Arma 3 Alpha Update Released

DATA
  • Added: Functions are now compiled using newly introduced compileFinal
  • 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
    • getFuelCargo, getAmmoCargo, getRepairCargo 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: http://feedback.arma3.com/view.php?id=5928 (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: difficulty command to return high-level selected difficulty mode
    • Added: getArtilleryETA 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: compileFinal command
    • Removed fully script commands: setVehicleInit, clearVehicleInit, processInitCommands
    • 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)
 
Back
Top