ARMA 3 SPOTREP #00006
FROM: Project Lead
TO: Alpha / Beta Users
UNIT: Arma 3 Beta
ACTIVITY: Game Update: 0.70 (Beta release)
SIZE: ~1.3 GB
CHANGELOG
DATA
Beta content:
Mk.20 - Green faction assault rifle
Zafir - Red faction machine gun
Titan - AA / AT rocket launcher for all sides
ACP-C2 - Green faction pistol
Scorpion EVO-4 - Green and Red faction submachine gun
Vermin SBR - Blue faction submachine gun
HEMTT - Blue faction heavy truck
Quadbike - now for all factions
Strider - Green faction MRAP
Zamak - Red and Green faction truck
SDV - all factions small submerged vehicle
AMV-7 Marshal - Blue faction heavy APC
MSE-3 Marid - 6-wheeled APC for Red faction
CH-49 Mohawk - Green faction transport helicopter
Mi-48 Kajman - Red faction transport / gunship
AH-99 Blackfoot - Blue faction attack helicopter
UH-80 Ghosthawk - Blue faction transport helicopter
Green Army Faction
Animals: sheep, chicken, goat, dog
Many objects for Firing Drills (targets, moving targets, walls, etc.)
Characters:
Green AAF faction
BLUFOR and OPFOR additions
Civilian Competitor
Playable Content:
Showcase: Combined Arms
Showcase: Supports
Showcase: Commanding
Showcase: Night
MP: Defend Kamino
MP: Combined Arms COOP
Challenge: Course of Fire: Green
Challenge: Course of Fire: Red
Challenge: Course of Fire: Blue
Challenge: Course of Fire: Orange
New and enhanced versions of radio protocols
Two additional voice actor sets added
New setup of radio filter effects
Sounds of weapons, vehicles and their weapons have been enhanced
Sounds of soldier collisions and movement have been added
Adjusted names for units in radio protocol
Correct soundHit for flesh (see
http://feedback.arma3.com/view.php?id=7570)
Sounds of collisions were added for vehicles
Added new sound suppressor for 5.56mm weapons
Cars now have horns as a weapon for their driver with correct sounds
RPG-32 and NLAW should be of the same usability
Vehicle grenades have been tweaked in their damage and explosive radii
Sniper weapons have realistic ammo air friction and tweaked reload times
M200 has better animation and unnecessary bones were removed from model
Added opticsZoom parameters to GrenadeLauncher and PutMuzzle
AI engagement ranges for MX, Katiba, Mk200 and TRG tweaked
Changed dispersion and rate of fire for MX, Katiba, Mk200 and TRG to more realistic values
Changed: Video options layout
Added: Separate Post-Process settings in video options
Added: FPS indicator in video options
Added: Respawn menu
Added: EditBoxes connected to sliders in video options for precise setting
Added: Custom colors and layout is now configured in CfgUIColors and CfgUIGrids
Replaced: BIS_fnc_guiGrid occurances replaced by direct grid macros
Fixed: Font in RscDisplayCapture was too large and bold
Added: Command bar backgrounds are now plain color, without any shadow effects (consistent with the rest of UI)
Added: New visual style of advanced hints
GUI Beta skin
Added: Stream-friendly UI switch in game options
Fixed: Artillery computer - displaying of weapon name and firing via Enter / Space keys.
