XJackerooX~SPARTA~ Posted May 2, 2013 Share Posted May 2, 2013 ARMA Update Page -or- read it here Arma 3 Alpha Update Released Product Update - Valve 09:02 DATA Added: Functions are now compiled using newly introduced compileFinal Added: Functions meta data are now secured against rewriting Removed use of vulnerable script commands in DynO functions Added: BIS_fnc_log enabled in public version when 'allowFunctionsLog = 1;' is set in description.ext Fixed: BIS_fnc_sideColor can now load non-number values Fixed: BIS_fnc_functionMeta was not working with scenario and campaign functions Added: Scenario / campaign functions now support 'forced' param, allowing them to be executed automatically upon mission start Added: BIS_fnc_spawn Added: Ability to execute BIS_fnc_execVM and BIS_fnc_execFSM without arguments Fixed: BIS_fnc_error was not working correctly Changed: Splendid Camera roll speed decreased, users should no longer be inclined to take screens with too extreme roll ENGINE Fog is now really enabled for this branch getFuelCargo, getAmmoCargo, getRepairCargo commands added Fixes to serialization of particle emitters Fixed: shoreline was not covered by fog properly Correct vonCodecQuality is set now Fixed: Animation source gear for PhysX vehicles Fixed: Ships are now using the correct Arma 3 gearbox Merge from OA: attack helicopter was unable to engage with rockets (PhysX-compatible) Fixed: canMove on a vehicle with dead driver would return false in some cases Improved synchronization of structure destruction in MP Hotfixed: http://feedback.arma3.com/view.php?id=5928 (MP crash) Fixed: AI now uses optics better to detect enemies Fixed: Switching HDR settings could cause graphical corruption Added: Removing destroyed buildings from PhysX simulation Fixed: Crash opportunity related to PhysX Added: new events for inventory event handlers: "Take" and "Put" Fixed: improved path planning related to roads Tweaked darkness detection and use of NVG by AI Minor optimizations to dynamic lights Added: difficulty command to return high-level selected difficulty mode Added: getArtilleryETA script command Input Array: [unit, targetX, targetY, targetZ, magazineType] Returns: ETA of the first available mode (the mode the AI will probably use) Fixed: Glitch in blending of 2 animations masks Added: compileFinal command Removed fully script commands: setVehicleInit, clearVehicleInit, processInitCommands Made all script commands final (no longer possible to reassign in most circumstances) Fixed: healing sound could play in an endless loop Attenuation of dynamic lights can now be influenced by a new parameter in asset configuration - maximum distance of light On steep surfaces, players now crouch instead of fully standing up -showScriptErrors enabled by default To allow better debugging (may or may not be changed for final release) Link to comment Share on other sites More sharing options...
Cylawyer~SPARTA~ Posted May 2, 2013 Share Posted May 2, 2013 Sounds like progress being made! Link to comment Share on other sites More sharing options...
EBE Posted May 10, 2013 Share Posted May 10, 2013 (edited) greetz Edited May 10, 2013 by EBE Link to comment Share on other sites More sharing options...
EBE Posted May 10, 2013 Share Posted May 10, 2013 off topic looks like some ingame setting now ; viewdistance / grass off good for fps also looks like the aiming is only good if ur using scope or insights (lame) looks like in the future the old insurgency coud be improved and more awesome after some scripting (new map ect..) ALOT OFF WORK NEED TO BE DONE .. but get your practice in on the stances ammobox related stuff (camo face i got a good one) greetz for missions in the future if some out there can (scriptings hard) this is gonne be something else again . Link to comment Share on other sites More sharing options...
Shinobi_EBDA Posted May 11, 2013 Share Posted May 11, 2013 I love the new sitting firing-stance. Great for sniping if you wanna get up over the grass! I don't see how removing grass could be your friend in this, as the AI can't see through grass now either (supposedely). Link to comment Share on other sites More sharing options...
