--VERSION DEVELOPPEUR--
22/04/14
469 Mo
DATA
Purge of obsolete cfgPatches entries
The GUARD animation set was removed from the pool of possible sets (http://feedback.arma3.com/view.php?id=17085)
Added: New parameter with ability to disable sound of advanced hint in BIS_fnc_advHint function
Added: Support of variables (%#) in arguments array of advanced hint
Advanced hint argument preprocessor (BIS_fnc_advHintArg) - optimizations, info about undefined key is now logged via BIS_fnc_log instead of BIS_fnc_error
Fixed: Artillery vehicles moved to FIRE MISSION waypoint after running out of ammo
Fixed: Artillery fire sometimes didn't resume after reloading a magazine
Fixed: COOP 12 Tanks: Random tank destruction when starting mission without all crewmen
Fixed: Selections in flag models and changed flag simulation
Attempt at a creative solution to this minor, yet quite interesting issue: Ghosthawk minigun is able to damage the heli carrying it
ZEUS
Added: Groups can now be marked as respawn position. Players will respawn on the position of its leader.
Added: It's now possible to change a MOVE waypoint to a different type in its attributes. Available are GET OUT, UNLOAD, TRANSPORT UNLOAD, LAND and FIRE MISSION.
ENGINE
Added: New scripting command moveInAny
Crash hotfix
Update: Make animation soundOverride search case-insensitive
Fixed: Bool mismatch when enabling breathing sound
--VERSION DEVELOPPEUR--
23/04/14
100 Mo
DATA
Fixed: Excessive side sliding collision damage for Pawnee
Fixed: UH-80 radar animation mirrored for fancy looks
Tweaked: Kamysh destruction textures
Gunner optics view disabled when turned out for AAA
Fixed: MBT-52 Kuma retexture issue with spawned vehicle
Fixed: When respawning into vehicles, player was sometimes stuck inside and couldn't get out (often being switched through multiple vehicle positions as well)
Revised: indirectHit parameter amongst several calibers up to 40mm, NLAW and RPG to match actual infantry resistance levels against that damage. Indirect damage is generally lesser, but has greater range.
Fixed: Flipping static GMG when firing by decreasing Hit and indirectHit parameter while increasing explosive parameter above and beyond 1 to maintain ammo destructive potential at the same level.
Fixed: RPT spam of "weapon:"?" with ? modes needs weapon mode with index ?, but given silencer ( ? ) has only ? modes" by adding a specific suppressor for MX SW
Scaled down Titan AP indirect hit damage to better match infantry protection levels. Damage is lesser, but previous changes increased range substantially.
Tweaked: Ballistics of 105mm rounds and increased splash damage radius of 105mm HEAT-MP rounds
Potential campaign spoilers:
Spoiler:
Fixed: Instant death if player moves more than ~300m from target tank (http://feedback.arma3.com/view.php?id=18317)
ZEUS
Fixed: "Play Radio Message" module didn't work
Added: HQ entity is now created automatically when no speaker is given
Fixed: HQ module didn't initialize properly when created on-the-fly
Added: Objectives and briefing entries can now be added to individual groups or players, not only sides
Added: Better label for group respawn attribute
--VERSION DEVELOPPEUR--
24/04/14
461 Mo
DATA
Refresh support for advanced hint system. Calling of an advanced hint which is already shown just refreshes it instead of closing and opening it.
Variable BIS_fnc_advHint_state (missionNameSpace) contains info about the currently displayed advanced hint
Fixed: Offroad braking on its own too much
Decreased triggerTime of Minigun ammo. Also removed explosive effects from 7.62mm Minigun ammo that were inevitably inherited from SubmunitionBase class of ammo (AH-9 minigun should behave well yet again)
Previous fix of flipping static GMG reopened issue of insufficient power against vehicles. So this is another attempt to address both issues.
