FROM: Project Lead
TO: Arma 3 Users
UNIT: Main Branch
ACTIVITY: Game Update: 1.16 (Zeus)
SIZE: ~822 MB
CHANGELOG
DATA
ZEUS
- Showcases
- Showcase Zeus
- Multiplayer
- ZGM 48+2 Master Altis
- ZGM 16+2 Master Altis (NATO)
- ZGM 16+2 Master Altis (CSAT)
- ZGM 16+2 Master Altis (AAF)
- ZGM 48+2 Master Stratis
- ZGM 16+2 Master Stratis (NATO)
- ZGM 16+2 Master Stratis (CSAT)
- ZGM 16+2 Master Stratis (AAF)
- ZSC 32+2 Control Edessa
- ZvP 10+1 Defend Kamino
- ZvP 10+1 Defend Syrta
- ZvP 10+1 Seize Edoris
- ZvP 10+1 Seize Feres
Game Types
- ZDM / Zeus - Death Match
- ZCTF / Zeus - Capture The Flag
- ZCoop / Zeus - Cooperative Mission
- ZSC / Zeus - Sector Control
- ZCTI / Zeus - Capture The Island
- ZTDM / Zeus - Team Death Match
- ZRPG / Zeus - Role Playing Game
- ZGM / Zeus - Game Master
- ZvZ / Zeus vs. Zeus
- ZvP / Zeus vs. Players
Modules
Note: Some of the modules are available only in the 2D editor, some in the Zeus interface and some in both places.
- Animals
- Sheep [ModuleAnimalsSheep]
- Butterflies [ModuleAnimalsButterflies]
- Goats [ModuleAnimalsGoats]
- Poultry [ModuleAnimalsPoultry]
- Seagulls [ModuleAnimalsSeagulls]
- Audio
- Play Music [ModuleMusic_F]
- Play Radio Message [ModuleRadio_F]
- Play Sound [ModuleSound_F]
- Chemlights
- Chemlight (Blue) [ModuleChemlightBlue_F]
- Chemlight (Green) [ModuleChemlightGreen_F]
- Chemlight (Red) [ModuleChemlightRed_F]
- Chemlight (Yellow) [ModuleChemlightYellow_F]
- Effects
- Tracers [ModuleTracers_F]
- Environment
- Post-Process [ModulePostprocess_F]
- Skip Time [ModuleSkiptime_F]
- Weather [ModuleWeather_F]
- Fire Support
- Close Air Support (CAS) [ModuleCAS_F]
- CAS - Gun Run [ModuleCASGun_F]
- CAS - Missile Strike [ModuleCASMissile_F]
- CAS - Gun and Missiles [ModuleCASGunMissile_F]
- Ordnance [ModuleOrdnance_F]
- 82 mm Mortar [ModuleOrdnanceMortar_F]
- 155 mm Howitzer [ModuleOrdnanceHowitzer_F]
- 230 mm Rocket [ModuleOrdnanceRocket_F]
- Flares
- Flare (Green) [ModuleFlareGreen_F]
- Flare (Red) [ModuleFlareRed_F]
- Flare (White) [ModuleFlareWhite_F]
- Flare (Yellow) [ModuleFlareYellow_F]
- Misc
- Cover Map [ModuleCoverMap_F]
- Create Radio Channel [ModuleRadioChannelCreate_F]
- Objectives
- Attack / Defend [ModuleObjectiveAttackDefend_F]
- Control Sector [ModuleObjectiveSector_F]
- Custom Objective [ModuleObjective_F]
- Get In [ModuleObjectiveGetIn_F]
- Move [ModuleObjectiveMove_F]
- Neutralize [ModuleObjectiveNeutralize_F]
- Protect [ModuleObjectiveProtect_F]
- Scenario Flow
- Briefing [ModuleDiary_F]
- Countdown [ModuleCountdown_F]
- End Scenario [ModuleEndMission_F]
- Respawn Tickets [ModuleRespawnTickets_F]
- Respawn
- Loadouts [ModuleRespawnInventory_F]
- Players (BLUFOR) [ModuleRespawnPositionWest_F]
- Players (Civilian) [ModuleRespawnPositionCiv_F]
- Players (Independent) [ModuleRespawnPositionGuer_F]
- Players (OPFOR) [ModuleRespawnPositionEast_F]
- Vehicles (BLUFOR) [ModuleVehicleRespawnPositionWest_F]
- Vehicles (Civilian) [ModuleVehicleRespawnPositionCiv_F]
- Vehicles (Independent) [ModuleVehicleRespawnPositionGuer_F]
- Vehicles (OPFOR) [ModuleVehicleRespawnPositionEast_F]
- Smoke Shells
