Posts by Xairo

    v2.1.2

    - added: Compatibility with CBA Scripted optics and Disposable Launchers

    - added: M5Xi compatibility with NSV80

    - changed: Spike and LAHAT effective range

    - changed: Puma ABM effective range

    - changed: Updated silencer configs

    - changed: Buffed G36K accuracy

    - changed: Eagle rear view camera pitch

    - changed: Updated Vector IV optic

    - changed: Canister textures

    - changed: Normteile textures

    - changed: Bounding Box for Eagle, Leopard 2 and Puma

    - changed: G36 reload animations

    - changed: G29 reload and repeat animations

    - fixed: G36 with Carry Handle lose PIP capability when equipped with CQB sight

    - fixed: PZF3 and RGW90 magazine mass when using ACE

    - fixed: Crewman KSK helmet inheritance

    - fixed: Knighthelm missing ACE goggles protection

    - fixed: Bunkerfaust missing from NSA80 tooltip

    - fixed: An optics alpha texture bug

    - fixed: Camera position in gunner view of Leopard loader

    - fixed: LLM-01 underbarrel disappears when switching to daylight laser mode

    CBA_A3 v3.11.0.190501


    This update contains adjustments for the Arma v1.92 update. It also adds the Scripted Optics and Disposable Launchers frameworks as well as Italian and Polish translations.


    CHANGE LOG SUMMARY:


    ADDED: Italian translations (#1124) alef

    ADDED: Polish translations (#1112, #1113) veteran29

    ADDED: Some Japanese translations (#1126, #1127) classicarma

    ADDED: Scripted Optics Framework (#1102, #1105, #1117) commy2

    ADDED: Disposable Launchers Framework (#1103, #1116, #1125) commy2

    ADDED: More JAM magazine wells for WW2 era magazines (#1104) Drofseh

    ADDED: Setting to hold trigger to delay repeating weapon (#1106, #1107) jonpas

    ADDED: CBA_fnc_addSetting (#1111) commy2

    ADDED: Param for CBA_fnc_compatibleMagazines to report all mags (#1122, #1123) commy2 PabstMirror

    ADDED: Magazine wells compatibility with Arma v1.92 update (#1132, #1133) PabstMirror

    IMPROVED: CBA_fnc_getVolume accuracy (#1130) Wakbub

    OPTIMIZED: Extended Event Handlers fallback loop (#1120) commy2

    FIXED: Some broken macros (#1110) dedmen

    FIXED: CBA_fnc_notify errors for numbers (#1121) mharis001

    FIXED: CBA_fnc_headDir broken after 1.92 update (#1128, #1129) derbismarck commy2

    FIXED: Missing suppressor icon file paths after Arma v1.92 update (#1131) PabstMirror

    REMOVED: Some unused code (#1118) commy2

    KNOWN ISSUES:


    When switching to or from PIP Mode of a weapon with integrated optic, the gunlight of the pointer attachment of the weapon is turned off once.

    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 the experimental Linux and Mac 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 SteamCMD 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 Bohemia Interactive support F.A.Q., Arma 3 F.A.Q., BattlEye F.A.Q., or Launcher troubleshooting guide.
    • You can help us to further improve the game by posting your feedback on the Feedback Tracker.

    CHANGELOG

    DATA

    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 Creator DLC

    * 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 (https://feedback.bistudio.com/T136457)

    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 description.ext file
    • Added: The cost of any asset can now be changed in the scenario's description.ext file (details)
    • 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)

    Eden Editor

    • 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

    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

    Multiplayer

    • Fixed: Non-local tank suspension looked wrong in multiplayer
    • Added: kickTimeout settings in the server configs*
    • Added: OnUserKicked event handler for the server configs*
    • Added: kick.txt which works in sync with the new kickTimeout server config parameter (it is stored alongside ban.txt)*
    • Added: A server config parameter lobbyIdleTime to manage players sitting idle in the mission/role selection or briefing**
    • Tweaked: allowedVoteCmds extended with a 'friendly ratio' - players are kicked if enough of players of the same side vote to kick*
    • Fixed: ban.txt would sometimes be read from or written to the game root, other times the user folder. From now on, it's always the user folder.
    • Fixed: It was not possible to write into ban.txt and kick.txt

    * Preliminary documentation for kickTimeout, onUserKicked, side-votekick-ratio on our forums

    ** Preliminary documentation for votingTimeOut, roleTimeOut, briefingTimeOut, debriefingTimeOut, lobbyIdleTimeout on our forums

    Audio

    • Added: Support for a new simple expression in weapon sound configuration (camPos)
    • Fixed: Extreme volumes are no longer possible with playSound3D

