked: Default sharpen filter post-process reduced to 50
    • Fixed: Crash to desktop when dropping an item into an Entity without "Supply"
    • Fixed: Possible crash to desktop from the map due to a missing active marker
    • Fixed: Most of the cases of game getting stuck on the start-up splash

    SERVER

    • Updated: Stand-alone Windows Dedicated Server (1.86)
    • Updated: Stand-alone Linux Dedicated Server (1.86)
      • Known issue: Steam client modifies the
      • steam_appid.txt
      • file incorrectly. In case of issues, verify its content is:
    • 107410
      • Known issue: Sometimes the add-ons are loaded from the wrong installation (e.g. main game)
      • Try adding

    -mod=curator;kart;heli;mark;expansion** ;jets;argo;orange

      • ;tacops;tank;dlcbundle;dlcbundle2
      • to your
      • arma3server.exe
      • shortcut


    SPOTREP-00083

    SPOTREP-00083

    • FROM: High Command
    • TO: Arma 3 Users
    • UNIT: Main Branch
    • ACTIVITY: Hotfix 1.88 (Multiplayer Compatibility Fixes)
    • SIZE: ~38.7 MB / ~17.8 MB

    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 <a href="https://dev.arma3.com/" rel="noreferrer noopener" target="_blank"> Dev Hub </a>
    • . We also co-operate directly on troubleshooting, and we offer an opportunity to test updates via our <a href="https://dev.arma3.com/rc-branch" rel="noreferrer noopener" target="_blank"> Release Candidate tests </a>
    • . 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 (1.84). It can be used to compare specific changes between major releases. The access code for this branch is:
    • Arma3Legacy184
    • This update does not apply to <a href="http://dev.arma3.com/ports" rel="noreferrer noopener" target="_blank"> the experimental Linux and Mac port betas </a>
    • 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 <a class="external-link" href="https://developer.valvesoftware.com/wiki/SteamCMD" rel="nofollow"> SteamCMD </a>
      • utility. The app ID is to be 233780.
      • NVIDIA GameWorks™ Technology provided under license from NVIDIA Corporation. Copyright © 2002-2018 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 <a href="http://support.bistudio.com/arma-3" rel="noreferrer noopener" target="_blank"> Bohemia Interactive support F.A.Q. </a>
    • , <a href="http://arma3.com/faq" rel="noreferrer noopener" target="_blank"> Arma 3 F.A.Q. </a>
    • , <a href="http://www.battleye.com/support/faq/" rel="noreferrer noopener" target="_blank"> BattlEye F.A.Q. </a>
    • , or <a href="https://arma3.com/launcher/troubleshooting" rel="noreferrer noopener" target="_blank"> Launcher troubleshooting guide </a>
    • .
    • You can help us to further improve the game by posting your feedback on the <a href="http://feedback.arma3.com/" rel="noreferrer noopener" target="_blank"> Feedback Tracker </a>
    • .

    CHANGELOG

    DATA

    • Warlords
    • Fixed: Players who joined in progress would not be able to request Sector scans for sectors that were scanned before
    • Fixed: Players are now able to wear side-appropriate uniforms
    • Tweaked: Sector seizing times now have hard limits so large sectors don't take an unreasonably long time to seize (custom timeout settings are not limited)

    ENGINE

    • Fixed: The improvements to multiplayer security introduced in the 1.86 Update have been turned off until further notice

    SERVER

    • Updated: Stand-alone Windows Dedicated Server (1.88)
    • Updated: Stand-alone Linux Dedicated Server (1.88)
      • Known issue: Steam client modifies the
      • steam_appid.txt
      • file incorrectly. In case of issues, verify its content is:
    • 107410
      • Known issue: Sometimes the add-ons are loaded from the wrong installation (e.g. main game)
      • Try adding

    -mod=curator;kart;heli;mark;expansion** ;jets;argo;orange

      • ;tacops;tank;dlcbundle;dlcbundle2
      • to your
      • arma3server.exe
      • shortcut


    SPOTREP-00084

    SPOTREP-00084

    • FROM: High Command
    • TO: Arma 3 Users
    • UNIT: Main Branch
    • ACTIVITY: Hotfix #2 1.88 (Warlords Improvements, In-Game Server Browser Fix)
    • SIZE: ~53.6 MB / ~17.9 MB

    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 <a href="https://dev.arma3.com/" rel="noreferrer noopener" target="_blank"> Dev Hub </a>
    • . We also co-operate directly on troubleshooting, and we offer an opportunity to test updates via our <a href="https://dev.arma3.com/rc-branch" rel="noreferrer noopener" target="_blank"> Release Candidate tests </a>
    • . 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 (1.84). It can be used to compare specific changes between major releases. The access code for this branch is:
    • Arma3Legacy184
    • This update does not apply to <a href="http://dev.arma3.com/ports" rel="noreferrer noopener" target="_blank"> the experimental Linux and Mac port betas </a>
    • .
    • 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 <a href="https://developer.valvesoftware.com/wiki/SteamCMD" rel="noreferrer noopener" target="_blank"> SteamCMD </a>
      • utility. The app ID is to be 233780.
      • NVIDIA GameWorks™ Technology provided under license from NVIDIA Corporation. Copyright © 2002-2018 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 <a href="http://support.bistudio.com/arma-3" rel="noreferrer noopener" target="_blank"> Bohemia Interactive support F.A.Q. </a>
    • , <a href="http://arma3.com/faq" rel="noreferrer noopener" target="_blank"> Arma 3 F.A.Q. </a>
    • , <a href="http://www.battleye.com/support/faq/" rel="noreferrer noopener" target="_blank"> BattlEye F.A.Q. </a>
    • , or <a href="https://arma3.com/launcher/troubleshooting" rel="noreferrer noopener" target="_blank"> Launcher troubleshooting guide </a>
    • .
    • You can help us to further improve the game by posting your feedback on the <a href="http://feedback.arma3.com/" rel="noreferrer noopener" target="_blank"> Feedback Tracker </a>
    • .

    CHANGELOG

    DATA

    • Warlords
    • Added: Team killing penalty. For every 3 friendly kills, players suffer a 60 seconds black screen without the ability to use weapons followed by a forced respawn. This persists through disconnecting and reconnecting to a server.
    • Added: Players now have the ability to get rid of their purchased vehicles via the Action Menu
    • Tweaked: Individual players can no longer have more than 20 active assets at a time (this includes vehicles, aircraft, ships, static defenses and ammo boxes). Infantry limits remain the same.
    • Tweaked: Airdrops on the player's location are now much more expensive
    • Tweaked: Static weapons and ammo boxes are now deleted after a substantial timeout (3 times the normal vehicle time removal timeout)
    • Tweaked: Destroyed vehicles are now deleted much sooner
    • Tweaked: A sector with an unusable airstrip was removed from the Whole Altis scenario
    • Tweaked: The Molos airfield sector now has a lower CP income and is defended more heavily
    • Tweaked: Additional assets were added to the Request tables, some other asset costs have been tweaked as well
    • Tweaked: The Sector Scan cost has been raised to 350 CP
    • Fixed: Warlords would not start properly on maps with unusually defined runways
    • Fixed: Planes should zero in on their approach vectors more quickly
    • Fixed: Players can now dismiss even AI subordinates that they've already had in their group when joining to the game
    • Fixed: Players no longer retain the waypoints assigned to their group prior to joining the game

    ENGINE

    • Fixed: Server mod compatibility semaphores in the in-game server browser were showing misleading information

    SERVER

    • Updated: Stand-alone Windows Dedicated Server (1.88)
    • Updated: Stand-alone Linux Dedicated Server (1.88)
      • Known issue: Steam client modifies the
      • steam_appid.txt
      • file incorrectly. In case of issues, verify its content is:
    • 107410
      • Known issue: Sometimes the add-ons are loaded from the wrong installation (e.g. main game)
      • Try adding

    -mod=curator;kart;heli;mark;expansion** ;jets;argo;orange

      • ;tacops;tank;dlcbundle;dlcbundle2
      • to your
      • arma3server.exe
      • shortcut


    SPOTREP-00085

    SPOTREP-00085

    • FROM: High Command
    • TO: Arma 3 Users
    • UNIT: Main Branch
    • ACTIVITY: Game Update 1.90 (Multiplayer Security, Warlords Improvements)
    • SIZE: ~745.0 MB / ~249.3 MB

    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 <a href="https://dev.arma3.com/" rel="noopener noreferrer" target="_blank"> Dev Hub </a>
    • . We also co-operate directly on troubleshooting, and we offer an opportunity to test updates via our <a href="https://dev.arma3.com/rc-branch" rel="noopener noreferrer" target="_blank"> Release Candidate tests </a>
    • . 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 (1.88). It can be used to compare specific changes between major releases. The access code for this branch is:
    • Arma3Legacy188
    • This update does not apply to <a href="http://dev.arma3.com/ports" rel="noopener noreferrer" target="_blank"> the experimental Linux and Mac port betas </a>
    • .
    • 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 <a href="https://developer.valvesoftware.com/wiki/SteamCMD" rel="noopener noreferrer" target="_blank"> SteamCMD </a>
      • utility. The app ID is to be 233780.
      • NVIDIA GameWorks™ Technology provided under license from NVIDIA Corporation. Copyright © 2002-2018 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 <a href="http://support.bistudio.com/arma-3" rel="noopener noreferrer" target="_blank"> Bohemia Interactive support F.A.Q. </a>
    • , <a href="http://arma3.com/faq" rel="noopener noreferrer" target="_blank"> Arma 3 F.A.Q. </a>
    • , <a href="http://www.battleye.com/support/faq/" rel="noopener noreferrer" target="_blank"> BattlEye F.A.Q. </a>
    • , or <a href="https://arma3.com/launcher/troubleshooting" rel="noopener noreferrer" target="_blank"> Launcher troubleshooting guide </a>
    • .
    • You can help us to further improve the game by posting your feedback on the <a href="http://feedback.arma3.com/" rel="noopener noreferrer" target="_blank"> Feedback Tracker </a>
    • .

    CHANGELOG

    DATA

    • Highlights
    • Added: Improved multiplayer security*
    • Added: Additional olive reskins for NATO Pacific vehicles**
    •  May affect loading times when the game or certain mods are run for the first time after installing the update.
      • Restrictions may apply to those who don't own <a class="external-link" href="https://arma3.com/apex" rel="nofollow"> Arma 3 Apex expansion </a>

    .

    • Gameplay
    • Added: A new variant of the Dragon Teeth (old looking)
    • Added: Small animation for raising the engine of Assault Boats when they are transported in other vehicles
    • Added: Gorgon commander now has a settle-in animation
    • Tweaked: All supply trucks now have a consistent supply radius, resource capacity, and destruction explosion
    • Tweaked: Durability of vehicle wheels - the damage required for a flat tire and a fully destroyed wheel
    • Tweaked: Added a
    • wheel_x_x_damage
    • selection in visual LODs for visual damage representation
    • Tweaked: Static AA and AT now use the Titan AT and AA FM descriptions
    • Tweaked: Improved the syntax of the power line wire destruction script
    • Fixed: Assault Boat was missing a vehicle transport class and it did not use memory point defined bounding boxes
    • Fixed: AI can now walk inside of Castle Tower
    • Fixed: Gendarmerie Commander Uniform was not displaying insignia
    • Fixed:
    • Cloth_plate.bisurf
    • was missing the
    • thickness
    • parameter for a proper plate-like behavior
    • Fixed: AAF crewmen were respawning with a wrong vest
    • Fixed: The ADR-97 magazine name did not mention the caliber
    • Fixed: It should be easier to interact with the Infostand (2-leg) ( <a href="https://feedback.bistudio.com/T128135" rel="noopener noreferrer" target="_blank"> https://feedback.bistudio.com/T128135 </a>)\n* Fixed: Xi'an FFV seat view when in optics mode ( <a href="https://feedback.bistudio.com/T136046" rel="noopener noreferrer" target="_blank"> https://feedback.bistudio.com/T136046 </a>)\n* Fixed: The VR Training Placeables Course would not finish properly due to a tank not running over a mine (fix iteration)
    • Fixed: T-100 Varsuk & 2S9 Sochor driver PiP camera views were obstructed by their cannon ( <a href="https://feedback.bistudio.com/T136231" rel="noopener noreferrer" target="_blank"> https://feedback.bistudio.com/T136231 </a>)\n* Fixed: It was not possible to open the compass in vehicles ( <a href="https://feedback.bistudio.com/T133142" rel="noopener noreferrer" target="_blank"> https://feedback.bistudio.com/T133142 </a>)\n* Fixed: Hatchback fuel & engine hitpoints
    • Visual
    • Added: Unique Virtual Garage icons to Mk41 VLS / Mk45 Hammer
    • Changed: MH-9 no longer has a crosshair. A new section was added:
    • aiming_dot
    • . Now it can be retextured or removed using <a href="https://community.bistudio.com/wiki/setObjectTexture" rel="noopener noreferrer" target="_blank"> setObjectTexture </a>
    • (index 1).
    • Changed: Enabled retexturing of the FV-720 Mora exterior pilot view
    • Tweaked: The RPG-42 sight cover is now closed when the weapon is not being used
    • Tweaked: A bullet gets hidden now when reloading the Protector 9mm
    • Tweaked: Adjusted the occluder shape for BluntRock_wallH ( <a href="https://feedback.bistudio.com/T135887" rel="noopener noreferrer" target="_blank"> https://feedback.bistudio.com/T135887 </a>)\n* Fixed: SPAR-16S pistol grip textures
    • Fixed: Camo nets shadow flickering when the model switched to the second shadow LOD
    • Fixed: Shading issues of the UAV Terminal models
    • Fixed: Some Titan launcher icons were using wrong icons or missed the rear caps
    • Fixed: HEMTT wrecks (NATO Pacific variants) now have the correct camo applied
    • Fixed: White edges on the icons of some of the accessories
    • Fixed: High variants of HMG / GMG were using wrong icons in Virtual Garage
    • Fixed: Camo selections for AK12 and added a third camo selection to the AK12 with grenade launcher
    • Warlords
    • Added: 64 player version of the Whole Altis scenario
    • Added: 32 player version of the Malden scenario
    • Added: 32 player version of the Stratis scenario
    • Added: Individual asset lists
    • Added: The sector zone restriction border width is now customizable for each sector in the module window
    • Added: The maximum group size is now defined in the Warlords Init module
    • Added: You can now further customize various classes for dynamically spawned assets ( <a href="https://community.bistudio.com/wiki/Arma_3_MP_Warlords#3._Custom_factions" rel="noopener noreferrer" target="_blank"> https://community.bistudio.com/wiki/Arma_3_MP_Warlords#3._Custom_factions </a>)\n* Added: Unless their base is under attack, all playable units are now invulnerable after respawn until they leave the base (60 seconds maximum)
    • Tweaked: Asset requesting routines for AI
    • Tweaked: Path planning routines for AI
    • Tweaked: Dead unit deleting procedures
    • Tweaked: Arming mines in your own base is no longer allowed unless the base is under attack
    • Tweaked: The team killing penalty duration is now increased progressively up to 5 minutes for each 3 player kills or 6 AI kills
    • Tweaked: Various sector and zone border sizes were adjusted to avoid pointless zone restriction triggering
    • Fixed: Vehicle descriptions in some languages were too long
    • Fixed: Some airdropped assets could fall too abruptly
    • Fixed: Respawn locations far away from the base when it's targeted would not be selected on safe spots
    • Fixed: Some modded airplanes would crash upon landing
    • Fixed: Ejection seats and canopies from fighter jets no longer block runways
    • Fixed: Some airplanes would need to double-take a landing
    • Fixed: The mode would not work properly in a singleplayer environment
    • Fixed: It is now possible to get rid of vehicles purchased by AI (via the action menu) before a player took control over that AI
    • Fixed: Static defenses are now properly calculated towards the maximum amount of assets
    • Fixed: Sector voting is now handled properly even if the only player who voted disconnects before the voting has finished
    • Fixed: Fast travel to a contested sector no longer lands you in water if there is land somewhere around the sector
    • Fixed: Helicopters would land on inconvenient locations when ordered from the airstrip in the Tanoa (South) scenario
    • Fixed: Various script errors
    • Fixed: The "Starting CP" parameter in the Warlords Init module would set up incorrect values for some settings
    • Fixed: Several misleading Spanish translations
    • Fixed: It's no longer possible to obtain mortar bags in Warlords through an exploit in Arsenal
    • Fixed: Some independent garrison units would occasionally still carry mortar bags <a href="https://community.bistudio.com/wiki/Eden_Editor" rel="noopener noreferrer" target="_blank"> Eden Editor </a>
    • Added: Reference to the spawned airplane in the CAS module (
    • _module <a href="https://community.bistudio.com/wiki/getVariable" rel="noopener noreferrer" target="_blank"> getVariable </a>
    • "plane")\n* Added: "Combo" attribute in Eden Editor is now capable of showing a "tooltip" property defined in class Values of the attribute itself
    • Fixed: Keyframe Animation module texts have been localized
    • Scripting
    • Added: <a href="https://community.bistudio.com/wiki/BIS_fnc_mapGridSize" rel="noopener noreferrer" target="_blank"> BIS_fnc_mapGridSize </a>
    • (returns the current size of the map grid square)
    • Added: Parameter for the number of steps (animation frames) in <a href="https://community.bohemia.net/wiki/BIS_fnc_resizeMarker" rel="noopener noreferrer" target="_blank"> BIS_fnc_resizeMarker </a>
    • Fixed: Eden Editor export to SQF now executes init code in a non-scheduled environment to simulate regular scenarios better
    • Fixed: Eden Editor export to SQF now preserves the group of drone crews, so group settings and waypoints are not lost
    • Fixed: Eden Editor export to SQF was sometimes not assigning the group leader correctly
    • Fixed: Eden Editor export to SQF was not initializing vehicles in vehicles
    • Fixed: Eden Editor export to SQF accidentally exported virtual UAV crews to the layers list
    • Fixed: Eden Editor export to SQF was not creating mines and explosives correctly
    • Fixed: Eden Editor export to SQF did not preserve trigger altitude correctly
    • Fixed: Eden Editor export to SQF got corrupted when exporting attribute expressions longer than 8096 characters
    • Fixed: Eden Editor export to SQF returned incorrect entity ID values when autonomous drones were present in the scenario
    • Fixed: Pushing items of the same priority in the Priority Queue function
    • Fixed: DateTime function calculation for when the date goes over the actual year
    • General
    • Fixed: A typo in the UH-80 Ghosthawk gun
    • initElev
    • elevation parameter (kudos Kju!)

    ENGINE

    LAUNCHER

    SERVER

    • Updated: Stand-alone Windows Dedicated Server (1.90)
    • Updated: Stand-alone Linux Dedicated Server (1.90)
      • Known issue: Steam client modifies the
      • steam_appid.txt
      • file incorrectly. In case of issues, verify its content is:
    • 107410
      • Known issue: Sometimes the add-ons are loaded from the wrong installation (e.g. main game)
      • Try adding

    -mod=curator;kart;heli;mark;expansion** ;jets;argo;orange

      • ;tacops;tank;dlcbundle;dlcbundle2
      • to your
      • arma3server.exe
      • shortcut


    SPOTREP-00086

    SPOTREP-00086

    • FROM: High Command
    • TO: Arma 3 Users
    • UNIT: Main Branch
    • ACTIVITY: Hotfix 1.90 (Multiplayer Security, Session Lost Messaging)
    • SIZE: ~51.4 MB / ~17.9 MB

    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 <a href="https://dev.arma3.com/"> Dev Hub </a>
    • . We also co-operate directly on troubleshooting, and we offer an opportunity to test updates via our <a href="https://dev.arma3.com/rc-branch"> Release Candidate tests </a>
    • . 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 (1.88). It can be used to compare specific changes between major releases. The access code for this branch is:
    • Arma3Legacy188
    • This update does not apply to <a href="http://dev.arma3.com/ports"> the experimental Linux and Mac port betas </a>
    • .
    • 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 <a class="external-link" href="https://developer.valvesoftware.com/wiki/SteamCMD" rel="nofollow"> SteamCMD </a>
      • utility. The app ID is to be 233780.
      • NVIDIA GameWorks™ Technology provided under license from NVIDIA Corporation. Copyright © 2002-2018 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 <a href="http://support.bistudio.com/arma-3"> Bohemia Interactive support F.A.Q. </a>
    • , <a href="http://arma3.com/faq"> Arma 3 F.A.Q. </a>
    • , <a href="http://www.battleye.com/support/faq/"> BattlEye F.A.Q. </a>
    • , or <a href="https://arma3.com/launcher/troubleshooting"> Launcher troubleshooting guide </a>
    • .
    • You can help us to further improve the game by posting your feedback on the <a href="http://feedback.arma3.com/"> Feedback Tracker </a>
    • .

    CHANGELOG

    • ENGINE
    • Multiplayer
    • Added: An improved "Session Lost" message with information about the file which has caused the disconnect (f.e. logging a PBO that was not compatible with the server data or was missing entirely)
    • Changed: Location of
    • cache.ch
    • follows the "-profiles=" <a href="https://community.bistudio.com/wiki/Arma_3_Startup_Parameters#Profile_Options"> startup parameter </a>
    • now (
    • C:\Users\*User*\AppData\Local\Arma 3\DataCache\
    • being the default one)
    • Fixed: Various issues with the improved MP security measures ( <a href="https://forums.bohemia.net/forums/topic/222192-190-update-troubleshooting/"> https://forums.bohemia.net/forums/topic/222192-190-update-troubleshooting/ </a>)\n* Fixed: Issues with folders and creation of the cache on Linux servers
    • General
    • Fixed: A possible crash originating from the in-game HUD
    • Fixed: A possible crash in multiplayer
    • Fixed: A crash when closing the game if a custom compass or watch were used
    • BATTLEYE
    • Added: BattlEye Anti-Cheat has been updated
    • SERVER
    • Updated: Stand-alone Windows Dedicated Server (1.90)
    • Updated: Stand-alone Linux Dedicated Server (1.90)
      • Known issue: Steam client modifies the
      • steam_appid.txt
      • file incorrectly. In case of issues, verify its content is:
    • 107410
      • Known issue: Sometimes the add-ons are loaded from the wrong installation (e.g. main game)
      • Try adding

    -mod=curator;kart;heli;mark;expansion** ;jets;argo;orange

      • ;tacops;tank;dlcbundle;dlcbundle2
      • to your
      • arma3server.exe
      • shortcut


    SPOTREP-00087

    SPOTREP-00087

    SPOTREP #00087

    • FROM: High Command
    • TO: Arma 3 Users
    • UNIT: Main Branch
    • ACTIVITY: Hotfix #2 1.90 (Special Character Compatibility)
    • SIZE: ~36.1MB / ~17.8 MB

    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 <a href="https://dev.arma3.com/" target="_blank"> Dev Hub </a>
    • . We also co-operate directly on troubleshooting, and we offer an opportunity to test updates via our <a href="https://dev.arma3.com/rc-branch" target="_blank"> Release Candidate tests </a>
    • . 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 (1.88). It can be used to compare specific changes between major releases. The access code for this branch is: Arma3Legacy188
    • This update does not apply to <a href="http://dev.arma3.com/ports" target="_blank"> the experimental Linux and Mac port betas </a>
    • .
    • 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 <a href="https://developer.valvesoftware.com/wiki/SteamCMD" target=""> SteamCMD </a>
    • utility. The app ID is to be 233780.
    • NVIDIA GameWorks™ Technology provided under license from NVIDIA Corporation. Copyright © 2002-2018 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 <a href="http://support.bistudio.com/arma-3" target="_blank"> Bohemia Interactive support F.A.Q </a>
    • ., <a href="http://arma3.com/faq" target="_blank"> Arma 3 F.A.Q </a>
    • ., <a href="http://www.battleye.com/support/faq/" target="_blank"> BattlEye F.A.Q </a>
    • ., or <a href="https://arma3.com/launcher/troubleshooting" target="_blank"> Launcher troubleshooting guide </a>
    • .
    • You can help us to further improve the game by posting your feedback on the <a href="http://feedback.arma3.com/" target=""> Feedback Tracker </a>
    • .