- Smoke (Blue) [ModuleSmokeBlue_F]
- Smoke (Green) [ModuleSmokeGreen_F]
- Smoke (Orange) [ModuleSmokeOrange_F]
- Smoke (Purple) [ModuleSmokePurple_F]
- Smoke (Red) [ModuleSmokeRed_F]
- Smoke (White) [ModuleSmokeWhite_F]
- Smoke (Yellow) [ModuleSmokeYellow_F]
- Zeus
- Game Master [ModuleCurator_F]
- Add Camera Area [ModuleCuratorAddCameraArea_F]
- Add Editable Objects [ModuleCuratorAddEditableObjects]
- Add Editing Area [ModuleCuratorAddEditingArea_F]
- Add Icon [ModuleCuratorAddIcon_F]
- Manage Addons [ModuleCuratorAddAddons_F]
- Manage Resources [ModuleCuratorAddPoints_F]
- Restrict Editing Around Players [ModuleCuratorAddEditingAreaPlayers_F]
- Set Attributes - Groups [ModuleCuratorSetAttributesGroup_F]
- Set Attributes - Markers [ModuleCuratorSetAttributesMarker_F]
- Set Attributes - Objects [ModuleCuratorSetAttributesObject_F]
- Set Attributes - Players [ModuleCuratorSetAttributesPlayer_F]
- Set Attributes - Waypoints [ModuleCuratorSetAttributesWaypoint_F]
- Set Camera Position [ModuleCuratorSetCamera_F]
- Set Costs - Modules [ModuleCuratorSetModuleCosts_F]
- Set Costs - Objects [ModuleCuratorSetObjectCosts_F]
- Set Costs - Soldiers & Vehicles [ModuleCuratorSetCosts_F]
- Set Costs (Default) [ModuleCuratorSetDefaultCosts_F]
- Set Costs (Side) [ModuleCuratorSetSideCosts_F]
- Set Editing Area Type [ModuleCuratorSetEditingAreaType_F]
- Set Editing Costs [ModuleCuratorSetCoefs_F]
Functions
- Config
- BIS_fnc_crewCount
- Curator
- BIS_fnc_addCuratorAreaFromTrigger
- BIS_fnc_addCuratorIcon
- BIS_fnc_curatorAttachObject
- BIS_fnc_curatorAttributes
- BIS_fnc_curatorAutomatic
- BIS_fnc_curatorAutomaticPositions
- BIS_fnc_curatorHint
- BIS_fnc_curatorObjectEdited
- BIS_fnc_curatorObjectPlaced
- BIS_fnc_curatorObjectRegistered
- BIS_fnc_curatorObjectRegisteredTable
- BIS_fnc_curatorPinged
- BIS_fnc_curatorRespawn
- BIS_fnc_curatorSayMessage
- BIS_fnc_curatorVisionModes
- BIS_fnc_curatorWaypointPlaced
- BIS_fnc_drawCuratorDeaths
- BIS_fnc_drawCuratorLocations
- BIS_fnc_drawCuratorRespawnMarkers
- BIS_fnc_exportCuratorCostTable
- BIS_fnc_forceCuratorInterface
- BIS_fnc_initCuratorAttribute
- BIS_fnc_isCurator
- BIS_fnc_isCuratorEditable
- BIS_fnc_isForcedCuratorInterface
- BIS_fnc_listCuratorPlayers
- BIS_fnc_manageCuratorAddons
- BIS_fnc_mirrorCuratorSettings
- BIS_fnc_registerCuratorObject
- BIS_fnc_removeCuratorIcon
- BIS_fnc_removeDestroyedCuratorEditableObjects
- BIS_fnc_setCuratorAttributes
- BIS_fnc_setCuratorCamera
- BIS_fnc_setCuratorVisionModes
- BIS_fnc_shakeCuratorCamera
- BIS_fnc_showCuratorAttributes
- BIS_fnc_showCuratorFeedbackMessage
- BIS_fnc_toggleCuratorVisionMode
- CuratorChallenges
- BIS_fnc_addCuratorChallenge
- BIS_fnc_completedCuratorChallengesCount
- BIS_fnc_curatorChallengeDestroyVehicle
- BIS_fnc_curatorChallengeFindIntel
- BIS_fnc_curatorChallengeFireWeapon
- BIS_fnc_curatorChallengeGetInVehicle
- BIS_fnc_curatorChallengeIlluminate
- BIS_fnc_curatorChallengeSpawnLightning
- BIS_fnc_finishCuratorChallenge
- BIS_fnc_formatCuratorChallengeObjects
- BIS_fnc_manageCuratorChallenges
- Environment
- BIS_fnc_setDate
- BIS_fnc_setFog
