SPOTREP #00016

reported by Joris-Jan van 't Land on December 11, 2013

FROM: Project Lead
TO: Arma 3 Users
UNIT: Main Branch
ACTIVITY: Game Update: 1.08 (AAF Reinforcements Pack, Workshop improvements)
SIZE: ~1 GB

CHANGELOG

DATA

  • Added MBT-52 Kuma tank
  • Added FV-720 Mora Infantry Fighting Vehicle
  • Added: Wy-55 Hellcat (armed and unarmed) helicopters
  • Added: LRPS optics
  • Added: IR grenades
  • Added: Black variants of MX rifles
  • Added: Selected parts of the Tactical Guide to Field Manual
  • Added: Guerrilla headwear with headsets
  • Added: Improved narrative characters
  • Added: AAF Armor Groups for editor
  • Added: 7 new faces of developers
  • Added: 4 new ambient sounds
  • Added: New pile of wood model
  • Added: New camping light model
  • Added: 3 graves
  • Added: 2 variants of a garbage container
  • Added: 5 variants of graffiti
  • Added: Playground castle with slide!
  • Added: 2 wooden shelves
  • Added: Various leaflets and posters
  • Added: Board map of Altis, Stratis and customizable empty map
  • Added: Five variants of luggage heaps
  • Added: Four variants of a trash barrel
  • Added: Various fishing gear
  • Added: Third Altian Radio Protocol
  • Tweaked: ScrollBar scrollSpeed
  • Tweaked: Adjusted stances have their speeds
  • Tweaked: Panther turning and acceleration performance
  • Tweaked: Kamysh hull hitpoint (minor)
  • Tweaked: Slammer hitpoints (tracks less resistant to mines)
  • Tweaked: Tracks fire geometry for artillery
  • Tweaked: T-100 geometry
  • Tweaked: Post-Processing refract texture for rain
  • Tweaked: More materials on armored vehicles
  • Tweaked: Bandana model in far LODs
  • Tweaked: AI engagement ranges. AIs should prefer full-auto mode with MX SW.
  • Tweaked: Position and anti-collision lights on aircrafts (to make the lights glow smaller from large distances and larger from close distances)
  • Optimized: BIS_fnc_selectRandom function
  • Improved: Slammer damage visual indication
  • Adjusted: Collision damage coefficient for Darter to make landings a bit easier
  • Changed: Class property of fuel station feed from house to vehicle
  • Changed: Parent class of PlayGround_base_F from Static to HouseSmall
  • NATO technicians replaced optically camouflaged suspension of Slammer tank with a more powerful traditional variant
  • Showcase AAF: Buzzard will try to avoid collision with objects on runway again
  • Mortar has new UI icon and various visual tweaks
  • Opacity of black alpha in 3D scopes reduced
  • Reduced power of 120mm APFSDS (armor tweaking)
  • Repaired camo selections of HEMTTs and Zamaks
  • T-100 commander gun is more fragile
  • Functional mirrors for Gorgon
  • HEMTT models have been reworked (proxies have been merged into the models for better performance)
  • Minor key presets improvement. Zooming in and out mapped on mouse side buttons in all presets by default. It might be more convenient for some users then to have it on Numeric keys by default (though that is still available).
  • Update of backpack equipment. Introduced new backpack for divers of all factions.
  • Changed muzzle damage reductions to 0.8, for 0.7 was too much for new protection levels, resulting in too many hits required for a kill.
  • Grenade damage levels set according the new soldier protection levels. Introduced greater difference between HE Grenade and Mini Grenade. HE Grenades now act as heavier and more powerful defensive grenades, Mini Grenades are lighter, can be throw much further away, but do less damage.
  • Anti-personnel explosives damage levels set according the new soldier protection values.
  • Optimization of diver equipment for all factions
  • APDS ammo for Independents removed from ammo boxes
  • Sparks of Sabot hit should glow even at night now
  • Tuned armor damage textures
  • Functional mirrors for Marid
  • Rear view mirrors for Marshall
  • Reconfigured position and collision lights for all aircraft
  • KIA animation tweaks and fixes. All KIA animations are now 2x faster (inside vehicles).
  • KIA animation for injured passengers of medevac Zamak
