Скачиваем и устанавливаем игру Arma 3 + Epoch Mod Для игры через интернет вначале всегда запускаем Tunngle или Hamachi и.
Подготовка к запуску: 1. Скачиваем и устанавливаем игру (1.
- Arma III. Digital Deluxe Edition - Дата выхода: 12 сентября 2013 года. Жанр: Action (Tactical. Я так понимаю, пиратам к мультиплееру доступ закрыт? Последняя версия Arma 3 и фикса - 1.48.131646+4DLC Zeus, Karts и Helicopters. Подключение: Играть (Play) — Сетевая игра. Рекомендуемые системные требования для мультиплеера Arma 3 ( Armed Assault 3) Windows Vista SP2, Windows 7 SP1, Windows 8, Windows 10.
56+4DLC, 9. 85 GB): Arma_3_1. 564DLC_Coop-Land_RePack_By_Crisis2010. torrent [26. 41 Kb] (cкачиваний: 1017) 2. Фикс уже встроен в раздачу. Изменения в последней версии: здесь.
This hotfix does not yet fully correct multiplayer issues introduced in 1. 26. It is an interim improvement, while we continue to find the source problem(s). Read more about this situation in the most recent SITREP. Consider using the Steam client option to verify the integrity of the local game cache to avoid corrupted data after downloading this update.
A Legacy Build Steam branch is available for advanced users. It contains the previous significant main branch version (1.
24). It can be used to compare specific changes between major releases. The access code for this branch is: Arma3Legacy124 CHANGELOG ENGINE: Removed: Guaranteed networking messaging (not just disabled).
This may just be temporary while we address issues with this low-level networking feature. Fixed: Stack overflow crash Fixed: Missing console logging on servers. Изменения: Fixed: Damage and destruction materials for Hunter, Greyhawk and Offroad variants Fixed: Altian civilians should speak their language correctly Fixed: Demolition charge has correct model when dropped from inventory Fixed: Mi-48 optics Fixed: It was possible to access Arsenal on a destroyed ammo box Fixed: Sound of Wipeout rocket explosions Fixed: Alternative sights don't have optic effects from main sights anymore ( Fixed: Pitch shift of grenades Fixed: CfgPatches for camo versions of sniper rifles Fixed: Zone Protection worked only when there was an entire AO defined Fixed: Supports module no longer lists vehicles with protected scope as available Virtual Providers Fixed: Wrong localization of "Watch" button for Community Guides in French Fixed: Possible error message in Supports module when calling in artillery after a bombing run using Virtual Providers Fixed: Player's appearance consistent with the overview image of Showcase Supports Fixed: Panther no longer throws itself over the edge during insertion in Showcase Combined Arms FIxed: Changed squad movement speed modes in Showcase Combined Arms to accommodate changes to fatigue Fixed: Kuma vulnerability mitigated Fixed: Kart Trolley had a bad shadow Fixed: CfgPatches have been tweaked for Bootcamp components Fixed: Optimized overall car inventory maximum loads to more reasonable levels Fixed: Adjusted memory points of Bobcat LMG Fixed: Driver of Sochor may be shot while turned out ( Fixed: Issue with OPFOR grenadier harness variant providing unreasonable amount of armor protection Fixed: Error message in MP Virtual Arsenal Fixed: Slightly adjusted damper size of quad-bike Fixed: Strange chromatic aberration in alternate scopes Fixed: Adjusted fire geometry of Blackfoot Fixed: Crawling animation are played slowly Fixed: Speedboat turret doesn't disappear after being hit Fixed: Faces now show proper author in Virtual Arsenal Fixed: Various visual issues with Tempests Fixed: Pilots' visibility of compass if radar is disabled Fixed: Adjusted water resistance of Mohawk Fixed: Sochor is now usable for the Artillery support module Fixed: Skinning of back shields of VR Soldier improved Fixed: Adjusted durability of rear glass of SUV Fixed: Adjusted geometries of Zamak Fixed: Nasty hit point settings issue that caused Helicopter Pilots, Helicopter Crews and Pilots across all factions to be able to sustain an unreasonable amount of damage suffered to their extremities. Their coveralls now offer much less protection against direct hits, however, they now offer some protection against explosive damage.
Fixed: Model of Supply Crate has been recreated to prevent script issues ( and Fixed: OPFOR VR Soldier and Entity tweaked to receive the same damage as their counterparts Fixed: Unarmed player standing up from prone stance no longer players a swimming animation Fixed: Orientation of insignia (left arm), insignia / clan area made smaller to fit other BLUFOR units (like coveralls) Fixed: Possible scripting error in some instances of the player receiving damage Fixed: Self-propelled artillery is now correctly categorized as artillery instead of as tank Fixed: Possible error message when using Transport support module Fixed: Lights of HEMTT are no longer shining while off when looking from a distance Fixed: Showcase Combined Arms: Time limit is ignored once one member of the players' group boards the helicopter Fixed: Missing icons in ComboBoxes in editor Fixed: Incorrect colors of pictures in the Insert Marker display Fixed: Color of RscCombo Fixed: Missing rank picture in the map Fixed: Shadow for TRG-21 EGLM Fixed: UI icons of P07 Fixed: ARCO accuracy Fixed: TI on GMG static turret Fixed: Color of pictures in variables ListBox in Colors tab Fixed: Removed excessive smoke magazines for Speedboat Fixed: Adjusted damage resistance of raised static weapons Fixed: Raised static GMG had a wrong get-out animation Fixed: Tweaked selections for the GM-6 model Fixed: Decreased too high maximum inventory capacity of several vehicles Fixed: Repaired shadow & placement of suppressor of 4-Five Fixed: Turning on the spot now has a negative impact over resting with all weapons in all stances correctly Fixed: Incorrect color of the side picture of a selected player in Role Assignment Fixed: Minor volume changes of crash sounds Fixed: Wrong structural armor of static GMGs Fixed: Rahim 7. 62 - The iron sights on the barrel are too cold in thermal Fixed: Repaired fire geometry of the Ghosthawk Fixed: Default collective and auto-hover tweaks Fixed: Binoculars and range finders were not exported correctly from Arsenal ( Fixed: Missing camo selection added to the remaining LODs of Press (Vest) Fixed: Pitch indicator of Blackfoot was reversed Fixed: Decreased direct impact of damage suffered over breathing Fixed: Pop-up error with Zubr. 45 Fixed: Various changes in localization and scope parameter of uniforms Fixed: Pedals and collective of helicopters work correctly Fixed: Removed random rotor from PhysX LOD of xH-9 family of copters Fixed: Arsenal module placed by Zeus didn't work correctly when Zeus was client Fixed: Adjusted durability of the Devices Fixed: Cargo get in side for Fuel Trucks Fixed: Civilian Fuel Truck has correct textures Fixed: Banking of cyclic for Mohawk Fixed: Flags on shoulders now look better Fixed: Missing camo-selection on trousers and gloves of BLUFOR soldier Fixed: Path LODs for AI in military cargo HQ buildings Fixed: Missing material for last LOD of the big transmitter tower Fixed: Buoyancy warning of the wave power plant Fixed: The ruins of barracks now have proper penetration materials and impact effects on the floor Fixed: Adjusted front and side plating of Panther Fixed: Centered external camera position of AMV-7 Marshall Fixed: Maximum and minimum elevation of RCWS guns on armored vehicles Fixed: An error when turning out in ZSU-39 Tigris Fixed: Removed borders on icons of ZSU-39 Tigris Fixed: An issue that guns on ZSU-39 Tigris could disappear when observed from far away Fixed: Enormous network traffic caused by Simulation Manager module Added: Opening / closing building doors now has sounds Added: Sharpen filter option (separated from PPAA filters) Added: Proper sound to VR surface when hit by fire Added: Area-restriction for missile-specific HUD feature for PO-30 Added: New "Arsenal" module (when placed on top of a unit, Zeus can configure its load-out) Added: Seagull sound Added: Sound of church bells Added: RscTestControlTypes - display with all available control types Added: Sound of reloading the static GMG, Titan and Mortar Added: Sound of tank cannon reloading Added: Sound of HMG reloading Added: Ground Vehicle Crew community guide Added: Hint for using the UAV terminal into Showcase Drones Added: RCWS Stomper has a proper icon Added: ListNBox data and value Added: Configured position lights for Greyhawk / Ababil Added: CheckBox for controlling AV lights in AV terminal Added: IDC of lights CheckBox in AV terminal Added: An option for turning off headgear randomization for civilian characters via "this setVariable ["BIS_enableRandomization", false];" in the character's init. For turning off facewear randomization, insert "removeGoggles this;" into the character's init, or simply use desired facewear via "this addGoggles "facewear_class_name";". Added: colorPicture parameters to ListBox, XListBox and ComboBox Added: New sounds for getting in planes Added: Pressing Ctrl + Shift + C in Arsenal will export a load-out in config format, usable in CfgVehicles and CfgRespawnInventories. This option might be moved to interface later.