ZEUS
Added: "Wait until" waypoint attribute, allowing Zeus to set when a waypoint will be completed in order to synchronize the movement of multiple squads
Added: A list of recent entities (i.e., units, groups, modules and markers)
ENGINE
Added: List of recently used / created items to Zeus
Added: New scripting command squadParams
Fixed: Never ending handler for damage when helo crashes into water
--VERSION DEVELOPPEUR--
25/04/14
58 Mo
DATA
Added: BIS_fnc_tasksUnit - Grab all tasks currently created for a given unit
Fix attempt: Survival Fatigues displayed the wrong suit pack while on the ground
Field Manual: Added marking of topics and hints shown in the scenario
There is a new attribute named drawObjects that suppresses drawing of units and vehicles in maps. Check definition in RscDisplayStrategicMap (full path: configfile >> "RscDisplayStrategicMap" >> "controlsBackground" >> "Map" >> "drawObjects") for an example.
Strategic map no longer shows units, vehicles and task markers
Adjusted cargo hold capacity for trucks (http://feedback.arma3.com/view.php?id=18471)
Improved MRAPs hit points positioning, selections, radii and optimized overall durability
Potential campaign spoilers:
Spoiler:
Many tweaks and improvements to the campaign hub mechanics (will be detailed in a future OPREP)
Added: Full item / gear persistence
Backpacks removed from the briefing pool
Zone restriction extended to cover all situations when player is leaving hubs
Skirmish trigger removed; it is now handled by zone restriction
Ambient and POI conversations are now enabled
Starting pool for Win adjusted. Overall counts were lowered.
Correct armory animation is now set after player is redressed
Smart detection of magazines to be added for a weapon was implemented
The required list is now sorted the way that first are non-magazine and non-weapon equipment, then are magazines and last are weapons
Fixed: Issue with given weapon without loaded magazine
Added: Cutscene animations without weapon and their transition animations
Weapon is auto-forced to player only for "Welcome on Hub" cutscenes
Functions of easy detection of player being close or at armory added
Detection of player at or close to armory improved
If Rearm is not necessary an optional task is not given to player anymore. Instead player gets a notification about the rearm possibility.
A hint with the list of required gear is always shown at the armory
Auto-adding of required gear now happens only for the first time the player visits the armory
Added: Possibility to return all required gear, not only the required gear that is missing
Campaign CfgHints included into every campaign mission
Time limit increased to 15 minutes, player gets warning at 15 and 3 minutes
If the player won't get to assemble point in the 15 minutes:
Task fails
Player gets the recommended gear
Mission is auto-started
Hub composition updated; boxes for persistent gear renamed, repositioned and added
Gear on units with "adjustArmory = 0" is shown in the armory composition
Containers and goggles removed from mission briefing pools
Tweaks in Skirmishes
Fixed: Ambient animations
Fixed: Bug with gear not saving when transiting to skirmish
Stance "UP" forced for all units in ambient combat
Forced change of player's loadout after Bommos debriefing disabled. Player will retain his gear.
Added: Several extra hub notifications
Added: Hub / armory sounds
Added: Hub notification for "Required Gear"
ENGINE
No longer updating attached and invisible EPE objects. Remove attached objects from PhysX scene.
Fixed: Broken weapon sway when running
Fixed: Made it possible to vote again even after an admin has been selected
Fixed: If briefing name is too long server can't control number of players properly
Fixed: Possible CTD
Mise à jour de 792Mb ![]()
Y'a quoi concrètement ?
C'est une mise à jour en stable ou en dev ?
Stable
Mon serveur ne fonctionne plus depuis la maj..
--VERSION DEVELOPPEUR--
28/04/14
180 Mo
DATA
Fixed: Players should now be able to distinguish AH-99 'Blackfoot' as itself, not just as a 'Helicopter'
Fixed: Casings from Ghosthawk's left gun are no longer ejected from the right gun (http://feedback.arma3.com/view.php?id=17621)
Improved BLUFOR and OPFOR hit point positioning and slightly adjusted protection values
Introduced minimalHit parameter to better protect MRAPs from small arms fire
Fixed cases where .50 bullets passes through Ifrit fuel tank without properly harming it
Improved Ifrit explosive resistances
Improved Strider protection against small arms fire. It is the only MRAP protected against normal .50 cal shells. However it is very susceptible to explosive damage.
