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#31
20-11-2013, 19h44
Pour le moment c'est du fix et des petits ajouts. Le contenu ne sera pas pour tout de suite.
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#32
20-11-2013, 22h49
Pour les avions, il y a déjà un mod qui ajoute le F18, et plusieurs autres (un russe, et le A-10) sont en cours de préparation. Si je me souviens bien, en tant que contenu officiel, un autre avion est en cours de préparation.
D'ailleurs le dernier SITREP disait notamment qu'ils allaient sortir, avec la prochaine màj, la première version du kit de modding (les outils déjà disponibles pour le II, mais améliorés et adaptés pour le III).
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#33
23-11-2013, 14h55
Les outils de modding sont disponibles (gratuitement) sur Steam, dans la liste d'outils, sous
Arma III Tools
.
Je ne sais pas ce qu'il y a dedans, mais il y a un outil qui n'intéresse pas que les moddeurs : il y a 3
renders worlds
, un gris, un bleu et un vert, qui sont des cartes vides faites pour prendre des screenshots sans paysages :
http://community.bistudio.com/wiki/Render_Worlds
[TMB]http://community.bistudio.com/wikidata/images/d/d4/A3_renderWhite.jpg[/TMB]
[TMB]http://community.bistudio.com/wikidata/images/0/09/A3_renderGreen.jpg[/TMB]
[TMB]http://community.bistudio.com/wikidata/images/9/96/A3_renderBlue.jpg[/TMB]
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#34
27-11-2013, 23h06
Le nouveau SITREP :
http://dev.arma3.com/sitrep-00036
On y apprend principalement :
le lancement d'un TECHREP listant les modifications apportées aux BI Tools. Premier épisode, avec la liste des Tools déjà sortis, ici :
http://dev.arma3.com/techrep-00001
la préparation de 3 nouveaux véhicules pour l'AAF, ainsi que d'un viseur pour sniper
et surtout, que
le contenu de ArmA II sera sous une nouvelle license dès la semaine prochaine, permettant à tous les moddeurs de s'en servir pour des mods ArmA III
(plus ou moins, c'est sûrement un peu plus complexe, mais c'est ça qui compte
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#35
11-12-2013, 20h58
Enorme patch aujourd'hui, comme prévu :
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
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#36
20-01-2014, 12h40
C'est moi ou la suite de la campagne...c'est
DEMAIN???
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#37
20-01-2014, 12h43
Oui
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#38
20-01-2014, 14h27
Ah, il me semblait bien que le 21 janvier était une date d'importance ! Moi ce qui m'intrigue, c'est le fameux nouveau mode multijoueur qu'ils préparent...
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#39
20-01-2014, 19h04
C'est quoi ce mode?
Faudra se faire la partie 2 de la campagne en multi si c'est possible!
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#40
20-01-2014, 22h41
J'en ai parlé là :
http://www.mundusbellicus.fr/forum/s...l=1#post189917
On ne sait pas grand-chose dessus.
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#41
25-01-2014, 16h30
Au fait, Raph, ils semblerait que le bogue des jumelles ait été résolu dans la dernière màj
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#42
26-01-2014, 11h45
Je confirme. Aucun problème sur mes dernières parties.
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#43
05-03-2014, 18h27
Je viens d'avoir une mise à jour de 700 Mo sur le jeu. Rien sur le site officiel, et pas le troisième épisode de la campagne non plus...