Added: Wheels of helicopters properly roll while taxiing Added: Transmission hit points to helicopters Added: Ability to completely disable ZGM moderator rights Added: New option for Vehicle Respawn module, which lets the vehicle respawn only on synchronized respawn positions Added: More crash sound variants for MRAPs, Offroad and Quadbike Tweaked: Shadow LOD of beanies Tweaked: Armor and mass of the party tent and winner's podium Tweaked: Destruction effects for quad bikes and karts Updated: Sounds for character roll animations Updated: Improved skinning of main back shield on VR_Protagonist_F Updated: Optimized dust of some missile explosions Updated: Visual tweaks for the AAF officer Updated: Adjusted sound of fire mode selector on the Katiba rifle Changed: Heads of story characters are now part of Man_A3 Changed: Fuel explosion power for land vehicles Changed: Set up correct fatigue exhaustion rate after the exhaustion rate multiplier gain from inventory load was fixed according to the original fatigue design Changed: Virtual Arsenal has been moved from Ui_f_Bootcamp to Ui_f Changed: Increased opacity of the Kajman's HUD Changed: Offroad maximum capacity Changed: Quad-bike maximum capacity Changed: Fuel explosion of various vehicle types has been tweaked Changed: Moved VR Training icons from Ui_f_Bootcamp to Ui_f Changed: Adjusted flare size of the Speedboat reflector Changed: Changed breathing speed coefficient to 10 Changed: Adjusted positions of all UI elements in AV terminal Changed: OPFOR medic now has his rifle equipped with only a pointer by default just like medics of other factions Changed: OPFOR repair specialist now has the correct weapon variant Changed: Urban OPFOR medic now has the correct weapon variant Changed: Urban OPFOR explosive specialist now has the correct weapon variant Changed: Urban OPFOR engineer now has the correct weapon variant Changed: Slight tweak of sound gain of closure pistols Changed: Adjusted PAPI light material to shine at night Changed: Light helicopters are now available for CAS support Changed: Optimized character hit point settings. Actual damage dealt should be less random and more predictable according to the respective body parts. Changed: Scaled Independents vests back to the standard values Changed: Slightly increased capacity of the BLUFOR Rig and Grenadier vest to better compensate for their higher weight and avoid over-equipment Changed: Showcase Helicopters: Starting experience improved a bit Changed: Showcase Combined Arms: Increased time limit from 4 minutes to 6 Changed: Renamed pictureColor parameter of ListBox, XListBox and ComboBox to colorPicture Changed: Increased weight of GPS and Radio items Changed: Increased weight of Rangefinder and Laser Designator items Changed: Sound of launcher reloading Changed: Shadow of GM-6 Changed: UI icons for Rook Changed: Optimized inventory capacities of helicopters Changed: Optimized duty values of various resting positions. Resting is now dependent on what you are holding in a given position, how do you hold it (raised or down) and whether you are still or turning around. This differences applies to all weapons in all stances. Changed: Also substantially increased fatigue gain when getting from prone to kneel Changed: Set up correct breathing values for new breathing mechanics Changed: Increased weight of the GM 6 Lynx and M320 LRR rifles to better match their real life counterparts Changed: Water impacts of units (fall of soldier to the water) tweaked Changed: Color of selected item in ListBox, XListBox and ComboBox to white Changed: Tweaked AAF officer Changed: Parameter of the maximum audible distance of changing fire mode to 5 meters Changed: Some AAF soldiers now use U_I_CombatUniform_shortsleeve instead of U_I_CombatUniform_tshirt, which is used no more Changed: Explosive ammo (only for A-164) particle effects optimized Changed: Resistance of OPFOR soldiers to grenades Changed: Optimized following speeds of movement: Increased speed of walking in crouch with lowered pistol Increased speed of walking in stand with lowered rifle.
(credits to Jester 814 for pointing this out) Slightly slowed down running in crouch with lowered rifle Increased fatigue gain while walking in kneel with raised weapon Decreased speed from running in crouch with raised rifle Slightly decreased speed for tactical movement in crouch with raised rifle Increased fatigue gain while walking in crouch with raised pistol Substantially increased speed while walking with launcher in crouch Increased speed of walking while standing with launcher Localized: Arsenal module error states Removed: Obsolete debug logs in Zone Restriction module Moved: New RscButton attributes from UI_F_Curator to UI_F Decreased general sway and breathing distortion speeds by 20% Decreased lateral sway movement by 20% Increased time window of holding breath to 8 seconds (previously 6) but also slightly decreased the time needed for holding breath to take full effect Left leg is no longer used to brake in standard cars Holder for LRPS should be available in Zeus Miniguns don't use submunition anymore Ability to steal UAVs by UAV Operators added (parameter uavHacker configured) Dust effects for characters improved (there was no dust on some surfaces which are pretty dusty in real life) Improved handling of multiple engine damage for helicopters Removed execVM on fired Event Handler of the AH-99 Blackfoot HULL damage indicator tied with total aircraft damage Camo variants of sniper rifles added to their respective snipers Sniper rifles camo variants added to their respective ammo boxes 230mm rockets have a proper rate of fire Descending certain optimal slopes no longer restores fatigue; it 'only' prevents fatigue gain now Resolved: Animation problem with Mi-48's gatling montage Improved: Armored window hit points and crew protection hit points for the Mi-48 AI discouraged from firing too small arms at gunships (12. 7mm and above are still a threat) Moved Buzzard and Wipeout in Y axis in the model to allow them being spawned near ground Placeholder icon for VR entity body replaced with real icon Potential campaign spoilers: Common Denominator: Targets and RCO crate are now indestructible Damage Control: The Hummingbird can no longer be destroyed Diplomatic Relations: The Hellcat can no longer be destroyed Diplomatic Relations: Friendly fire is now detecting whether kills were made by BIS_lacey Diplomatic Relations: Added check to ensure player has a weapon before cutscenes start Fixed: Strider patrol not boarding its Strider in Situation Normal Fixed: Paradise Found: Miller was too quiet in the final cutscene Fixed: Campaign: Mike-26 is restricted even after Radio Silence Added: Better visuals for the VR Material Penetration course Added: MX magazines to the weapon crate in Common Denominator Changed: Wind setting from manual to automatic in Bootcamp campaign Changed: Damage Control: Adams will no longer occasionally order you to return while driving through Kavala Changed: Improved handling of Zone Restriction Fixed: Ensured Conway does not have any kind of face wear Fixed: Forcing Adams' position when checking the wounded is now less obvious Fixed: Strider patrol now reacts better to spotting the player in Situation Normal Fixed: You will no longer be ordered to destroy the wreck if it's already destroyed in Blackfoot Down Fixed: Replacement charges will now only be added to dead units in Blackfoot Down Fixed: Killing Sgt. Lacey should always result in mission failure in Situation Normal Fixed: Error at mission start in Situation Normal Fixed: Friendly