  • Removed obsolete proxy of HEMMT ammo
  • Increased weight of Hand Grenade
  • Configured navigation lights for boats (+ renamed memory points to English)
  • Laser Designator is now consistent with other binocular types and could be lowered
  • Minor tweaks in soldier equipment:
    • Optimized magazine count across factions
    • Introduced freshly overhauled Mini Grenades for Recon units
    • Increased Chest rig capacity by 20%
    • Spotters now possess Laser Designators instead of Range Finders
    • Set up correct gear protection values for gear introduced with “Survive”
  • Elevated throw angle by a little to better match arm movement and also put grenade little further by default
  • Optimized APERS mine count between BLUFOR and OPFOR Recon demo specialists
  • Optimized guerrilla team leader magazine count
  • Story characters have been tweaked
  • Decreased overall helmet protection to elevate importance of headshots
  • Minor downgrade of heaviest vest to be less effective against explosives
  • Minor optimization of soldier ammo loadouts
  • Unified squad leaders and team leaders ammo count across factions
  • Unified basic rifleman / scouts magazine ammo count across factions
  • Changed OPFOR Urban brown tactical vests for black ones that suits their camouflage patterns much better
  • Minor optimization of ammo bearers loadouts to increase their usability
  • Optimized OPFOR Urban magazine counts and assistants equipment
  • Showcase Combined Arms extraction chopper was not locked after players board it
  • Khaki chest rig is now fully khaki
  • Adjusted weights of Rice box to minimize PhysX sliding from gunfire
  • Maxwell: Navigation waypoint is no longer attached to the briefing speaker unit but is attached to the briefing center object
  • Assistant automatic rifleman renamed to asst. auto rifleman
  • Equipment tweaks: 6 HE grenade shells were added for BLUFOR and OPFOR ammo bearers. INDEPs will not have them for they carry more machine gun ammo along with a heavier rocket type (NLAW). They should now serve as quite universal ammo loading points for different weaponry of the whole squad and thus provide robust supply support in contrast to specialized support of different Assistant units.
  • Flipped emissive faces of position lights, renamed PositionLight selection to PositionLights and moved anti-collision lights from PositionLights selection to CollisionLights
  • Unified class naming of heads - all NATOHeads have been renamed to WhiteHeads (that means just NATOHead_01 and 16 to 21, the rest was already correctly WhiteHead)
  • Adjusted init scripts for vehicles to use setObjectTextureGlobal (http://feedback.arma3.com/view.php?id=15618)
  • Wheels of the Strider have been balanced to prevent their shadows to be cast in wrong direction
  • Balanced cfgPatches class for LRR
  • Disabled [inventory] map link in MP
  • Radio Protocol: preview samples used in profile editor now include all speakers for each voice type
  • Increased scroll speed of ComboBoxes
  • Fixed: Campaign and Challenges menu inconsistency around expanding and collapsing trees
  • Fixed: Priorities of disassembling static weapons and getting into them
  • Fixed: Wheeled APCs damage balancing
  • Fixed: Speed of tracks for most of the tracked vehicles
  • Fixed: Gorgon turret animations
  • Fixed: Wrong view geometry of wreck of Slammer, offset in wreck proxy position
  • Fixed: MLRS launcher elevator animations
  • Fixed: Setting number of respawn tickets to 0 resulted in unlimited tickets, and the other way around (MP Defend)
  • Fixed: Blinking face in the thistle model
  • Fixed: Cropping of the campaign overview text
  • Fixed: OPFOR ACO now glows green in the dark (glowed red before)
  • Fixed: Disappearing rain in relation to ATOC
  • Fixed: It was possible to respawn on removed respawn position (http://feedback.arma3.com/view.php?id=15988)
  • Fixed: T-100 missing hitpoints of commander's turret
  • Fixed: Empty LOD of T-100
  • Fixed: ‘Locking’ of texture in rain Post-Processing
  • Fixed: Crane glitches (http://feedback.arma3.com/view.php?id=15727)