    Scripting

    • Added: The lightIsOn command can now be used on the same objects as the switchLight command
    • Added: A new scripting command (setBehaviourStrong) for forcing a behaviour to the Group itself
    • Added: New scripting commands for simple graphs: getGraphValues, decayGraphValues, ctrlSetPositionX, ctrlSetPositionY, ctrlSetPositionW, ctrlSetPositionH, bezierInterpolation
    • Added: New scripting commands for working with matrices and vectors interpolation: vectorLinearConversion, matrixTranspose, matrixMultiply
    • Added: A getter (customWaypointPosition) for the player's custom waypoint (LShift + LMB)
    • Added: Support for forcing the initial direction of 3D particles
    • Added: A disableAI / enableAI "NVG" option for the AI to not use worn NVGs
    • Added: A disableAI / enableAI "LIGHTS" option for disabling AI from controlling lights
    • Added: Muzzle event handlers for reloading weapons (reload - start, reloaded - finished)
    • Added: A mission event handler for the change of the time acceleration (HandleAccTime - returning true also suppresses the IGUI message)
    • Added: Scripted control over (legitimate) missile targets of guided missiles or target positions of manually guided missiles (setMissileTargetPos, missileTargetPos, setMissileTarget, missileTarget)
    • Added: A script command to trigger a munition (triggerAmmo)
    • Added: Support for the green TI mode in render-to-target and the setPiPEffect scripting command
    • Changed: switchLight now supports terrain objects, entities, and terrain lamps (automatic when "on")
    • Changed: Increased the limit of array length for scripting DLL extensions to 2048
    • Changed: The getSuppression command now returns -1 if an object is invalid, non-local, or there is no suppression enabled
    • Changed: boundingBox and boundingBoxReal now can be passed a number (0-ClipVisual, 1-ClipShadow, 2-ClipGeometry, 3-ClipGeneral) and return the bounding sphere value
    • Fixed: lnbSetTooltip (https://feedback.bistudio.com/T83315)
    • Fixed: The year would not always sync when setDate was called from the server
    • Fixed: animatePylon and setAmmoOnPylon would not take a pylon name as an argument

    Eden Editor

    General

    • Fixed: A possible crash when reading the headGforceLeaningFactor parameter
    • Fixed: Magazine proxy texture flickering (they were instanced)
    • Fixed: Constant black in / out when a player's UGV was critically damaged
    • Fixed: Allow Lights in the UAV Terminal did not work
    • Fixed: RPT errors related to deprecated strings
    • Fixed: Players were not considered in the list of a trigger when they entered a vehicle of another group

    LAUNCHER

    • Added: DLC support in Launcher
    • Added: Offical Servers tab in the SERVERS category
    • Added: Creator DLC Global Mobilization is now visible as 'optional DLC'

    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

    BW mod wurde geupdated auf v2.1.1


    BW mod was updated to v2.1.1


    Code: Changelog
    1. - changed: G36 reload animation
    2. - changed: tiger texture
    3. - changed: Leopard and Puma maximum zeroing ranges
    4. - fixed: Bunkerfaust shadow lod bug
    5. - fixed: mass of Dm32
    6. - fixed: vanilla MRAAWS penetrator warhead
    7. - fixed: NaviPad after Arma version 1.90
    8. - fixed: A UBC error

    Altis / Rosche sind momentan aus ungeklärten gründen down, möglicherweise Hardware defekt.

    Wir warten auf Antwort des Hosters.


    Altis / Rosche are currently down for unexplained reasons, possibly hardware defect.

    We wait for answer of the hoster.

    CHANGE LOG SUMMARY:


    ADDED: Some Japanese translations (#1088) classicarma

    ADDED: CBA_fnc_notify (Port of ACE style hint notifications) (#1036) commy2

    ADDED: Optional argument for default of hash created by CBA_fnc_serializeNamespace (#1044) xetra11

    ADDED: CBA_fnc_selectRandomArray (#1049) neilzar

    ADDED: keepAspectRatio parameter to Layout Editor (#1059) commy2

    ADDED: P90, UMP40/45/9 & Beretta M9 magwells (#1061, #1091) 3Mydlo3 PabstMirror

    ADDED: Button to hide stock missions in the CREATE GAME menu (#1066, #1086) commy2

    ADDED: Event for confirming changes in Layout Editor ( #1070, #1075) commy2

    ADDED: JAM magwells for SMAW and MAAWS launchers (#1071, #1072) Dahlgren

    ADDED: More JAM magwells (#1076, #1078) Drofseh

    ADDED: Script names to some functions for debugging (#1079) PabstMirror

    CHANGED: Maps are sorted alphabetically in CREATE GAME menu (#1045, #1067) commy2

    CHANGED: 100rnd mags no longer added to non MX SW variants (#1050, #1058) TheMasterofBlubb