fire detection terminated in the final state of each mission in Bootcamp campaign Fixed: Adams' map marker is now in the correct location in Bootcamp campaign Added: Death Valley: Added savegame before the plane attack Fixed: Script error after clearing the town in Infantry Fixed: Mission wouldn't progress if the medic died while treating a soldier in Infantry ENGINE Fixed: hideObjectGlobal for Dedicated Servers Fixed: enableSimulationGlobal for Dedicated Servers Fixed: fuseDistance is properly calculated for EPE shots Fixed: Problem with color overflow in the VR world Fixed: Shaking of camera in extreme conditions when normal values for G shake are not set up Fixed: setDamage on static objects for JIPed players Fixed: Profile editing issue Fixed: Heading UI element in HUDs Fixed: PiP when switching from vehicle to UAV Fixed: Context menu can be accessed in tasks, main menu, players list FIxed: Headless Client should not start scenarios Fixed: Problems with create message ordering for JIP Fixed: Possible CTD in selecting weapons Fixed: Deactivate mine action for AI Fixed: UAVs do not have collision with units, but units do Fixed: addMagazine duplicates items when executed more than once Fixed: setTimeMultiplier is no longer affecting wind change speed Fixed: UAV cannot be connected after setCaptive true Fixed: Dedicated Server CTD Fixed: Possible CTD Fixed: Wrong initial path planning checks Fixed: lnbValue scripting command Fixed: UAV can not be hacked if setCaptive is true Fixed: Problems with a wrong FSM for the mine deactivate action Fixed: CTD after pressing M in UAV terminal view ( Fixed: Removed animation spam when AI is trying to go from Lying to HandGunLying Fixed: Ordering of axes for UI object position getter Fixed: Autohover info control Fixed: Fatigue now not restored when holding breath Fixed: AI soldiers: Dynamic error influenced by fatigue and damage Fixed: UAV turrets rotation control restored Fixed: Speed of sound simulation Fixed: Multiplayer turrets movement not visible for other players Fixed: Removed URL length limit in structuredText control Fixed: AI is more resistant to bullets while moving Fixed: Instancing of proxies with different heat source in TI Fixed: An issues where crew of vehicles might not be rendered when observed through zoomed in optics Fixed: Game freezes when player mouse-overs the DLC text in Field Manual Added: Scripting command for camera locking (lockCameraTo) Added: Script command getCargoIndex Added: Support for Sharpen PP in video options UI Added: Animation source sound controllers support Added: New event onCheckedChanged for checkbox in UI Added: Possibility to enable / disable UI control directly in configs Added: Support for URL tags in structuredText control Added: New command for getting class name of given UI control (ctrlClassName) Added: Lock PhysX scene during buoyancy update for safety Added: New command for setting orientation of UI object (ctrlSetDirection) Added: Reading of config parameters for sliders Added: Loading of visible attribute for controls Added: Support for multi-samples in animation sounds, direction controller fix Added: New commands for setting and getting models for ControlObject Added: Dynamic creation of UI controls Added: Getters for control object directions, etc. Added: Detect interpolation change, added terminated parameter for doors Added: Event Handler for clicking on HTML tag in a structuredText control Changed: Small changes to fatigue formulas Changed: Minor tweak to weapon sway formula Changed: Disabled update of connection string in Steam profile (letting Steam to update connection string) Changed: Improved createVehicleCrew command to allow creating missing crew also in not empty vehicles Changed: World array vehicles for PhysX simulation moved to separate array Changed: Behavior of how fatigue and damage affects the ability to hold breath Changed: Changed config parameter naming for listboxes Changed: AI turrets aiming error now influences acceleration of rotation Changed: Further tweaks to breathing mechanics Changed: Commands everyBackpack and everyContainer return empty array also for null objects Changed: Separate DLL for the Steam interface which is used by Launcher and Publisher Changed: Order of cleaning the PhysX scene (fetch simulation before world clean-up) NV and TI mod in AV Terminal PiP Custom waypoint from UAV (LMB + Shift) LAUNCHER Fixed: Crash when unable to read preview picture file Fixed: Missing parameter setting property Fixed: Addon management not updating addon number properly Fixed: Launcher freezes after multiple clicks on the re-download addon button Fixed: ‘Update available’ message is partially in the tick box Fixed: Unsubscribing an addon via Steam Client causes Laucher updating progress bar to freeze Fixed: Launcher doesn't finish download of some addons - colon is a volume separator char - replaced by '-' Fixed: Multiple download of the same preview image Fixed: Workshop item name change was not detected neither updated in launcher Fixed: Space is missing between some words Fixed: Launcher version can be one again copied to clipboard using shortcut Ctrl +. (Control + Dot) Fixed: Drag and drop sorting doesn't work correctly after opening and closing info of a few addons Fixed: Text overlaps when the overwrite dialog appears Fixed: Image directories are deleted as well now Fixed: Subscribed items filtering - items which have any of addonreqtag get into launcher Fixed: Window is too small when user has DPI over 100% Fixed: Removed padding change when mouse hover over button from default button style (was breaking custom message box) Fixed: Sorting arrow is blurred (replaced with custom path) Fixed: Removed dependency on assembly 'Microsoft.
Expression. Drawing. dll' Fixed: Server password is not disabled after restoring default settings Fixed: NetLog parameter is named as Server and works as Server parameter Added: Feature "Addon Presets" (+ default file-based provider) Added: Page for News, displaying development reports from Added: Launcher is now localized into various languages Added: Automatic upgrade of application settings between versions Added: Blurred background under main area if any content is displayed there Added: Examples to parameters Added: Configuration section for launcher-specific values Added: Support for displaying hints and errors in adorned box under text box control Added: HTML to XAML converter Added: Styles Added: Minidump and Windows Error Reporting support Added: When trying to run another instance, a message box is displayed: hitting OK will bring the other (already running) instance to the front and give focus to it Added: Launcher now saves the time and date of when it was last run Added: Bounce effect to checkbox from transition fron unchecked to checked Added: Restore factory defaults button to parameters Added: Code ensuring that presets will be initialized only once Added: Parameter control with Browse button for browsing folders Added: Parameter control with Browse button for browsing files Added: Value coercion to Parameter controls Added: Browse buttons to relevant parameters Changed: Options page header visually unified with the rest of the application Changed: Icons for buttons in addon manager, Options icon Changed: Visual tweaks to controls (check box, combo box, drop down menu, text box, scrollbar, expander, progress bar) Changed: Modified label sizing of Parameters page Changed: Unified visual style of news list and addons list Changed: Moved advanced parameters to new tab Changed: Modified alignment of status text in main window.