    CHANGELOG

    ENGINE

    • General
    • Fixed: Game did not launch if special characters (f.e. Cyrillic) were present in the user's profile path.

    SERVER

    • Updated: Stand-alone Windows Dedicated Server (1.90)
    • Updated: Stand-alone Linux Dedicated Server (1.90)
    • Known issue: Steam client modifies the
    • steam_appid.txt
    • file incorrectly. In case of issues, verify it's content is:
    • 107410
    • Known issue: Sometimes the add-ons are loaded from the wrong installation (e.g. main game)
    • Try adding

    -mod=curator;kart;heli;mark;expansion;jets;argo;orange;tacops;tank;dlcbundle;dlcbundle2* to your

    • arma3server.exe
    • shortcut.


    SPOTREP-00088

    SPOTREP-00088

    • FROM: High Command
    • TO: Arma 3 Users
    • UNIT: Main Branch
    • ACTIVITY: Game Update 1.92 (Launcher DLC Section, Dynamic Weapon Magazines)
    • SIZE: ~1.3 GB / ~186 MB

    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 (1.90). It can be used to compare specific changes between major releases. The access code for this branch is:
    • Arma3Legacy190
    • This update does not apply to <a href="http://dev.arma3.com/ports" target="_blank"> the experimental Linux and Mac port betas </a>
    • .
    • 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 <a href="https://developer.valvesoftware.com/wiki/SteamCMD" target="_blank"> SteamCMD </a>
    • utility. The app ID is to be 233780.
    • NVIDIA GameWorks™ Technology provided under license from NVIDIA Corporation. Copyright © 2002-2018 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 <a href="http://support.bistudio.com/arma-3" target="_blank"> Bohemia Interactive support F.A.Q </a>
    • ., <a href="http://arma3.com/faq" target="_blank"> Arma 3 F.A.Q </a>
    • ., <a href="http://www.battleye.com/support/faq/" target="_blank"> BattlEye F.A.Q </a>
    • ., or <a href="https://arma3.com/launcher/troubleshooting" target="_blank"> Launcher troubleshooting guide </a>
    • .
    • You can help us to further improve the game by posting your feedback on the <a href="http://feedback.arma3.com/" target=""> Feedback Tracker </a>
    • .

    CHANGELOG

    DATA

    • Highlights
    • Added: Added: Dynamic magazines (proxies) to the following weapons: AKM, AK-12, AKS, MX, CAR-95, TRG-21, Mk20, Mk14, RPG-7, SPAR-16 (and expanded magazine wells with additional weapons)*
    • Added: Support for <a href="https://arma3.com/dlc/creator" target="_blank"> Creator DLC </a>
    • This change allows different types (e.g. color) magazines to be loaded into the same weapon dynamically, but some faction loadouts (characters, containers, and vehicle cargos) have changed!
    • Gameplay
    • Added: Sand 5.56 STANAG magazines to the magazine wells
    • Added: Checking of the noPop variable for Swivel Targets
    • Added: EmptyLoadout config class for the creation of empty unit loadouts
    • Tweaked: Adjusted camo of magazines used in the editor-placed weapons which are using magazine proxies
    • Tweaked: Increased the MX SW rate of fire to 750 rounds per minute
    • Fixed: The door on the Field Toilet and Toiletbox should work again
    • Fixed: Pacific NATO and CSAT UGV groups should now have Tropical versions of UGVs
    • Fixed: Respawn Backpacks / camps now work correctly in MP; can also be placed by Zeus
    • Fixed: NATO vehicles in the "Remnants of War" campaign were using Pacific liveries
    • Fixed: A few remaining vehicles in which it still was not possible to open the compass
    • Fixed: CTRG story character loadouts
    • Fixed: Zubr .45 ACP magazine well definition
    • Visual
    • Tweaked: AKSU magazine proxy replacement timing
    • Tweaked: The BLUFOR M320 does not shine so much anymore
    • Tweaked: Adjusted RPG-7 magazine proxy switching and slightly adjusted the proxy position
    • Fixed: Adjusted STANAG 5.56 magazine height to avoid clipping with some of the magwells
    • Audio
    • Added: Forest SoundEnvironExt for backward compatibility (it's using the same samples as forest_exp)
    • Added: Van (Ambulance) is now using a custom sound controller for its siren
    • Fixed: The Varsuk turbine was audible even when the tank had been wrecked ( <a href="https://feedback.bistudio.com/T136457" target="_blank"> https://feedback.bistudio.com/T136457 </a>)\n* Warlords
    • Added: Unless their base is under attack, all playable units are now invulnerable after respawn until they leave the base (60 seconds maximum)
    • Added: Long-range AA defense assets (SAM sites / radars)
    • Added: Autonomous defenses are now limited to 3 per player
    • Added: A parameter for maximum Command Points
    • Added: A custom offset parameter for the Defenses
    • Added: Friendly Fire protection for requested assets (first 3 minutes after being requested)
    • Added: A team balance parameter
    • Added: You can now blacklist units the AI will purchase by using WLAIRequisitonBlacklist[] = {}; with an array of blacklisted infantry classnames in you scenario's <a href="https://community.bistudio.com/wiki/Description.ext" target="_blank"> description.ext </a>
    • file
    • Added: The cost of any asset can now be changed in the scenario's <a href="https://community.bistudio.com/wiki/Description.ext" target="_blank"> description.ext </a>
    • file ( <a href="https://community.bistudio.com/wiki/Arma_3_MP_Warlords" target="_blank"> details </a>)\n* Tweaked: The cost of planes was increased
    • Changed: Most requested assets are now locked by default and can be unlocked either directly via the Action menu or through the Strategy tab in the Request menu
    • Changed: Increased the cost of repair and ammo trucks as well as the Rhino
    • Changed: The Subordinates limit was increased to 3 for the 64-player Altis scenario
    • Fixed: Various script errors
    • Fixed: Static defenses no longer limit the maximum group size even when deleted
    • Fixed: Vehicles presets in the editor would not be spawned for sectors owned from the start by BLUFOR or OPFOR
    • Fixed: Friendly Fire penalty issues
    • Fixed: Funds transfer exploit
    • Fixed: Sector vote calculation for dead players
    • Removed: Respawn backpacks from Virtual Arsenal
    • Removed: Mine dispensers from Virtual Arsenal (performance issues) <a href="https://community.bistudio.com/wiki/Eden_Editor" target="_blank"> Eden Editor </a>
    • Added: Loading a scenario in Eden Editor will now call the "init3DEN.sqf" script in the scenario folder (when present). This can be useful for executing scenario-specific editor functionality.
    • Tweaked: Added better error reporting for incompatible markers; upgraded to serialize the 3D position instead of 2D
    • Tweaked: Increased precision of the marker position when serializing
    • Tweaked: Key Frame Timelines are no longer calculated on each frame when their animation is not running
    • Changed: Expanded the Tracers module with a few extra attributes for setting a custom weapon and target for the tracers
    • Fixed: The Tracers module was able to run out of ammo
    • Fixed: Environmental sounds were audible in the Eden Editor after loading or starting new scenarios even if they had been disabled in preferences
    • Fixed: Eden Editor export to SQF was not saving vehicle appearances correctly
    • Scripting
    • Added: <a href="https://community.bistudio.com/wiki/getMarkerPos" target="_blank"> getMarkerPos </a>
    • [
    • markerName, preserveElevation
    • ] for working with the Z coordinate
    • Added: <a href="https://community.bistudio.com/wiki/BIS_fnc_markerToString" target="_blank"> BIS_fnc_markerToString </a>
    • , <a href="https://community.bistudio.com/wiki/BIS_fnc_stringToMarker" target="_blank"> BIS_fnc_stringToMarker </a>
    • , <a href="https://community.bistudio.com/wiki/BIS_fnc_stringToMarkerLocal" target="_blank"> BIS_fnc_stringToMarkerLocal </a>
    • serialization functions
    • Added: Scripted Event Handler <a href="https://community.bistudio.com/wiki/Arma_3:_Event_Handlers#OnGameInterrupt" target="_blank"> OnGameInterrupt </a>
    • Tweaked: <a href="https://community.bistudio.com/wiki/BIS_fnc_switchLamp" target="_blank"> BIS_fnc_switchLamp </a>
    • is now using recently 'fixed' <a href="https://community.bistudio.com/wiki/switchLight" target="_blank"> switchLight </a>
    • command instead of breaking / fixing the lamp's light bulb
    • Fixed: Added <a href="https://community.bistudio.com/wiki/BIS_fnc_setIdentity" target="_blank"> BIS_fnc_setIdentity </a>
    • safeguard from applying empty values ( <a href="https://forums.bohemia.net/forums/topic/221905-bis_fnc_setidentity-causing-severe-slow-down/" target="_blank"> https://forums.bohemia.net/forums/topic/221905-bis_fnc_setidentity-causing-severe-slow-down/ </a>)\n* Fixed: Identity not persisting in <a href="https://community.bistudio.com/wiki/BIS_fnc_arsenal" target="_blank"> BIS_fnc_arsenal </a>
    • Fixed: Camera bug in <a href="https://community.bistudio.com/wiki/BIS_fnc_arsenal" target="_blank"> BIS_fnc_arsenal </a>
    • Fixed: Typo in the function body of <a href="https://community.bistudio.com/wiki/BIS_fnc_setDate" target="_blank"> BIS_fnc_setDate </a>
    • ( <a href="https://feedback.bistudio.com/T82819" target="_blank"> https://feedback.bistudio.com/T82819 </a>)\n* General
    • Changed: Tanks DLC addons have been converted from EBO to the PBO format
    • Fixed: IDAP's AR-2 drone was missing translations for its livery in Virtual Garage
    • Fixed: Texts for the Clear All Mines waypoint were not localized
    • Fixed: RPT errors related to the
    • VTOL_01
    • hit points

    ENGINE

    SERVER

    • Updated: Stand-alone Windows Dedicated Server (1.92)
    • Updated: Stand-alone Linux Dedicated Server (1.92)
    • Known issue: Steam client modifies the
    • steam_appid.txt
    • file incorrectly. In case of issues, verify its content is:
    • 107410
    • Known issue: Sometimes the add-ons are loaded from the wrong installation (e.g. main game)
    • Try adding

    -mod=curator;kart;heli;mark;expansion;jets;argo;orange;tacops;tank;dlcbundle;dlcbundle2* to your

    • arma3server.exe
    • shortcut


    SPOTREP-00089

    SPOTREP-00089

    • FROM: High Command
    • TO: Arma 3 Users
    • UNIT: Main Branch
    • ACTIVITY: Game Update 1.94 (Contact Expansion, Livonia Terrain, Platform Assets)
    • SIZE: ~10.2 GB / ~1.6 GB (depends on Contact ownership)

    NOTES

    • Contact consists of 2 data packs / folders:
    • Contact (via PLAY CONTACT or -mod=Contact): for the singleplayer "First Contact" campaign experience (accessible only to owners - optionally loaded)
    • Contact (Platform): for most other use cases, including sandbox multiplayer (loaded by default for all players)
    • 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 <a href="https://dev.arma3.com/" target="_blank"> Dev Hub </a>
    • . We also co-operate directly on troubleshooting, and we offer an opportunity to test updates via our <a href="https://dev.arma3.com/rc-branch" target="_blank"> Release Candidate tests </a>
    • . 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 (1.92). It can be used to compare specific changes between major releases. The access code for this branch is: Arma3Legacy192
    • This update does not apply to <a href="http://dev.arma3.com/ports" target="_blank"> the experimental Linux and Mac port betas </a>
    • .
    • 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 <a href="https://developer.valvesoftware.com/wiki/SteamCMD" target="_blank"> SteamCMD </a>
    • utility. The app ID is to be 233780.
    • NVIDIA GameWorks™ Technology provided under license from NVIDIA Corporation. Copyright © 2002-2018 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 <a href="http://support.bistudio.com/arma-3" target="_blank"> Bohemia Interactive support F.A.Q. </a>
    • , <a href="http://arma3.com/faq" target="_blank"> Arma 3 F.A.Q. </a>
    • , <a href="http://www.battleye.com/support/faq/" target="_blank"> BattlEye F.A.Q. </a>
    • , or <a href="https://arma3.com/launcher/troubleshooting" target="_blank"> Launcher troubleshooting guide </a>
    • .
    • You can help us to further improve the game by posting your feedback on the <a href="http://feedback.arma3.com/" target="_blank"> Feedback Tracker </a>
    • .

    CHANGELOG

    DATA

    • Added: <a href="https://arma3.com/contact" target="_blank"> Contact </a>
    • expansion**
    • Added: "First Contact" campaign*
    • Added: Large Alien Entity*
    • Added: Small Alien Entity*
    • Added: Alien Network*
    • Added: Livonia*
    • Added: Livonia terrain objects (natural, props, signs, lamps, power lines, railways, decals, structures, etc.)
    • Added: Livonia ambient life species
    • Added: Spectrum Device (Jammer / Military / Experimental antennas)*
    • Added: Promet 6.5 mm (regular / GL / MR / SG) (olive / black / geometric / sand)**
    • Added: Promet Modular Sight (olive / black / geometric / sand)**
    • Added: Kozlice 12G (regular / sawed-off)**
    • Added: Mk14 7.62 mm (classic)**
    • Added: AKU-12 7.62 mm (black / arid / lush)**
    • Added: RPK-12 7.62 mm (black / arid / lush)**
    • Added: AK-12 7.62 mm arid / lush spray paint variants (regular / GL)***
    • Added: Mk200 6.5 mm black variant
    • Added: RPG-42 green variant
    • Added: Titan MPRL geometric / olive variants
    • Added: 4-five .45 ACP green variant
    • Added: Mk17 Holosight arid / lush variants
    • Added: ARCO arid / lush variants
    • Added: ARCO AK-zeroed variants
    • Added: DMS old variant
    • Added: DMS Kir-zeroed variant
    • Added: Sound Suppressor (7.62 mm) arid / lush variants
    • Added: Bipod arid / lush variants
    • Added: Compact NVG green variant
    • Added: UAV Terminal [LDF]
    • Added: IR Grenades for LDF / Spetsnaz
    • Added: Military Cargo Platforms
    • Added: Banner (LDF)
    • Added: Flag (LDF)
    • Added: Flag (Livonia)
    • Added: Livonia Whiteboards
    • Added: Maps of Livonia
    • Added: Connector Tents
    • Added: Decon Tents
    • Added: Faction Field Tent variants
    • Added: Faction Medical Tent variants
    • Added: Woodland Camouflage Net variants
    • Added: Research Dome variants
    • Added: Research Dome Panels
    • Added: Research Dome Struts
    • Added: Solar-Powered Tents
    • Added: Scaffolding variant
    • Added: Antidote Kit
    • Added: Brooms
    • Added: Brushes
    • Added: Coiled Hose Sprays
    • Added: Decon Kit
    • Added: Decon Showers
    • Added: Drainage Deck
    • Added: Hazmat Bags
    • Added: Lay-Flat Hoses
    • Added: Pressure Hoses
    • Added: SCBA Cylinders
    • Added: Spill Bunds
    • Added: Spinal Boards
    • Added: Sponges
    • Added: Stretcher Roller System
    • Added: Tarps
    • Added: Trash Bag Holder
    • Added: Walking Frame
    • Added: Water Spills
    • Added: Flexible Solar Panels
    • Added: Satellite Antenna variants
    • Added: Omnidirectional Antennas
    • Added: Portable Weather Stations
    • Added: Power Cables
    • Added: Rechargeable Batteries
    • Added: Rechargeable Battery Packs
    • Added: Rugged Computers
    • Added: Rugged Screen variants
    • Added: Rugged IP Telephones
    • Added: Rugged Laptops
    • Added: Rugged Multi-Screen Computers
    • Added: Rugged Portable Generator variants
    • Added: Rugged Portable Server Units
    • Added: Rugged Routers
    • Added: Rugged Solar Panels
    • Added: Rugged Tablet variants
    • Added: Rugged Portable Cabinets
    • Added: Rugged Portable Desks
    • Added: Rugged Desk Chairs
    • Added: Rugged Portable Lamps
    • Added: Transfer Switch
    • Added: Light Cone VFX
    • Added: Tent Lamps
    • Added: Newspaper
    • Added: Books
    • Added: EMP-Proof Cargo Containers
    • Added: CBRN Packaging
    • Added: Plastic Case variants
    • Added: Tin Foil
    • Added: Garbage Barrels
    • Added: Burnt Garbage
    • Added: CBRN Suit (Blue / MTP / Tropic / White / Woodland / AAF / LDF)**
    • Added: Combination Unit Respirator**
    • Added: Self-Contained Breathing Apparatus**
    • Added: NATO APR**
    • Added: CSAT APR (Black / Olive / Sand)**
    • Added: Regulator Facepiece**
    • Added: LDF Combat Fatigues (Standard / Officer / Rolled-up / Tank Top)**
    • Added: LDF Heli Pilot Coveralls
    • Added: LDF turret / drone backpacks
    • Added: Advanced Modular Helmet (Standard / Olive / Ear Protectors / Chops)**
    • Added: LDF Beret
    • Added: LDF Crew Helmets (Standard / Soft / Heli Crew / Heli Pilot / Pilot)
    • Added: Booniehat (Green / Taiga / Woodland / LDF)
    • Added: Military Cap (Green / Taiga / Woodland / LDF)
    • Added: Assault Pack (Geometric / Woodland)
    • Added: Carryall Backpack (Geometric / Green / Taiga / Woodland)
    • Added: Field Pack (Green / Taiga)
    • Added: Kitbag (Green)
    • Added: Radio Pack (Black / AAF / LDF / Green Hex / Hex / MTP / Tropic / Urban / Woodland)**
    • Added: Modular Carrier (Vest Geometric / Vest Olive / GL Rig Geometric / GL Rig Olive / Lite Geometric / Lite Olive)**
    • Added: Granit Suit (B / B Weathered / T / Tracksuit)**
    • Added: Kipchak Vest (Standard / Tactical Radio)**
    • Added: Avenger Helmet (Standard / Cover B / Cover T)**
    • Added: NATO Combat Fatigues (Woodland / Woodland Tee)
    • Added: NATO Recon Fatigues (Woodland)
    • Added: Woodland Combat Helmet (Standard / Light / Enhanced)
    • Added: Woodland Carrier (Rig / GL Rig / Lite / Special)
    • Added: Farmer Outfit
    • Added: Looter Leather Jacket
    • Added: Looter T-Shirt (Black / Olive / Skull / Sport)
    • Added: Scientist Outfit (Formal Blue / Formal White / Informal Red / Informal Black)
    • Added: Tin Foil Hat**
    • Added: Blindfold (Black / White)**
    • Added: LDF soldiers and groups
    • Added: NATO (Woodland) soldiers and groups
    • Added: Spetsnaz operators and groups
    • Added: Looters and groups
    • Added: Scientists
    • Added: 24 Character faces
    • Added: 3 Polish radio protocols
    • Added: 3 Russian radio protocols
    • Added: LDF / Astra / Exercise Electron / Spetsnaz insignia
    • Added: Livonia / LDF / Looters / Spetsnaz / Russia / Astra map markers
    • Added: Tractor (Blue / Green / Red)**
    • Added: ED-1D**
    • Added: ED-1E**
    • Added: Offroad (Covered / Comms as LDF / Green / Black / Forest Rangers / Gendarmerie)**
    • Added: LDF Offroad
    • Added: LDF FV-720
    • Added: LDF Zamak
    • Added: LDF AL-6
    • Added: LDF AR-2
    • Added: LDF UGV
    • Added: LDF WY-55
    • Added: LDF Radar /
    • Defender
    • Added: LDF Mk30 / Mk32 / Mk6 / Titan turrets
    • Added: Van (LDF / LDF Military Police / LDF Ambulance / Astra / Benzyna)
    • Added: Quad Bike (LDF / Forest Rangers)
    • Added: HEMTT (Cargo / Flatbed as Standard / Tropic)
    • Added: Remote Designator (NATO Woodland)
    • Added: ED-1 Tracks
    • Added: ED-1 Wheel
    • Added: Special Measurement Device
    • Added: Black variant of MRD optics
    • Added: LDF AL-6 Case
    • Added: HEMTT Rack
    • Added: COOP 12 Combat Patrol (Livonia)*
    • Added: SC 24 Warlords (Livonia)*
    • Added: Zeus 16+2 Master Livonia (CSAT)*
    • Added: Zeus 16+2 Master Livonia (LDF)*
    • Added: Zeus 16+2 Master Livonia (NATO)*
    • Added: Zeus 48+2 Master Livonia*
    • Added: Contact Welcome Screen
    • Added: Cutscene and ambient animations*
    • Added: Contact in-game music tracks*
    • Added: Contact campaign characters and roles*
    • Added: Livonia topographic map PDF (Digital Deluxe Edition)
    • Added: Contact OST MP3 / FLAC (Digital Deluxe Edition)
    • Content requires ownership of <a href="https://store.bistudio.com/products/arma3-contact" target="_blank"> Arma 3 Contact expansion </a>

    .

    .

    .