Tweaked layout
Changed: Color of sliders
Fixed: Text size in switches (RscXListBox)
Fixed: TI textures for MH-9 family helicopters
Fixed: TI texture for rubber boat
100 m increments in all range (100 - 1500 m) of discreteDistance (zeroing steps) parameter for all vehicle mounted weapons
Transition from prone to upright sprint while unarmed no longer causes visual sliding
Going prone from tactical sit no longer makes you stand up
Moving with binoculars with rifle improved
Switching to rifle while sprinting with pistol crouched no longer results in going prone
Reloading launchers forces out of optics mode
Combat Pace for 3 seconds when pressing LMB
Map animations disabled (quad bike entering fix; stances fix)
Improved sideways erected run to sprint transition
Hands warping when starting to crawl fixed
Optics are now disabled when crawling with pistol
Swapping sidearm to main weapon with a dedicated key in prone now works correctly
Self-heal rifle animations are now interrupt-able (for ragdoll)
Taking out launcher while prone and with main weapon in hand now puts you into launcher kneeled pose (without going into stand)
Binoculars animations revision
Shooting vs. running conflict resolved and fixed
Animations for embarking into various vehicles added
Added: New task system (backward compatible with the old one)
Fixed: Module functions are now spawned, not called
Added: Prototype of respawn templates for position and inventory selection
Fixed: Preload manager sometimes didn't trigger loading screen
Removed binocular body from inactive NVG model
Fixed: Multiplayer framework didn't work correctly on headless client
Fixed missing name in MP lobby. (Headhunters, Escape from Stratis)
Close door action now has higher priority
Added: Corpse removal for Escape from Stratis
Fixed: Ammo count in the Hunter in Showcase: Vehicle (after a recent config change)
Defined empty preset for erasing all key mappings
PhysX geometries of world objects have been improved
Trees now all use MCA lightmap
Explosive ammo hit particle effect tweaked
Fixed: Empty plastic barrels burst into flame when shot (
http://feedback.arma3.com/view.php?id=6955)
Added new particle effects for missiles
Fire for burning barrel tweaked (it was too big)
Broken glass effects tweaked, new effects added
Object destruction smoke tweaked
Loadouts of units have been largely modified (factions loadout standards were set)
Modified cargo loadout of vehicles
Changed class property to housesimulated for all runway lights
Added placement=vertical property to all lamps and vertical objects like the lighthouse
Added new icons and entries to Field Manual
Headgear and backpacks have new inventory icons
Adjusted damping rates of damaged and destroyed wheels of all vehicles
Correct UI picture for GL version of Katiba
Removed config classes:
arifle_MX_TWS_snds_F, arifle_MX_ACOg_point_F, arifle_MX_GL_ACOg_point_F, arifle_MX_GL_COWS_point_F, arifle_MXC_Holo_point_snds_F, arifle_MXC_ACOg_point_F, arifle_MXC_COWS_point_F, arifle_MXC_ACO_flash_F, arifle_MXC_ACOg_flash_F, arifle_MXC_Nstalker_point_F, arifle_MX_SW_ARCO_point_F, arifle_MX_SW_NVS_point_snds_F, arifle_MX_SW_TWSMG_point_snds_F, arifle_MXM_ARCO_point_F, arifle_MXM_SOS_point_F, arifle_MXM_TWSS_F, arifle_Khaybar_C_Nstalker_point_F, arifle_Khaybar_C_ACOg_flash_snds_F, arifle_Khaybar_C_ACOg_F, arifle_Khaybar_COWS_point_F, arifle_Khaybar_Hamr_point_F, arifle_Khaybar_Nstalker_point_F, arifle_Khaybar_TWS_F, arifle_Khaybar_GL_COWS_point_F, arifle_Khaybar_GL_Nstalker_point_F, LMG_Mk200_COWS_point_snds_F, LMG_Mk200_COWS_pointer_F, LMG_Mk200_TWSMG_F, LMG_Mk200_Holo_point_F, LMG_Mk200_Holo_point_snds_F, LMG_Mk200_ACO_F, LMG_Mk200_ACO_point_F, arifle_TRG20_Nstalker_point_F, arifle_TRG20_Holo_point_F, arifle_TRG21_Hamr_point_F, arifle_TRG21_COWS_point_F, arifle_TRG21_Nstalker_point_F, arifle_TRG21_GL_Hamr_point_F, arifle_TRG21_GL_ARCO_point_F, arifle_TRG21_GL_COWS_point_F, arifle_TRG21_GL_Nstalker_point_F, arifle_Mk20C_ACO_snds_F, arifle_Mk20_COWS_point_F, arifle_Mk20_GL_Mark_F, arifle_Mk20_Mark_F, srifle_EBR_Nstalker_point_F, srifle_EBR_SOS_F, srifle_EBR_ACO_point_F, srifle_EBR_Holo_F, srifle_EBR_Mark_point_snds_F, srifle_EBR_Hamr_F, srifle_EBR_Hamr_point_F, arifle_SDAR_ACO_point_F
Motivation: These classes were not used by default soldier load-outs and we deemed them unnecessary. Some of them used wrong optics for the given side of the weapon, some didn't make any sense. We would like to encourage adding different weapons rather via scripting and specific add-ons to them than having bazillions of pre-defined guns few people are likely to use and we cannot maintain quality control on them all.