It's displayed in the same position across different localizations. Proper handling of invalid path characters in addon names Slash in item name replaced by '-' to make it a valid directory name Changed log filename to RPT Preview images are saved in a separate directory according to a unique filehandle (fixed the case where two different items had an image with the same name) Removed close on Esc key press Adjusted margin of a label Changed: Tab control style font. Server browser: Removed: GameSpy logo Removed: GameSpy / Steam switch Server count is now in-engine instead of scripted Added: Player's name Fixed: Devbranch watermark is no longer displayed after exiting Splendid Camera in the main branch Fixed: Mistake in condition of function BIS_fnc_randomPosTrigger ( Fixed: Script error in function BIS_fnc_spawnGroup ( Fixed: Tactical vest camo ground model Fixed: Wrong default values (getVariable) in the fire and smoke effect modules fixed (it is only safety-check, it shouldn't have any impact on functionality) Fixed: Iron sights and camo of armed offroad Fixed: Dispersion and engagement ranges of TRG 20 and TRG 21 were switched Fixed: TT05 - tweaked misplaced barrier Fixed: Unknown Community Author for static weapons backpacks Fixed: Align of holographic reticle Fixed: Typo in strength of handbrake for quad bike Fixed: Aimpoint visibility at night for MRD attachment Fixed: Player can no longer respawn into vehicle stolen by an enemy Fixed: Tasks were not auto-assigned correctly Fixed: When a vehicle respawn position was moved while a vehicle was waiting for respawn, the vehicle was respawned on the position before the change Fixed: Deleting a vehicle while it was waiting for respawn caused a scripting error Fixed: Pressing Up and Enter while in the MP pause menu closed the Zeus interface Fixed: Zeroing on EBR's ironsights Fixed: CAS modules in the editor were not trigger activated Fixed and updated all helicopters with proper inventory loads Fixed: Camo selection on the Beanie Fixed: RPT error when spawning a lightning bolt Fixed: UI texture of Black MX with muzzle accessory Fixed: Geometries of UAV entities Fixed: Decelerons on the Wipeout so that they both extend to the same extent when banking Fixed: Map icon size of portable mortars, offroad variants and assault boats Fixed: Missing vehicle dust effects for desert surface (only on Altis) Fixed: Unable to throw grenade through window of d_house_small_02_v1_f.
p3d ( Added: Stall warnings in HUDs of fixed-wings now flash Added: Altitude scales in HUDs of fixed-wings now show ASL instead of ATL. However, terrain indicators have been added. Added: Names and icons for CfgVoice classes Added: Bubble particle effect module Added: Empty cartridges effect module Added: "Vote Kick" and "Vote Admin" buttons are now visible in the Players list on Dedicated Servers Added: Inertia coefficients for all weapons and their attachments Added: Sounds for more cutscene animations Added: Ability to set number to XX for a kart by adding: this setVariable [‘number’, XX]; Added: New parameter DLC to Kart DLC assets (DLC = Kart;) Added: Camo selection to journalist vest to allow changing of its texture \ material Added: New sounds for reloading some weapons Added: Correct ammo icons for Zafir MG Added: New zeroing adjustments for GL (50,75,100,150,200,250,300,350,400) Added: H_Booniehat_tan's ground holder Added: New textures for some of the caps Added: disableInventory=false to both fuel pumps as preparation for fixing unwanted inventory space Added: Damage and map properties and plate selection to the geometry LOD of steel plate training targets Added: Possibility to turn on auto-refreshing of the unit identity on mission start (used for Win missions without hub) Updated: TRG mass Updated: Credits with new developers Updated: Duty values for some animations states Updated: Thermal signature of Mk200, Khaybar, Zubr and MX Adjusted: Guerrilla uniforms of various sides so they can only be picked by a character of their side Adjusted: Inventory radius of Supply Crates Adjusted: Selections for texture variations of Offroad Adjusted: Supply capacity of supply boxes Adjusted: Positions and radii of Mi-48 inventory supplies Adjusted: Fire mode volumes Adjusted: Side of shelters and sports ground assets so they can show up in Zeus Revised: Armor of lampposts in config and added as properties in their models Changed: vehicleclass for SportsGrounds_base_F from Structures to Structures_Sports Changed: Field Manual icon used for highlighting displayed hints Changed: Sounds for unsynchronized weapon reloading Changed volume for reloading Changed reloading sound of Zafir and Mk200 Changed: Scope parameter of some of the headgear Changed: Sound for animations of lying wounded Ejection seats in planes now propel the pilot high enough to parachute (from ground) Increased mass of the UAV console Tweaked memory point for guns on the Stomper Rahim rifle is no longer able to attach Rail attachments Surface friction has been tweaked for various terrain types Increased supply radii of fuel/ammo/medical support trucks and substantially increased ammunition load of ammo trucks to fix the unpleasant issues where several vehicles were not able to reload a reasonable amount of ammunition for their weapons Removed inventory from Fuel Station Feed Optimized ladder actions Access set to Read and Write for cfgMovesBasic Ordering a medic to heal someone now displays the correct icon Changed volume for change of weapon fire mode Access to cfgRecoils set to Read and Write (see Standardized inventory configuration for armored vehicles and added basic equipment even for MBTs Civilian and guerrilla trucks have proper selections for custom texture variants Redefined aim point of Supply Boxes Introduced weapon inertia settings for launchers Scoped out redundant Titan long / short classes from editor (due to configuration class names integrity the classes should remain) AI is more likely to target enemy transports Minor volume changes for closure and fire mode change sounds Particle effect modules localized Reduced: Armor of light bulbs on street lamps for they were very hard to destroy even with concentrated machine gun fire from close vicinity.
Also changed the material for Decor Lamp to improve over-penetration issues. Adjusted: Mass of barrels to reflect their contents Changed: Damage property of buckets from building to tree so that they fall over Changed: Penetration materials so that the geometry of the dome of all radars is consistent Changed: Penetration material of metal parts to make it consistent through stages of the tent hangar Mapped granite penetration material instead of concrete on ancient walls Checked and fixed penetration materials and properties of walls Mapped concrete penetration material on the base of phone booths Minor code and debug print adjustments Potential campaign spoilers: Implemented: Patrol squad and vehicles Implemented: Patrol spawnpoint selection String "Camps" replaced for reference to already localized string Commands weaponsItems and magazinesAmmo replaced for *Cargo versions Removed: Checking of persistent variables against Adjusted: Loadout of several units on hubs Functions now support vests and uniforms as containers Container functions updated to use accurate magazinesAmmo, that was recently updated to work with containers as well Thanks to command addItem being fixed, there are now goggles / glasses in the hub Armory Hub markers added to strategic map - for quick start and skirmish spawnpoint selection Improved: Hub marker visuals There is now a simple get in animation played when "start patrol" is executed Friendly fire is now monitored also on patrol vehicles and crew Updated: Hub composition Added: Patrol starting points Adjusted: Skirmish triggers Added: Cargo content interaction with pool Patrol characters now properly interact with the pool Patrol character identities are now correctly set Patrol tasks on hub now point to the suggested transport vehicle Added: Customization template definitions for all randomized vehicles Added: Template for patrol squad members If player loses a car, he gets a new default one, once he arrives back on the hub On-hub scene when player returns from patrol is now created Added: System for persistent customization Patrol trigger now shows the spawn point location on the map Localized: User action label BIS_fnc_ambientAnimCombat doesn't attach the unit anymore Added: Possibility to define bottom text, hide labels at mission markers and define a custom mission marker texture Uniforms added via forceAddUniform when needed Added: Some micro compositions for patrol Added: Support for multiple vehicles returning from patrol. Only the player's vehicle will appear on the hub, but the cargo of all vehicles get stored to the pool. Persistent identities between B_hub02, B_m02_1 and B_m02_2 now work correctly Used names are permanently removed from the pool of names for the auto-generated identities Icons added to user actions on hub, namely: open strategic map, start briefing, start patrol and get recommended gear Added specific identities to story characters Fixed: Transition from patrol to hub Fixed: Wrong initialization of the equipment pool Fixed: 2 broken uniforms removed from Adapt pool Fixed: Gear persistence issue between C_out2 and C_EB Fixed: Implicit persistent variable values solution Fixed: Issue where mission providers after debriefing didn't have a weapon (James in B_hub01 now has a weapon after debriefing) Fixed: Problem with briefing date detection Fixed: Typos in character definitions Fixed: Locking of patrol vehicle when player returns from patrol Fixed: Colliding position by two soldiers at Rogain ENGINE