    • Added: textureSources config property "decals" (an array of texture indices for decals)
    • Added: "camo3" selection to Guerrilla Garment which can hide a bandage from it
    • Added: Ability to hide Field Manual entries by listing them in a mission variable (example:
    • BIS_fnc_advHint_FMHide = ["GlobalTopic_Curator", "EdenUpdate_EdenEditor"];)\n* Added: magazineWells to Underbarrel Grenade Launchers
    • Added: <a href="https://community.bistudio.com/wiki/BIS_fnc_spawnOrdered" target="_blank"> BIS_fnc_spawnOrdered </a>
    • which spawns a given function in the order it was called
    • Added: Regular <a href="https://arma3.com/dlc/jets" target="_blank"> Jets DLC </a>
    • fighters to the CAS module options
    • Added: Field Manual topics are now labeled by a DLC icon
    • Added: Glass destruction to WY-55 Hellcat, CH-49 Mohawk, and PO-30 Orca
    • Added: MAAWS HEAT 55 round
    • Added: <a href="https://community.bistudio.com/wiki/BIS_fnc_turretConfig" target="_blank"> BIS_fnc_turretConfig </a>
    • and <a href="https://community.bistudio.com/wiki/BIS_fnc_vehicleCrewTurrets" target="_blank"> BIS_fnc_vehicleCrewTurrets </a>
    • functions
    • Added: <a href="https://community.bistudio.com/wiki/BIS_fnc_parseNumberSafe" target="_blank"> BIS_fnc_parseNumberSafe </a>
    • as a safer alternative to <a href="https://community.bistudio.com/wiki/BIS_fnc_parseNumber" target="_blank"> BIS_fnc_parseNumber </a>
    • Added: WY-55 ammo box hidden selection and applied the correct ammo box to the LDF variant
    • Added: Livonia compatibility with the Civilian Presence modules
    • Added: Hay impact particle effects and adjusted penetration properties
    • Added: Siren to police variants of Offroad and Van
    • Added: New function <a href="https://community.bistudio.com/wiki/BIS_fnc_hasItem" target="_blank"> BIS_fnc_hasItem </a>
    • to find out if a queried item is in the given inventory or container
    • Tweaked: AK-12 family reload animations
    • Tweaked: Improved AK-12 textures, materials, and model LODs
    • Tweaked: MX rifle firing sounds and sonic cracks
    • Tweaked: Vehicle distance filter configuration
    • Tweaked: RPG-42 reticle zeroing at 500 meters
    • Tweaked: Improved AI tank path-following (using re-tuned
    • AITankSteeringComponent
    • PID controller settings provided by <a href="http://cup-arma3.org/" target="_blank"> CUP </a>
    • - many thanks!)
    • Tweaked: Muzzle flash colors slightly
    • Tweaked: The AK-12 hand animation when used with a uniform without gloves
    • Tweaked: <a href="https://community.bistudio.com/wiki/BIS_fnc_locationDescription" target="_blank"> BIS_fnc_locationDescription </a>
    • now recognizes named locations of type
    • Hill
    • Tweaked: Durability of Cheetah and Panther engines ( <a href="https://feedback.bistudio.com/T134770" target="_blank"> https://feedback.bistudio.com/T134770 </a>)\n* Tweaked: <a href="https://community.bistudio.com/wiki/BIS_fnc_getCloudletParams" target="_blank"> BIS_fnc_getCloudletParams </a>
    • now returns also values for <a href="https://community.bistudio.com/wiki/setParticleCircle" target="_blank"> setParticleCircle </a>
    • Tweaked: Improved the bullet tracing function in Virtual Arsenal with partial support for submunition (i.e. shotgun pellets). The tracing script is now also attached to the currently controlled vehicle so it's possible to track e.g. a cannon shell path.
    • Tweaked: GUI of the colors menu (category is now a drop-down menu instead of a list box)
    • Tweaked: Offroad visual suspension
    • Tweaked: Mk20 visual magazine switch timing
    • Tweaked: Smoothed out the HEMTT exhaust lid animation
    • Tweaked: Leaflet (New) can now use transparent textures
    • Tweaked: Separated siren and beacon light actions for Offroad and Van
    • Tweaked: Reduced reflectivity of Offroad's interior metal parts that were standing out too much
    • Tweaked: Removed direct references to DLC Bundle 1 and DLC Bundle 2 (dummy mods) from the game
    • Fixed: UCAV Sentinel shadows at lower LODs
    • Fixed: Field Manual records for unowned Jets Premium Assets did not display correctly
    • Fixed: An incorrect textureSources texture for B_Truck_01_box_F
    • Fixed: ARCO (Black) had a wrong picture ( <a href="https://feedback.bistudio.com/T139146" target="_blank"> https://feedback.bistudio.com/T139146 </a>)\n* Fixed: Components and liveries were not auto-selected for some vehicles in Garage and for all vehicles on load and import
    • Fixed: Missing red texture for karts
    • Fixed: One of the PO-30 Orca windows was still visible when the doors were hidden
    • Fixed: Saved custom loadouts are now correctly compared against available Arsenal gear, and incompatible loadouts are disabled
    • Fixed: Arsenal Import and Export buttons are now correctly available when applicable in MP
    • Fixed: Importing an Arsenal loadout was not removing old assigned items
    • Fixed: Arsenal was not adding a battery to Laser Designators
    • Fixed: Exporting and then importing the same loadout in Arsenal was removing one magazine
    • Fixed: Weapon magazines were not saved with exported Arsenal loadouts correctly
    • Fixed: Laser Designator batteries were not saved with exported Arsenal loadouts
    • Fixed: Weapons with grenade launchers were missing secondary muzzle magazines in Arsenal
    • Fixed: Weapons were not getting magazines if a unit had no containers in Arsenal
    • Fixed: Various script errors in <a href="https://community.bistudio.com/wiki/Arma_3_Arsenal" target="_blank"> Virtual Arsenal </a>
    • Fixed: The Offroad driver's ability to switch to other seats
    • Fixed: Mechanic Clothes had a visible scarf in first person view ( <a href="https://feedback.bistudio.com/T139556" target="_blank"> https://feedback.bistudio.com/T139556 </a>)\n* Fixed: The terrain class name was shown in the death screen instead of the display name (thanks POLPOX and <a href="https://feedback.bistudio.com/T139749" target="_blank"> https://feedback.bistudio.com/T139749 </a>)\n* Fixed: The ADR-97 magazines author name in Virtual Arsenal was incorrect ( <a href="https://feedback.bistudio.com/T139683" target="_blank"> https://feedback.bistudio.com/T139683 </a>)\n* Fixed: Character orientation while climbing ladders of the Airfield Control Tower, adjusted the width of the ladder to match the climbing animation, and added some extra AI positions in the Path LOD ( <a href="https://feedback.bistudio.com/T139704" target="_blank"> https://feedback.bistudio.com/T139704 </a>)\n* Fixed: Missing string RPT errors
    • Fixed: Rogue AI position on the Airfield Control Tower
    • Fixed: Story subtitles no longer ignore the subtitle options
    • Fixed: There was not enough space for the DLC icons in the main menu
    • Fixed: GL magazines were not removed in Arsenal when a weapon was removed
    • Fixed: NATO Pacific Light AT soldiers were using the wrong MX magazine
    • Fixed: NATO Pacific Team Leaders were missing GPS
    • Fixed: SPAR-16S is now using a proper reload animation when loading STANAG 30rnd magazines
    • Fixed: Duplicated magazines in Zeus ammo box UI
    • Fixed: Hidden magazines (scope = 1) are no longer automatically added when selecting a weapon in Arsenal
    • Fixed: Randomizing loadouts in Arsenal can no longer add hidden weapon attachments
    • Fixed: A looping error caused by an undefined variable at the start of the Paradise Found scenario
    • Fixed: Cover Map module was broken ( <a href="https://feedback.bistudio.com/T140558" target="_blank"> https://feedback.bistudio.com/T140558 </a>)\n* Fixed: 100 round magazines no longer count as required items for The East Wind missions ( <a href="https://feedback.bistudio.com/T140220" target="_blank"> https://feedback.bistudio.com/T140220 </a>)\n* Fixed: Glass impact particle effects now also take into the account surface normals, instead of just flying straight into the player's face
    • Fixed: Micro-freeze after confirming Game Options caused by scanning the whole config instead of a specific GUI display
    • Fixed: Scopes, suppressors, bipods and lasers in inventory containers resulted in disabled loadouts in arsenal ( <a href="https://forums.bohemia.net/forums/topic/143930-general-discussion-dev-branch/?do=findComment&comment=3362711" target="_blank"> General Discussion - Dev-Branch </a>)\n* Fixed: Hidden one of the rogue Kitbag AI fillers from Virtual Arsenal
    • Fixed: Respirator soft shadows
    • Fixed: Personality was not correctly applied to Bandit Clothes (Polo Shirt) ( <a href="https://feedback.bistudio.com/T141055" target="_blank"> https://feedback.bistudio.com/T141055 </a>)\n* Fixed: Smoke launcher is now using <a href="https://community.bistudio.com/wiki/Arma_3_Sound:_SoundSet" target="_blank"> SoundSet </a>
    • technology (fixing the missing tails sample)
    • Fixed: Editor previews for Combat Patrol units ( <a href="https://feedback.bistudio.com/T139095" target="_blank"> https://feedback.bistudio.com/T139095 </a>)\n* Fixed: Walking slowly while crouched with a lowered sidearm was producing no sounds
    • Fixed: Enabled hidden selections on the FV-720 Mora Wreck
    • Fixed: When a task sent to <a href="https://community.bistudio.com/wiki/BIS_fnc_taskParent" target="_blank"> BIS_fnc_taskParent </a>
    • did not exist, the returned value was incorrectly <a href="https://community.bistudio.com/wiki/objNull" target="_blank"> objNull </a>
    • , not an empty string
    • Fixed: Some incorrectly colored weapon magazines in The East Wind campaign
    • Fixed: Gendarmerie Offroad (Covered) was missing its police beacons
    • Fixed: Guerrilla Smocks' hands
    • Fixed: AKM drum magazine was using the wrong reload action
    • Fixed: Leaflet dropping function ( <a href="https://feedback.bistudio.com/T141507" target="_blank"> https://feedback.bistudio.com/T141507 </a>)\n* Fixed: Two Pacific CSAT mechanized groups were using the deprecated (pre-interior) variant of MSE-3 Marid
    • Fixed: An undefined variable error when exporting inventory with a weapon without a magazine in a scheduled script environment with <a href="https://community.bistudio.com/wiki/BIS_fnc_exportInventory" target="_blank"> BIS_fnc_exportInventory </a>
    • Fixed: Rook-40 reload animations so the bolt no longer travels back with the slide, but rather moves down after every shot ( <a href="https://feedback.bistudio.com/T141609" target="_blank"> https://feedback.bistudio.com/T141609 </a>)\n* Fixed: Script error when attempting to TRY weapon attachments from the DLC Content Browser
    • Fixed: Offroad dashboard artifacts when the HBAO settings is turned on
    • Fixed: Some assets were missing the author tag
    • Fixed: Error when loading Showcase Tank Destroyers from a save (a restart of the showcase may be needed as old saves could be corrupted) ( <a href="https://feedback.bistudio.com/T140469" target="_blank"> https://feedback.bistudio.com/T140469 </a>)\n* Fixed: Reflective stripes on Van (Ambulance) were missing from the camo1 selection
    • Fixed: Script error when choosing a random Arsenal loadout ( <a href="https://forums.bohemia.net/forums/topic/143930-general-discussion-dev-branch/?do=findComment&comment=3362720" target="_blank"> General Discussion - Dev branch </a>)\n* Warlords
    • Added: 48-player version of the Whole Altis Warlords scenario
    • Added: Unless their base is under attack, all playable units are now invulnerable after respawn until they leave the base (60 seconds maximum)
    • Added: Long-range AA defense assets (SAM sites and radars)
    • Added: Autonomous defenses are now limited to 3 per player
    • Added: A parameter for the maximum Command Points
    • Added: A custom offset parameter for Defenses
    • Added: Friendly Fire protection for requested assets (first 3 minutes after being requested)
    • Added: Filter for Global Mobilization assets in Arsenal
    • Added: Mass dismissal of subordinates
    • Added: Sector scan cool-down parameter
    • Added: CH-67 Huron and Mi-290 Taru are now purchasable by players
    • Tweaked: The costs of planes were increased
    • Changed: Most requested assets are now locked by default and can be unlocked either directly via the Action menu or through the Strategy tab in the Request menu
    • Changed: SAM site costs were significantly increased
    • Changed: <a href="https://community.bistudio.com/wiki/createVehicleLocal" target="_blank"> createVehicleLocal </a>
    • replaced with <a href="https://community.bistudio.com/wiki/createSimpleObject" target="_blank"> createSimpleObject </a>
    • (with local parameter)
    • Changed: Garbage Collector update
    • Changed: Player's icon is now shown on the map as well as AI players
    • Changed: The subordinates limit for 32-player versions of Stratis and Malden Warlords scenarios was raised to 6
    • Changed: AI units are now added to the Garbage Collector if they get lost somewhere
    • Changed: Subordinates limit for the 32 player Altis Warlords scenario
    • Changed: You will no longer be able to place static defenses when there are enemies nearby
    • Fixed: Removed Mine dispensers from Arsenal (performance issues)
    • Fixed: Various script errors
    • Fixed: Consecutive Friendly Fire is no longer ignored
    • Fixed: Garrison vehicles would spawn inside a building in the large Altis Warlords scenario
    • Eden Editor
    • Added: Eden Editor now offers a summary of all entities used in a scenario, which can be accessed via Scenario > Statistics
    • Fixed: Eden Editor export to SQF was not saving vehicle textures correctly
    • Fixed: Some <a href="https://community.bistudio.com/wiki/Waypoint_types" target="_blank"> waypoint types </a>
    • were not exported correctly by Eden Editor's export to SQF
    • Fixed: Various new prop Editor previews
    • Fixed: Faces, voices, and insignia are ignored when checking compatible loadouts in Eden Editor or when loading custom loadouts in Eden Editor
    • Tac-Ops
    • Fixed: Possible script error with an undefined variable in the Disintegration Point scenario

    ENGINE

    LAUNCHER

    • Added: Optional DLC support in the Server Browser
    • Added: Arma 3 Contact to the DLC section
    • Added:
    • PLAY CONTACT
    • button for Contact owners (intended to play the singleplayer experience)
    • Added: Support for Contact (Platform) and Contact in the Server Browser
    • Fixed: DLC folders are automatically ignored as folder for mods

    SERVER

    • Fixed: Server crash in the voting system
    • Updated: Stand-alone Windows Dedicated Server (1.94)
    • Updated: Stand-alone Linux Dedicated Server (1.94)
      • The data in

    -mod=contact** is not fully multiplayer compatible (it is meant for the singleplayer campaign experience); we recommend only hosting servers with it for special use cases This data is signed by a new A3C key whose presence can be used to control what client data is allowed on the server

      • Known issue: Steam client modifies the
      • steam_appid.txt
      • file incorrectly. In case of issues, verify its content is:
    • 107410
      • Known issue: Sometimes the add-ons are loaded from the wrong installation (e.g. main game)
      • Try adding

    -mod=curator;kart;heli;mark;expansion;jets;argo;orange;tacops;tank;enoch** to your

      • arma3server.exe
      • shortcut


    SPOTREP-00090

    SPOTREP-00090

    • FROM: High Command
    • TO: Arma 3 Users
    • UNIT: Main Branch
    • ACTIVITY: Hotfix 1.94 (Arsenal Loadout Compatibility, Contact Campaign Fixes)
    • SIZE: ~210 MB / ~20 MB (depends on Contact ownership)

    NOTES

    • Contact consists of 2 data packs / folders:
      • Contact (via
      • PLAY CONTACT
      • or

    -mod=Contact)\n** Contact (Platform): for most other use cases, including sandbox multiplayer (loaded by default for all players)

    • 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 <a href="https://dev.arma3.com/" target="_blank"> Dev Hub </a>
    • . We also co-operate directly on troubleshooting, and we offer an opportunity to test updates via our <a href="https://dev.arma3.com/rc-branch" target="_blank"> Release Candidate tests </a>
    • . 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 (1.92). It can be used to compare specific changes between major releases. The access code for this branch is:
    • Arma3Legacy192
    • This update does not apply to <a href="http://dev.arma3.com/ports" target="_blank"> the experimental Linux and Mac port betas </a>
    • .
    • 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 <a href="https://developer.valvesoftware.com/wiki/SteamCMD" target="_blank"> SteamCMD </a>
      • utility. The app ID is to be 233780.
      • NVIDIA GameWorks™ Technology provided under license from NVIDIA Corporation. Copyright © 2002-2018 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 <a href="http://support.bistudio.com/arma-3" target="_blank"> Bohemia Interactive support F.A.Q. </a>
    • , <a href="http://arma3.com/faq" target="_blank"> Arma 3 F.A.Q. </a>
    • , <a href="http://www.battleye.com/support/faq/" target="_blank"> BattlEye F.A.Q. </a>
    • , or <a href="https://arma3.com/launcher/troubleshooting" target="_blank"> Launcher troubleshooting guide </a>
    • .
    • You can help us to further improve the game by posting your feedback on the <a href="http://feedback.arma3.com/" target="_blank"> Feedback Tracker </a>
    • .

    CHANGELOG

    DATA

    • Fixed: The Spectrum Device detail screen was not positioned correctly when the FOV was manually overridden in a player's profile file ( <a href="https://feedback.bistudio.com/T142652" target="_blank"> https://feedback.bistudio.com/T142652 </a>)\n* Fixed: ED-1 Mini UGV probing multiplayer locality issues
    • Fixed: Certain custom saved loadouts could not be loaded in Arsenal
    • Fixed: Increased backward-compatibility with popular mods in Arsenal
    • Fixed: Improved forward-compatibility between the new radio protocols and mods
    • "First Contact"
    • (potential spoilers!)
    • Fixed: Pvt. Lane could be speaking while hidden in False Negative
    • Fixed: Improved player traversal over the IFV at the end of False Negative
    • Fixed: A sentry at the burn pit would speak and shout warnings while hidden in Going Dark
    • Fixed: An animation glitch of Pvt. Dillon at the beginning of Close Encounters
    • Fixed: Ambient shouts, screams, and volumes were not correctly randomized during the return to Camp Kresnik in Close Encounters
    • Fixed: The next task was not correctly assigned when stealing the Astra van with Eddie in Anomalous Phenomena
    • Fixed: An undefined global variable in a condition after loading a savegame in Anomalous Phenomena
    • Fixed: A POI script was not correctly progressing when getting closer in Anomalous Phenomena
    • Fixed: Script error in Carpe Noctem
    • Tweaked: It was too easily possible to see the mysterious strangers in the camp in Anomalous Phenomena
    • Warlords
    • Removed: The LDF mortar backpack is no longer available in Arsenal
    • Removed: ED-1 Mini UGV backpacks are no longer available in Arsenal
    • Fixed: Turrets can no longer be deployed under terrain

    ENGINE

    SERVER

    • Updated: Stand-alone Windows Dedicated Server (1.94)
    • Updated: Stand-alone Linux Dedicated Server (1.94)
    • The data in -mod=contact is not fully multiplayer compatible (it is meant for the singleplayer campaign experience); we recommend only hosting servers with it for special use cases
    • This data is signed by a new A3C key whose presence can be used to control what client data is allowed on the server
    • Known issue: Steam client modifies the
    • steam_appid.txt
    • file incorrectly. In case of issues, verify its content is:
    • 107410
    • Known issue: Sometimes the add-ons are loaded from the wrong installation (e.g. main game)
    • Try adding

    -mod=curator;kart;heli;mark;expansion;jets;argo;orange;tacops;tank;enoch* to your

    • arma3server.exe
    • shortcut


    SPOTREP-00091

    SPOTREP-00091

    • FROM: High Command
    • TO: Arma 3 Users
    • UNIT: Main Branch
    • ACTIVITY: Game Update 1.96 (Contact Improvements, Miscellaneous Fixes)
    • SIZE: ~7.8 GB / ~841 MB (depends on Contact ownership)

    NOTES

    • Contact consists of 2 data packs / folders:
    • Contact (via
    • PLAY CONTACT
    • or

    -mod=Contact)\n* Contact (Platform): for most other use cases, including sandbox multiplayer (loaded by default for all players)

    • 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 <a href="https://dev.arma3.com/" target="_blank"> Dev Hub </a>
    • . We also co-operate directly on troubleshooting, and we offer an opportunity to test updates via our <a href="https://dev.arma3.com/rc-branch" target="_blank"> Release Candidate tests </a>
    • . 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 (1.94). It can be used to compare specific changes between major releases. The access code for this branch is:
    • Arma3Legacy194
    • This update does not apply to the <a href="http://dev.arma3.com/ports" target="_blank"> experimental Linux and Mac port betas </a>
    • .
    • 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 <a href="https://developer.valvesoftware.com/wiki/SteamCMD" target="_blank"> SteamCMD </a>
    • utility. The app ID is to be 233780.
    • NVIDIA GameWorks™ Technology provided under license from NVIDIA Corporation. Copyright © 2002-2018 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 <a href="http://support.bistudio.com/arma-3" target="_blank"> Bohemia Interactive support F.A.Q </a>
    • ., <a href="http://arma3.com/faq" target="_blank"> Arma 3 F.A.Q </a>
    • ., <a href="http://www.battleye.com/support/faq/" target="_blank"> BattlEye F.A.Q </a>
    • ., or <a href="https://arma3.com/launcher/troubleshooting" target="_blank"> Launcher troubleshooting guide </a>
    • .
    • You can help us to further improve the game by posting your feedback on the <a href="http://feedback.arma3.com/" target="_blank"> Feedback Tracker </a>
    • .