XJackerooX~SPARTA~ Posted June 6, 2013 Author Share Posted June 6, 2013 Bohemia turning out some new stuff before E3. I missed their livestream from prague, gonna see if I can dig it up on youtube. Either way, here are the specifics. Arma 3 Update Page -OR- Arma 3 Alpha Update Released Product Update - Valve 12:17 CHANGELOGDATAAdded 1 x BLUFOR M320 LRR .408 sniper rifleAdded 1 x BLUFOR ghillie suit sniper and spotter duoAdded 1 x OPFOR GM6 Lynx 12.7mm sniper rifleAdded 1 x OPFOR ghillie suit sniper and spotter duoAdded 1 x Rangefinder binocularsAdded sniper Field Manual recordsAdded rangefinder hintAdded Stance IndicatorNot yet linked to options, but it will beKnown issue: sometimes shown off-screen - reset user profile or wait for positioning option in BetaFixed: Adjusted rotation speed of turrets for SpeedboatFixed: http://feedback.arma3.com/view.php?id=3351 (BLUFOR Speedboat shouldn't have optics for rear gunner)Fixed: http://feedback.arma3.com/view.php?id=8558 (adjusted speedometers for Ifrit, Hunter and Offroad)Revamped hitpoints for wheels in all soft vehicles to destroy correct wheelsVehicle weapons are now lockable to prevent losing lock during weapon changeTRG now uses correct 5.56x45mm ammunitionFixed: Ammo for MXM in special ammo boxCombat pace transition from stand to kneel while moving FL fixedWeapons disabled in running statesRadio Protocol: enlarged Combat Protocol - over 100 lines (additionally recorded and configured)Radio Protocol: fixed missing Stealth sentences (additionally recorded and configured)Radio Protocol: 53 new names added for identity usageDisabled Difficulty tab in Game Options in MPFixed: When respawnOnStart was set to 1 in description.ext, death scripts were sometimes executed after respawn scriptsBIS_fnc_addCommMenuItem: Arguments [caller:Object, cursorPos:Array, target:Object, is3D:Bool, itemID:String] are now passed into expression field as _thisRemoved doubled onPauseScript executionBallistic penetration of bushes (foliage) adjustedFixed: Evasive left and Lean left toggle are not conflicting actionsAdjusted default friction material to allow vehicles to slide a bit over the rocks and boats over terrainFixed: http://feedback.arma3.com/view.php?id=8414 (particle effect was always generated on the ground)Fixed: http://feedback.arma3.com/view.php?id=4620 (light of vehicles’ destruction is disabled under water now)oxygenCapacity parameter of all units changedFixed: http://feedback.arma3.com/view.php?id=8589 (OPFOR squad leader was named "Rifleman")Fixed: Number of group members of motorized groupsChanged: Minefield Site now rotates all mines in the direction of the Site moduleAdded: Dialog for custom init code for virtual providers in Supports moduleAdded: Dialog for custom supply crate init code for supply drop in Supports moduleFixed: broken Showcase Helicopters textsENGINEFixed: Incorrect reloading while in opticsFixed: Crash on exiting the game (audio-related)Fixed: Crash while ordering subordinate to fire artillery same time as having Hunter selected to receive ordersHelicopter AI improvements (e.g. diving too much during attack runs)Improved ship AI path planningAdded: Reveal action reveals minesDecreased mine reveal angleDynamic light influence on AI visibility tweaked furtherChanged threshold for when AI puts on NVGDecreased flashlight influence on side recognitionTerrain decal fix (Stratis runway)Fixed: Stabilize car turretsFixes to refreshing of difficulty indicator in Campaign and Scenarios displaysFixed: Selection of first RscTree item after opening Scenarios dialogueAdded: UI controls validator (inventory can recognize which UI controls were not properly initialized, and show some error information)Fixed: Visual representation of broken wheels not matching the correct wheel for wheels destroyed using scriptsFixed: Tree destruction animationSprint now overrides Combat Pace in all casesAiming down in combat pace doesn't make player start running anymoreAdded config multiplier of damage that crew receives when vehicle crashes to objectMP score table properly integrated into debriefing displayFixed: Ragdoll could interfere with cargo poses in multiplayerFixed: Ragdoll launching into air by destroyed objectsFixed: When user tries to pick an item from a corpse to a slot and that slot already contains another item, linked item would disappearNon-local objects shouldn't collide with ground (breaking joints - http://feedback.arma3.com/view.php?id=7884)Fixed: Random rotation of the submunition pattern (artillery)Fixed: Setting of full-screen gammaFixed: markerDir return value typeImproved loading of scenario overview images from PBOs (one known issues to do with subfolders remains) Link to comment Share on other sites More sharing options...
MH6~SPARTA~ Posted June 6, 2013 Share Posted June 6, 2013 And yet I must continue to wait. Link to comment Share on other sites More sharing options...
XJackerooX~SPARTA~ Posted June 6, 2013 Author Share Posted June 6, 2013 And yet I must continue to wait. @ least you have... good.. coffee? but seriously at least its progress.. they're just being painstakingly tedious about the details.. have you watched their new sniper gear reveal? Extreme meticulous reload animations specific to each rifle o.0 Link to comment Share on other sites More sharing options...
MH6~SPARTA~ Posted June 7, 2013 Share Posted June 7, 2013 @ least you have... good.. coffee? but seriously at least its progress.. they're just being painstakingly tedious about the details.. have you watched their new sniper gear reveal? Extreme meticulous reload animations specific to each rifle o.0 That was a jab at the fact that they still haven't released Java support for ArmA 3. Link to comment Share on other sites More sharing options...
XJackerooX~SPARTA~ Posted June 7, 2013 Author Share Posted June 7, 2013 ahhh... java i get it now lulz Link to comment Share on other sites More sharing options...
GySgt~SPARTA~ Posted June 7, 2013 Share Posted June 7, 2013 I'm still waiting for the release and my Java is still coffee. Link to comment Share on other sites More sharing options...
XJackerooX~SPARTA~ Posted June 8, 2013 Author Share Posted June 8, 2013 I'm still waiting for the release and my Java is still coffee. I check out the Multiplayer every few weeks the "showcases" pretty much remain the same, from what i can tell anyways. Link to comment Share on other sites More sharing options...
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