Optimized: Linux Dedicated Server performance Disabled: GameSpy technology Fixed: Diary closing when tasks are not selected Fixed: Task position when attached target is deleted Fixed: Ironsights zeroed to a non-default value after the removal of optics Fixed: Voice-Over-Net: Custom channel volume based on distance Fixed: Switching from -joinString to -connect in the in-game requests Fixed: Position determination for tasks attached to a target object / unit Fixed: Dead soldiers on ladders Fixed: Buldozer brush size change (was possible to go above maximum size) Fixed: Buldozer brush strength settings (now it is individual for each brush mode) Fixed: Possible CTDs in network server Fixed: Blinking of caustics when texture memory is low Fixed: Possibility to change a soldier's faction by grouping him with a group from another faction (Zeus) Fixed: Blue line artifact on the horizon Fixed: Desync in MP after the revision 124842 fix Fixed: Possible crash when an AI brain is not present Fixed: Player starts without rebreather in the Wet Work scenario despite being assigned one Fixed: Missing class name in campaign tree for old structure campaign configs Fixed: Possible CTD while the world is destroying itself Fixed: Possible CTD in Zeus when ungrouping soldiers Fixed: Fog on craters (bullet impacts) Fixed: Formatting of number of servers in the multiplayer display Fixed: Possibility to change scenario parameters in MP after a game has already started Fixed: Dead body icon Fixed: Catching missing callback from Steam Fixed: CTD when opening inventory in combination with createAgent Fixed: Possible CTD in airplanes Fixed: Exploitable command forceRespawn Fixed: CTD occurred when ejecting dead unit from a car (Zeus) Added: Fuel explosion power value for all vehicles Added: Script commands for basic 3D vector operations (vectorAdd, vectorDiff, vectorCrossProduct, vectorDotProduct, vectorCos, vectorMagnitude, vectorMagnitudeSqr, vectorMultiply) Added: Script commands for vector distance and square distance (vectorDistance, vectorDistanceSqr) Added: Class names to campaign tree (if they are defined) Added: Logging of unsuccessful attempts to call loadFile, preprocessFile, preprocessFileLineNumbers script commands Added: New brush mode to Buldozer. Added: Limits for setWindSpeed because of the possibility to completely destroy meshes Added: Script commands magazinesAmmoCargo and weaponsItemsCargo Added: New script command to open YouTube videos (openYoutubeVideo) Updated: In-game help for loadFile, preprocessFile, preprocessFileLineNumbers script commands Optimized: Weapon effect simulations Driver proxy for Inverse Kinematics taken from correct LOD New parameters for fatigue thresholds moved to config Refactored: Current recoil mechanics for better understanding and easier future changes (again, may not yet be fully noticeable in devbranch - but gives an indication of what’s being worked on) Threaded sensor network updates are now enabled in all versions Minor dead bodies optimization UAV - Locked camera (added a new key binding to do that) UAV - Camera stabilization UAV: Locked camera - camera rotation precision improved UAV: Locked camera - camera rotation set to zero when switching to manual view Public description for commands magazinesAmmo and magazinesAmmoCargo received minor changes Inventory load now affects stamina regeneration. Added: Customizable area for scenario-specific on-screen information (e.
info about time and place) Added: Custom scenario name is now shown also in diary Added: SMG optic variants to appropriate ammo boxes Added 6. 5mm LMG sound suppressor into INDEP support ammo box for M200 machine-gun Added: Possibility to disable randomization and set a color to randomized vehicles by using ‘this setVariable ["color",X]’ in the init of the vehicle where X is a number ranging from 0 to the number of skins (minus 1). If the number is out of range, the skin is still randomized.
Added: LAND waypoint (can be found under "Scripted" category) 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 hints Fixed: Looking up or down while operating a raised static weapon in the bunker ( Fixed: Shapes of batteries and duct tape objects Fixed: Invalid string for gatling cannon in HUD of AH-99 'Blackfoot' Fixed: Levitating missiles on helicopter gunships Fixed: Unified re-spawn weapon for BLUFOR AT specialist Fixed: Unified chem-light color of BLUFOR helicopter pilots and helicopter crew Fixed: Stadium model position and roadways Fixed: Damaging of Tempest with the device Fixed: Escape from Altis - Forced wait for respawn causes a mission failure Fixed: Get in / get out points of fuel and box version of Zamak Fixed: Shadows of H-barriers 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 Fixed: Excessive side sliding collision damage for Pawnee Fixed: UH-80 radar animation mirrored for fancy looks 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) 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 Fixed: Offroad braking on its own too much 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 ( Animals should have textures even when not local in MP Re-introduced radar for AAAs Adjusted geometry of the cargo deck and decreased roadway levitation of Trawler You weren't able to show hints when tutorial hints were disabled.
Now you have parameter for it and you can set if hint will be shown when tutorial hints are disabled or not (_this select 5). Header of BIS_fnc_advHint corrected: (_this select 3) and (_this select 4) parameters (condition and duration for full version of hint) were already implemented Further optimization of animals randomization using call instead of execVM IR laser intensity over distances has been tweaked Adjusted maximum vertical angle of static weapons Minor optimization of explosive parameters to better scale explosive damage capabilities amongst various ammo types Increased weight of 30 round 6. 5mm magazine to 10 mass, for it should be heavier than 30 round 5. 56mm STANAG magazine (which has 8 mass) Set up proper mass values for all optics.
Previous values did not considered used models (generally too small) Decreased weight of PCML (NLAW) rocket allowing Independent Rifleman (AT) to carry one more rocket of this type in his backpack. Since the BLUFOR counterpart has better personal protection and more durable armored vehicles, there is a nice balance.
Optimized load out for urban camouflage ammo bearer backpack Added proper tracer color for M200 machine gun after description change Allowed anti-personnel mines to be stored in vests. Previously they inherited only in backpack policy from AT mine. Neophron has correct descriptions in its interior Shadows of boonie hats and caps have been improved Removed: Forced respawn at the start of Escape: Altis Adjusted distant LODs of road cones Countermeasures of tracked APCs are working yet again Blackfoot crew has correct dead poses Tempest crew has improved animations Many small localization fixes in various languages Adjusted icon for item holders to be more generic Purge of obsolete cfgPatches entries The GUARD animation set was removed from the pool of possible sets ( Advanced hint argument preprocessor (BIS_fnc_advHintArg) - optimizations, info about undefined key is now logged via BIS_fnc_log instead of BIS_fnc_error Attempt at a creative solution to this minor, yet quite interesting issue: Ghosthawk minigun is able to damage the heli carrying it Tweaked: Kamysh destruction textures Gunner optics view disabled when turned out for AAA 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. 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 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 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) Modified helicopter pilot head limits Made floating structures indestructible as they were supposed to be Improved destructive capability of under-barrel and GMG grenade projectiles against vehicles Helicopter damage handling improvements: Reasonable protection from small arms Added: Fuel hitpoints to helicopters Engines better (reasonably) protected from small arms Fixed: Gunship turret gun animations and optics locations Potential campaign spoilers: Game Over: Deleted duplicated scientists in the Dome Game Over: Repositioning of some aerial vehicles for better in-game effect Moral Fiber: Instant death if player moves more than. 300m from target tank ( Hubs 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" 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 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 the Armorer after the required gear is obtained Starting pool definition improved to better translate from pre-1. 18 savegames to the 1. 18 update Rangefinder definition added to BIS_fnc_camp_getEquipType Added function for detection of empty variants of the special backpacks Fixed: Credits at the end of campaign episodes ZEUS: Added: "Scenario Name" module which allows Zeus to set the name of the current scenario.
It's shown to every player who joins or respawns. Added: Skill can now be set also in group attributes. The adjusted value is applied to all group members. Added: Ability to set the Game Master module’s "Default addons" attribute to "All", which will automatically add every addon in the game, including community ones Added: Speed mode can now be set in the group and waypoint attributes windows Added: New attribute for Custom Objective allowing Zeus to disable the objective destination. Useful for more abstract tasks, e. "Remain stealthy".
Added: New markers are now created with the color of the previously set marker Added: Custom channels for each side in a ZGM scenario. E. BLUFOR can now communicate with Zeus without other sides hearing it.