EDIT : ah si j'ai trouvé :
Added: Slammer UP
Improved: Armored vehicle optics
Added: Sounds for changing fire modes of most guns
Added: Generic soldier animation movement sounds
Added: 1 x full new Radio Protocol
Added: New command
briefingName
Added: Insignias should work on all soldiers (as a last hidden section of each of them)
Added: Tooltips to ListBox items in Controls
Added:
New particle modules
(fire, smoke, plankton)
Added: Icons for Seize and Defend game types
Added: Using
BIS_fnc_addIventory
, you can now add a class from CfgVehicles (e.g. "B_Soldier_F") to use its loadout
Added: "Create task" module can now be added to specific side using "owner" attribute, without need to synchronize the module to any unit
Added: Geometry PhysX LOD for Hellcat
Added: Task descriptions can now be loaded from
CfgTaskDescriptions
Added: Task notification is now compatible with nested displays
Added: More vehicle classes for structures (for UI organization)
Added: RHA plate surface materials of thicknesses 1, 3, 5, 7, 16 and 23mm, Cast iron plate material
Added: Missing rvmats on MLRS
Added: Ability to re-texture Kuma
Added: More sounds for various cutscene animations
Added: Calling
[,false] call bis_fnc_moduleRespawnVehicle
will now return current respawn position type (e.g., on start, on BLUFOR respawn, ...)
Added: Dynamic task loading in sector module
Added: Attack & Defend objective tasks are now titled "Seize X" and "Defend X"
Added: Ability to choose end type when setting mission countdown
Added: Countdown and Respawn Ticket modules will now automatically end the mission once time or tickets reach 0
Added: On-screen notifications are now logged into diary under "Log" section for later review
Added: New version of demo charge (class
DemoCharge_Remote_Ammo_Scripted
) that may be touched off by scripts (see
http://feedback.arma3.com/view.php?id=15023
)
Added: Clicking sound for hiding text in UI
Added: New parameter
musicClass
for all music tracks
Added: Battlefield sound objects
Added: Sound for self-healing animations
Added: New variant for procedural destruct material
Added: Empty weapon holder on community request
Added: Info about JIP in initPlayerLocal.sqf and initPlayerServer.sqf was sometimes incorrect
Added:
BIS_fnc_itemType
now sorts Glasses, Headgear, Vest, Uniform and Backpack into new category Equipment
Added: CheckBox control to GUI editor
Added: Specific ground holder for caps to prevent them from levitating
Added: Safety measures to prevent stalling boat engines
Added: New display names for rebreathers to make them easily distinguishable in inventory
Added: New display names for NVGs to make them easily distinguishable in inventory
Added: New sounds to various animations
Fixes in translations of 'Adapt' assets and conversations
Fixed:
UGV_01
had a different texture for body and turret
Fixed: Missing radio Post-Processing on a few voice-overs
Fixed: Tracks for Panther-based vehicles
Fixed: Flipped trace of right track of Varsuk and Sochor
Fixed: Flipped trace of Kuma's right track
Fixed: Issue where ampersand in mission description caused missing remaining part of description (
http://feedback.arma3.com/view.php?id=15973
/
http://feedback.arma3.com/view.php?id=16225
)
Fixed: Missing fire damage for emitter created by
setParticleParams
Fixed: Opening Team Switch menu with no switchable units available leads to scripting error
Fixed:
SelectSave
display title IDC
Fixed: "Unexpected control type" warnings in log
Fixed: Specularity of phone booth materials
Fixed: Colors of fishing nets
Fixed: Mission end animation was not terminated when player died (leading to posthumous victory)
Fixed: Respawn tickets are now decreased upon player death, not respawn
Fixed: Logic side is always friendly to everyone
Fixed:
BIS_fnc_executeStackedEventHandler
does not have a return value anymore (
forums reference
)
Fixed: Wrong model of Caucasian head
Fixed: Campaign menu's replay button
Fixed: Turret texture of Ifrit (thanks to
http://feedback.arma3.com/view.php?id=16847
)
Fixed: Function header for Respawn Tickets
Fixed: Rangemaster Suit has a correct description
Fixed: Multiline in init
EditBox