    CHANGELOG

    DATA

    • Added: This is War 6th Anniversary Remix music track into the game and Digital Deluxe Edition
    • Added: Localized Livonia PDF topographic maps to the Digital Deluxe Edition
    • Added: Very limited platform functionality for the vanilla Spectrum Device (documentation forthcoming)
    • Added: Missing private keywords to <a href="https://community.bistudio.com/wiki/BIS_fnc_3DENInterface" target="_blank"> BIS_fnc_3DENInterface </a>
    • ( <a href="https://forums.bohemia.net/forums/topic/143930-general-discussion-dev-branch/?do=findComment&comment=3363860" target="_blank"> General Discussion - Dev-Branch </a>)\n* Added: DLC parameter to configs of Tractor, Offroad (Covered) & Mini UGV - <a href="https://feedback.bistudio.com/T143422" target="_blank"> FT-T143422 </a>
    • Added: A new (5th) <a href="https://community.bistudio.com/wiki/Arma_3_Utilities" target="_blank"> Utility </a>
    • for searching and listing of available script commands
    • Added: Support for an object's group for BIS_fnc_hasItem (the item will be searched in the inventory of all members of the group if a group is passed as parameter)
    • Added: A new optional parameter to specify <a href="https://community.bistudio.com/wiki/BIS_fnc_drawArrow" target="_blank"> BIS_fnc_drawArrow </a>
    • 's base width
    • Tweaked: Alien Entity behavior routines
    • Tweaked: Livonia bushes' resistance against armored vehicles
    • Tweaked: Reduced armed Striders' secondary ammo explosions
    • Tweaked: Portable weather station wind indicator rotation direction
    • Tweaked: Adjusted MAAWS position on characters' backs in order to fix clipping with some scopes in certain stances - <a href="https://feedback.bistudio.com/T143005" target="_blank"> FT-T143005 </a>
    • Tweaked: Body trail effect of some jets
    • Tweaked: Small LDF loadout adjustments
    • Tweaked: The Print Config <a href="https://community.bistudio.com/wiki/Arma_3_Utilities" target="_blank"> Utility </a>
    • will now show a selection dialog on multiple matches instead of auto-selecting the first match
    • Tweaked: Chemical Detector digit display precision
    • Changed: Moved Contact animations to the platform
    • Changed: Moved Contact music to the platform
    • Changed: Moved Contact hand-drawn map markers to the platform
    • Changed: Moved Contact hand-drawn font to the platform
    • Changed: Made the Chemical Detector part of the platform*
    • Changed: Made the Spectrum Device part of the platform*
    • Changed: Moved APR and Blindfold overlays to the platform
    • Changed: Livonia prop addons were decrypted to PBO
    • Fixed: The Contact Welcome Screen counter was not working correctly in Contact mode
    • Fixed: Missing aircraft wing vortices - <a href="https://feedback.bistudio.com/T142848" target="_blank"> FT-T142848 </a>
    • Fixed: A typo in the LDF Mk6 mortar backpack led to the creation of the wrong weapon when assembling it - <a href="https://feedback.bistudio.com/T142948" target="_blank"> FT-T142948 </a>
    • Fixed: The sidearm proxy on Heli Coveralls [LDF] in 3rd person view
    • Fixed: Footstep sounds of timber piles
    • Fixed: The Skate Helmet was missing NOHQ and SMDI maps in-game
    • Fixed: Missing attachments in Arsenal after loading a save
    • Fixed: Profile voices 09-12 were not working correctly - <a href="https://feedback.bistudio.com/T143719" target="_blank"> FT-T143719 </a>
    • Fixed: Flickering face on the back of the Tractor
    • Fixed: Offroad dashboard artifacts when HBAO was turned on
    • Fixed: Shading artifacts on leaflets
    • Fixed: Aileron movement for A-164 and MQ-4
    • Fixed: The "
    • InBaseMoves_assemblingVehicleErc
    • " animation had small movement defined which caused the character to move away from the original position when used in a loop
    • Fixed: AAF and CSAT ghillie injury materials - <a href="https://feedback.bistudio.com/T137525" target="_blank"> FT-T137525 </a>
    • Fixed: Eye flares popping up a low resolution texture upon first load
    • Fixed: The death screen is now showing a vehicle and its weapon in case an enemy was operating a vehicle
    • Fixed: The position of subtitles changed when using the optics mode of the Spectrum Device Jammer antenna even when it was not needed
    • Fixed: Katiba GL muzzle flash in 3rd person view - <a href="https://feedback.bistudio.com/T144083" target="_blank"> FT-T144083 </a>
    • Fixed: Various object position issues on Livonia
    • Fixed: Many translation / localization issues
    • Fixed: Missing Contact music track durations added and incorrect durations were tweaked
    • Removed: Get in actions for empty drones (UGV / UAV / Autonomous Static Turrets / SAM Sites, etc.) - <a href="https://feedback.bistudio.com/T142713" target="_blank"> FT-T142713 </a>
    •  Note: this gear is primarily cosmetic; limited features are only available in the context of Contact's campaign and gameplay.
    • Potential Spoilers ("First Contact")
    • Added: Missing TI to the Alien Network's legs and core, and fixed other graphical artifacts
    • Added: Missing Post Process effects in Going Dark and Close Encounters
    • Added: Pistols to Krupin and Severov for that added Spetsnaz cool-factor in Carpe Noctem
    • Added: An extra check to ensure dialogue is playing in the right order when the alien arrives at the radio tower in Carpe Noctem
    • Tweaked: Raised an ammunition cover to avoid clipping in Anomalous Phenomena's hub
    • Tweaked: Reduced the time between untying Kesson and taking his blindfold off in Anomalous Phenomena
    • Tweaked: Made a slight adjustment to conversation sync, when Major Homewood complains about the sudden change of weather in False Negative
    • Tweaked: The road block composition has been adjusted in Going Dark
    • Tweaked: Anomalous Phenomena / Carpe Noctem - Parked and abandoned vehicles now have disabled electronics (some also will no longer start)
    • Tweaked: Alien Entity will now also engage vehicles
    • Fixed: The Alien Entity waypoint was not working if the initial movement grid was not initialized
    • Fixed: The Alien Entity was scanning its own (matter) balls on some occasions
    • Fixed: An exception case during the Mini UGV system check, where the player may have the arm already raised, is now handled in Close Encounters
    • Fixed: Several conversations in Close Encounters are now terminated when a task is completed prematurely
    • Fixed: The sampling anomaly task area in Close Encounters was a small distance from the main group of anomalies
    • Fixed: The sound effects on the Mini UGV disconnect were a second or two out of sync in Close Encounters
    • Fixed: The laptop now shows a black screen after the Mini UGV disconnect in Close Encounters
    • Fixed: There were some missing static sound effects during the Mini UGV disconnect in Close Encounters
    • Fixed: Cpt. Spender's remark about the lights flashing in the first contact scene came a few seconds too early in Close Encounters
    • Fixed: Going Dark will now fail if the player tries to reach the sinkhole black site too early
    • Fixed: LDF troops will now run, instead of walk, to investigate Cpl. Stype's distraction at the burn pit in Going Dark
    • Fixed: The AFO could be seen with binoculars at certain points in Going Dark, before the final scene
    • Fixed: Added additional fail safes for the blue-on-blue event, preventing laser guidance from the player's rangefinder in False Negative
    • Fixed: Exception dialogue from Squad Leader is now dependent on his line of sight towards the player in False Negative
    • Fixed: Matter balls had no TI when being carried by the Alien Entity
    • Fixed: Alien Entity 'lights' were not glowing in TI
    • Fixed: Some Alien Network's inner parts were not visible in TI in some LODs
    • Fixed: Various smaller issues in Anomalous Phenomena and Carpe Noctem
    • Removed: Disruptive save game during a blackout at the end of Carpe Noctem

    ENGINE

    SERVER

    • Updated: Stand-alone Windows Dedicated Server (1.96)
    • Updated: Stand-alone Linux Dedicated Server (1.96)
    • The data in

    -mod=contact* is not fully multiplayer compatible (it is meant for the singleplayer campaign experience); we recommend only hosting servers with it for special use cases

    • This data is signed by a new A3C key whose presence can be used to control what client data is allowed on the server
    • Known issue: Steam client modifies the
    • steam_appid.txt
    • file incorrectly. In case of issues, verify its content is:
    • 107410
    • Known issue: Sometimes the add-ons are loaded from the wrong installation (e.g. main game)
    • Try adding

    -mod=curator;kart;heli;mark;expansion;jets;argo;orange;tacops;tank;enoch* to your arma3server.exe shortcut


    SPOTREP-00092

    SPOTREP-00092

    • FROM: High Command
    • TO: Arma 3 Users
    • UNIT: Main Branch
    • ACTIVITY: Hotfix 1.96 (Addon Signature Compatibility, Miscellaneous Fixes)
    • SIZE: ~38.7 MB / ~19.8 MB (depends on Contact ownership)

    NOTES

    • Contact consists of 2 data packs / folders:
    • Contact (via
    • PLAY CONTACT
    • or

    -mod=Contact)\n* Contact (Platform): for most other use cases, including sandbox multiplayer (loaded by default for all players)

    • 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 <a href="https://dev.arma3.com/" target=""> Dev Hub </a>
    • . We also co-operate directly on troubleshooting, and we offer an opportunity to test updates via our <a href="https://dev.arma3.com/rc-branch" target=""> Release Candidate tests </a>
    • . 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 (1.94). It can be used to compare specific changes between major releases. The access code for this branch is:
    • Arma3Legacy194
    • This update does not apply to <a href="http://dev.arma3.com/ports" target=""> the experimental Linux and Mac port betas </a>
    • .
    • 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 <a href="https://developer.valvesoftware.com/wiki/SteamCMD" target=""> SteamCMD </a>
    • utility. The app ID is to be 233780.
    • NVIDIA GameWorks™ Technology provided under license from NVIDIA Corporation. Copyright © 2002-2018 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 <a href="http://support.bistudio.com/arma-3" target=""> Bohemia Interactive support F.A.Q. </a>
    • , <a href="http://arma3.com/faq" target=""> Arma 3 F.A.Q. </a>
    • , <a href="http://www.battleye.com/support/faq/" target=""> BattlEye F.A.Q. </a>
    • , or <a href="https://arma3.com/launcher/troubleshooting" target=""> Launcher troubleshooting guide </a>
    • .
    • You can help us to further improve the game by posting your feedback on the <a href="http://feedback.arma3.com/" target=""> Feedback Tracker </a>
    • .

    CHANGELOG

    DATA

    • Added: Contact music tracks can be played by Zeus
    • Fixed: Active camouflage on Box Trucks (broken distant LOD)

    ENGINE

    SERVER

    • Updated: Stand-alone Windows Dedicated Server (1.96)
    • Updated: Stand-alone Linux Dedicated Server (1.96)
    • The data in

    -mod=contact* is not fully multiplayer compatible (it is meant for the singleplayer campaign experience); we recommend only hosting servers with it for special use cases

    • This data is signed by a new A3C key whose presence can be used to control what client data is allowed on the server
    • Known issue: Steam client modifies the
    • steam_appid.txt
    • file incorrectly. In case of issues, verify its content is:
    • 107410
    • Known issue: Sometimes the add-ons are loaded from the wrong installation (e.g. main game)
    • Try adding

    -mod=curator;kart;heli;mark;expansion;jets;argo;orange;tacops;tank;enoch* to your

    • arma3server.exe
    • shortcut


    SPOTREP-00093

    SPOTREP-00093

    • FROM: High Command
    • TO: Arma 3 Users
    • UNIT: Main Branch
    • ACTIVITY: Game Update 1.98 (Old Man, PhysX)
    • SIZE: ~ 1.65 GB / ~ 486 MB (depends on Contact ownership)

    NOTES

    • Please be sure to unsubscribe or disable the <a href="https://steamcommunity.com/sharedfiles/filedetails/?id=1938939381" target=""> Steam Workshop version </a>
    • of the "Old Man" scenario. It contained the beta version, but an improved version has now been integrated into the vanilla platform. The Workshop item will no longer contain game data (to avoid conflicts), but is no longer necessary for anybody.
    • Contact consists of 2 data packs / folders:
      • Contact (via PLAY CONTACT or -mod=Contact): for the singleplayer "First Contact" campaign experience (accessible only to owners - optionally loaded)
      • Contact (Platform): for most other use cases, including sandbox multiplayer (loaded by default for all players)
    • 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 <a href="https://dev.arma3.com/" target=""> Dev Hub </a>
    • . 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 (1.96). It can be used to compare specific changes between major releases. The access code for this branch is: Arma3Legacy196
    • This update does not apply to the <a href="http://dev.arma3.com/ports" target=""> experimental Linux and Mac port betas </a>
    • .
    • 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 <a href="https://developer.valvesoftware.com/wiki/SteamCMD" target=""> SteamCMD </a>
      • utility. The app ID is to be 233780.
      • NVIDIA GameWorks™ Technology provided under license from NVIDIA Corporation. Copyright © 2002-2018 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 <a href="http://support.bistudio.com/arma-3" target=""> Bohemia Interactive support F.A.Q. </a>
    • , <a href="http://arma3.com/faq" target=""> Arma 3 F.A.Q. </a>
    • , <a href="http://www.battleye.com/support/faq/" target=""> BattlEye F.A.Q. </a>
    • , or <a href="https://arma3.com/launcher/troubleshooting" target=""> Launcher troubleshooting guide </a>
    • .
    • You can help us to further improve the game by posting your feedback on the <a href="http://feedback.arma3.com/" target=""> Feedback Tracker </a>
    • .

    CHANGELOG

    DATA

    Potential Spoilers ("First Contact")

    • Fixed: Issue where dialogue got stuck if the player entered the mini UGV before Čapek finished his biopsy probe briefing in Anomalous Phenomena

    ENGINE

    • Added: Updated to PhysX 4.1.1
    • Added: BattlEye anti-cheat update
    • Added: Script commands <a href="https://community.bistudio.com/wiki/triggerInterval" target=""> triggerInterval </a>
    • and <a href="https://community.bistudio.com/wiki/setTriggerInterval" target=""> setTriggerInterval </a>
    • to make it possible to alter the trigger condition check frequency of detectors
    • Added: Script command <a href="https://community.bistudio.com/wiki/getTextWidth" target=""> getTextWidth </a>
    • Added: <a href="https://community.bistudio.com/wiki/allActiveTitleEffects" target=""> allActiveTitleEffects </a>
    • script command to detect currently active title effects
    • Added: <a href="https://community.bistudio.com/wiki/vehicleMoveInfo" target=""> vehicleMoveInfo </a>
    • now returns sendSimpleCommand status
    • Added: Possibility to change armor simulation of a character hitpoint via classes defined in
    • HitpointsProtectionInfo
    • with a
    • simulation
    • parameter
    • Added: FOV is now synced in Picture-in-Picture screens if a
    • turret[]
    • parameter is used in the
    • RenderTargets
    • definition
    • Changed: Network synchronization when two vehicles collide improved (local versus remote)
    • Fixed: Some task commands returned nil when their argument was null
    • Fixed: Crash when you request support for a soldier in your squad
    • Fixed: Simulated things should no longer fall too fast and fall through the ground (e.g. weapons)
    • Fixed: Optics Post Process Effects (
    • opticsPPEffects)\n* Fixed: Crash when releasing a joint constraint without any actor
    • Fixed: PhysX CCD for small objects with a different PhysX shape and object bounding box
    • Fixed: Event Handler " <a href="https://community.bistudio.com/wiki/Arma_3:_Event_Handlers#HitPart" target=""> HitPart </a>
    • " did not return selection names properly when a vehicle was damaged by an explosion (this prevented accomplishing the Mass Virtual Destruction Steam Achievement)
    • Fixed: Ability to equip vehicle weapons as a player (has been disabled)
    • Fixed: Various potential exploit vectors

    SERVER

    • Updated: Stand-alone Windows Dedicated Server (1.98)
    • Updated: Stand-alone Linux Dedicated Server (1.98)
      • The data in

    -mod=contact** is not fully multiplayer compatible (it is meant for the singleplayer campaign experience); we recommend only hosting servers with it for special use cases This data is signed by a new A3C key whose presence can be used to control what client data is allowed on the server

      • Known issue: Steam client modifies the
      • steam_appid.txt
      • file incorrectly. In case of issues, verify its content is:
    • 107410
      • Known issue: Sometimes the add-ons are loaded from the wrong installation (e.g. main game)
      • Try adding

    -mod=curator;kart;heli;mark;expansion;jets;argo;orange;tacops;tank;enoch** to your

      • arma3server.exe
      • shortcut


    SPOTREP-00094

    SPOTREP-00094

    • FROM: High Command
    • TO: Arma 3 Users
    • UNIT: Main Branch
    • ACTIVITY: Hotfix 1.98 (Vehicle Desync, Miscellaneous Fixes)
    • SIZE: ~99 MB / ~37 MB (depends on Contact ownership)

    NOTES

    • Please be sure to unsubscribe or disable the <a href="https://steamcommunity.com/sharedfiles/filedetails/?id=1938939381" target=""> Steam Workshop version </a>
    • of the "Old Man" scenario. It contained the beta version, but an improved version has now been integrated into the vanilla platform. The Workshop item no longer contains game data (to avoid conflicts), and is no longer necessary for anybody.
    • Contact consists of 2 data packs / folders:
      • Contact (via
      • PLAY CONTACT
      • or

    -mod=Contact)\n** Contact (Platform): for most other use cases, including sandbox multiplayer (loaded by default for all players)

    • 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 <a href="https://dev.arma3.com/" target=""> Dev Hub </a>
    • . We also co-operate directly on troubleshooting, and we offer an opportunity to test updates via our <a href="https://dev.arma3.com/rc-branch" target=""> Release Candidate tests </a>
    • . 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 (1.96). It can be used to compare specific changes between major releases. The access code for this branch is:
    • Arma3Legacy196
    • This update does not apply to <a href="http://dev.arma3.com/ports" target=""> the experimental Linux and Mac port betas </a>
    • .
    • 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 <a href="https://developer.valvesoftware.com/wiki/SteamCMD" target=""> SteamCMD </a>
      • utility. The app ID is to be 233780.
      • NVIDIA GameWorks™ Technology provided under license from NVIDIA Corporation. Copyright © 2002-2018 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 <a href="http://support.bistudio.com/arma-3" target=""> Bohemia Interactive support F.A.Q. </a>
    • , <a href="http://arma3.com/faq" target=""> Arma 3 F.A.Q. </a>
    • , <a href="http://www.battleye.com/support/faq/" target=""> BattlEye F.A.Q. </a>
    • , or <a href="https://arma3.com/launcher/troubleshooting" target=""> Launcher troubleshooting guide </a>
    • .
    • You can help us to further improve the game by posting your feedback on the <a href="http://feedback.arma3.com/" target=""> Feedback Tracker </a>
    • .

    CHANGELOG

    DATA

    • Fixed: Various new M2 static HMG backpacks would disassemble into the wrong variants - <a href="https://feedback.bistudio.com/T150335" target=""> FT-T150335 </a>
    • Fixed: The APERS Mine Dispenser and Training Mine could not be placed onto the ground anymore - <a href="https://feedback.bistudio.com/T150289" target=""> FT-T150289 </a>
    • / <a href="https://feedback.bistudio.com/T150529" target=""> FT-T150529 </a>
    • Fixed: Virtual Arsenal entities did not display certain damaged body regions anymore - <a href="https://feedback.bistudio.com/T150350" target=""> FT-T150350 </a>
    • Fixed:
    • arsenalRestrictedItems[]
    • did not check for weapons
    • Fixed: Incorrectly referenced string in the Old Man Welcome Screen
    • Tweaked: "Old Man" saves could grow massively and should now do so less for new play-throughs (we hope to also provide an experimental fix to those with broken saves in another branch)

    ENGINE

    • Fixed: Severe cases of multiplayer vehicle desync after the recent update (thanks for your testing of various solutions)
    • Fixed: Zeus server CTD

    SERVER

    • Updated: Stand-alone Windows Dedicated Server (1.98)
    • Updated: Stand-alone Linux Dedicated Server (1.98)
      • The data in

    -mod=contact** is not fully multiplayer compatible (it is meant for the singleplayer campaign experience); we recommend only hosting servers with it for special use cases This data is signed by a new A3C key whose presence can be used to control what client data is allowed on the server

      • Known issue: Steam client modifies the
      • steam_appid.txt
      • file incorrectly. In case of issues, verify its content is:
    • 107410
      • Known issue: Sometimes the add-ons are loaded from the wrong installation (e.g. main game)
      • Try adding

    -mod=curator;kart;heli;mark;expansion;jets;argo;orange;tacops;tank;enoch** to your

      • arma3server.exe
      • shortcut


    SPOTREP-00095

    SPOTREP-00095

    • FROM: High Command
    • TO: Arma 3 Users
    • UNIT: Main Branch
    • ACTIVITY: Game Update 2.00 (CoF: Gray, Workshop Compositions, 64-bit Linux Server)
    • SIZE: ~1.6 GB / ~558 MB (depends on Contact ownership)

    NOTES

    • Contact consists of 2 data packs / folders:
      • Contact (via
      • PLAY CONTACT
      • or

    -mod=Contact)\n**

      • Contact (Platform): for most other use cases, including sandbox multiplayer (loaded by default for all players)
    • 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 <a href="https://dev.arma3.com/" target=""> Dev Hub </a>
    • . We also co-operate directly on troubleshooting, and we offer an opportunity to test updates via our <a href="https://dev.arma3.com/rc-branch" target=""> Release Candidate tests </a>
    • . 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 (1.98). It can be used to compare specific changes between major releases. The access code for this branch is:
    • Arma3Legacy198
    • This update does not apply to the <a href="http://dev.arma3.com/ports" target=""> experimental Linux and Mac port betas </a>
    • .
    • 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 <a href="https://developer.valvesoftware.com/wiki/SteamCMD" target=""> SteamCMD </a>
      • utility. The app ID is to be 233780.
      • NVIDIA GameWorks™ Technology provided under license from NVIDIA Corporation. Copyright © 2002-2018 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 <a href="http://support.bistudio.com/arma-3" target=""> Bohemia Interactive support F.A.Q </a>
    • ., <a href="http://arma3.com/faq" target=""> Arma 3 F.A.Q. </a>
    • , <a href="http://www.battleye.com/support/faq/" target=""> BattlEye F.A.Q. </a>
    • , or <a href="https://arma3.com/launcher/troubleshooting" target=""> Launcher troubleshooting guide </a>
    • .
    • You can help us to further improve the game by posting your feedback on the <a href="http://feedback.arma3.com/" target=""> Feedback Tracker </a>
    • .

    CHANGELOG

    DATA

    • Added: "CoF: Gray" Firing Drill
    • Added: Black P07
    • Added: Arid CTRG Stealth Uniforms*
    • Added: Arid CTRG Stealth Combat Helmet*
    • Added: CTRG-13 insignia
    • Added: Various (pop-up) target pictures
    • Added: "Eau de Combat" Aftershave (bottle / boxed)
    • Added: Old Man main menu tile hover video
    • Added: Base
    • CfgDustEffects
    • classes to config (
    • CfgDustEffectsAir, CfgDustEffectsMan, CfgDustEffectsCar, CfgDustEffectsTank, CfgDustEffectsTankSmall)\n <a href="https://feedback.bistudio.com/T131130" target=""> FT-T131130 </a>
    • Added: "Vehicles only" difficulty setting to the 3rd person view option
    • Added: Support for the Dueling Target in Firing Drills (optional hit conditions for targets)
    • Added: Firing Drill ability to disable automatic recoloring of optional targets (per target type and per target instance)
    • Added: Nicer pling hit SFX for metal plate, rule, restart, and quit targets in Firing Drills
    • Added: Simple spam filter for bonus target VO feedback in Firing Drills
    • Added: Firing Drill event scripts per target instance (next to per target type)
    • Added: Firing Drill support for 3D helper objects as moving target waypoint and random position references (as alternative to markers, when designing in Eden Editor)
    • Added: Firing Drills bonus target support for: Orange / Pumpkin / Aftershave / Dueling Target
    • Added: Option for Firing Drill CP targets to get re-randomized on reset
    • Added: Gray color support for Firing Drills and target VFX
    • Added: SFX feedback for Firing Drill missed targets and no-shoot hits
    • Added: Ability to disable radio feedback per CP in Firing Drills
    • Added: Firing Drill CP
    • onDeactivate
    • and
    • onClear
    • script hooks
    • Added: Gray color support for Firing Drills and target VFX
    • Added: "
    • OnGameOptionsExited
    • " scripted Event Handler
    • Restrictions apply for those who don't own <a href="https://store.steampowered.com/app/395180/Arma_3_Apex/"> Arma 3 Apex </a>

    expansion.