Added: Icon for HQ module Added: List of recent entities in the CREATE bar. Stores up to 20 objects, groups, modules or markers which Zeus placed. 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. Added: HQ entity is now created automatically when no speaker is given Added: Objectives and briefing entries can now be added to individual groups or players, not only sides Added: Better label for group respawn attribute Added: "Wait until" waypoint attribute, allowing Zeus to set when a waypoint will be completed in order to synchronize the movement of multiple squads Fixed: Objective modules were registered as respawn positions ( Fixed: 'respawnOnStart' attribute in description. ext was ignored ( Fixed: Autonomous vehicles are now respawned with virtual crew inside Fixed: Players were removed from Zeus' list after they died in ZSC scenarios Fixed: Zeus in ZGM scenario with God mode enabled still had challenges Fixed: Incorrect players count in MP header in ZGM 48+2 Master Stratis Fixed: When Zeus played some music, other Zeus players couldn't hear it Fixed: Deleting an object to which "Move", "Neutralize" or "Protect" objective is attached resulted in the objective being moved to the bottom left map corner Fixed: "Neutralize" and "Protect" objectives no longer require objects to be completely destroyed, disabling them (e.
shooting vehicle tires) or killing their crew will complete them as well Fixed: When one Zeus took control over a unit and another Zeus did the same with the unit as well, the first Zeus lost the ability to control any further units. Now, the seconds Zeus won't be able to take over already controlled units.
Fixed: Editing the Intel item deleted previously saved text Fixed: Weather module didn't show a fog preview in singleplayer Fixed: Hiding and showing the Zeus interface ('Backspace' by default) created a non-interactive area where a notification is shown, preventing Zeus from selecting or editing units there Fixed: Entity icons were hidden when Zeus returned to the interface after leaving it with hidden menus (by 'Backspace') Fixed: Vehicles can no longer be configured as respawns for sides without any players present in the mission Fixed: Vehicles were unintentionally repaired when editing attributes ( Fixed: "Play Radio Message" module didn't work Fixed: HQ module didn't initialize properly when created on-the-fly Secret Documents are now properly marked as being made by Bohemia Interactive ENGINE Added: New animation sources for car throttle and brake Added: World parameter for sky / fog color influence (skyColorInfluencesFogColor - default true) Added: Overloading for hideObjectGlobal (hideObjectGlobal ) Added: Squad icons to Zeus Added: Support for native Linux extensions via the callExtension command Added: New scripting command moveInAny Added: List of recently used / created items to Zeus Added: New scripting command squadParams Fixed: CTD when assigning NULL unit to Zeus Fixed: Removed possibility to add map object as editable in Zeus Fixed: Pasting group with disabled units in it (Zeus) Fixed: Inability to open interrupt dialog when no save folder is there (unsaved scenario started from editor) Fixed: Creating a ground weapon holder and using the action to drop primary weapon to it caused a freeze Fixed: Computation of server-side net error of muzzle infos (optimization) Fixed: You can't put items directly to respective slots from a non-initialized container on a dead body Fixed: Picking up an unequipable uniform broke the gear UI Fixed: Possible cause of CTD on Dedicated Server Fixed: Placing units over each other in the 2D map (Zeus) Fixed: Empty action on dead body with only a handgun Fixed: Possible crash in MP games Fixed: Possible CTD while adding experience to AI (global situation knowledge) Fixed: Crash related to currentZeroing Fixed: Wrong zeroing returned for soldiers Fixed: Needless searching for commander units in cargo space Fixed: Firing from the artillery computer while remote controlling a gunner unit Fixed: Drawing of icons on UAVs controlled by players Fixed: Zeus composition placement Fixed: Bool mismatch when enabling breathing sound Fixed: Never ending handler for damage when helo crashes into water Fixed: Broken weapon sway when running Fixed: Possible CTD Fixed: Sound: Changing focus breaks volume levels Switched priority of checks in paste command (Zeus) Ailerons, rudders, elevators and flaps on a plane controllable normally even with engine is off. No resetting of their position after turning the engine on. Sound: Removed environment sounds influence by rain density; rain volume was affected by rain density Support for hidden selection materials on soldier proxies (eg.
headgear) Optimized sounds in -nosound mode and on Dedicated Servers Sound: Added: APO fadeout effect Changed behavior of throttle animation source Possible crash fix when silent join is used Changed Zeus group / sync controls Stars don't change size when zoomed in Animation state "static" parameter for ignoring step when computing slowdown PhysX entities don't collide with invisible objects lbSort accepts another parameter to specify ascending / descending order Update: Make animation soundOverride search case-insensitive No longer updating attached and invisible EPE objects. Remove attached objects from PhysX scene.
ZEUS Showcases Showcase Zeus Multiplayer ZGM 48+2 Master Altis ZGM 16+2 Master Altis (NATO) ZGM 16+2 Master Altis (CSAT) ZGM 16+2 Master Altis (AAF) ZGM 48+2 Master Stratis ZGM 16+2 Master Stratis (NATO) ZGM 16+2 Master Stratis (CSAT) ZGM 16+2 Master Stratis (AAF) ZSC 32+2 Control Edessa ZvP 10+1 Defend Kamino ZvP 10+1 Defend Syrta ZvP 10+1 Seize Edoris ZvP 10+1 Seize Feres Game Types ZDM / Zeus - Death Match ZCTF / Zeus - Capture The Flag ZCoop / Zeus - Cooperative Mission ZSC / Zeus - Sector Control ZCTI / Zeus - Capture The Island ZTDM / Zeus - Team Death Match ZRPG / Zeus - Role Playing Game ZGM / Zeus - Game Master ZvZ / Zeus vs. Zeus ZvP / Zeus vs. Players Modules Note: Some of the modules are available only in the 2D editor, some in the Zeus interface and some in both places. Animals Sheep [ModuleAnimalsSheep] Butterflies [ModuleAnimalsButterflies] Goats [ModuleAnimalsGoats] Poultry [ModuleAnimalsPoultry] Seagulls [ModuleAnimalsSeagulls] Audio Play Music [ModuleMusic_F] Play Radio Message [ModuleRadio_F] Play Sound [ModuleSound_F] Chemlights Chemlight (Blue) [ModuleChemlightBlue_F] Chemlight (Green) [ModuleChemlightGreen_F] Chemlight (Red) [ModuleChemlightRed_F] Chemlight (Yellow) [ModuleChemlightYellow_F] Effects Tracers [ModuleTracers_F] Environment Post-Process [ModulePostprocess_F] Skip