Slightly decreased armor of fuel hit point for Hunter MRAP
Deceased minimalHit of MRAPs turrets to make them more susceptible to small arm fire as similar turrets on other vehicles
Strider fuel and engine hit points are now resistant to static .50 cal weapon
Fixed: Memory points for Blackfoot's inventory
Potential campaign spoilers:
Spoiler:
Timeout (3 mins) added for debriefing attendance in hubs
Radios and maps added to the starting pool for all 3 episodes
"map" and "radio" added to player's required gear list
Items "watch" and "compass" added to the starting pool for all 3 stages
Fixed: Credits at the end of campaign episodes
ZEUS
Fixed: respawnOnStart in description forced even Zeus to respawn
Added: Sector area is now visualized by a circle in 3D. Its color is based on sector owner's color.
Added: Sector area preview prototype
ENGINE
Fixed: Assigning vehicles created by Zeus to vehicle's group
Fixed: Crash related to destroyed vehicles receiving impact damage
Added: Voting buttons for clients, added possibility for admin to vote for himself
Fixed: Kick, Mute, Ban controls don't work in MP briefing screen
HUD: Sources for X and Y coordinates (coordinateX and coordinateY)
Support for a custom pose of fingers in ragdoll
Fixed: Sound: Changing focus breaks volume levels
--VERSION DEVELOPPEUR--
29/04/14
145 Mo
DATA
Fixed: SDV lights
Finally fixed behavior of the nopop global toggle for pop-up targets (http://feedback.arma3.com/view.php?id=11978)
Extended nopop global toggle to oval pop-up targets
Configured hiddenSelections for mast of flagpoles. Renamed mast data appropriately. Relinked the renamed data appropriately in mast models and added Camo_1 selections to all resolution LODs.
Debriefing picture did not work when players are civilian
ContainerSupply class is inherited from WeaponHolder class with forceSupply=1; so we have explicit set forceSupply back to false (default state)
Potential campaign spoilers:
Spoiler:
Swapping of backpacks at hubs is now more safe
Required radio and map are now auto-equipped when obtained at an armory
Action "Take Recommended Gear" is now added to Armorer after the required gear is obtained
ENGINE
Added: Missing waypoint names in Zeus
Removed unused parameters for weapon sway
Fixed: inventory items marked for deletion were not deleted
--VERSION DEVELOPPEUR--
30/04/14
292 Mo
KNOWN ISSUE
Vehicle waypoints are not working well (only affects devbranch, not even our internal version suffers from this)
DATA
Synchronized to main branch
ENGINE
Additional functions for MFD - blinking effect on HUD elements
Fixed: Changing focus breaks volume levels (previous fix could cause a crash)
Fixed: CTD in Zeus
Fixed: Possible CTD in Zeus when a NULL unit occurs in the list of editables
Changed update system for EPE object (to address a problem with grenades)
J'ai des problème je suis en 1.16 alors que des serveurs son en 1.18 je viens juste de le télécharger HELP please
--BRANCHE PRINCIPALE--
30/04/14
794 Mo
Spotrep #00024
http://dev.arma3.com/spotrep-00024
Màj 1.18 : améliorations de Zeus, meilleur stabilité pour le MP et corrections diverses
Ya quoi de mieux au niveau de zeus ?