    • Tweaked: Improved detection of compatible accessories in Virtual Arsenal when an alternative syntax is used
    • Tweaked: <a href="https://community.bistudio.com/wiki/BIS_fnc_findSafePos" target=""> BIS_fnc_findSafePos </a>
    • in-game function description corrected - <a href="https://feedback.bistudio.com/T149812" target=""> FT-T149812 </a>
    • Tweaked: Kipchak vest was made more compatible with full ghillie suits
    • Tweaked: View Geometries of various Livonia and Tanoa buildings - <a href="https://feedback.bistudio.com/T146447" target=""> FT-T146447 </a>
    • Tweaked: Collision shapes of the Livonia Small Church - <a href="https://feedback.bistudio.com/T149484" target=""> FT-T149484 </a>
    • Tweaked: Fire Geometry on the Garage Office structure - <a href="https://feedback.bistudio.com/T149647" target=""> FT-T149647 </a>
    • Tweaked: SPAR rifle series iron sights - <a href="https://feedback.bistudio.com/T149711" target=""> FT-T149711 </a>
    • Tweaked: Position of optics on SPAR-16 and SPAR-16S
    • Tweaked: The size of the Eden Editor module description box was tweaked to prevent potentially cut off words
    • Tweaked: HMG M2 gunner resistance against grenades - <a href="https://feedback.bistudio.com/T150710" target=""> FT-T150710 </a>
    • Tweaked: HMG M2 land contact snap points
    • Tweaked: Appearance of wheels in the last resolution LOD of AMV-7 to make it more in line with the rest of the vehicles
    • Tweaked: Display names of guided bombs in planes' HUDs - <a href="https://feedback.bistudio.com/T131756" target=""> FT-T131756 </a>
    • Tweaked: Frangible target destruction FX now consistently use ASL, so they work better above other surfaces than the terrain
    • Tweaked: Applied better scripted loading screen method to Firing Drills
    • Tweaked: Improved Training Mine behaviour in the multiplayer environment (and less visible glitching on triggering)
    • Tweaked: Special times now always count as better than the gold medal in Firing Drills and Time Trials (i.e. unlocking Achievements and marking the challenge as done)
    • Tweaked: Firing Drill radio feedback spam filter for missed targets
    • Tweaked: VLS launch sound range
    • Changed: Virtual Garage mod icons are no longer tied to
    • CfgMods
    • and the mod folder name - instead they are using the same methods as Virtual Arsenal
    • Fixed: Inverted faces on a ZSU-39 hatch handle
    • Fixed: Camo selections were missing for hatches on ZSU-39 and BTR-K Kamysh - <a href="https://feedback.bistudio.com/T139602" target=""> FT-T139602 </a>
    • Fixed: Slat and camo net Virtual Garage hidden selections for MSE-3 Marid
    • Fixed: Gorgon driver animation so their legs are no longer sticking out from the hull
    • Fixed: Missing Virtual Garage vehicle statistics
    • Fixed: Virtual Garage dummy characters now respect locked turrets
    • Fixed: Various script errors - <a href="https://feedback.bistudio.com/T149790" target=""> FT-T149790 </a>
    • Fixed: Freeze when function <a href="https://community.bistudio.com/wiki/BIS_fnc_findOverwatch" target=""> BIS_fnc_findOverwatch </a>
    • is called with incorrect parameters - <a href="https://feedback.bistudio.com/T149845" target=""> FT-T149845 </a>
    • Fixed: Script error in the patrol module - <a href="https://feedback.bistudio.com/T117706" target=""> FT-T117706 </a>
    • ,
    • Fixed: Script error in Zeus when a vehicle is locked with LOCKEDPLAYER - <a href="https://feedback.bistudio.com/T151000" target=""> FT-T151000 </a>
    • Fixed: Unlocalized hint in Eden Editor
    • Fixed: Commander turret indicator direction in interior views - <a href="https://feedback.bistudio.com/T151429" target=""> FT-T151429 </a>
    • Fixed: Zeroed ironsights on MX, Katiba, TRG, Mk20, Zafir, M320, GM6, Mk18, Rahim, Protector, Sting, Vermin, Zafir and Mk200
    • Fixed: Virtual Arsenal / Garage would incorrectly show the previous DLC icon in the right tab
    • Fixed: If the Destroyer boat rack moved or turned, the 'recover' action could disappear - <a href="https://feedback.bistudio.com/T151178" target=""> FT-T151178 </a>
    • Fixed: The (grenade) throwing sound while holding a pistol, launcher or no weapon at all, was not correctly triggered - <a href="https://feedback.bistudio.com/T151956" target=""> FT-T151956 </a>
    • Fixed: Smoke not being visible while looking through Kiosk glass - <a href="https://feedback.bistudio.com/T151139" target=""> FT-T151139 </a>
    • Fixed: Missing
    • displayName
    • for
    • NoPop
    • variants of Orange / Pumpkin
    • Fixed: Virtual Arsenal now properly removes magazines belonging to the previously selected weapon
    • Fixed: Firing Drill FF systems were also active on actual enemies
    • Fixed: Only updating the Firing Drill CP HUD box when a cleared CP is the active one
    • Fixed: Removed duplicate AT mines from Virtual Arsenal - <a href="https://feedback.bistudio.com/T152995" target=""> FT-T152995 </a>
    • Fixed: Potential script error in the animal behavior FSM
    • Fixed: Adjusted stance while being armed animations had broken interpolations - <a href="https://feedback.bistudio.com/T152304" target=""> FT-T152304 </a>
    • Fixed: Increased lifetime of GPR-T 40mm rounds so they can reach targets beyond 2.5 km - <a href="https://feedback.bistudio.com/T127965" target=""> FT-T127965 </a>
    • Fixed: Missing editor preview for NATO post-EMP Ammo Bearer

    Warlords

    • Added: Periodic removal of assets spawned or moved below terrain
    • Fixed: Enemies should no longer be spawned inside rocks
    • Fixed: Players should no longer be able to get APERS Mine Dispensers or vehicle armaments from pre-saved loadouts
    • Fixed: It is no longer possible to deploy static defenses through walls, rocks, etc.

    Potential Spoilers (Old Man)

    • Fixed: After a first interaction with a market in "Old Man", the marker was not shown on the map
    • Fixed: Impossibility to download the Geolocator app from Keystone's laptop after finishing the quest to find CSAT evidence in "Old Man"
    • Fixed: Arthur in a certain "Old Man" hideout (and also few more civilians there) would talk to the player over the radio instead directly
    • Fixed: The Syndikat boss reply call for the delivered wallet could be missing in "Old Man"
    • Fixed: A discussion with Keystone at St. Maria island was interrupted by an incorrect line
    • Fixed: An explosive charge placed by Syndikat would not detonate every time
    • Fixed: Possible script error when the player gets into Koumac and the task received there was not created
    • Fixed: Some markers in "Old Man" would be created in the left bottom corner, instead of their intended location

    ENGINE

    SERVER

    • Updated: Stand-alone Windows Dedicated Server (2.00)
    • Updated: Stand-alone Linux Dedicated Server (2.00)
      • The data in

    -mod=contact** is not fully multiplayer compatible (it is meant for the singleplayer campaign experience); we recommend only hosting servers with it for special use cases This data is signed by a new A3C key whose presence can be used to control what client data is allowed on the server

      • Known issue: Steam client modifies the
      • steam_appid.txt
      • file incorrectly. In case of issues, verify its content is:
    • 107410
      • Known issue: Sometimes the add-ons are loaded from the wrong installation (e.g. main game)
      • Try adding

    -mod=curator;kart;heli;mark;expansion;jets;argo;orange;tacops;tank;enoch** to your

      • arma3server.exe
      • shortcut


    SPOTREP-00096

    SPOTREP-00096

    • FROM: High Command
    • TO: Arma 3 Users
    • UNIT: Main Branch
    • ACTIVITY: Game Update 2.02 (Art of War DLC)
    • SIZE: ~1.5 GB / ~231 MB (depends on Contact ownership)

    NOTES

    • Contact consists of 2 data packs / folders:
      • Contact (via
      • PLAY CONTACT
      • or

    -mod=Contact)\n** Contact (Platform): for most other use cases, including sandbox multiplayer (loaded by default for all players)

    • 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 <a href="https://dev.arma3.com/" target=""> Dev Hub </a>
    • . We also co-operate directly on troubleshooting, and we offer an opportunity to test updates via our <a href="https://dev.arma3.com/rc-branch" target=""> Release Candidate tests </a>
    • . 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 (2.00). It can be used to compare specific changes between major releases. The access code for this branch is:
    • Arma3Legacy200
    • This update does not apply to the <a href="http://dev.arma3.com/ports" target=""> experimental Linux and Mac port betas </a>
    • .
    • 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 <a href="https://developer.valvesoftware.com/wiki/SteamCMD" target=""> SteamCMD </a>
      • utility. The app ID is to be 233780.
      • NVIDIA GameWorks™ Technology provided under license from NVIDIA Corporation. Copyright © 2002-2018 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 <a href="http://support.bistudio.com/arma-3" target=""> Bohemia Interactive support F.A.Q. </a>
    • , <a href="http://arma3.com/faq" target=""> Arma 3 F.A.Q. </a>
    • , <a href="http://www.battleye.com/support/faq/" target=""> BattlEye F.A.Q. </a>
    • , or <a href="https://arma3.com/launcher/troubleshooting" target=""> Launcher troubleshooting guide </a>
    • .
    • You can help us to further improve the game by posting your feedback on the <a href="http://feedback.arma3.com/" target=""> Feedback Tracker </a>
    • .

    CHANGELOG

    DATA

    • Added: <a href="https://www.arma3.com/dlc/artofwar" target=""> Art of War DLC </a>
    • *
    • Added: Showcase Art of War
    • Added: Showcase Cultural Property**
    • Added: Formal Suit (Black / Gray / Blue / Khaki / Black T-Shirt / Gray T-Shirt)*
    • Added: Parade Uniform (Regular and Decorated - US / CSAT / AAF / LDF)*
    • Added: Parade Cap (US / CSAT / AAF / LDF)*
    • Added: Civilian Backpack (Blue / Red / Green / Black / Vrana / Astra / IDAP)*
    • Added: Art T-Shirt (6 prints)
    • Added: Coffin
    • Added: Military Coffins
    • Added: Folded Flags
    • Added: Memorial Wreaths
    • Added: Flower Bouquets
    • Added: Portrait Photo Frames
    • Added: Easels
    • Added: Canvases
    • Added: Gallery Frames
    • Added: Gallery Labels
    • Added: Gallery Dioramas
    • Added: Gallery Interiors
    • (special-purpose structures with interiors only)
    • Added: 8 <a href="https://steamcommunity.com/stats/107410/achievements" target=""> Steam Achievements </a>
    • Added: Art of War Welcome Screen
    • Added: <a href="https://community.bistudio.com/wiki/Arma_3:_Firing_Drills" target=""> Firing Drills </a>
    • / <a href="https://community.bistudio.com/wiki/Arma_3:_Time_Trials" target=""> Time Trials </a>
    • can now be configured in description.ext
    • (making them self-contained and ready for Workshop publication)
    • Added: Proper tooltips in Pylon Settings for Laws of War Demining Charges and Leaflets
    • Added: Gray color support also for Time Trials
    • Added: Muzzle flashes to UH-80 and CH-67 miniguns
    • Added: Ability to override loading screen world information in scenario or campaign configs
    • Added: New animation for Speedboat minigunners
    • Tweaked: Credits (kudos to all Art of War contest contributors!)
    • Tweaked: Removed the ability to use telekinesis from UH-80 and CH-67 side door gunners
    • Tweaked: Changed slots configuration on all weapons from the array-based old method to the class-based one (this should also fix any issues with muzzle accessories)
    • Tweaked: Exposed <a href="https://community.bistudio.com/wiki/Arma_3_Firing_Drills" target=""> Firing Drills </a>
    • / <a href="https://community.bistudio.com/wiki/Arma_3_Time_Trials" target=""> Time Trials </a>
    • modules in Eden Editor (see documentation for usage)
    • Tweaked: After contacting the quartermaster, NATO Pacific Engineers received appropriately colored magazines - <a href="https://feedback.bistudio.com/T154021" target=""> FT-T154021 </a>
    • Tweaked: Virtual Garage
    • onPhaseChanged
    • and
    • lockCargo
    • parameters were not always evaluated when more advanced inheritance was used
    • Tweaked: Increased proximity fuse on SAM missiles to 40 meters
    • Tweaked: Steam Workshop <a href="https://community.bistudio.com/wiki/Arma_3_Firing_Drills" target=""> Firing Drills </a>
    • / <a href="https://community.bistudio.com/wiki/Arma_3_Time_Trials" target=""> Time Trials </a>
    • will show personal records in the selection menu (after the first run)
    • Tweaked: CH-67 and UH-80 minigun ammo belt skinning
    • Tweaked: Minigun limits on the UH-80
    • Tweaked: Qilin minigun barrel and gunner animation
    • Tweaked: Passenger view occluders on MH-9 and AH-9
    • Fixed: Typo related to Taru Event Handler configuration - <a href="https://feedback.bistudio.com/T153882" target=""> FT-T153882 </a>
    • Fixed: Some of the FV-720 selections were set incorrectly in resolution LODs
    • Fixed: VR Suit armor hidden selection (
    • "camo3")\n* Fixed: ED-1D and ED-1E are now correctly called out as UGVs, instead of tanks
    • Fixed: Typo in the French text on the back of the Eau de Combat box
    • Fixed: Duplicated civilian characters in Zeus
    • Fixed: ACRO, RCO, MRCO and Promet Modular Sight were using non-existing optics Post Processing effects
    • Fixed: Demining waypoint - <a href="https://feedback.bistudio.com/T154841" target=""> FT-T154841 </a>
    • Fixed: Eden Editor camera bank did not reset properly - <a href="https://feedback.bistudio.com/T127549" target=""> FT-T127549 </a>
    • Fixed: Malformed diver animation when swimming to the right
    • Fixed: Splendid Camera presets did not all properly save - <a href="https://feedback.bistudio.com/T127572" target=""> FT-T127572 </a>
    • Fixed: RPT error caused by
    • BIS_fnc_animType
    • - <a href="https://feedback.bistudio.com/T152922" target=""> FT-T152922 </a>
    • Fixed: Incorrect loadouts were used for some Livonia ZGM instances
    • Fixed: In some cases inspectable text was covered by scrollbars
    • Fixed: Players could see a Get In action when a MQ-12 drone had no AI crew - <a href="https://feedback.bistudio.com/T156500" target=""> FT-T156500 </a>
    • Fixed: Collision shape of unarmed characters when moving to the left while crouched
    • Fixed: Incorrect font heights in Warlords
    • Fixed: CoF: Gray fireworks now work better on other locations for those wanting to re-use the scripts (ASL compatibility)
    • Fixed: CSAT ammo bearers had a wrong type of 7.62 magazines in their backpacks - <a href="https://feedback.bistudio.com/T156431" target=""> FT-T156431 </a>
    • Fixed: Incorrect animation sources were used on the Type-115 - <a href="https://feedback.bistudio.com/T121686" target=""> FT-T121686 </a>
    • Restrictions apply to those who don't own <a href="https://store.steampowered.com/app/1325500/" target=""> Arma 3 Art of War DLC </a>

    .

    . Old Man (potential spoilers)

    • Fixed: Missing sound for specific radio chatter
    • Fixed: Script error in CSAT bases (searching for poles with loud-speakers)
    • Fixed: Various WAV file references changed to OGG, and removed a class with non-existent sound
    • Fixed: Disable autonomous turrets quest: unfinished uploads and a script error when the player picks up the USB stick
    • Fixed: Several economy imbalance issues

    ENGINE

    LAUNCHER

    • Added: Art of War DLC as default DLC
    • Added: New
    • -debug
    • parameter for more verbose logging

    SERVER

    • Updated: Stand-alone Windows Dedicated Server (2.02)
    • Updated: Stand-alone Linux Dedicated Server (2.02)
      • The data in

    -mod=contact** is not fully multiplayer compatible (it is meant for the singleplayer campaign experience); we recommend only hosting servers with it for special use cases This data is signed by a new A3C key whose presence can be used to control what client data is allowed on the server

      • Known issue: Steam client modifies the
      • steam_appid.txt
      • file incorrectly. In case of issues, verify its content is:
    • 107410
      • Known issue: Sometimes the add-ons are loaded from the wrong installation (e.g. main game)
      • Try adding

    -mod=curator;kart;heli;mark;expansion;jets;argo;orange;tacops;tank;enoch;aow** to your

      • arma3server.exe
      • shortcut


    SPOTREP-00097

    SPOTREP-00097

    • FROM: High Command
    • TO: Arma 3 Users
    • UNIT: Main Branch
    • ACTIVITY: Hotfix 2.02 (Miscellaneous Fixes)
    • SIZE: ~419 MB / ~41 MB (depends on Contact ownership)

    NOTES

    • Contact consists of 2 data packs / folders:
      • Contact (via
      • PLAY CONTACT
      • or

    -mod=Contact)\n** Contact (Platform): for most other use cases, including sandbox multiplayer (loaded by default for all players)

    • 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 <a href="https://dev.arma3.com/" target=""> Dev Hub </a>
    • . We also co-operate directly on troubleshooting, and we offer an opportunity to test updates via our <a href="https://dev.arma3.com/rc-branch" target=""> Release Candidate tests </a>
    • . 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 (2.00). It can be used to compare specific changes between major releases. The access code for this branch is:
    • Arma3Legacy200
    • This update does not apply to <a href="http://dev.arma3.com/ports" target=""> the experimental Linux and Mac port betas </a>
    • .
    • 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 <a href="https://developer.valvesoftware.com/wiki/SteamCMD" target=""> SteamCMD </a>
      • utility. The app ID is to be 233780.
      • NVIDIA GameWorks™ Technology provided under license from NVIDIA Corporation. Copyright © 2002-2018 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 <a href="http://support.bistudio.com/arma-3" target=""> Bohemia Interactive support F.A.Q. </a>
    • , <a href="http://arma3.com/faq" target=""> Arma 3 F.A.Q. </a>
    • , <a href="http://www.battleye.com/support/faq/" target=""> BattlEye F.A.Q. </a>
    • , or <a href="https://arma3.com/launcher/troubleshooting" target=""> Launcher troubleshooting guide </a>
    • .
    • You can help us to further improve the game by posting your feedback on the <a href="http://feedback.arma3.com/" target=""> Feedback Tracker </a>
    • .

    CHANGELOG

    DATA

    • Fixed: Visibility of some Art of War DLC props in Zeus Game Master mode - <a href="https://feedback.bistudio.com/T156965" target=""> FT-T156965 </a>
    • Tweaked: Replaced Chromatic Aberration Post Processing effects on ACRO, RCO, MRCO and Promet Modular Sight by Radial Blur (this effect can be tweaked via the Radial Blur slider in Video Settings > AA & PP) - <a href="https://feedback.bistudio.com/T156991" target=""> FT-T156991 </a>

    ENGINE

    • Fixed: Placing entities in Zeus was not always correctly deducting their price - <a href="https://feedback.bistudio.com/T156972" target=""> FT-T156972 </a>
    • Fixed: <a href="https://community.bistudio.com/wiki/magazinesTurret" target=""> magazinesTurret </a>
    • would produce an error when the turret path length was greater than 1 - <a href="https://feedback.bistudio.com/T156981" target=""> FT-T156981 </a>
    • Fixed: Art of War DLC was not handled fully in Steam-based server browsing (this also affected Creator DLC servers)
    • Fixed: CTD in the
    • SCENARIOS
    • menu in case a mod deleted vanilla category entries
    • Fixed: CTD if there were errors in a file in the user profile directory and the user name contains a whitespace followed by "S" - <a href="https://feedback.bistudio.com/T156988" target=""> FT-T156988 </a>
    • Fixed: The in-game official servers list not loading if the cache directory was not yet present

    LAUNCHER

    • Fixed: Art of War DLC was not handled fully in Launcher server details
    • Known Issue: Official servers may not be listed in the dedicated tab correctly (you can still find them via the
    • INTERNET
    • tab or in-game)

    SERVER

    • Updated: Stand-alone Windows Dedicated Server (2.02)
    • Updated: Stand-alone Linux Dedicated Server (2.02)
      • The data in

    -mod=contact** is not fully multiplayer compatible (it is meant for the singleplayer campaign experience); we recommend only hosting servers with it for special use cases This data is signed by a new A3C key whose presence can be used to control what client data is allowed on the server

      • Known issue: Steam client modifies the
      • steam_appid.txt
      • file incorrectly. In case of issues, verify its content is:
    • 107410
      • Known issue: Sometimes the add-ons are loaded from the wrong installation (e.g. main game)
      • Try adding

    -mod=curator;kart;heli;mark;expansion;jets;argo;orange;tacops;tank;enoch;aow** to your

      • arma3server.exe
      • shortcut


    SPOTREP-00098

    SPOTREP-00098

    • FROM: High Command
    • TO: Arma 3 Users
    • UNIT: Main Branch
    • ACTIVITY: Game Update 2.04 (Audio Options, SQF Bytecode, Creator DLC Support)
    • SIZE: ~765 MB / ~104 MB (depends on Contact ownership)

    NOTES

    • Contact consists of 2 data packs / folders:
      • Contact (via
      • PLAY CONTACT
      • or

    -mod=Contact)\n** Contact (Platform): for most other use cases, including sandbox multiplayer (loaded by default for all players)

    • 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 <a href="https://dev.arma3.com/" target=""> Dev Hub </a>
    • . We also co-operate directly on troubleshooting, and we offer an opportunity to test updates via our <a href="https://dev.arma3.com/rc-branch" target=""> Release Candidate tests </a>
    • . 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 (2.02). It can be used to compare specific changes between major releases. The access code for this branch is:
    • Arma3Legacy202
    • This update does not apply to the experimental Linux and Mac client port betas.
    • 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 <a href="https://developer.valvesoftware.com/wiki/SteamCMD" target=""> SteamCMD </a>
      • utility. The app ID is to be 233780.
      • NVIDIA GameWorks™ Technology provided under license from NVIDIA Corporation. Copyright © 2002-2018 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 <a href="http://support.bistudio.com/arma-3" target=""> Bohemia Interactive support F.A.Q. </a>
    • , <a href="http://arma3.com/faq" target=""> Arma 3 F.A.Q. </a>
    • , <a href="http://www.battleye.com/support/faq/" target=""> BattlEye F.A.Q. </a>
    • , or <a href="https://arma3.com/launcher/troubleshooting" target=""> Launcher troubleshooting guide </a>
    • .
    • You can help us to further improve the game by posting your feedback on the <a href="http://feedback.arma3.com/" target=""> Feedback Tracker </a>
    • .