Time [ModuleSkiptime_F] Weather [ModuleWeather_F] Fire Support Close Air Support (CAS) [ModuleCAS_F] CAS - Gun Run [ModuleCASGun_F] CAS - Missile Strike [ModuleCASMissile_F] CAS - Gun and Missiles [ModuleCASGunMissile_F] Ordnance [ModuleOrdnance_F] 82 mm Mortar [ModuleOrdnanceMortar_F] 155 mm Howitzer [ModuleOrdnanceHowitzer_F] 230 mm Rocket [ModuleOrdnanceRocket_F] Flares Flare (Green) [ModuleFlareGreen_F] Flare (Red) [ModuleFlareRed_F] Flare (White) [ModuleFlareWhite_F] Flare (Yellow) [ModuleFlareYellow_F] Misc Cover Map [ModuleCoverMap_F] Create Radio Channel [ModuleRadioChannelCreate_F] Objectives Attack / Defend [ModuleObjectiveAttackDefend_F] Control Sector [ModuleObjectiveSector_F] Custom Objective [ModuleObjective_F] Get In [ModuleObjectiveGetIn_F] Move [ModuleObjectiveMove_F] Neutralize [ModuleObjectiveNeutralize_F] Protect [ModuleObjectiveProtect_F] Scenario Flow Briefing [ModuleDiary_F] Countdown [ModuleCountdown_F] End Scenario [ModuleEndMission_F] Respawn Tickets [ModuleRespawnTickets_F] Respawn Loadouts [ModuleRespawnInventory_F] Players (BLUFOR) [ModuleRespawnPositionWest_F] Players (Civilian) [ModuleRespawnPositionCiv_F] Players (Independent) [ModuleRespawnPositionGuer_F] Players (OPFOR) [ModuleRespawnPositionEast_F] Vehicles (BLUFOR) [ModuleVehicleRespawnPositionWest_F] Vehicles (Civilian) [ModuleVehicleRespawnPositionCiv_F] Vehicles (Independent) [ModuleVehicleRespawnPositionGuer_F] Vehicles (OPFOR) [ModuleVehicleRespawnPositionEast_F] Smoke Shells Smoke (Blue) [ModuleSmokeBlue_F] Smoke (Green) [ModuleSmokeGreen_F] Smoke (Orange) [ModuleSmokeOrange_F] Smoke (Purple) [ModuleSmokePurple_F] Smoke (Red) [ModuleSmokeRed_F] Smoke (White) [ModuleSmokeWhite_F] Smoke (Yellow) [ModuleSmokeYellow_F] Zeus Game Master [ModuleCurator_F] Add Camera Area [ModuleCuratorAddCameraArea_F] Add Editable Objects [ModuleCuratorAddEditableObjects] Add Editing Area [ModuleCuratorAddEditingArea_F] Add Icon [ModuleCuratorAddIcon_F] Manage Addons [ModuleCuratorAddAddons_F] Manage Resources [ModuleCuratorAddPoints_F] Restrict Editing Around Players [ModuleCuratorAddEditingAreaPlayers_F] Set Attributes - Groups [ModuleCuratorSetAttributesGroup_F] Set Attributes - Markers [ModuleCuratorSetAttributesMarker_F] Set Attributes - Objects [ModuleCuratorSetAttributesObject_F] Set Attributes - Players [ModuleCuratorSetAttributesPlayer_F] Set Attributes - Waypoints [ModuleCuratorSetAttributesWaypoint_F] Set Camera Position [ModuleCuratorSetCamera_F] Set Costs - Modules [ModuleCuratorSetModuleCosts_F] Set Costs - Objects [ModuleCuratorSetObjectCosts_F] Set Costs - Soldiers & Vehicles [ModuleCuratorSetCosts_F] Set Costs (Default) [ModuleCuratorSetDefaultCosts_F] Set Costs (Side) [ModuleCuratorSetSideCosts_F] Set Editing Area Type [ModuleCuratorSetEditingAreaType_F] Set Editing Costs [ModuleCuratorSetCoefs_F] Functions Config BIS_fnc_crewCount Curator BIS_fnc_addCuratorAreaFromTrigger BIS_fnc_addCuratorIcon BIS_fnc_curatorAttachObject BIS_fnc_curatorAttributes BIS_fnc_curatorAutomatic BIS_fnc_curatorAutomaticPositions BIS_fnc_curatorHint BIS_fnc_curatorObjectEdited BIS_fnc_curatorObjectPlaced BIS_fnc_curatorObjectRegistered BIS_fnc_curatorObjectRegisteredTable BIS_fnc_curatorPinged BIS_fnc_curatorRespawn BIS_fnc_curatorSayMessage BIS_fnc_curatorVisionModes BIS_fnc_curatorWaypointPlaced BIS_fnc_drawCuratorDeaths BIS_fnc_drawCuratorLocations BIS_fnc_drawCuratorRespawnMarkers BIS_fnc_exportCuratorCostTable BIS_fnc_forceCuratorInterface BIS_fnc_initCuratorAttribute BIS_fnc_isCurator BIS_fnc_isCuratorEditable BIS_fnc_isForcedCuratorInterface BIS_fnc_listCuratorPlayers BIS_fnc_manageCuratorAddons BIS_fnc_mirrorCuratorSettings BIS_fnc_registerCuratorObject BIS_fnc_removeCuratorIcon BIS_fnc_removeDestroyedCuratorEditableObjects BIS_fnc_setCuratorAttributes BIS_fnc_setCuratorCamera BIS_fnc_setCuratorVisionModes BIS_fnc_shakeCuratorCamera BIS_fnc_showCuratorAttributes BIS_fnc_showCuratorFeedbackMessage BIS_fnc_toggleCuratorVisionMode CuratorChallenges BIS_fnc_addCuratorChallenge BIS_fnc_completedCuratorChallengesCount BIS_fnc_curatorChallengeDestroyVehicle BIS_fnc_curatorChallengeFindIntel BIS_fnc_curatorChallengeFireWeapon BIS_fnc_curatorChallengeGetInVehicle BIS_fnc_curatorChallengeIlluminate BIS_fnc_curatorChallengeSpawnLightning BIS_fnc_finishCuratorChallenge BIS_fnc_formatCuratorChallengeObjects BIS_fnc_manageCuratorChallenges Environment BIS_fnc_setDate BIS_fnc_setFog BIS_fnc_setOvercast Map BIS_fnc_drawAO BIS_fnc_drawMinefields BIS_fnc_drawRespawnPositions BIS_fnc_locationDescription Misc BIS_fnc_activateAddons BIS_fnc_endMissionServer BIS_fnc_exportCfgGroups BIS_fnc_isLoading BIS_fnc_isUnitVirtual BIS_fnc_neutralizeUnit BIS_fnc_playEndMusic BIS_fnc_selectDiarySubject BIS_fnc_setPPeffectTemplate MP BIS_fnc_sayMessage BIS_fnc_estimatedTimeLeft BIS_fnc_playMusic BIS_fnc_playSound BIS_fnc_setObjectTexture Objects BIS_fnc_initIntelObject BIS_fnc_initVirtualUnit Respawn BIS_fnc_initRespawnBackpack Variables BIS_fnc_getServerVariable BIS_fnc_setServerVariable Miscellaneous Added: 2 Zeus music tracks Added: Automatic initialization of mission parameters with "init" or "function" attribute present. Added: Predefined mission parameters: Admin debug console Hour Independents are friendly to Time limit Time of day Respawn tickets Weather Added: MenuPosition and MenuInventory respawn templates will now automatically respawn the player when he / she joins the game, letting him / her select a position and loadout. Added: Height is no longer ignored in respawn positions added using BIS_fnc_addRespawnPosition. When on building floors, players will respawn on the exact spot instead of around the building.
When in the air, players will respawn parachuting down. Added: Calling BIS_fnc_endMission will now play a victory / loss music cue. This can be disabled using a new optional function parameter. Fixed: Align left and align center texts in HUDs for A-164 and To-199 planes Fixed: The smoke module is not visible to clients on MP ( Fixed: Splendid camera didn't work well with UAVs and remotely controlled units Fixed: Localization issues in GUI editor Fixed: Deleting a task didn't remove its variable completely Fixed: Research House yellow arrow was floating in the air Fixed: Bug in the shadows of the concrete ramp Fixed: 'Supports' menu in High Command lead to the wrong class Fixed: Overall angle of lights for To-199 'Neophron' Fixed: Left and center aligns in HUDs of helicopters Fixed: Position of rockets on the Greyhawk / Ababil Fixed: Rate of fire for the cannon of A-143 'Buzzard' Fixed: Sector flags were based on the faction of players' vehicles, not players themselves (e.