--VERSION DEVELOPPEUR--
05/05/14
391 Mo
KNOWN ISSUES
Vehicle waypoints are not working well (only affects devbranch)
DATA
UGV Stomper textures have been improved
Minor tweaks of sounds for various animations
Uniform suit packs placed in the editor now lay on the ground
Added silencer for MX_SW into NATO support ammo box
Fixed: Firing Drills - missing localization for 2 strings
Fixed: Firing Drills - 3D icons did not work after restart
Fixed: CoF Green - parked SUV was colliding with ambient objects
Updated: Firing Drills - Immediately quitting the Drill now fails the primary task
Added: Firing Drills - visibility of 3D icons is now linked to the difficulty option controlling waypoint indicators
Added: Firing Drills - extra debriefing section with results (medal times, your personal best and all times this session)
Fixed: CoF Red 2 - CP 9 targets could be placed inside a rock
Fixed: CoF Red 2 - CP 11 could be encountered without any hostile targets
Updated: CoF Orange 2 - CP 6 disappearing target time made a little more relaxed to allow spotting it
Added: Selection for damage materials into cockpit of UH-80
Added: Animation of fingers in ragdoll
Fixed: A visual issue with SDV's lights
Fixed: Suit packs now have textures according to uniforms
Updated: Detail textures on UGVs
Added: Particle effect modules can be synchronized with triggers
Updated: MRAPs protection from small arms fire and optimized overall durability
Updated: Increased direct damage of thermobaric RPG_HE rocket
Fixed: Backpacks with some pre-defined content have empty backpack of the same type as parent (used e.g. in hubs).
Fixed: An issue where dropping Kerry's diving uniform spawned a headless body
Potential campaign spoilers:
Spoiler:
Fixed: Undefined variable in expression: bis_per_pool_backpack
Starting pool definition improved to better translate from pre-1.18 savegames into 1.18
Rangefinder definition added to fn_camp_getEquipType.sqf
Stavrou and Nikos are now in separate groups
--VERSION DEVELOPPEUR--
06/05/14
73 Mo
DATA
Updated: Launched smoke grenades initial direction improved
Fixed: BIS_fnc_itemType didn't recognize UAV terminal
Added: New parameter "noImage" (bool) for CfgHints classes. You can use no image in context hint even if image is configured (and used in Field Manual).
Fixed: Some interior textures of a Tempest heavy truck variant (http://feedback.arma3.com/view.php?id=18533)
ENGINE
Fixed: Resource leaks in splash window
Added: Support for allowedLoadFileExtension parameter in dedicated server config file in order to make it impossible to read contents of files with unlisted extension (security improvement)
Added: AI aiming error is now influenced by wounds and reloading
Improved: AI's losing sight of target
Fixed: Deletion of remote controlled unit (Zeus) while someone else is remote controlling it
Fixed: An issue where ragdoll would cause bodies to fall through non-local buildings (http://feedback.arma3.com/view.php?id=9532)
Fixed: Flaps & gear sounds gradually transition based on camera position
Fixed: HUD heading scale was disappearing prematurely when displaying negative values
Added: Min and Max boundary for scale HUD element
Fixed: Quadrotor UAV with disabled autonomy was changing height on its own
Fixed: Problems with vehicle waypoints
Fixed: An issue that might lead to a crash (related to http://feedback.arma3.com/view.php?id=18663)
Fixed: Multiplication of submunition in multiplayer (related to http://feedback.arma3.com/view.php?id=18671)
Fixed: An issue that could prevent the start of a multiplayer scenario
Fixed: Loss of ammo when loading from an automatic / user save (http://feedback.arma3.com/view.php?id=18668)
Added: Support for subfolders in multiplayer scenarios
--VERSION DEVELOPPEUR--
07/05/14
98 Mo
DATA
Fixed: BIS_fnc_getCfgDataArray now returns [] if the value cannot be found
ENGINE
Fixed: Steam browser should be compatible with the GameSpy favorites
Fixed: Partial word search in Steam server browser (http://feedback.arma3.com/view.php?id=18681)
Fixed: Passing -ip= command parameter to Steam server (http://feedback.arma3.com/view.php?id=18667)
Nouvelle màj 
Ouais, elle va apporter quoi ?