(you are now able to use even text longer than the field itself)
Fixed: Error in PCML optic when ADS (
http://feedback.arma3.com/view.php?id=16850
)
Fixed: Alpha channel of old MBT gunner reticle (odd mipmaps)
Fixed:
H_HelmetB_camo
has armor value 0 & passthrough of 1 (
http://feedback.arma3.com/view.php?id=17078
)
Fixed: Link to wrong textures of officer character
Fixed: Naval Mine (Moored) does no damage (
http://feedback.arma3.com/view.php?id=16978
)
Fixed: Bullets shown in transparent magazine of PDW2000
Fixed: Wrong campaign menu OK button text
Fixed: Some hitpoints on the Bobcat
Fixed: List of addons for Dedicated Server to run Seize Edoris
Fixed: Some trigger-activated modules didn't work
Fixed: Cargo parachutes are now correctly animated while opening and landing
Fixed: Darter has been adjusted to withstand assembly even inside houses
Fixed: Berets have a correct texture
Fixed: HQ module was deleting its group
Fixed: Adjusted armor of Truck lights
Fixed: Sounds of owl used as a trigger doesn't produce an error message anymore
Fixed: Optimized grenade throwing distance according to the realization that RL values are not very well intuitively perceived by player in-game
Fixed: Kerry's backpack has a correct icon
Fixed: Tigris texture
Fixed:
BIS_fnc_bleedTickets
showed scripting error when no sectors were available
Fixed: Calling
BIS_fnc_respawnTickets
to get side with lowest amount of tickets included also sides with no tickets defined
Fixed: Checking for the side with lowest number of respawn tickets will now return empty when no tickets are defined
Fixed: Fixed initial launch position for vehicle launched ATGM and SAM missiles on armored vehicles
Fixed: Changing pistol or rifle for binoculars now has sound in all stances
Fixed: Healing yourself should now have a sound
Fixed: Kerry now has a vest with his nametag
Fixed: Fonts - Added missing Cyrillic characters
Fixed: Picking "Random" position in respawn position menu resulted in player being respawned on the newest position instead
Fixed: Icons of tracer magazines
Fixed: Too aggressive corpse removal in Escape from Stratis
Fixed: Shipwreck icons now are colored black
Fixed: Supply Box - Player can't change weapon with ammo
Fixed: Panther model.cfg
Fixed: Module framework no longer waits for execution of modules outside of the framework
Fixed: Modules were not executed in the right order upon mission start
Fixed: Scripting error for animals (
forums reference
)
Fixed: Path to soldier fatigue sounds
Fixed: Ambient noises of Van
Fixed: Calling
BIS_fnc_spawnVehicle
to create UAV or UGV didn't create vehicle's ‘crew’
Fixed:
BIS_fnc_spawnGroup
didn't create group members with same group IDs as in 2D editor
Fixed: Group names were broken
Fixed: Overlay of sliders and values in Customize Controller display
Fixed: Occasional script error while animal is in formation
Fixed: Changing stance from crouch on your side
Fixed: Occasional bug in checking of nearby objects in animal behavior
Fixed: Cargo parachute sank into ground because of wrong geometry model. Now it folds when its bottom part hits the ground.
Fixed: Ammo boxes were not recognized correctly by
BIS_fnc_objectType
Fixed: One motorized group was still missing its text label (
http://feedback.arma3.com/view.php?id=17438
)
Fixed: Broken particle spawn (
http://feedback.arma3.com/view.php?id=17429
)
Fixed: Shaking at low speeds and turning to one side of Buzzard
Fixed: AI paratroopers should now be able to eject from helicopters without killing themselves
Fixed: Name of Kerry's helmet
Fixed:
BIS_fnc_groupVehicles
would not have return value when grpNull or no group was sent to the function
Fixed: Animals in formation wanted to walk / run a way more often than out of formation
Fixed: Forbid large satchel charge to be placed inside vests as it is not supposed to fit at all
Fixed: Display names for various weapon, item, headgear and vest holders
Fixed: Bandana Mask weapon holder
Fixed: Wrong mission name in Dedicated Server mission selection for Headhunters and Escape from Stratis
Fixed: Order of vehicles in motorized infantry guerrilla groups
Fixed: Simulation Manager: Ships were being brought to a halt sometimes
