Bloody nearly finished my mission again and they fecking update it....grrr
good news is APCS have been added oh and battleeye
FROM: Project Lead
TO: Beta Users
UNIT: Arma 3 Beta
ACTIVITY: Game Update: 0.74 (BattlEye anti-cheat, APC Package)
SIZE: ~905 MB
CHANGELOGDATA§
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 (https://community.bistudio.com/wiki/Arma_3_Modding_Updates)
§ 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 (http://forums.bistudio.com/showthread.php?155866-Arma-3-Particle-Effects-docu&p=2445569&viewfull=1#post2445569) 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
That's why I've stopped making them, wait until the full release before you put hours of work into a mission, I learnt that from alpha, there are plenty for us to try beforehand