    CHANGELOG

    DATA

    • Added: Platform support for <a href="https://store.steampowered.com/app/1227700/" target=""> Arma 3 Creator DLC: S.O.G. Prairie Fire </a>
    • (actual DLC content is not part of this update)
    • Added: New Audio Options for map volume reduction while in vehicles and output device selection
    • - <a href="https://feedback.bistudio.com/T75079" target=""> FT-T75079 </a>
    • Added:
    • gunnerReversedGetOut
    • parameter to the
    • StaticWeapon
    • class and inverted the pos and dir memory points responsible for get in actions. After this change, the get in action should be visible as default action when the weapon is approached from the rear. If you are inheriting from the
    • StaticWeapon
    • class and you are overwriting
    • memoryPointsGetInGunner
    • or
    • memoryPointsGetInGunnerDir
    • parameters, please adjust your configs so your character disembarks in the correct direction.
    • Added:
    • OnDisplayRegistered
    • and
    • OnDisplayUnregistered
    • scripted Event Handlers
    • Added: Virtual Arsenal scripted Event Handler when a weapon is selected or removed (Weapon Config >>
    • VirtualArsenal
    • >>
    • Eventhandlers
    • >>
    • itemSelected
    • or
    • itemDeselected)\n* Added: Command Points failsafe restoration in Warlords
    • Tweaked: Made materials used on MBT-52 consistent with those used on Nyx (the new materials should also be more friendly for community retextures)
    • Tweaked: Position of Square Shades and Square Spectacles
    • Tweaked: Increased vertical limits on UH-80 and CH-67 doorguns - <a href="https://feedback.bistudio.com/T157654" target=""> FT-T157654 </a>
    • Tweaked: Improved static weapon unflipping
    • Fixed: Eden Editor attributes on Scientists and Parade Officers when changing loadouts
    • Fixed: Rotation of Diorama Units on Dedicated Servers
    • Fixed: <a href="https://community.bistudio.com/wiki/BIS_fnc_selectDiarySubject" target=""> BIS_fnc_selectDiarySubject </a>
    • was not working - <a href="https://feedback.bistudio.com/T142552" target=""> FT-T142552 </a>
    • Fixed: Aperture set during scenario preview persisted when returning back to Eden Editor
    • Fixed: <a href="https://community.bistudio.com/wiki/BIS_fnc_fadeEffect" target=""> BIS_fnc_fadeEffect </a>
    • was not unmuting music after fading out - <a href="https://feedback.bistudio.com/T156413" target=""> FT-T156413 </a>
    • Fixed: An exploit in Warlords
    • Fixed: Unresponsive AI in some cases in Warlords
    • Fixed: Spawn protection invulnerability would not get terminated properly in some cases in Warlords

    ENGINE

    LAUNCHER

    SERVER

    • Updated: Stand-alone Windows Dedicated Server (2.04)
    • Updated: Stand-alone Linux Dedicated Server (2.04)
      • The data in

    -mod=contact** is not fully multiplayer compatible (it is meant for the singleplayer campaign experience); we recommend only hosting servers with it for special use cases This data is signed by a new A3C key whose presence can be used to control what client data is allowed on the server

      • Known issue: Steam client modifies the
      • steam_appid.txt
      • file incorrectly. In case of issues, verify its content is:
    • 107410
      • Known issue: Sometimes the add-ons are loaded from the wrong installation (e.g. main game)
      • Try adding

    -mod=curator;kart;heli;mark;expansion;jets;argo;orange;tacops;tank;enoch;aow** to your

      • arma3server.exe
      • shortcut


    SPOTREP-00099

    SPOTREP-00099

    • FROM: High Command
    • TO: Arma 3 Users
    • UNIT: Main Branch
    • ACTIVITY: Game Mini-Update 2.04 (Creator DLC Support)
    • SIZE: ~21.8 MB / ~10.1 MB (depends on Contact ownership)

    NOTES

    • Contact consists of 2 data packs / folders:
      • Contact (via
      • PLAY CONTACT
      • or

    -mod=Contact)\n** Contact (Platform): for most other use cases, including sandbox multiplayer (loaded by default for all players)

    • 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 <a href="https://dev.arma3.com/" target=""> Dev Hub </a>
    • .
    • We also co-operate directly on troubleshooting, and we offer an opportunity to test updates via our <a href="https://dev.arma3.com/rc-branch" target=""> Release Candidate tests </a>
    • . 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 (2.02). It can be used to compare specific changes between major releases. The access code for this branch is:
    • Arma3Legacy202
    • This update does not apply to <a href="http://dev.arma3.com/ports" target=""> the experimental Linux and Mac client port betas </a>
    • .
    • 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 <a href="https://developer.valvesoftware.com/wiki/SteamCMD" target=""> SteamCMD </a>
      • utility. The app ID is to be 233780.
      • NVIDIA GameWorks™ Technology provided under license from NVIDIA Corporation. Copyright © 2002-2018 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 <a href="http://support.bistudio.com/arma-3" target=""> Bohemia Interactive support F.A.Q. </a>
    • , <a href="http://arma3.com/faq" target=""> Arma 3 F.A.Q. </a>
    • , <a href="http://www.battleye.com/support/faq/" target=""> BattlEye F.A.Q. </a>
    • , or <a href="https://arma3.com/launcher/troubleshooting" target=""> Launcher troubleshooting guide </a>
    • .
    • You can help us to further improve the game by posting your feedback on the <a href="http://feedback.arma3.com/" target=""> Feedback Tracker </a>
    • .

    CHANGELOG

    DATA

    • Added: Platform support for <a href="https://store.steampowered.com/app/1294440/" target=""> Arma 3 Creator DLC: CSLA Iron Curtain </a>
    • (actual DLC content is not part of this update)
    • Fixed: Funds transfer feature in Warlords

    ENGINE

    LAUNCHER

    SERVER

    • Updated: Stand-alone Windows Dedicated Server (2.04)
    • Updated: Stand-alone Linux Dedicated Server (2.04)
      • The data in

    -mod=contact** is not fully multiplayer compatible (it is meant for the singleplayer campaign experience); we recommend only hosting servers with it for special use cases This data is signed by a new A3C key whose presence can be used to control what client data is allowed on the server

      • Known issue: Steam client modifies the
      • steam_appid.txt
      • file incorrectly. In case of issues, verify its content is:
    • 107410
      • Known issue: Sometimes the add-ons are loaded from the wrong installation (e.g. main game)
      • Try adding

    -mod=curator;kart;heli;mark;expansion;jets;argo;orange;tacops;tank;enoch;aow** to your

      • arma3server.exe
      • shortcut


    SPOTREP-00100

    SPOTREP-00100

    • FROM: High Command
    • TO: Arma 3 Users
    • UNIT: Main Branch
    • ACTIVITY: Game Update 2.06 (Modded Keybindings, Zeus Compositions, Scripting Support)
    • SIZE: ~1.1 GB / ~213 MB (depends on Contact ownership)

    NOTES

    • If you are using a AMD GPU and experience image corruption when viewing foliage, please try updating your display drivers to <a href="https://www.amd.com/en/support/kb/release-notes/rn-rad-win-21-10-1" target=""> 21.10.1 </a>
    • or newer. You can also disable the ATOC (Alpha To Coverage) video option as a temporary work-around.
    • Contact consists of 2 data packs / folders:
      • Contact (via
      • PLAY CONTACT
      • or

    -mod=Contact)\n** Contact (Platform): for most other use cases, including sandbox multiplayer (loaded by default for all players)

    • 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 <a href="https://dev.arma3.com/" target=""> Dev Hub </a>
    • . We also co-operate directly on troubleshooting, and we offer an opportunity to test updates via our <a href="https://dev.arma3.com/rc-branch" target=""> Release Candidate tests </a>
    • . 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 (2.04). It can be used to compare specific changes between major releases. The access code for this branch is:
    • Arma3Legacy204
    • This update does not apply to <a href="http://dev.arma3.com/ports" target=""> the experimental Linux and Mac client port betas </a>
    • .
    • 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 <a href="https://developer.valvesoftware.com/wiki/SteamCMD" target=""> SteamCMD </a>
      • utility. The app ID is to be 233780.
      • NVIDIA GameWorks™ Technology provided under license from NVIDIA Corporation. Copyright © 2002-2018 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 <a href="http://support.bistudio.com/arma-3" target=""> Bohemia Interactive support F.A.Q. </a>
    • , <a href="http://arma3.com/faq" target=""> Arma 3 F.A.Q. </a>
    • , <a href="http://www.battleye.com/support/faq/" target=""> BattlEye F.A.Q. </a>
    • , or <a href="https://arma3.com/launcher/troubleshooting" target=""> Launcher troubleshooting guide </a>
    • .
    • You can help us to further improve the game by posting your feedback on the <a href="http://feedback.arma3.com/" target=""> Feedback Tracker </a>
    • .

    CHANGELOG

    DATA

    • Added: New Picture-in-Picture visibility range slider to the video options UI
    • Added: Volumetric light cones (similar as on vehicles) to flashlights
    • Added:
    • triggerInterval
    • attribute for Eden Editor triggers - <a href="https://feedback.bistudio.com/T158881" target=""> FT-T158881 </a>
    • Added:
    • "Force load"
    • button to Eden Editor's missing required addons display (use carefully at your own risk) - <a href="https://feedback.bistudio.com/T157981" target=""> FT-T157981 </a>
    • Added: Polish and Russian names (Smolko, Sternik, Stolarski, Stype, Yakhin, Zielinski, Adamovich, Burak, Gorecki, Ivanov, Kesson, Kowalski, Kruglikov, Krupin, Kushan, Nowak, Petrenko) to the Polish and Russian radio protocols
    • Added: Missing Chinese font characters 0x5F7F, 0x2015, 0x8B14 and 0x52DB
    • Added: Translations of new (mostly UI) texts
    • Tweaked: Demining Drone collisions with terrain
    • Tweaked: Second shadow LOD of the 40mm UGL magazine proxy
    • Tweaked: Changed the short tread selection on AH9 / M900 so it's actually short on both sides
    • Tweaked: Utilities config viewer now has an option to toggle localized text of the entries
    • Tweaked: Utilities commands viewer returns more command information, has wildcard search, and the
    • HELP
    • button links directly to <a href="https://community.bistudio.com/wiki/Category:Arma_3:_Scripting_Commands" target=""> Community Wiki command pages </a>
    • Tweaked: The Config utility now remembers the last config look up and the Commands utility tooltip was improved
    • Tweaked: Disabled minefield marker drawing when placing mines in Zeus (can be manually enabled if desired) - <a href="https://feedback.bistudio.com/T76466" target=""> FT-T76466 </a>
    • Fixed: Military Coffin flag was not correctly synchronized in the multiplayer environment
    • Fixed: Russian and Polish radio protocols had
    • "Diver"
    • and
    • "Enemy spotted"
    • swapped
    • Fixed: Machinegunner callouts in the Polish radio protocol
    • Fixed: Van was missing string localization for its siren actions
    • Fixed: Some of the VR uniforms had incorrect side restrictions
    • Fixed: Script errors in Vanguard multiplayer
    • Fixed: Script error in Karts multiplayer (Zeus) racing
    • Fixed: Default
    • treeItem
    • colorDisabled
    • was using an incorrect color in Eden Editor
    • Fixed: When sorting was applied in the
    • "Open file"
    • menu in Eden Editor, the visually selected file was not the chosen file - <a href="https://feedback.bistudio.com/T134630" target=""> FT-T134630 </a>
    • Fixed: Removed camo selection from Kitbag and Field Pack shadow LODs, because they were breaking retextures using
    • hiddenSelectionsMaterials
    • Fixed: Eden Editor's export to SQF / Terrain Builder window had broken scrollbars - <a href="https://feedback.bistudio.com/T141001" target=""> FT-T141001 </a>
    • Fixed: Editor Editor export to SQF with an incorrect attribute type - <a href="https://feedback.bistudio.com/T158949" target=""> FT-T158949 </a>
    • Fixed: Some of the jet canopies were missing localization
    • Fixed: Subsonic bullet fly-by sounds were playing with 0 volume (thanks
    • Dslyecxi)\n* Fixed: Rogue polygons in the bottom part of the Crane model - <a href="https://feedback.bistudio.com/T158622" target=""> FT-T158622 </a>
    • Fixed: Texture mismatch on dynamically created entities in multiplayer (primarily vehicle liveries) - <a href="https://feedback.bistudio.com/T118235" target=""> FT-T118235 </a>
    • Fixed: Hummingbird customization did not persist in Eden Editor
    • Fixed: Different animal textures could be applied in multiplayer - <a href="https://feedback.bistudio.com/T155860" target=""> FT-T155860 </a>
    • Fixed: Typo in the <a href="https://community.bistudio.com/wiki/BIS_fnc_sandstorm" target=""> BIS_fnc_sandstorm </a>
    • function
    • Fixed: When benches on the MH-9 were removed in Garage, the player could still sit on them
    • Fixed: When a config is not a class, the Config utility did not show the addon it belongs to
    • Fixed:
    • EditMulti3
    • /
    • EditMulti5
    • textboxes being bigger than their background in Eden Editor - <a href="https://feedback.bistudio.com/T159160" target=""> FT-T159160 </a>
    • Fixed: The color of the selected Kart in Virtual Garage was inconsistent

    ENGINE

    LAUNCHER

    • Tweaked: Custom command-line parameters are now always visible

    SERVER

    • Updated: Stand-alone Windows Dedicated Server (2.06)
    • Updated: Stand-alone Linux Dedicated Server (2.06)
      • The data in

    -mod=contact** is not fully multiplayer compatible (it is meant for the singleplayer campaign experience); we recommend only hosting servers with it for special use cases This data is signed by a new A3C key whose presence can be used to control what client data is allowed on the server

      • Known issue: Steam client modifies the
      • steam_appid.txt
      • file incorrectly. In case of issues, verify its content is:
    • 107410
      • Known issue: Sometimes the add-ons are loaded from the wrong installation (e.g. main game)
      • Try adding

    -mod=curator;kart;heli;mark;expansion;jets;argo;orange;tacops;tank;enoch;aow** to your

      • arma3server.exe
      • shortcut


    SPOTREP-00101

    SPOTREP-00101

    • FROM: High Command
    • TO: Arma 3 Users
    • UNIT: Main Branch
    • ACTIVITY: Game Mini-Update 2.06 (Creator DLC Support)
    • SIZE: ~58 MB / ~18 MB (depends on Contact ownership)

    NOTES

    • Contact consists of 2 data packs / folders:
      • Contact (via
      • PLAY CONTACT
      • or

    -mod=Contact)\n** Contact (Platform): for most other use cases, including sandbox multiplayer (loaded by default for all players)

    • 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 <a href="https://dev.arma3.com/" target=""> Dev Hub </a>
    • . We also co-operate directly on troubleshooting, and we offer an opportunity to test updates via our <a href="https://dev.arma3.com/rc-branch" target=""> Release Candidate tests </a>
    • . 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 (2.04). It can be used to compare specific changes between major releases. The access code for this branch is:
    • Arma3Legacy204
    • This update does not apply to <a href="http://dev.arma3.com/ports" target=""> the experimental Linux and Mac client port betas </a>
    • .
    • 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 <a href="https://developer.valvesoftware.com/wiki/SteamCMD" target=""> SteamCMD </a>
      • utility. The app ID is to be 233780.
      • NVIDIA GameWorks™ Technology provided under license from NVIDIA Corporation. Copyright © 2002-2018 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 <a href="http://support.bistudio.com/arma-3" target=""> Bohemia Interactive support F.A.Q. </a>
    • , <a href="http://arma3.com/faq" target=""> Arma 3 F.A.Q. </a>
    • , <a href="http://www.battleye.com/support/faq/" target=""> BattlEye F.A.Q. </a>
    • , or <a href="https://arma3.com/launcher/troubleshooting" target=""> Launcher troubleshooting guide </a>
    • .
    • You can help us to further improve the game by posting your feedback on the <a href="http://feedback.arma3.com/" target=""> Feedback Tracker </a>
    • .

    CHANGELOG

    DATA

    • Added: Platform support for <a href="https://store.steampowered.com/app/1681170/" target=""> Arma 3 Creator DLC: Western Sahara </a>
    • (actual DLC content is not part of this update)
    • Fixed: The edit vehicle appearance function in Eden Editor was not always working as expected
    • Fixed: The
    • disableRandomization
    • scenario parameter was not stopping randomization of vehicle animations
    • Fixed:
    • postInit
    • on vehicles with randomization was overwriting <a href="https://community.bistudio.com/wiki/setObjectTexture" target=""> setObjectTexture </a>
    • in an Eden Editor entity's init field

    ENGINE

    • Fixed: Number plate font was set incorrectly - <a href="https://feedback.bistudio.com/T159583" target=""> FT-T159583 </a>
    • Fixed: Helicopter sounds could get stuck in some cases
    • Fixed: AI could see units emitting IR flashlights even without nightvision (thanks Steve)
    • Fixed: The MDMP file was sometimes not written to disk when the game crashes
    • Fixed: The
    • irLight
    • property was not working in
    • CfgLights
    • (thanks Steve)
    • Fixed: The 2D map outside color was dark blue on terrains that have outside terrain synthesis disabled
    • Fixed: Picture-in-Picture textures not always properly updating their resolution when PiP quality is changed (thanks Rosd6)
    • Fixed: TrackIR head movement
    • Fixed: Crash when <a href="https://community.bistudio.com/wiki/getSensorTargets" target=""> getSensorTargets </a>
    • is performed on an empty vehicle - <a href="https://feedback.bistudio.com/T161282" target=""> FT-T161282 </a>
    • Fixed: <a href="https://community.bistudio.com/wiki/turretOwner" target=""> turretOwner </a>
    • command did not support a [-1] driver turret - <a href="https://feedback.bistudio.com/T160825" target=""> FT-T160825 </a>
    • Fixed: Crash when creating rope between a vehicle and itself - <a href="https://feedback.bistudio.com/T161256" target=""> FT-T161256 </a>
    • Fixed: Eden Editor init script boxes not always displaying errors correctly
    • Tweaked: No longer rendering the volumetric flashlight cone in first-person perspective (too many artifacts)
    • Fixed: <a href="https://community.bistudio.com/wiki/playSound" target=""> playSound </a>
    • disableAttenuation
    • parameter not working properly

    LAUNCHER

    SERVER

    • Updated: Stand-alone Windows Dedicated Server (2.06)
    • Updated: Stand-alone Linux Dedicated Server (2.06)
      • The data in

    -mod=contact** is not fully multiplayer compatible (it is meant for the singleplayer campaign experience); we recommend only hosting servers with it for special use cases This data is signed by a new A3C key whose presence can be used to control what client data is allowed on the server

      • Known issue: Steam client modifies the
      • steam_appid.txt
      • file incorrectly. In case of issues, verify its content is:
    • 107410
      • Known issue: Sometimes the add-ons are loaded from the wrong installation (e.g. main game)
      • Try adding

    -mod=curator;kart;heli;mark;expansion;jets;argo;orange;tacops;tank;enoch;aow** to your

      • arma3server.exe
      • shortcut


    SPOTREP-00102

    SPOTREP-00102

    • FROM: High Command
    • TO: Arma 3 Users
    • UNIT: Main Branch
    • ACTIVITY: Game Update 2.08 (Steam Rich Presence, Scripted Lasers, Platform Support)
    • SIZE: ~3.1 GB / ~340 MB (depends on Contact ownership)

    NOTES

    • Contact consists of 2 data packs / folders:
      • Contact (via
      • PLAY CONTACT
      • or

    -mod=Contact)\n** Contact (Platform): for most other use cases, including sandbox multiplayer (loaded by default for all players)

    • 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 <a href="https://dev.arma3.com/" target=""> Dev Hub </a>
    • . We also co-operate directly on troubleshooting, and we offer an opportunity to test updates via our <a href="https://dev.arma3.com/rc-branch" target=""> Release Candidate tests </a>
    • . 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 (2.06). It can be used to compare specific changes between major releases. The access code for this branch is:
    • Arma3Legacy206
    • This update does not apply to <a href="http://dev.arma3.com/ports" target=""> the experimental Linux and Mac client port betas </a>
    • .
    • 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 <a href="https://developer.valvesoftware.com/wiki/SteamCMD" target=""> SteamCMD </a>
      • utility. The app ID is to be 233780.
      • NVIDIA GameWorks™ Technology provided under license from NVIDIA Corporation. Copyright © 2002-2018 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 <a href="http://support.bistudio.com/arma-3" target=""> Bohemia Interactive support F.A.Q. </a>
    • , <a href="http://arma3.com/faq" target=""> Arma 3 F.A.Q. </a>
    • , <a href="http://www.battleye.com/support/faq/" target=""> BattlEye F.A.Q. </a>
    • , or <a href="https://arma3.com/launcher/troubleshooting" target=""> Launcher troubleshooting guide </a>
    • .
    • You can help us to further improve the game by posting your feedback on the <a href="http://feedback.arma3.com/" target=""> Feedback Tracker </a>
    • .

