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 SteamCMD 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: End Game Kavala
- 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 Steam Achievements
- 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: VhC 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 (http://feedback.arma3.com/view.php?id=23111)
- 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)
- Changed: Rahim was re-chambered (old class name for magazines 10Rnd_762x54_Mag became 10Rnd_762x51_Mag)
- 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 documentation 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 VhC
- 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 Arma 3 Marksmen DLC.
** Content requires ownership of the Arma 3 Marksmen DLC.
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 documentation for more details)
- Added: AI suppression enabled
- Added: Script command WFSideText is extended to support side for backward compatibility
- Added: Visualization of hook / unhook commands
- Added: Password-protected serverCommand 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 (documentation)
- 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 isWeaponRested and isWeaponDeployed
- Added: Config parameters for weapon deployment (documentation)
- 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) and Deployment (WeaponDeployed) event handlers
- 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 enableAI / disableAI (AIMINGERROR and SUPPRESSION)
- Added: Stance indicator for resting and deployment
- Fixed: setCurrentTask can be used with taskNull
- Fixed: Enabling / disabling FFV positions now propagates correctly in multiplayer
- Fixed: Error message that appeared after creating RscListBox using ctrlCreate
- 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: moveInCargo for vehicles with FFV turned-out positions
- Fixed: Play click sound for changing infantry weapon fire mode
- Fixed: setSkill 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" serverCommand 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 createMine 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 http://feedback.arma3.com/view.php?id=23256)
- 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 load 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: drawIcon3D 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 selectWeapon 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 Publisher 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