- BIS_fnc_setOvercast
- Map
- BIS_fnc_drawAO
- BIS_fnc_drawMinefields
- BIS_fnc_drawRespawnPositions
- BIS_fnc_locationDescription
- Misc
- BIS_fnc_activateAddons
- BIS_fnc_endMissionServer
- BIS_fnc_exportCfgGroups
- BIS_fnc_isLoading
- BIS_fnc_isUnitVirtual
- BIS_fnc_neutralizeUnit
- BIS_fnc_playEndMusic
- BIS_fnc_selectDiarySubject
- BIS_fnc_setPPeffectTemplate
- MP
- BIS_fnc_sayMessage
- BIS_fnc_estimatedTimeLeft
- BIS_fnc_playMusic
- BIS_fnc_playSound
- BIS_fnc_setObjectTexture
- Objects
- BIS_fnc_initIntelObject
- BIS_fnc_initVirtualUnit
- Respawn
- BIS_fnc_initRespawnBackpack
- Variables
- BIS_fnc_getServerVariable
- BIS_fnc_setServerVariable
Miscellaneous
- Added: 2 Zeus music tracks
- Added: Automatic initialization of mission parameters with "init" or "function" attribute present.
- Added: Predefined mission parameters:
- Admin debug console
- Hour
- Independents are friendly to
- Time limit
- Time of day
- Respawn tickets
- Weather
- Added: MenuPosition and MenuInventory respawn templates will now automatically respawn the player when he / she joins the game, letting him / her select a position and loadout.
- Added: Height is no longer ignored in respawn positions added using BIS_fnc_addRespawnPosition. When on building floors, players will respawn on the exact spot instead of around the building. When in the air, players will respawn parachuting down.
- Added: Calling BIS_fnc_endMission will now play a victory / loss music cue. This can be disabled using a new optional function parameter.
- Fixed: Align left and align center texts in HUDs for A-164 and To-199 planes
- Fixed: The smoke module is not visible to clients on MP (http://feedback.arma3.com/view.php?id=18000)
- Fixed: Splendid camera didn't work well with UAVs and remotely controlled units
- Fixed: Localization issues in GUI editor
- Fixed: Deleting a task didn't remove its variable completely
- Fixed: Research House yellow arrow was floating in the air
- Fixed: Bug in the shadows of the concrete ramp
- Fixed: 'Supports' menu in High Command lead to the wrong class
- Fixed: Overall angle of lights for To-199 'Neophron'
- Fixed: Left and center aligns in HUDs of helicopters
- Fixed: Position of rockets on the Greyhawk / Ababil
- Fixed: Rate of fire for the cannon of A-143 'Buzzard'
- Fixed: Sector flags were based on the faction of players' vehicles, not players themselves (e.g. a BLUFOR player capturing a sector in a stolen OPFOR vehicle resulted in the flag being OPFOR)
- Fixed: Camera of the Greyhawk / Ababil CAS variants
- Fixed: Range Officer moved to Men (Story) category
- Fixed: Zero divisor error in particle hit effects
- Fixed: An issue with rocket launchers locking MRAPs incorrectly
- Fixed: An issue where players were unable to get into the gunner position of an armed Offroad
- Fixed: Position of zeroing in the gunner's position of the Offroad
- Fixed: Kajman helicopters no longer shoot rockets in pairs
- Fixed: Small and cropped texts in armor optics
- Fixed: Stadium offset glitches
- Added: New get in and get out animation for the To-199 Neophron