Fixed: Callsign module didn't accept localized strings
Fixed: Non-PhysX vehicles were not supported by Vehicle Respawn module
Fixed: cfgPatches for Black MX Rifles
Fixed: cfgPatches for Katiba rifles
Improved OPFOR legs sustaining too many hits
Stinger has a correct zeroing in iron sights
Leaflets and posters should be no longer available as targets for the player’s team
Caucasian heads should display damage properly
PCML should lock only on proper targets
Improved: Cheetah turret fire geometry
Animated skirt plates for Panther and Cheetah
Improved: Fire geometry of Tigris turret
Gorgon mass distribution
NATO supplies of instant glue for side skirts of Slammers have been depleted
Animated plate selections for other Slammer variants
Tweaked: Kuma fire geometry
Kuma's turret launches 16 smoke grenades around the whole tank
More smoke grenades for Mora
Considered Kuma's longer 120mm barrel resulting in increased muzzle velocity
Limited Kuma's ammo storage capacity to 42 rounds
The Airport building has been repaired and should no longer produce any debug errors
HV Column Wire properties have been fixed
Wreck of offroad (the one seen all over Altis) has been adjusted
Roadways of piers have been tweaked
Moved Campaigns button to the first position in Play menu
Updated: Mod icons are now larger
Repaired PCML reticle
Repaired icon of Buzzard
New:
BIS_fnc_addStackedEventHandler
now accepts code or function name (instead of only function name)
Randomization of textures has been removed from FIA trucks to let them have the correct FIA textures (see
http://feedback.arma3.com/view.php?id=16846
)
Correct path to SMDI material of Trawler
ZSU-39 missiles were oversized
PhysX should not be different on Panther variants
Adjusted clipping of Marid drivers while getting in or out
Improved gearbox behavior on MBTs
Tweaked: Muzzle smoke particle effect (optimization)
Full credits: updated actors and a moderator
Increased airFriction for SDAR underwater ammunition to make it less suitable for ‘above-water’ fire than standard 5.56mm ammunition
Increased initial speed of EBR and Rahim 7.62mm bullet. Previous decrease caused minor issue with OPFOR soldier protection.
Slightly rebalanced Independent vests. Actual hit-to-kill ratios are unchanged, but
V_PlateCarrierIA2_dgtl
should not have a chance to save you from sniper rifle fire as
V_PlateCarrierSpec_rgr
could.
Set up proper initSpeed parameters for various infantry weapons according to their RL counterparts or through careful approximation. Also performed slight round up adjustment of airFriction for small arms bullets to create greater distinctions between them.
Performed several minor explosive tweaks
Slammer and variants (Scorcher, Sandstorm) have correct damage and destruction materials
Kuma maminMassCollisionLimitximum gun depression increased
Improved building of texture index for land decals
Radio Protocol: "Move to" object - added new map types & sound objects
Unified collision, fire and PhysX geometries of Panthers
Panther AA and CRV made a bit heavier
Bobcat suspension animations were reversed
Varsuk damage textures display improved
Tweaked: Convoy / normal speed of armored vehicles
Yellow tracers for Kuma 120mm rounds
Tweaked: Dispersion for Slammer main gun
Lights of Hatchbacks are easier to destroy
Various power plants have their own map icons
Another update of proper initSpeed for different weapons in their magazines
Changed: Sound attenuation in helicopters
New parameter killFriendlyExpCoef set. Player shouldn't be killed by friendly units after destruction of one UAV when controlling it.
Check for the text type added to function
BIS_fnc_dynamicText
. Command parseText is called only if the input text is a STRING.
Damage materials of Slammer/Panther-based vehicles have been improved
Kamysh turret gun elevation limits revised
Cargo of Slammer now properly stores their weapons
Major adjustment of explosives to match recent changes in vehicles armor. Actual game-play purpose of explosives should remains the same as it was before armor tweaks, but aforementioned vehicle armor tweaking renders previous values obsolete and wrong so recalibration was necessary.