  • Fixed: Walking on stairs of Cargo tower and Cargo patrol tower
  • Fixed: GM6 Lynx 12.7mm 5Rnd Mag bullet trajectory (http://feedback.arma3.com/view.php?id=16166)
  • Fixed: Camos / PiP mirrors for armored vehicles
  • Fixed: Camo selections of speedboats
  • Fixed: BIS_fnc_sideName returned incorrect value type for unrecognized side ID
  • Fixed: Propeller axes names (had redundant space in name)
  • Fixed: TI on reserve wheels of Zamak trucks
  • Fixed: Side score was displayed on the right bar even when "Multiplayer score" difficulty option was disabled
  • Fixed: Point lights of mortar flares
  • Fixed: Sabot hit effects produced wrong particles on some surfaces
  • Fixed: Display name of 250Rnd_30mm_HE_shells_Tracer_Green
  • Fixed: Showcase Night fog was not working
  • Fixed: Showcase Night - player reporting first contact improved
  • Fixed: Visual glitch on vest / assault pack
  • Fixed: Launchers - launched rocket remained in inventory
  • Fixed: Memory point names for fire effects of some vehicle weapons (coaxial on T-100 has effect on right place now)
  • Fixed: Extended armor parameter coefficients for every respective difficulty. You should not be invincible anymore when playing on lower difficulty settings with extended armor on.
  • Fixed: Incorrect mirror reflection in Offroads (http://feedback.arma3.com/view.php?id=14877)
  • Fixed: Ability to crawl inside DPP tank large (http://feedback.arma3.com/view.php?id=7271)
  • Fixed: Mismatched data for Laser Designator; it should now have correct texture even on the front
  • Fixed: Labels on OK button in campaign menu
  • Fixed: Mi 48 lower rotor blade was duplicated (http://feedback.arma3.com/view.php?id=13308)
  • Fixed: Missing "from binocular" animation for all states. Removed warp when changing stances in binocular pistol mode.
  • Fixed: Stance transitions in pistol
  • Fixed: Guerrilla editor groups
  • Fixed: Time acceleration was not restored after Team Switch
  • Fixed: Units in safe mode get stuck after exiting Ifrit and helicopters
  • Fixed: Getting stuck in the roof at Mike 26 (http://feedback.arma3.com/view.php?id=7277)
  • Fixed: Damaged factory missing / broken texture (http://feedback.arma3.com/view.php?id=13488)
  • Fixed: Land_Net_Fence_Gate_F very hard to interact with (http://feedback.arma3.com/view.php?id=13642)
  • Fixed: Missing classes of Altian Radio Protocols
  • Fixed: Showing loading screen in BIS_fnc_startLoadingScreen sometimes delayed the rest of the script by several milliseconds
  • Fixed: Scripting error when no respawn position was found
  • Fixed: LRPS and DMS now have correct optic type for AI
  • Fixed: Armed offroad is enterable as a co-driver from the right side (http://feedback.arma3.com/view.php?id=16447)
  • Fixed: Campaign weapon persistency issue
  • Added: Ability to set forced sector owner using: [,] call BIS_fnc_moduleSector
  • Added: centerSize parameter for visible point lights
  • Added: Script command getClientState
  • Added: Unit playback by BIS_fnc_unitPlay can be now terminated by calling:
  • Added wrench icon to command menu of FIA engineer
  • Added: New function BIS_fnc_jukebox
  • Added: PositionLights selections for boat models and mapped emissive materials
  • Added: Alpha version of BIS_fnc_exportCfgVehicles
  • Added: BIS_fnc_objectType and BIS_fnc_itemType - functions to return category and specific type of an object or a weapon respectively
  • Added: Side-specific diver goggles
  • Added: IR grenades to the gear of Squad Leaders, JTACs, Spotters and Specialist Assistants of all factions
  • Added: Compass to all positions in Speedboat
  • Added: List of units that are being inserted to Editor > Insert Group
  • Added: Icons for OPFOR Urban Harness vest variant
  • Added: BIS_fnc_crewCount - returns number of crew positions in vehicle
  • Added: BIS_fnc_importImageLinks function
  • Added: More names into full credits
  • Added: Empty ORBAT sizes
  • Added: numberOfWindows parameter to structures and restructured position of numberOfDoors
  • Added: More controller schemes

