FROM: Project Lead
TO: Beta Users
UNIT: Arma 3 Beta
ACTIVITY: Game Update: 0.74 (BattlEye anti-cheat, APC Package)
SIZE: ~905 MB
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
- Read more about AI tweaks and fixes here