Arma 3 Beta Updated

Discussion in 'Steam Updates' started by FSOwner, August 15, 2013.

  1. FSOwner

    FSOwner FS Owner


    Enabled publication to and download from Steam Workshop 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: (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
    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
    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: (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
    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 (
    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 (
    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


    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 (
    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


Share This Page

  1. This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
    By continuing to use this site, you are consenting to our use of cookies.
    Dismiss Notice