Positioning improved, text block can now be aligned by bottom border in the
TypeText2
function
Previous change in demolition charge mass allows diver experts to carry one more explosive
Configured lights, position lights and collision lights of both planes and helicopters
Tweaked flight model of Buzzard
Adjusted
MissionTasks
function
Standardized damage of tank tracks - invulnerable up to 7.62x51mm and hand grenades, otherwise can be damaged
Tweaked: Kamysh internal damage (bottom of hull was too fragile)
Updated: Thunder sounds
Structure and scripts for animal behaviour completely reworked
Cleaner implementation (old system was created and edited during many years by different people)
Some old bugs were fixed
Reactions (mainly formations and danger) of animals should be better (this will probably need further config tweaking)
Sound edges added for cutscene animations
Volume of cutscenes animations have been adjusted
Updated default group positions
Replaced laser designators by range-finders for snipers as was designed
Adjusted: PhysX geometry of HEMTT wrecks
Mk200 has correct tracer color
Various rockets have their launch sound improved
Better shadow LOD for caps
Updated: Position of pilot of Blackfoot to be parallel with the axis of model
Updated: Full and ORBAT Credits
Various weapons, uniforms, vests, headgear and item holders are now placeable in editor
Adjusted fabric type for berets
Adjusted parachute backpack
Beret normal map has been slightly tweaked
Weapon holders have correct format of
cfgPatches
Adjusted sizes of icons for weapon holders
Hellcat now has correctly assigned
cfgPatches
I_UAV_AI
now has correctly assigned
cfgPatches
Added FIA soldiers to
cfgPatches
Adjusted: Sounds volume of some certain vehicle weapons
Headgear randomization script for civilians should no longer add headgear if a new player joins
New word for targeting sentences in Stealth Radio Protocol
Stealth targeting sentences fixed / improved
New parameter in animal sites. Animals now can stay in and around the site (they will run away only in danger).
Changes required for new CheckBox implementation:
RscToggleButton
no longer exists - replaced by new
RscCheckBox
(just
RscDisplaySingleMission
)
New
RscCheckBox
is using
CT_CHECKBOX
which was already defined but unused until now
Old
RscCheckBox
was renamed to
RscTextCheckBox
Required changes in displays (just a rename of
RscCheckBox
to
RscTextCheckBox
)
Style definition added to avoid no entry errors
Rooster added into poultry animal site
Updated order of voice actors by their credits
Snakes? Why does it have to be snakes? (fixed
http://feedback.arma3.com/view.php?id=17492
)
Darter is able to rotate better on spot (configured
backRotorForceCoef
)
Tweaked: FoV for airplanes
Changed: Coefficient for walking / idling goats and sheep
Optimized: Artillery shell effects
Updated:
BIS_fnc_ctrlSetScale
now returns an array - target control position
Various units and weapons have been added to
cfgPatches
Removed Super AI from difficulties ListBox
More uniforms, vests and headgear items have been added to
cfgPatches
Changed interaction with water for class
Plane_Base_F
Increased Satchel Charge power by 50% but decreased its range to 33%. It should be therefore safer for use yet more than enough powerful to level down buildings and severely damage or even destroy armored vehicles if placed properly. Scaled IEDs accordingly.
Decreased weight of thermobaric RPG HE rocket to 2/3 of standard RPG rocket so OPFOR Rifleman may now carry one more
Updated ammo boxes load-outs:
Added powerful Satchel Charges into Explosive boxes
Added side-specific flare composition into Grenade boxes.
Introduced 3-round 3GL grenade mags into BLUFOR Grenade boxes
Various particle optimizations
Dernière modification par
Rem
,
05-03-2014, 18h29
.
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DoubleSquall
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#44
05-03-2014, 18h52
Il y a toujours un petit décalage entre la mise à jour Steam et la dispo du changelog.
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Rem
Père fondateur
Lecteur de Sun Tzu
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#45
11-03-2014, 17h49
Le troisième et dernière épisode de la campagne solo, Win,
sortira le 20 mars
! DS, je te laisserai le soin de créer un sujet approprié quand le moment sera venu
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