Arma 3 Beta Updated

Discussion in 'Steam Updates' started by FSOwner, July 31, 2013.

  1. FSOwner

    FSOwner FS Owner

    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)
    Added specialized collimator for SMGs (classes optic_ACO_grn, optic_aco_smg, and optic_Holosight_smg)
    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 (http://feedback.arma3.com/view.php?id=11326)
    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 here
    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 parameters 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

    [​IMG]
     

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