    CHANGELOG

    DATA

    ENGINE

    LAUNCHER

    • Fixed: Launcher now does not try to open and crash when running inside Proton
    • Fixed: Potential crash related to mod thumbnails - <a href="https://feedback.bistudio.com/T161495" target=""> FT-T161495 </a>
    • Fixed: Launcher crashing when running inside Proton / Wine on Linux

    SERVER

    • Updated: Stand-alone Windows Dedicated Server (2.08)
    • Updated: Stand-alone Linux Dedicated Server (2.08)
      • The data in

    -mod=contact** is not fully multiplayer compatible (it is meant for the singleplayer campaign experience); we recommend only hosting servers with it for special use cases This data is signed by a new A3C key whose presence can be used to control what client data is allowed on the server

      • Known issue: Steam client modifies the
      • steam_appid.txt
      • file incorrectly. In case of issues, verify its content is:
    • 107410
      • Known issue: Sometimes the add-ons are loaded from the wrong installation (e.g. main game)
      • Try adding

    -mod=curator;kart;heli;mark;expansion;jets;argo;orange;tacops;tank;enoch;aow** to your

      • arma3server.exe
      • shortcut


    SPOTREP-00103

    SPOTREP-00103

    • FROM: High Command
    • TO: Arma 3 Users
    • UNIT: Main Branch
    • ACTIVITY: Hotfix 2.08 (Miscellaneous Fixes)
    • SIZE: ~61 MB / ~44 MB

    NOTES

    • Contact consists of 2 data packs / folders:
      • Contact (via
      • PLAY CONTACT
      • or

    -mod=Contact)\n** Contact (Platform): for most other use cases, including sandbox multiplayer (loaded by default for all players)

    • 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 <a href="https://dev.arma3.com/" target=""> Dev Hub </a>
    • . We also co-operate directly on troubleshooting, and we offer an opportunity to test updates via our <a href="https://dev.arma3.com/rc-branch" target=""> Release Candidate tests </a>
    • . 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 (2.06). It can be used to compare specific changes between major releases. The access code for this branch is:
    • Arma3Legacy206
    • This update does not apply to <a href="http://dev.arma3.com/ports" target=""> the experimental Linux and Mac client port betas </a>
    • .
    • 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 <a href="https://developer.valvesoftware.com/wiki/SteamCMD" target=""> SteamCMD </a>
      • utility. The app ID is to be 233780.
      • NVIDIA GameWorks™ Technology provided under license from NVIDIA Corporation. Copyright © 2002-2018 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 <a href="http://support.bistudio.com/arma-3" target=""> Bohemia Interactive support F.A.Q. </a>
    • , <a href="http://arma3.com/faq" target=""> Arma 3 F.A.Q. </a>
    • , <a href="http://www.battleye.com/support/faq/" target=""> BattlEye F.A.Q. </a>
    • , or <a href="https://arma3.com/launcher/troubleshooting" target=""> Launcher troubleshooting guide </a>
    • .
    • You can help us to further improve the game by posting your feedback on the <a href="http://feedback.arma3.com/" target=""> Feedback Tracker </a>
    • .

    CHANGELOG

    ENGINE

    • Fixed: False version mismatch reported in the in-game server browser (requires server to be updated)
    • Fixed: Potential crash on 32-bit executables (regardless, please switch to 64-bit wherever possible for a better experience!)
    • Fixed: <a href="https://community.bistudio.com/wiki/remoteExec" target=""> remoteExec </a>
    • failing when the
    • JIP
    • parameter starts with numbers and a colon, while also not being a valid
    • netId
    • Fixed: Broken fire mode selection on launchers with multiple flight profiles
    • Fixed: Standing up after going prone with a launcher in top-down mode - <a href="https://feedback.bistudio.com/T128198" target=""> FT-T128198 </a>
    • Fixed:
    • VehicleTransport
    • cargoBayDimensions / dimensions / exit positions were XZY format instead of XYZ
    • Tweaked: Disabled new network compression for further investigation

    SERVER

    • Updated: Stand-alone Windows Dedicated Server (2.08)
    • Updated: Stand-alone Linux Dedicated Server (2.08)
      • The data in

    -mod=contact** is not fully multiplayer compatible (it is meant for the singleplayer campaign experience); we recommend only hosting servers with it for special use cases This data is signed by a new A3C key whose presence can be used to control what client data is allowed on the server

      • Known issue: Steam client modifies the
      • steam_appid.txt
      • file incorrectly. In case of issues, verify its content is:
    • 107410
      • Known issue: Sometimes the add-ons are loaded from the wrong installation (e.g. main game)
      • Try adding

    -mod=curator;kart;heli;mark;expansion;jets;argo;orange;tacops;tank;enoch;aow** to your

      • arma3server.exe
      • shortcut


    SPOTREP-00104

    SPOTREP-00104

    • FROM: High Command
    • TO: Arma 3 Users
    • UNIT: Main Branch
    • ACTIVITY: Hotfix 2.08 (Miscellaneous Fixes)
    • SIZE: ~61 MB / ~44 MB

    NOTES

    • Contact consists of 2 data packs / folders:
      • Contact (via
      • PLAY CONTACT
      • or

    -mod=Contact)\n** Contact (Platform): for most other use cases, including sandbox multiplayer (loaded by default for all players)

    • 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 <a href="https://dev.arma3.com/" target=""> Dev Hub </a>
    • . We also co-operate directly on troubleshooting, and we offer an opportunity to test updates via our <a href="https://dev.arma3.com/rc-branch" target=""> Release Candidate tests </a>
    • . 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 (2.06). It can be used to compare specific changes between major releases. The access code for this branch is:
    • Arma3Legacy206
    • This update does not apply to <a href="http://dev.arma3.com/ports" target=""> the experimental Linux and Mac client port betas </a>
    • .
    • 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 <a href="https://developer.valvesoftware.com/wiki/SteamCMD" target=""> SteamCMD </a>
      • utility. The app ID is to be 233780.
      • NVIDIA GameWorks™ Technology provided under license from NVIDIA Corporation. Copyright © 2002-2018 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 <a href="http://support.bistudio.com/arma-3" target=""> Bohemia Interactive support F.A.Q. </a>
    • , <a href="http://arma3.com/faq" target=""> Arma 3 F.A.Q. </a>
    • , <a href="http://www.battleye.com/support/faq/" target=""> BattlEye F.A.Q. </a>
    • , or <a href="https://arma3.com/launcher/troubleshooting" target=""> Launcher troubleshooting guide </a>
    • .
    • You can help us to further improve the game by posting your feedback on the <a href="http://feedback.arma3.com/" target=""> Feedback Tracker </a>
    • .

    CHANGELOG

    ENGINE

    • Fixed: Persistent fire mode on portable launchers was interfering with some popular mods

    SERVER

    • Updated: Stand-alone Windows Dedicated Server (2.08)
    • Updated: Stand-alone Linux Dedicated Server (2.08)
      • The data in

    -mod=contact** is not fully multiplayer compatible (it is meant for the singleplayer campaign experience); we recommend only hosting servers with it for special use cases This data is signed by a new A3C key whose presence can be used to control what client data is allowed on the server

      • Known issue: Steam client modifies the
      • steam_appid.txt
      • file incorrectly. In case of issues, verify its content is:
    • 107410
      • Known issue: Sometimes the add-ons are loaded from the wrong installation (e.g. main game)
      • Try adding

    -mod=curator;kart;heli;mark;expansion;jets;argo;orange;tacops;tank;enoch;aow** to your

      • arma3server.exe
      • shortcut


    SPOTREP-00105

    SPOTREP-00105

    • FROM: High Command
    • TO: Arma 3 Users
    • UNIT: Main Branch
    • ACTIVITY: Game Update 2.10 (Thermal Imagery Enhancements, Scripted Terrain Deformation, Platform Support)
    • SIZE: ~504 MB / ~36 MB (depends on Contact ownership)

    NOTES

    • Contact consists of 2 data packs / folders:
      • Contact (via
      • PLAY CONTACT
      • or

    -mod=Contact)\n** Contact (Platform): for most other use cases, including sandbox multiplayer (loaded by default for all players)

    • 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 <a href="https://dev.arma3.com/" target=""> Dev Hub </a>
    • . We also co-operate directly on troubleshooting, and we offer an opportunity to test updates via our <a href="https://dev.arma3.com/rc-branch" target=""> Release Candidate tests </a>
    • . 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 (2.08). It can be used to compare specific changes between major releases. The access code for this branch is:
    • Arma3Legacy208
    • This update does not apply to <a href="http://dev.arma3.com/ports" target=""> the experimental Linux and Mac client port betas </a>
    • .
    • 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 <a href="https://developer.valvesoftware.com/wiki/SteamCMD" target=""> SteamCMD </a>
      • utility. The app ID is to be 233780.
      • NVIDIA GameWorks™ Technology provided under license from NVIDIA Corporation. Copyright © 2002-2018 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 <a href="http://support.bistudio.com/arma-3" target=""> Bohemia Interactive support F.A.Q. </a>
    • , <a href="http://arma3.com/faq" target=""> Arma 3 F.A.Q. </a>
    • , <a href="http://www.battleye.com/support/faq/" target=""> BattlEye F.A.Q. </a>
    • , or <a href="https://arma3.com/launcher/troubleshooting" target=""> Launcher troubleshooting guide </a>
    • .
    • You can help us to further improve the game by posting your feedback on the <a href="http://feedback.arma3.com/" target=""> Feedback Tracker </a>
    • .

    CHANGELOG

    DATA

    ENGINE

    LAUNCHER

    • Added:
    • -noPauseAudio
    • start parameter
    • Tweaked: Mod Preset exports now use HTTPS URLs - <a href="https://feedback.bistudio.com/T163802" target=""> FT-T163802 </a>
    • Tweaked: Header text of Launcher HTML preset files in order to better explain how to import a preset

    SERVER

    • Updated: Stand-alone Windows Dedicated Server (2.10)
    • Updated: Stand-alone Linux Dedicated Server (2.10)
      • The data in

    -mod=contact** is not fully multiplayer compatible (it is meant for the singleplayer campaign experience); we recommend only hosting servers with it for special use cases This data is signed by a new A3C key whose presence can be used to control what client data is allowed on the server

      • Known issue: Steam client modifies the
      • steam_appid.txt
      • file incorrectly. In case of issues, verify its content is:
    • 107410
      • Known issue: Sometimes the add-ons are loaded from the wrong installation (e.g. main game)
      • Try adding

    -mod=curator;kart;heli;mark;expansion;jets;argo;orange;tacops;tank;enoch;aow** to your

      • arma3server.exe
      • shortcut


    SPOTREP-00106

    SPOTREP-00106

    • FROM: High Command
    • TO: Arma 3 Users
    • UNIT: Main Branch
    • ACTIVITY: Hotfix 2.10 (Miscellaneous Fixes)
    • SIZE: ~71 MB / ~21 MB (depends on Contact ownership)

    NOTES

    • Contact consists of 2 data packs / folders:
      • Contact (via
      • PLAY CONTACT
      • or

    -mod=Contact)\n** Contact (Platform): for most other use cases, including sandbox multiplayer (loaded by default for all players)

    • 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 <a href="https://dev.arma3.com/" target=""> Dev Hub </a>
    • . We also co-operate directly on troubleshooting, and we offer an opportunity to test updates via our <a href="https://dev.arma3.com/rc-branch" target=""> Release Candidate tests </a>
    • . 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 (2.08). It can be used to compare specific changes between major releases. The access code for this branch is:
    • Arma3Legacy208
    • This update does not apply to <a href="http://dev.arma3.com/ports" target=""> the experimental Linux and Mac client port betas </a>
    • .
    • 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 <a href="https://developer.valvesoftware.com/wiki/SteamCMD" target=""> SteamCMD </a>
      • utility. The app ID is to be 233780.
      • NVIDIA GameWorks™ Technology provided under license from NVIDIA Corporation. Copyright © 2002-2018 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 <a href="http://support.bistudio.com/arma-3" target=""> Bohemia Interactive support F.A.Q. </a>
    • , <a href="http://arma3.com/faq" target=""> Arma 3 F.A.Q. </a>
    • , <a href="http://www.battleye.com/support/faq/" target=""> BattlEye F.A.Q. </a>
    • , or <a href="https://arma3.com/launcher/troubleshooting" target=""> Launcher troubleshooting guide </a>
    • .
    • You can help us to further improve the game by posting your feedback on the <a href="http://feedback.arma3.com/" target=""> Feedback Tracker </a>
    • .

    CHANGELOG

    DATA

    • Tweaked: Various reported translation issues

    ENGINE

    SERVER

    • Updated: Stand-alone Windows Dedicated Server (2.10)
    • Updated: Stand-alone Linux Dedicated Server (2.10)
      • The data in

    -mod=contact** is not fully multiplayer compatible (it is meant for the singleplayer campaign experience); we recommend only hosting servers with it for special use cases This data is signed by a new A3C key whose presence can be used to control what client data is allowed on the server

      • Known issue: Steam client modifies the
      • steam_appid.txt
      • file incorrectly. In case of issues, verify its content is:
    • 107410
      • Known issue: Sometimes the add-ons are loaded from the wrong installation (e.g. main game)
      • Try adding

    -mod=curator;kart;heli;mark;expansion;jets;argo;orange;tacops;tank;enoch;aow** to your

      • arma3server.exe
      • shortcut


    SPOTREP-00107

    SPOTREP-00107

    • FROM: High Command
    • TO: Arma 3 Users
    • UNIT: Main Branch
    • ACTIVITY: Hotfix 2.10 (Miscellaneous Fixes)
    • SIZE: ~42 MB / ~18 MB (depends on Contact ownership)

    NOTES

    • Contact consists of 2 data packs / folders:
      • Contact (via
      • PLAY CONTACT
      • or

    -mod=Contact)\n** Contact (Platform): for most other use cases, including sandbox multiplayer (loaded by default for all players)

    • 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 <a href="https://dev.arma3.com/" target=""> Dev Hub </a>
    • . We also co-operate directly on troubleshooting, and we offer an opportunity to test updates via our <a href="https://dev.arma3.com/rc-branch" target=""> Release Candidate tests </a>
    • . 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 <a href="https://community.bistudio.com/wiki/Arma_3:_Steam_Branches" target=""> Steam branch </a>
    • is available for advanced users. It contains the previous significant main branch version (2.08). It can be used to compare specific changes between major releases. The access code for this branch is:
    • Arma3Legacy208
    • This update does not apply to <a href="http://dev.arma3.com/ports" target=""> the experimental Linux and Mac client port betas </a>
    • .
    • 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 <a href="https://developer.valvesoftware.com/wiki/SteamCMD" target=""> SteamCMD </a>
      • utility. The app ID is to be 233780.
      • NVIDIA GameWorks™ Technology provided under license from NVIDIA Corporation. Copyright © 2002-2018 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 <a href="http://support.bistudio.com/arma-3" target=""> Bohemia Interactive support F.A.Q. </a>
    • , <a href="http://arma3.com/faq" target=""> Arma 3 F.A.Q. </a>
    • , <a href="http://www.battleye.com/support/faq/" target=""> BattlEye F.A.Q. </a>
    • , or <a href="https://arma3.com/launcher/troubleshooting" target=""> Launcher troubleshooting guide </a>
    • .
    • You can help us to further improve the game by posting your feedback on the <a href="http://feedback.arma3.com/" target=""> Feedback Tracker </a>
    • .

    CHANGELOG

    ENGINE

    SERVER

    • Updated: Stand-alone Windows Dedicated Server (2.10)
    • Updated: Stand-alone Linux Dedicated Server (2.10)
      • The data in

    -mod=contact** is not fully multiplayer compatible (it is meant for the singleplayer campaign experience); we recommend only hosting servers with it for special use cases This data is signed by a new A3C key whose presence can be used to control what client data is allowed on the server

      • Known issue: Steam client modifies the
      • steam_appid.txt
      • file incorrectly. In case of issues, verify its content is:
    • 107410
      • Known issue: Sometimes the add-ons are loaded from the wrong installation (e.g. main game)
      • Try adding

    -mod=curator;kart;heli;mark;expansion;jets;argo;orange;tacops;tank;enoch;aow** to your

      • arma3server.exe
      • shortcut


    SPOTREP-00108

    SPOTREP-00108

    • FROM: High Command
    • TO: Arma 3 Users
    • UNIT: Main Branch
    • ACTIVITY: Hotfix 2.10 (Launcher)
    • SIZE: ~15 MB

    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 <a href="https://dev.arma3.com/" target=""> Dev Hub </a>
    • . We also co-operate directly on troubleshooting, and we offer an opportunity to test updates via our <a href="https://dev.arma3.com/rc-branch" target=""> Release Candidate tests </a>
    • . 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 <a href="https://community.bistudio.com/wiki/Arma_3:_Steam_Branches" target=""> Steam branch </a>
    • is available for advanced users. It contains the previous significant main branch version (2.08). It can be used to compare specific changes between major releases. The access code for this branch is:
    • Arma3Legacy208
    • This update does not apply to <a href="http://dev.arma3.com/ports" target=""> the experimental Linux and Mac client port betas </a>
    • .
    • 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 <a href="https://developer.valvesoftware.com/wiki/SteamCMD" target=""> SteamCMD </a>
      • utility. The app ID is to be 233780.
      • NVIDIA GameWorks™ Technology provided under license from NVIDIA Corporation. Copyright © 2002-2018 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 <a href="http://support.bistudio.com/arma-3" target=""> Bohemia Interactive support F.A.Q. </a>
    • , <a href="http://arma3.com/faq" target=""> Arma 3 F.A.Q. </a>
    • , <a href="http://www.battleye.com/support/faq/" target=""> BattlEye F.A.Q. </a>
    • , or <a href="https://arma3.com/launcher/troubleshooting" target=""> Launcher troubleshooting guide </a>
    • .
    • You can help us to further improve the game by posting your feedback on the <a href="http://feedback.arma3.com/" target=""> Feedback Tracker </a>
    • .

    CHANGELOG

    LAUNCHER

    • Fixed: Steam Workshop mods would stop showing up in Launcher when subscribing to more than 1000 after a recent Steam back-end change


    SPOTREP-00109

    SPOTREP-00109

    • FROM: High Command
    • TO: Arma 3 Users
    • UNIT: Main Branch
    • ACTIVITY: Game Update 2.12 (Text to Texture, UI to Texture, Platform Support)
    • SIZE: ~54 MB / ~48 MB (depends on Contact ownership)

    NOTES

    • Contact consists of 2 data packs / folders:
      • Contact (via
      • PLAY CONTACT
      • or

    -mod=Contact)\n** Contact (Platform): for most other use cases, including sandbox multiplayer (loaded by default for all players)

    • 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 <a href="https://dev.arma3.com/" target=""> Dev Hub </a>
    • . We also co-operate directly on troubleshooting, and we offer an opportunity to test updates via our <a href="https://dev.arma3.com/rc-branch" target=""> Release Candidate tests </a>
    • . 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 (2.10). It can be used to compare specific changes between major releases. The access code for this branch is:
    • Arma3Legacy210
    • This update does not apply to <a href="http://dev.arma3.com/ports" target=""> the experimental Linux and Mac client port betas </a>
    • .
    • 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 <a href="https://developer.valvesoftware.com/wiki/SteamCMD" target=""> SteamCMD </a>
      • utility. The app ID is to be 233780.
      • NVIDIA GameWorks™ Technology provided under license from NVIDIA Corporation. Copyright © 2002-2018 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 <a href="http://support.bistudio.com/arma-3" target=""> Bohemia Interactive support F.A.Q. </a>
    • , <a href="http://arma3.com/faq" target=""> Arma 3 F.A.Q. </a>
    • , <a href="http://www.battleye.com/support/faq/" target=""> BattlEye F.A.Q. </a>
    • , or <a href="https://arma3.com/launcher/troubleshooting" target=""> Launcher troubleshooting guide </a>
    • .
    • You can help us to further improve the game by posting your feedback on the <a href="http://feedback.arma3.com/" target=""> Feedback Tracker </a>
    • .

    CHANGELOG

    DATA

    ENGINE

    LAUNCHER

    SERVER

    • Updated: Stand-alone Windows Dedicated Server (2.12)
    • Updated: Stand-alone Linux Dedicated Server (2.12)
      • The data in

    -mod=contact** is not fully multiplayer compatible (it is meant for the singleplayer campaign experience); we recommend only hosting servers with it for special use cases This data is signed by a new A3C key whose presence can be used to control what client data is allowed on the server

      • Known issue: Steam client modifies the
      • steam_appid.txt
      • file incorrectly. In case of issues, verify its content is:
    • 107410
      • Known issue: Sometimes the add-ons are loaded from the wrong installation (e.g. main game)
      • Try adding

    -mod=curator;kart;heli;mark;expansion;jets;argo;orange;tacops;tank;enoch;aow** to your

      • arma3server.exe
      • shortcut


    SPOTREP-00110

    SPOTREP-00110

    • FROM: High Command
    • TO: Arma 3 Users
    • UNIT: Main Branch
    • ACTIVITY: Game Mini-Update 2.12 (Creator DLC Support)
    • SIZE: ~60 MB / ~18 MB

    NOTES

    • Contact consists of 2 data packs / folders:
      • Contact (via
      • PLAY CONTACT
      • or

    -mod=Contact)\n** Contact (Platform): for most other use cases, including sandbox multiplayer (loaded by default for all players)

    • 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 <a href="https://dev.arma3.com/" target=""> Dev Hub </a>
    • . We also co-operate directly on troubleshooting, and we offer an opportunity to test updates via our <a href="https://dev.arma3.com/rc-branch" target=""> Release Candidate tests </a>
    • . 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 (2.10). It can be used to compare specific changes between major releases. The access code for this branch is:
    • Arma3Legacy210
    • This update does not apply to <a href="http://dev.arma3.com/ports" target=""> the experimental Mac client ports </a>
    • .
    • 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 <a href="https://developer.valvesoftware.com/wiki/SteamCMD" target=""> SteamCMD </a>
      • utility. The app ID is to be 233780.
      • NVIDIA GameWorks™ Technology provided under license from NVIDIA Corporation. Copyright © 2002-2018 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 <a href="http://support.bistudio.com/arma-3" target=""> Bohemia Interactive support F.A.Q. </a>
    • , <a href="http://arma3.com/faq" target=""> Arma 3 F.A.Q. </a>
    • , <a href="http://www.battleye.com/support/faq/" target=""> BattlEye F.A.Q. </a>
    • , or <a href="https://arma3.com/launcher/troubleshooting" target=""> Launcher troubleshooting guide </a>
    • .
    • You can help us to further improve the game by posting your feedback on the <a href="http://feedback.arma3.com/" target=""> Feedback Tracker </a>
    • .