- Added: Stall, lights and anti-collision light indicators in the HUDs for A-164 and To-199 planes
- Added: Opening cockpit and new instruments for To-199 'Neophron'
- Added: Details to the commander gun of the Slammer UP
- Added: Debug console can now be made available for admins using new "DebugConsole" mission param (see https://community.bistudio.com/wiki/Arma_3_Mission_Parameters for more details)
- Added: When a respawn point at an altitude larger than 20m is added using BIS_fnc_addRespawnPosition, players will respawn in a parachute
- Added: Locking sounds for PCML so it is no longer muted
- Added: BIS_fnc_loop for code / function looping with timing and conditional control
- Added: BIS_fnc_runLater for code / function executing later, with timing and conditional control
- Added: Specific holders for NVG, binoculars and laser designator
- Updated: Offroad PhysX - lowered inertia, strengthened clutch, changed gearbox and engine
- Updated: Ghost Hotel Gazebo visuals
- Updated: Roadways and AI path-finding around the Stadium
- Updated: Penetration materials on the small radar building
- Updated: Cannons of BLUFOR and OPFOR CAS planes should now be stronger
- Updated: Wipeout flight model with new parameters and reduced nose-drop issues
- Adjusted scripts for animal color randomization to be more MP-friendly
- Moved air intake switch threshold for Neophron from 50-70m to 10-25m
- Optimization of various particle effects
- BIS_fnc_establishingShot: fixed viewing angle dependency on direction of camera movement
- BIS_fnc_establishingShot: Formatting of SITREP made consistent with campaign presentation
- BIS_fnc_addStackedEventHandler now supports custom parameters to be used as suggested: http://forums.bistudio.com/showthread.php?167822-Stacked-event-handlers-OnEachFrame-OnPlayerConnected-etc&p=2617251&viewfull=1#post2617251
- Increased the limit for the Strider's speed indicator (http://feedback.arma3.com/view.php?id=16472)
- Adjusted AoA of both CAS planes
- The hint for flares is now correct for standard flare launchers
- The Stadium has a new tower for commentators
- New version of lamps have been added to the Stadium
- Jet exhaust effects optimization
- The damage of various parts of vehicles has been made more distinguishable and dependent on the damage source (explosion vs shots)
- Increased indirect range radius of rocket launchers to increase the lethal radius of blasts around point of impact. This change improves especially the lethality of Anti-Personnel rockets (RPG HE, Titan AP).
- Dust effect while shooting handguns while prone added
- Smoke effects for Blackfoot when heavily damaged added
- Unified the amount of First Aid Kits available in support vehicles
- Redesigned the AVTerminal UI
- Fixed: Random flickering of rolling credits
- The camo pattern of the Neophron has been tweaked to be more suited for low-level flight
- Repaired glass sorting and window damaging for the Tempest
- Set up proper hit values for 12.7mm APDS and SLAP ammunition to maintain their effectiveness against lightly armored targets. Also added proper costs for them.