a BLUFOR player capturing a sector in a stolen OPFOR vehicle resulted in the flag being OPFOR) Fixed: Camera of the Greyhawk / Ababil CAS variants Fixed: Range Officer moved to Men (Story) category Fixed: Zero divisor error in particle hit effects Fixed: An issue with rocket launchers locking MRAPs incorrectly Fixed: An issue where players were unable to get into the gunner position of an armed Offroad Fixed: Position of zeroing in the gunner's position of the Offroad Fixed: Kajman helicopters no longer shoot rockets in pairs Fixed: Small and cropped texts in armor optics Fixed: Stadium offset glitches Added: New get in and get out animation for the To-199 Neophron Added: Stall, lights and anti-collision light indicators in the HUDs for A-164 and To-199 planes Added: Opening cockpit and new instruments for To-199 'Neophron' Added: Details to the commander gun of the Slammer UP Added: Debug console can now be made available for admins using new "DebugConsole" mission param (see https://community. bistudio. com/wiki/Arma_3_Mission_Parameters for more details) Added: When a respawn point at an altitude larger than 20m is added using BIS_fnc_addRespawnPosition, players will respawn in a parachute Added: Locking sounds for PCML so it is no longer muted Added: BIS_fnc_loop for code / function looping with timing and conditional control Added: BIS_fnc_runLater for code / function executing later, with timing and conditional control Added: Specific holders for NVG, binoculars and laser designator Updated: Offroad PhysX - lowered inertia, strengthened clutch, changed gearbox and engine Updated: Ghost Hotel Gazebo visuals Updated: Roadways and AI path-finding around the Stadium Updated: Penetration materials on the small radar building Updated: Cannons of BLUFOR and OPFOR CAS planes should now be stronger Updated: Wipeout flight model with new parameters and reduced nose-drop issues Adjusted scripts for animal color randomization to be more MP-friendly Moved air intake switch threshold for Neophron from 50-70m to 10-25m Optimization of various particle effects BIS_fnc_establishingShot: fixed viewing angle dependency on direction of camera movement BIS_fnc_establishingShot: Formatting of SITREP made consistent with campaign presentation BIS_fnc_addStackedEventHandler now supports custom parameters to be used as suggested: Increased the limit for the Strider's speed indicator ( Adjusted AoA of both CAS planes The hint for flares is now correct for standard flare launchers The Stadium has a new tower for commentators New version of lamps have been added to the Stadium Jet exhaust effects optimization The damage of various parts of vehicles has been made more distinguishable and dependent on the damage source (explosion vs shots) Increased indirect range radius of rocket launchers to increase the lethal radius of blasts around point of impact. This change improves especially the lethality of Anti-Personnel rockets (RPG HE, Titan AP). Dust effect while shooting handguns while prone added Smoke effects for Blackfoot when heavily damaged added Unified the amount of First Aid Kits available in support vehicles Redesigned the AVTerminal UI Fixed: Random flickering of rolling credits The camo pattern of the Neophron has been tweaked to be more suited for low-level flight Repaired glass sorting and window damaging for the Tempest Set up proper hit values for 12.
7mm APDS and SLAP ammunition to maintain their effectiveness against lightly armored targets. Also added proper costs for them. The Stadium decals are now properly covered by shadows Adjusted pathways for the Stadium Some particle lights tweaked (mainly missiles) Greyhawk / Ababil UAVs have missiles / bomb controlled by the gunner Altis has been tweaked Fuel signs on gas stations have been fixed in distant LODs Geometry of VTOL wreck has been fixed The shadow of the cap with headphones has been fixed AT mine clusters for artillery have been loaded with proper AT mines Potential campaign spoilers: Handled the transition of gear from a scenario that is connected to more then one other scenario (e.
Paradise Found > Status Quo and Game Over) Longer delays between music tracks in Jukeboxes Fixed: In Preventive Diplomacy there was a chance CAS support would engage the enemy without the player requesting its support Fixed: Moral Fiber: Failed Misison even though enemy armor was destroyed ( Fixed: In Moral Fiber point X-ray is considered cleared, even though enemy soldiers that can shoot the player are still present Fixed: Bingo Fuel: Cistern was being attacked by an armored vehicle while diverting fuel Removed unnecessary briefingName definition for Showcase Fixed-wings Status Quo The FPS in Athira was improved by trimming the composition and separating it into 2 compositions The car accident composition is now handled by FPS optimization routines as well Shouting ambient units were silenced Empty groups are now correctly deleted when compositions are despawned The date and time in mission Intel fixed to be on par with cfgTimeline The airport main doors are now opened and disabled, to prevent player closing the doors, which resulted in the reporter walking through closed doors Game Over Player and his team made to be immortal when the scenario is finished (they could crash in their helicopter during the black out) Unused conversation deleted Changed channel from direct to side as Kerry can already be in a vehicle (and won't hear himself if in 3rd person view) Friendly and enemy aerial vehicles added (no ATGMs for enemies) AA launchers / AA teams at key points added ENGINE. curatorFeedbackMessage curatorGroupDoubleClicked curatorGroupPlaced curatorGroupSelectionchanged curatorMarkerDeleted curatorMarkerDoubleClicked curatorMarkerEdited curatorMarkerPlaced curatorMarkerSelectionchanged curatorObjectDeleted curatorObjectDoubleClicked curatorObjectEdited curatorObjectPlaced curatorObjectRegistered curatorObjectSelectionchanged curatorPinged curatorWaypointDeleted curatorWaypointDoubleClicked curatorWaypointEdited curatorWaypointPlaced curatorWaypointSelectionchanged Fixed: Log warning message format caused a crash in rare cases Fixed: CTD related to missing groups Fixed: Sound: Changed loop count from infinite to 1.
Sample no longer needs to explicitly stop. Fixed: Sound: Update restarted sample position Fixed: Scripting command createUnit is now respecting height coordinate, but also places the object at the right height Fixed: Skipping changes when weather is synchronized from the server Fixed: Missing NULL test for AI (slight optimization) Fixed: Loading player profile when launching a Dedicated Server Fixed: Endless loop when a text is too large to fit into a multiline edit box Fixed: Time error scaling in MP games Fixed: Broken multiline texts in CStatic and CEdit. Added: introduced script command isEqual ( Added: Custom icon for Logic side in diary Sound: Enabled infinite looping for "loop" sounds Support of UAV feed in description. ext (showUAVFeed with the same functionality as https://community. bistudio. com/wiki/Description. ext#showGPS) Weapon sway is now computed in more vertical manner UAV Terminal map interaction has been enhanced Intel's TBB4 allocator updated to version 4.
2u3 Weapon switching happens after reloading of the current weapon is finished Optimized animation movement parameters Disabled unit no longer track targets Disabled units have more of their functions disabled (optimization) Possibility to set radius of loiter waypoints added. Запуск игры: 1. Для игры через интернет вначале всегда запускаем Tunngle или Hamachi и входим в комнату, где играют в Arma III. 2. Запускаем игру через Arma3.
exe (от имени администратора). В игре: Подключение: Играть (Play) —> Сетевая игра (Multiplayer) —> Выбираем область поиска ЛВС (LAN) —> Перед вами список серверов, подключаемся к любому. Либо: Играть (Play) —> Сетевая игра (Multiplayer) —> Удаленный —> Вводим Ip-адрес сервера и порт вручную —> ОК. Создание сервера: Играть (Play) —> Сетевая игра (Multiplayer) —> Новая (New) —> Задаем имя сервера, тип соединения ЛВС (LAN) —> OK —> Выбираем миссию и настраиваем —> Играть —> Ждем, пока к вам подключатся игроки —> Наслаждаемся игрой. Если возникает ошибка MSVCR120. dll - читаем эту статью (ссылка) и делаем все по ней. Ник и язык меняется в настройках профиля.
Редактор (Editor) тоже работает, как и одиночные миссии (Showcases). Русский язык поддерживается. Задается в настройках или в файле LumaEmu. ini (GameLanguage = russian/english). После запуска в меню может выскакивать "Picture \a3\data\logos\tm_caa.
paa not found" - это нормально, просто закрываем. Играть можно только на пиратских серверах, к лицензионным не подключится \ не будет видно.