    CHANGELOG

    DATA

    ENGINE

    LAUNCHER

    SERVER

    • Updated: Stand-alone Windows Dedicated Server (2.12)
    • Updated: Stand-alone Linux Dedicated Server (2.12)
      • The data in

    -mod=contact** is not fully multiplayer compatible (it is meant for the singleplayer campaign experience); we recommend only hosting servers with it for special use cases This data is signed by a new A3C key whose presence can be used to control what client data is allowed on the server

      • Known issue: Steam client modifies the
      • steam_appid.txt
      • file incorrectly. In case of issues, verify its content is:
    • 107410
      • Known issue: Sometimes the add-ons are loaded from the wrong installation (e.g. main game)
      • Try adding

    -mod=curator;kart;heli;mark;expansion;jets;argo;orange;tacops;tank;enoch;aow** to your

      • arma3server.exe
      • shortcut


    SPOTREP-00111

    SPOTREP-00111

    • FROM: High Command
    • TO: Arma 3 Users
    • UNIT: Main Branch
    • ACTIVITY: Game Update 2.14 (Anniversary Bonus Content, Enhanced Video Options, Platform Support)
    • SIZE: ~1.3 GB / ~49 MB (depends on Contact ownership)

    NOTES

    • Contact consists of 2 data packs / folders:
      • Contact (via
      • PLAY CONTACT
      • or

    -mod=Contact)\n** Contact (Platform): for most other use cases, including sandbox multiplayer (loaded by default for all players)

    • 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 <a href="https://dev.arma3.com/" target=""> Dev Hub </a>
    • . We also co-operate directly on troubleshooting, and we offer an opportunity to test updates via our <a href="https://dev.arma3.com/rc-branch" target=""> Release Candidate tests </a>
    • . 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 (2.12). It can be used to compare specific changes between major releases. The access code for this branch is:
    • Arma3Legacy212
    • This update does not apply to <a href="http://dev.arma3.com/ports" target=""> the experimental Mac client ports </a>
    • .
    • 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 <a href="https://developer.valvesoftware.com/wiki/SteamCMD" target=""> SteamCMD </a>
      • utility. The app ID is to be 233780.
      • NVIDIA GameWorks™ Technology provided under license from NVIDIA Corporation. Copyright © 2002-2018 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 <a href="http://support.bistudio.com/arma-3" target=""> Bohemia Interactive support F.A.Q. </a>
    • , <a href="http://arma3.com/faq" target=""> Arma 3 F.A.Q. </a>
    • , <a href="http://www.battleye.com/support/faq/" target=""> BattlEye F.A.Q. </a>
    • , or <a href="https://arma3.com/launcher/troubleshooting" target=""> Launcher troubleshooting guide </a>
    • .
    • You can help us to further improve the game by posting your feedback on the <a href="http://feedback.arma3.com/" target=""> Feedback Tracker </a>
    • .

    CHANGELOG

    DATA

    • Added: T-100X Futura Railgun Tank - <a href="https://feedback.bistudio.com/T68739" target=""> FT-T68739 </a>
    • , <a href="https://feedback.bistudio.com/T85051" target=""> FT-T85051 </a>
    • Added: Battlefield Memorial - <a href="https://feedback.bistudio.com/T167416" target=""> FT-T167416 </a>
    • Added: Lantern ( <a href="https://incubator.bohemia.net/argo" target=""> Project Argo </a>)\n* Added: Pumpkin (Project Argo)
    • Added: Scarecrow (Project Argo)
    • Added: Portable Flag Pole (Project Argo)
    • Added: Area Marker (Project Argo)
    • Added: Rugged Communications props (Project Argo)
    • Added: Space Capsule props (Project Argo)
    • Added: 7 Balaclavas (Project Argo)
    • Added: 10 Bandanas (Project Argo)
    • Added: 2 Caps (Project Argo)
    • Added: 2 new Steam Achievements
    • Added: CoF: Gray new 10th anniversary binary unlock
    • Added: "Extreme" overall quality preset in the video options (thanks Greenfist for the inspiration)
    • Added: New Post-Processing presets (thanks Greenfist for the inspiration)
    • Added: More extreme low and high end values for various video options (thanks Greenfist for the inspiration)
    • Added: Extreme values warning indicator in video options interface
    • Added: Parameter for custom starting camera positions in Eden Editor (cameraPositions3DEN)
    • Added:
    • parachuteClassOverride
    • CfgVehicles
    • property for spawning of custom parachutes when an asset is paradropped by Zeus
    • Tweaked: Decrypted the remaining vanilla addons from EBO to PBO (
    • _tacops
    • and
    • _contact)\n* Tweaked: Vector script functions now use the new vector script command abilities - <a href="https://feedback.bistudio.com/T156984" target=""> FT-T156984 </a>
    • Tweaked: Added new Post-Processing default preset for new profiles
    • Tweaked: Flashlight configs after an engine fix to quadratic attenuation - <a href="https://feedback.bistudio.com/T170990" target=""> FT-T170990 </a>
    • Tweaked: Leaflet materials to be more consistent - <a href="https://feedback.bistudio.com/T171826" target=""> FT-T171826 </a>
    • Tweaked: Pylon version of the 20mm gun pod is now using a separate weapon class name, with fixed VFX
    • Tweaked: Restored missing fuel tank holders on T-100 Varsuk
    • Fixed: Script error on mission selection in Tac-Ops
    • Fixed: Sound shader for
    • Wind_Generic_Low_SoundShader
    • had no windy input
    • Fixed: Eden Editor UI was not working properly if a mission was passed as a startup parameter - <a href="https://feedback.bistudio.com/T139493" target=""> FT-T139493 </a>
    • Fixed: An explosion dirt effect for dead characters was sometimes incorrectly played for players - <a href="https://feedback.bistudio.com/T170161" target=""> FT-T170161 </a>
    • Fixed: "Tipping Point" in the "East Wind" campaign could get stuck if your squad leader died too soon - <a href="https://feedback.bistudio.com/T156375" target=""> FT-T156375 </a>
    • , <a href="https://feedback.bistudio.com/T157514" target=""> FT-T157514 </a>
    • , <a href="https://feedback.bistudio.com/T148730" target=""> FT-T148730 </a>
    • , <a href="https://feedback.bistudio.com/T170998" target=""> FT-T170998 </a>
    • , <a href="https://www.reddit.com/r/arma/comments/ck9ugl/arma_3_campaign_broken/" target=""> Reddit </a>
    • Fixed: Script syntax error in
    • BIS_fnc_camp_showOSD
    • Fixed: Sirens would not stop when a vehicle was destroyed on Dedicated Servers - <a href="https://feedback.bistudio.com/T159347" target=""> FT-T159347 </a>
    • Fixed: IDAP Demining ED-1D drone disassembled into the wrong backpack - <a href="https://feedback.bistudio.com/T171693" target=""> FT-T171693 </a>
    • Fixed: RPG-42 ocular was using wrong textures and materials in its first-person LOD - <a href="https://feedback.bistudio.com/T151288" target=""> FT-T151288 </a>
    • Fixed: Missing shadows on AKM and AK12 drum magazines
    • Fixed: Slow crouching movement diagonally with a lowered weapon - <a href="https://feedback.bistudio.com/T169998" target=""> FT-T169998 </a>
    • Fixed: Small hole in the rear part of the RCO scope
    • Fixed: Revive system was not detecting modded medical items derived from
    • FirstAidKit
    • and
    • MediKit
    • - <a href="https://feedback.bistudio.com/T152608" target=""> FT-T152608 </a>
    • Fixed: Arsenal load / save loadout was ignoring secondary muzzle magazine - <a href="https://feedback.bistudio.com/T159400" target=""> FT-T159400 </a>
    • Fixed: Explosion debris sound set was not being played at all (now it should be correctly restricted to non-sea surfaces) - <a href="https://feedback.bistudio.com/T173899" target=""> FT-T173899 </a>
    • Fixed: Footstep sounds on Scaffolding and Bunker (Tower) assets - <a href="https://feedback.bistudio.com/T164238" target=""> FT-T164238 </a>
    • , <a href="https://feedback.bistudio.com/T122026" target=""> FT-T122026 </a>
    • Fixed: Cap model had a camo selection in its shadow LOD, causing issues when using hidden selection materials on that asset - <a href="https://feedback.bistudio.com/T168411" target=""> FT-T168411 </a>

    ENGINE

    LAUNCHER

    • Fixed: TLS deprecation by Microsoft in Windows (only utilized in Launcher via .NET)

    SERVER

    • Updated: Stand-alone Windows Dedicated Server (2.14)
    • Updated: Stand-alone Linux Dedicated Server (2.14)
      • The data in

    -mod=contact** is not fully multiplayer compatible (it is meant for the singleplayer campaign experience); we recommend only hosting servers with it for special use cases This data is signed by a new A3C key whose presence can be used to control what client data is allowed on the server

      • Known issue: Steam client modifies the
      • steam_appid.txt
      • file incorrectly. In case of issues, verify its content is:
    • 107410
      • Known issue: Sometimes the add-ons are loaded from the wrong installation (e.g. main game)
      • Try adding

    -mod=curator;kart;heli;mark;expansion;jets;argo;orange;tacops;tank;enoch;aow** to your

      • arma3server.exe
      • shortcut


    SPOTREP-00112

    SPOTREP-00112

    • FROM: High Command
    • TO: Arma 3 Users
    • UNIT: Main Branch
    • ACTIVITY: Hotfix 2.14 (Launcher)
    • SIZE: ~1 MB / ~1 MB

    NOTES

    • Contact consists of 2 data packs / folders:
      • Contact (via
      • PLAY CONTACT
      • or

    -mod=Contact)\n** Contact (Platform): for most other use cases, including sandbox multiplayer (loaded by default for all players)

    • 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 <a href="https://dev.arma3.com/" target=""> Dev Hub </a>
    • . We also co-operate directly on troubleshooting, and we offer an opportunity to test updates via our <a href="https://dev.arma3.com/rc-branch" target=""> Release Candidate tests </a>
    • . 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 (2.12). It can be used to compare specific changes between major releases. The access code for this branch is:
    • Arma3Legacy212
    • This update does not apply to <a href="http://dev.arma3.com/ports" target=""> the experimental Mac client ports </a>
    • .
    • 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 <a href="https://developer.valvesoftware.com/wiki/SteamCMD" target=""> SteamCMD </a>
      • utility. The app ID is to be 233780.
      • NVIDIA GameWorks™ Technology provided under license from NVIDIA Corporation. Copyright © 2002-2018 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 <a href="http://support.bistudio.com/arma-3" target=""> Bohemia Interactive support F.A.Q. </a>
    • , <a href="http://arma3.com/faq" target=""> Arma 3 F.A.Q. </a>
    • , <a href="http://www.battleye.com/support/faq/" target=""> BattlEye F.A.Q. </a>
    • , or <a href="https://arma3.com/launcher/troubleshooting" target=""> Launcher troubleshooting guide </a>
    • .
    • You can help us to further improve the game by posting your feedback on the <a href="http://feedback.arma3.com/" target=""> Feedback Tracker </a>
    • .

    CHANGELOG

    LAUNCHER

    • Fixed: Crash when trying to join a modded server via Launcher
    • Fixed: Crash when trying to generate a troubleshooting report via Launcher


    SPOTREP-00113

    SPOTREP-00113

    • FROM: High Command
    • TO: Arma 3 Users
    • UNIT: Main Branch
    • ACTIVITY: Hotfix 2.14 (T-100X)
    • SIZE: ~1 MB / ~1 MB

    NOTES

    • Contact consists of 2 data packs / folders:
      • Contact (via
      • PLAY CONTACT
      • or

    -mod=Contact)\n** Contact (Platform): for most other use cases, including sandbox multiplayer (loaded by default for all players)

    • 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 <a href="https://dev.arma3.com/" target=""> Dev Hub </a>
    • . We also co-operate directly on troubleshooting, and we offer an opportunity to test updates via our <a href="https://dev.arma3.com/rc-branch" target=""> Release Candidate tests </a>
    • . 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 (2.12). It can be used to compare specific changes between major releases. The access code for this branch is:
    • Arma3Legacy212
    • This update does not apply to <a href="http://dev.arma3.com/ports" target=""> the experimental Mac client ports </a>
    • .
    • 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 <a href="https://developer.valvesoftware.com/wiki/SteamCMD" target=""> SteamCMD </a>
      • utility. The app ID is to be 233780.
      • NVIDIA GameWorks™ Technology provided under license from NVIDIA Corporation. Copyright © 2002-2018 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 <a href="http://support.bistudio.com/arma-3" target=""> Bohemia Interactive support F.A.Q. </a>
    • , <a href="http://arma3.com/faq" target=""> Arma 3 F.A.Q. </a>
    • , <a href="http://www.battleye.com/support/faq/" target=""> BattlEye F.A.Q. </a>
    • , or <a href="https://arma3.com/launcher/troubleshooting" target=""> Launcher troubleshooting guide </a>
    • .
    • You can help us to further improve the game by posting your feedback on the <a href="http://feedback.arma3.com/" target=""> Feedback Tracker </a>
    • .

    CHANGELOG

    DATA


    SPOTREP-00114

    SPOTREP-00114

    • FROM: High Command
    • TO: Arma 3 Users
    • UNIT: Main Branch
    • ACTIVITY: Game Mini-Update 2.16 (Creator DLC Support, Haze, Ultrawide)
    • SIZE: ~28 MB / ~4 MB

    NOTES

    • Contact consists of 2 data packs / folders:
      • Contact (via
      • PLAY CONTACT
      • or

    -mod=Contact)\n** Contact (Platform): for most other use cases, including sandbox multiplayer (loaded by default for all players)

    • 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 <a href="https://dev.arma3.com/" target=""> Dev Hub </a>
    • . We also co-operate directly on troubleshooting, and we offer an opportunity to test updates via our <a href="https://dev.arma3.com/rc-branch" target=""> Release Candidate tests </a>
    • . 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 (2.14). It can be used to compare specific changes between major releases. The access code for this branch is:
    • Arma3Legacy214
    • This update does not apply to <a href="http://dev.arma3.com/ports" target=""> the experimental Mac client ports </a>
    • .
    • 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 <a href="https://developer.valvesoftware.com/wiki/SteamCMD" target=""> SteamCMD </a>
      • utility. The app ID is to be 233780.
      • NVIDIA GameWorks™ Technology provided under license from NVIDIA Corporation. Copyright © 2002-2018 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 <a href="http://support.bistudio.com/arma-3" target=""> Bohemia Interactive support F.A.Q. </a>
    • , <a href="http://arma3.com/faq" target=""> Arma 3 F.A.Q. </a>
    • , <a href="http://www.battleye.com/support/faq/" target=""> BattlEye F.A.Q. </a>
    • , or <a href="https://arma3.com/launcher/troubleshooting" target=""> Launcher troubleshooting guide </a>
    • .
    • You can help us to further improve the game by posting your feedback on the <a href="http://feedback.arma3.com/" target=""> Feedback Tracker </a>
    • .

    CHANGELOG

    ENGINE

    LAUNCHER

    SERVER

    • Updated: Stand-alone Windows Dedicated Server (2.16)
    • Updated: Stand-alone Linux Dedicated Server (2.16)
      • The data in

    -mod=contact** is not fully multiplayer compatible (it is meant for the singleplayer campaign experience); we recommend only hosting servers with it for special use cases This data is signed by a new A3C key whose presence can be used to control what client data is allowed on the server

      • Known issue: Steam client modifies the
      • steam_appid.txt
      • file incorrectly. In case of issues, verify its content is:
    • 107410
      • Known issue: Sometimes the add-ons are loaded from the wrong installation (e.g. main game)
      • Try adding

    -mod=curator;kart;heli;mark;expansion;jets;argo;orange;tacops;tank;enoch;aow** to your

      • arma3server.exe
      • shortcut


    SPOTREP-00115

    SPOTREP-00115

    • FROM: High Command
    • TO: Arma 3 Users
    • UNIT: Main Branch
    • ACTIVITY: Game Update 2.18 (Grenades vs Glass / Water, Character Damage Consistency, Platform Support)
    • SIZE: ~2.9 GB / ~167 MB (depends on Contact ownership)

    NOTES

    • Contact consists of 2 data packs / folders:
      • Contact (via
      • PLAY CONTACT
      • or

    -mod=Contact)\n** Contact (Platform): for most other use cases, including sandbox multiplayer (loaded by default for all players)

    • 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 <a href="https://dev.arma3.com/" target=""> Dev Hub </a>
    • . We also co-operate directly on troubleshooting, and we offer an opportunity to test updates via our <a href="https://dev.arma3.com/rc-branch" target=""> Release Candidate tests </a>
    • . 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 (2.16). It can be used to compare specific changes between major releases. The access code for this branch is:
    • Arma3Legacy216
    • This update does not yet apply to <a href="http://dev.arma3.com/ports" target=""> the experimental Mac client ports </a>
    • .
    • 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 <a href="https://developer.valvesoftware.com/wiki/SteamCMD" target=""> SteamCMD </a>
      • utility. The app ID is to be 233780.
      • NVIDIA GameWorks™ Technology provided under license from NVIDIA Corporation. Copyright © 2002-2018 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 <a href="http://support.bistudio.com/arma-3" target=""> Bohemia Interactive support F.A.Q. </a>
    • , <a href="http://arma3.com/faq" target=""> Arma 3 F.A.Q. </a>
    • , <a href="http://www.battleye.com/support/faq/" target=""> BattlEye F.A.Q. </a>
    • , or <a href="https://arma3.com/launcher/troubleshooting" target=""> Launcher troubleshooting guide </a>
    • .
    • You can help us to further improve the game by posting your feedback on the <a href="http://feedback.arma3.com/" target=""> Feedback Tracker </a>
    • .

    CHANGELOG

    DATA

    ENGINE

    SERVER

    • Updated: Stand-alone Windows Dedicated Server (2.18)
    • Updated: Stand-alone Linux Dedicated Server (2.18)
      • The data in

    -mod=contact** is not fully multiplayer compatible (it is meant for the singleplayer campaign experience); we recommend only hosting servers with it for special use cases This data is signed by a new A3C key whose presence can be used to control what client data is allowed on the server

      • Known issue: Steam client modifies the
      • steam_appid.txt
      • file incorrectly. In case of issues, verify its content is:
    • 107410
      • Known issue: Sometimes the add-ons are loaded from the wrong installation (e.g. main game)

    Try adding -mod=curator;kart;heli;mark;expansion;jets;argo;orange;tacops;tank;enoch;aowto your arma3server.exe shortcut


    SPOTREP-00116

    SPOTREP-00116

    • FROM: High Command
    • TO: Arma 3 Users
    • UNIT: Main Branch
    • ACTIVITY: Hotfix 2.18 (Multiplayer Weapon Reloads, Miscellaneous Fixes)
    • SIZE: ~55 MB / ~18 MB

    NOTES

    • Contact consists of 2 data packs / folders:
      • Contact (via
      • PLAY CONTACT
      • or

    -mod=Contact)\n** Contact (Platform): for most other use cases, including sandbox multiplayer (loaded by default for all players)

    • 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 <a href="https://dev.arma3.com/" target=""> Dev Hub </a>
    • . We also co-operate directly on troubleshooting, and we offer an opportunity to test updates via our <a href="https://dev.arma3.com/rc-branch" target=""> Release Candidate tests </a>
    • . 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 (2.16). It can be used to compare specific changes between major releases. The access code for this branch is:
    • Arma3Legacy216
    • This update does not yet apply to <a href="http://dev.arma3.com/ports" target=""> the experimental Mac client ports </a>
    • .
    • 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 <a href="https://developer.valvesoftware.com/wiki/SteamCMD" target=""> SteamCMD </a>
      • utility. The app ID is to be 233780.
      • NVIDIA GameWorks™ Technology provided under license from NVIDIA Corporation. Copyright © 2002-2018 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 <a href="http://support.bistudio.com/arma-3" target=""> Bohemia Interactive support F.A.Q. </a>
    • , <a href="http://arma3.com/faq" target=""> Arma 3 F.A.Q. </a>
    • , <a href="http://www.battleye.com/support/faq/" target=""> BattlEye F.A.Q. </a>
    • , or <a href="https://arma3.com/launcher/troubleshooting" target=""> Launcher troubleshooting guide </a>
    • .
    • You can help us to further improve the game by posting your feedback on the <a href="http://feedback.arma3.com/" target=""> Feedback Tracker </a>
    • .

    CHANGELOG

    ENGINE

    LAUNCHER

    SERVER

    • Updated: Stand-alone Windows Dedicated Server (2.18)
    • Updated: Stand-alone Linux Dedicated Server (2.18)
      • The data in

    -mod=contact** is not fully multiplayer compatible (it is meant for the singleplayer campaign experience); we recommend only hosting servers with it for special use cases This data is signed by a new A3C key whose presence can be used to control what client data is allowed on the server

      • Known issue: Steam client modifies the
      • steam_appid.txt
      • file incorrectly. In case of issues, verify its content is:
    • 107410
      • Known issue: Sometimes the add-ons are loaded from the wrong installation (e.g. main game)

    Try adding -mod=curator;kart;heli;mark;expansion;jets;argo;orange;tacops;tank;enoch;aowto your arma3server.exe shortcut


    SPOTREP-00117

    SPOTREP-00117

    • FROM: High Command
    • TO: Arma 3 Users
    • UNIT: Main Branch
    • ACTIVITY: Game Mini-Update 2.18 (Creator DLC Support)
    • SIZE: ~57 MB / ~18 MB

    NOTES

    • Contact consists of 2 data packs / folders:
      • Contact (via
      • PLAY CONTACT
      • or

    -mod=Contact)\n** Contact (Platform): for most other use cases, including sandbox multiplayer (loaded by default for all players)

    • 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 <a href="https://dev.arma3.com/" target=""> Dev Hub </a>
    • . We also co-operate directly on troubleshooting, and we offer an opportunity to test updates via our <a href="https://dev.arma3.com/rc-branch" target=""> Release Candidate tests </a>
    • . 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 (2.16). It can be used to compare specific changes between major releases. The access code for this branch is:
    • Arma3Legacy216
    • This update does not yet apply to <a href="http://dev.arma3.com/ports" target=""> the experimental Mac client ports </a>
    • .
    • 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 <a href="https://developer.valvesoftware.com/wiki/SteamCMD" target=""> SteamCMD </a>
      • utility. The app ID is to be 233780.
      • NVIDIA GameWorks™ Technology provided under license from NVIDIA Corporation. Copyright © 2002-2018 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 <a href="http://support.bistudio.com/arma-3" target=""> Bohemia Interactive support F.A.Q. </a>
    • , <a href="http://arma3.com/faq" target=""> Arma 3 F.A.Q. </a>
    • , <a href="http://www.battleye.com/support/faq/" target=""> BattlEye F.A.Q. </a>
    • , or <a href="https://arma3.com/launcher/troubleshooting" target=""> Launcher troubleshooting guide </a>
    • .
    • You can help us to further improve the game by posting your feedback on the <a href="http://feedback.arma3.com/" target=""> Feedback Tracker </a>
    • .

    CHANGELOG

    DATA

    ENGINE

    LAUNCHER

    SERVER

    • Updated: Stand-alone Windows Dedicated Server (2.18)
    • Updated: Stand-alone Linux Dedicated Server (2.18)
      • The data in

    -mod=contact** is not fully multiplayer compatible (it is meant for the singleplayer campaign experience); we recommend only hosting servers with it for special use cases This data is signed by a new A3C key whose presence can be used to control what client data is allowed on the server

      • Known issue: Steam client modifies the
      • steam_appid.txt
      • file incorrectly. In case of issues, verify its content is:
    • 107410
      • Known issue: Sometimes the add-ons are loaded from the wrong installation (e.g. main game)

    Try adding -mod=curator;kart;heli;mark;expansion;jets;argo;orange;tacops;tank;enoch;aowto your arma3server.exe shortcut