- The Stadium decals are now properly covered by shadows
- Adjusted pathways for the Stadium
- Some particle lights tweaked (mainly missiles)
- Greyhawk / Ababil UAVs have missiles / bomb controlled by the gunner
- Altis has been tweaked
- Fuel signs on gas stations have been fixed in distant LODs
- Geometry of VTOL wreck has been fixed
- The shadow of the cap with headphones has been fixed
- AT mine clusters for artillery have been loaded with proper AT mines
Potential campaign spoilers:
- Handled the transition of gear from a scenario that is connected to more then one other scenario (e.g. Paradise Found > Status Quo and Game Over)
- Longer delays between music tracks in Jukeboxes
- Fixed: In Preventive Diplomacy there was a chance CAS support would engage the enemy without the player requesting its support
- Fixed: Moral Fiber: Failed Misison even though enemy armor was destroyed (http://feedback.arma3.com/view.php?id=18005)
- Fixed: In Moral Fiber point X-ray is considered cleared, even though enemy soldiers that can shoot the player are still present
- Fixed: Bingo Fuel: Cistern was being attacked by an armored vehicle while diverting fuel
- Removed unnecessary briefingName definition for Showcase Fixed-wings
- Status Quo
- The FPS in Athira was improved by trimming the composition and separating it into 2 compositions
- The car accident composition is now handled by FPS optimization routines as well
- Shouting ambient units were silenced
- Empty groups are now correctly deleted when compositions are despawned
- The date and time in mission Intel fixed to be on par with cfgTimeline
- The airport main doors are now opened and disabled, to prevent player closing the doors, which resulted in the reporter walking through closed doors
- Game Over
- Player and his team made to be immortal when the scenario is finished (they could crash in their helicopter during the black out)
- Unused conversation deleted
- Changed channel from direct to side as Kerry can already be in a vehicle (and won't hear himself if in 3rd person view)
- Friendly and enemy aerial vehicles added (no ATGMs for enemies)
- AA launchers / AA teams at key points added
ENGINE
ZEUS
- activatedAddons
- addCuratorEditableObjects
- addCuratorAddons
- addCuratorCameraArea
- addCuratorEditingArea
- addCuratorPoints
- allCurators
- allowCuratorLogicIgnoreAreas
- assignCurator
- curatorAddons
- curatorCamera
- curatorCameraArea
- curatorCameraAreaCeiling
- curatorCoef
- curatorEditableObjects
- curatorEditingArea
- curatorEditingAreaType
- curatorPoints
- curatorRegisteredObjects
- curatorRegisteredObjects
- curatorSelected
- curatorWaypointCost
- getAssignedCuratorLogic
- getAssignedCuratorUnit
- objectCurators
- openCuratorInterface
- removeAllCuratorAddons
- removeAllCuratorCameraAreas
- removeAllCuratorEditingAreas
- removeCuratorAddons
- removeCuratorCameraArea
- removeCuratorEditableObjects
- removeCuratorEditingArea
- setCuratorCameraAreaCeiling
- setCuratorCoef
- setCuratorEditingAreaType
- setCuratorWaypointCost
- showCuratorCompass
- shownCuratorCompass
- unassignCurator
- curatorFeedbackMessage
- curatorGroupDoubleClicked
- curatorGroupPlaced
- curatorGroupSelectionChanged
- curatorMarkerDeleted
- curatorMarkerDoubleClicked
- curatorMarkerEdited
- curatorMarkerPlaced
- curatorMarkerSelectionChanged
- curatorObjectDeleted
- curatorObjectDoubleClicked
- curatorObjectEdited
- curatorObjectPlaced
- curatorObjectRegistered
- curatorObjectSelectionChanged
- curatorPinged
- curatorWaypointDeleted
- curatorWaypointDoubleClicked
- curatorWaypointEdited
- curatorWaypointPlaced
- curatorWaypointSelectionChanged
- Fixed: Log warning message format caused a crash in rare cases
- Fixed: CTD related to missing groups
- Fixed: Sound: Changed loop count from infinite to 1. Sample no longer needs to explicitly stop.
- Fixed: Sound: Update restarted sample position
- Fixed: Scripting command createUnit is now respecting height coordinate, but also places the object at the right height
- Fixed: Skipping changes when weather is synchronized from the server
- Fixed: Missing NULL test for AI (slight optimization)
- Fixed: Loading player profile when launching a Dedicated Server
- Fixed: Endless loop when a text is too large to fit into a multiline edit box
- Fixed: Time error scaling in MP games
- Fixed: Broken multiline texts in CStatic and CEdit
- Added: introduced script command isEqual (http://feedback.arma3.com/view.php?id=18089)
- Added: Custom icon for Logic side in diary
- Sound: Enabled infinite looping for "loop" sounds
- Support of UAV feed in description.ext (showUAVFeed with the same functionality as https://community.bistudio.com/wiki/Description.ext#showGPS)
- Weapon sway is now computed in more vertical manner
- UAV Terminal map interaction has been enhanced
- Intel's TBB4 allocator updated to version 4.2u3
- Weapon switching happens after reloading of the current weapon is finished
- Optimized animation movement parameters
- Disabled unit no longer track targets
- Disabled units have more of their functions disabled (optimization)
- Possibility to set radius of loiter waypoints added