ENGINE

  • Various Steam Workshop improvements:
    • Offline play of subscribed Workshop missions including saves is now possible
    • Scenarios sorting by name, time subscribed and rating (applicable only for Workshop missions)
    • Subscribed and published items are cached now - no more reloading each time
    • Publish process is now adding Altis, Stratis, OtherMap tag depending on map used for scenario
    • Querying and caching of Steam Workshop mission author name (displayed in Scenarios)
    • Fixed: Adding tags during Steam Workshop publishing
    • Using newest Steam SDK 1.26
  • Sorted: Mission status bar data structure
  • Light shafts disabled at night
  • Focus is set to first mission in list (applies to Scenarios, Challenges, Showcases)
  • Adjusted white glow and overall glow size of runway lights
  • shiningAdjustable material can be now controlled by config
  • If a weapon is removed from a unit because of the animation set, its classname is now stored in unit's namespace so it can be retrieved
  • createUnit function now spawns unit with default 0.5 skill (http://feedback.arma3.com/view.php?id=12669)
  • Merged RV core fix: squad.xml limited to 1024 kBytes to prevent it causing server issues
  • Skill of a unit of a group inserted in the editor now ranges from 0.4 (Pvt.) to 0.7 (Col.)
  • New parameters for MarkerLight to set blinking pattern (blinkingPattern and blinkingPatternGuarantee, to be documented)
  • Changed which entities should have lower priority in calculatePriority selection
  • Team members are ordered according to their numbers
  • Adjusted sun flare underwater
  • Fixed: Wrong direction of the rain particles
  • Fixed: Performance issue caused by fog
  • Fixed: UI event handler "unload" returned 'true', which removed all other event handlers of the same type
  • Fixed: In-game video stuttering (OGV)
  • Fixed: vonCodecQuality-related crash
  • Fixed: Campaign menu expand button behavior
  • Fixed: setWeaponReloadTime command
  • Fixed: vehicle player removeMagazineTurret ["SmokeLauncherMag_boat", [-1]] crashed the game
  • Fixed: Bug that throws an error if no default variable is used and the parameter doesn't exist
  • Fixed: Backpack - "Take item" action not working
  • Fixed: Duplicating items through "Take item" action
  • Fixed: Full-auto shooting in prone position doesn't stop when throwing a grenade
  • Fixed: Grenades cannot be thrown in Splendid Camera anymore
  • Fixed: Drowning crew in helicopters
  • Fixed: Correct override of the setObjectTexture message in JIP array (http://feedback.arma3.com/view.php?id=16197),
  • Fixed: Inability to heal certain hitpoint areas
  • Fixed: AI soldiers now can heal hitpoints damage properly
  • Fixed: [MP DS] Unable to change uniform, vest, backpack from crate
  • Fixed: Unsynced trigger names on loaded MP games (loaded from save)
  • Fixed: Bridges with descruct="no" will be properly indestructible now
  • Fixed: Crash when using setParticleFire without particle initialization
  • Fixed: Changed non-entity items to be ignored by CheckCursorActionTarget
  • Fixed: Unable to transfer a magazine to inventory when your weapon is empty
  • Fixed: Equipment in inventory could go missing
  • Added: Commands triggerTimeoutCurrent / waypointTimeoutCurrent
  • Added: Command setParticleFire
  • Added: Mission status slots are now clickable
  • Added: Function isInitialized