    CHANGED: Shortened some functions configs (#1068) PabstMirror

    CHANGED: Refactored help component (#1073, #1094, #1095) commy2

    CHANGED: Updated DIK Codes header file paths (#1090) jonpas

    FIXED: Potential race condition breaking CBA_missionTime in multiplayer (#1047) commy2

    FIXED: IS_ADMIN and IS_ADMIN_LOGGED not usable in strings and config (#1048, #1074) commy2

    FIXED: cba_main component loaded after cba_jam (#1062) commy2

    FIXED: Game crash when using cba_settings_fnc_set with out of bounds priority (#1092) commy2

    FIXED: CBA_fnc_getMuzzles function header (#1093) Dystopian

    OPTIMIZED: Forced unit addon activation (#1051, #1081) dedmen

    OPTIMIZED: Addon XEH preInit and postInit cached at game start (#1052, #1055, #1056) dedmen

    OPTIMIZED: XEH incompatible classes cached at game start (#1053, #1057) dedmen PabstMirror

    OPTIMIZED: FlexiMenu functions cached at game start (#1054, #1064, #1083, #1087) dedmen

    OPTIMIZED: Removed unused local variable from CBA_fnc_isTurnedOut (#1014, #1060) commy2

    OPTIMIZED: Removed BI function headers from release build (#1065) PabstMirror

    OPTIMIZED: Skip checking turret path if not in vehicle (#1080) PabstMirror

    OPTIMIZED: Eden and Zeus item lists are preloaded and optimized (#1084) commy2

    KNOWN ISSUES:


    Invisible Targets are visible on the map and have nametags when those settings are enabled in the difficulty options.

    Invisible Targets are not engaged by AI when they're placed inside another object's geometry. They have to be placed on an object's surface.

    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 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 (1.88). 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 the experimental Linux and Mac 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 SteamCMD 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 Bohemia Interactive support F.A.Q., Arma 3 F.A.Q., BattlEye F.A.Q., or Launcher troubleshooting guide.
    • You can help us to further improve the game by posting your feedback on the Feedback Tracker.

    CHANGELOG

    DATA

    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 Arma 3 Apex expansion.



    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) (https://feedback.bistudio.com/T128135)
    • Fixed: Xi'an FFV seat view when in optics mode (https://feedback.bistudio.com/T136046)
    • 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 (https://feedback.bistudio.com/T136231)
    • Fixed: It was not possible to open the compass in vehicles (https://feedback.bistudio.com/T133142)
    • 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 setObjectTexture (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 (https://feedback.bistudio.com/T135887)
    • 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 (https://community.bistudio.com…rlords#3._Custom_factions)
    • 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

    Eden Editor

    • Added: Reference to the spawned airplane in the CAS module (_module getVariable "plane")
    • 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: BIS_fnc_mapGridSize (returns the current size of the map grid square)
    • Added: Parameter for the number of steps (animation frames) in BIS_fnc_resizeMarker
    • 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

    Multiplayer

    • Fixed: Various issues with the improved MP security measures (cache handling, v2 signature compatibility, -serverMod, etc.)

    Audio

    • Added: say3D command extension to exclude speech category sounds from the filtering

    AI

    Scripting

    General

    • Fixed: The game could freeze on startup with the file system thread turned off (e.g. -exThreads=6)
    • Fixed: Some achievements couldn't be completed (Model Student, Puppeteer, Dressing Doll, Get Arrested, Punch Out)
    • Fixed: Proxies were not considered for object actions, only the parent object
    • Fixed: Removed compile caching that was responsible for memory issues (https://feedback.bistudio.com/T135718)

    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


    Code
    1. Hardc0re | Exile_Unit_Player moved 8863m in 0.49707s from 083123 [8353,2963,0] to 000153 [1,-1,0] at a speed of 65080/25. NetId 2 13943, LocalObj true, VisibleMap false, TpCounter 6 | 3h 48min 52s [04-08-2018 15-41-04 - v93]

    Hello,

    Suppenkasper and I made a kart track on Rosche. Free for all!


    The karts were sponsored by Basti and are ready in the pit lane.


    Name of Base: ASE Fun Park

    Location: about 2,2km NE of Molzen

    about 1.6km northwest of Massendorf

    Directions:

    From Molzen direction mass village after exit the second left and straight ahead.

    From Massendorf to Molzen after leaving the town, take the second right and continue straight on.


    Note signs for parking!

    (once over the small ramp at the two containers to get to the pit lane.)


    The official direction of travel is from start to finish looking north to south. Start finish is parallel to the pit lane at Baseflag.

    But before you go, you should first unfold the four ramps that lead across the street. These are always collapsed after starting the server.


    A San box is behind the Toilet in the pit lane. But a few Instadocs on the man could not hurt.

    Since our Bobcat is currently in the virtual garage, you should bring some of your stuff with you for repair.


    The karts can be refueled when needed at the "Huron tank" at the Airplanehanger.


    So we wish you a lot of fun.