--VERSION DEVELOPPEUR--
12/12/13
532 Mo
Added blinkingPattern and blinkingPatternGuarantee parameters where appropriate and restructured MarkerLights config
Emissive materials for MarkerLights are now animated according to the lights being on or off or blinking
Models: reworked position lights selections
HMD of Hellcat has been re-centered
Reworked proxies of Buzzard to be useful for user armament
Tweaked PhysX collision damage for tanks
Tracks of tanks should not get damaged up to 30 KPH collisions
Zeroing for Kuma commander HMG
Configured animation sources and animations for MarkerLights on Boat_Civil_04, RoadCone and RoadBarrier
Finetuned position of various group members in editor
Darter doesn't have FAKs anymore (http://feedback.arma3.com/view.php?id=13089)
Fixed: Using non-existent rank resulted in incorrect returned value (BIS_fnc_rankParams)
Added: When commander rank is missing, it's not displayed (BIS_fnc_ORBATGetGroupParams)
Fixed: Scripting error when no respawn position was found
Fixed: Script header of BIS_fnc_MP contained misleading description
BIS_fnc_playVideo: default variable for skipping videos was incorrectly set, resulting in instant termination under certain circumstances
Fixed: Movie credits running in main menu after closing of credits
Added: In module config, 'isGlobal = 2' now has the same effect as 'isPersistent = 1'. isPersistent attribute remains supported, but is considered deprecated. See http://community.bistudio.com/wiki/Arma_3_Modules for more info.
New scripted geometry function added
Slightly decreased collateral resistance of OPFOR soldiers’ extremities
Decreased OPFOR advanced uniform protectiveness of extremities for it was too powerful. Still, it protects comparatively better than other uniforms.
Set up specific protection values for BLUFOR Helipilot and Pilot coveralls. It will not save you much more than the standard uniform, but there is a certain difference.
Set up proper protection values for OPFOR Officer uniform.
Range-master belt, bandolier and chestrig armor values set to zero (serving as just equipment holders).
Fixed several minor issues reported on the subject of personal protection. Mainly it is composed of redistribution of proper helmets amongst Grenadiers and a small fix of OPFOR Leader helmet inheritance class.
Miller has some basic equipment when placed in the editor
New character heads received some polishing
Changed: Simulation Manager now ignores helper objects
Removed graffiti, leaflets and posters from editor (they are handled by a module instead)
Optimization of the poster module
New version of the poster module (added support for graffiti)
Fixed: Roadways of chapels and the airport tower
Fixed: Missing empty parameter for battlefield sounds (http://feedback.arma3.com/view.php?id=16512)
Added non-homogenous material for radar dome
Configured posterSize, icons and mapSizes for graffiti
Fixed: Non-functional binoculars
Added: Black background when player is off the map
Increased weight of machine guns while maintaining their weight differences
Fixed: Localization for yellow flare and for 3rd flare magazines
Fixed: Zubr .45 has stretched / misplaced textures on the cartridges (http://feedback.arma3.com/view.php?id=16491)
Increased number of suppressors and flashlights in Support ammo boxes and Air Supply boxes
The material of craters has been tweaked
Added modest camera shaking from nearby hits for infantry weapons
Fixed: Possible crash in Dedicated Servers
Removed: setAIS scripting function
Optimization of bleeding splatters creation
Optimization of footstep marks creation
Fixed: AI's selection of rifle and handgun
All SMGs have correct zeroing for iron sights
Tweak: Higher AI engagement ranges. AI snipers with GM6 should attack from greater distances.