Renamed config classes:
arifle_Khaybar_C_ACOg_point_F -> arifle_Katiba_C_ACO_pointer_F
arifle_Khaybar_C_ACOg_F -> arifle_Katiba_C_ACO_F
arifle_Khaybar_ACOg_point_F -> arifle_Katiba_ACO_pointer_F
arifle_Khaybar_ARCO_point_F -> arifle_Katiba_ARCO_pointer_F
arifle_Khaybar_ACOg_F -> arifle_Khaybar_ACO_F
arifle_Khaybar_GL_ACOg_point_F -> arifle_Katiba_GL_ACO_pointer_F
arifle_MX_ACO_pointer_F
arifle_MX_point_F -> arifle_MX_pointer_F
arifle_MX_Holo_point_F -> arifle_MX_Holo_pointer_F
arifle_MX_Hamr_point_F -> arifle_MX_Hamr_pointer_F
arifle_MX_ACO_point_F -> arifle_MX_ACO_pointer_F
arifle_MX_GL_ACO_point_F -> arifle_MX_GL_ACO_pointer_F
arifle_MX_GL_Hamr_point_F -> arifle_MX_GL_Hamr_pointer_F
arifle_MXC_Holo_point_F -> arifle_MXC_Holo_pointer_F
arifle_MX_SW_Hamr_point_F -> arifle_MX_SW_Hamr_pointer_F
arifle_MXM_Hamr_point_F -> arifle_MXM_Hamr_pointer_F
arifle_TRG20_ACO_point_F -> arifle_TRG20_ACO_pointer_F
arifle_TRG21_ACO_point_F -> arifle_TRG21_ACO_pointer_F
arifle_TRG21_ARCO_point_F -> arifle_TRG21_ARCO_pointer_F
arifle_TRG21_GL_ACO_point_F -> arifle_TRG21_GL_ACO_pointer_F
LMG_Mk200_ARCO_F -> LMG_Mk200_MRCO_F
LMG_Mk200_ARCO_pointer_F -> LMG_Mk200_pointer_F
arifle_SDAR_ACOg_F -> arifle_SDAR_ACO_grn_F
arifle_SDAR_ACO_F -> arifle_SDAR_ACO_red_F
arifle_SDAR_ARCO_point_F -> arifle_SDAR_ARCO_pointer_F
arifle_SDAR_Nstalker_point_F -> arifle_SDAR_Nstalker_pointer_F
srifle_EBR_MRCO_point_F -> srifle_EBR_MRCO_pointer_F
srifle_EBR_ARCO_point_F -> srifle_EBR_ARCO_pointer_F
arifle_TRG20_ACOg_F -> arifle_TRG20_ACO_F
arifle_TRG20_ACOg_point_F -> arifle_TRG20_ACO_pointer_F
arifle_TRG20_ACOg_flash_snds_F -> arifle_TRG20_ACO_flash_F
arifle_TRG21_ACOg_point_F -> arifle_TRG21_ACO_pointer_F
arifle_TRG21_GL_ACOg_point_F -> arifle_TRG21_GL_ACO_pointer_F
arifle_Mk20C_ACOg_F -> arifle_Mk20C_ACO_F
arifle_Mk20_ACOG_F -> arifle_Mk20_MRCO_F
arifle_Mk20_GL_ACOG_point_F -> arifle_Mk20_GL_MRCO_pointer_F
arifle_Mk20_GL_ACOgrn_F -> arifle_Mk20_GL_ACO_F
srifle_EBR_ACOg_point_F -> srifle_EBR_ACO_pointer_F
srifle_EBR_Mark_F -> srifle_EBR_MRCO_pointer_F
Motivation: Weapon class names have been unified across the whole scale of weapons to be more consistent with the rest of game. There is no need to differentiate ACO colors in the class name of the weapon because each weapon is given only to specific side which use some color of ACO.
MH9_Base_F -> Heli_Light_01_base_F
B_MH9_F -> B_Heli_Light_01_F
AH9_Base_F -> Heli_Light_01_armed_base_F
B_AH9_F -> B_Heli_Light_01_armed_F
O_Ka60_F -> O_Heli_Light_02_F
O_Ka60_Unarmed_F -> O_Heli_Light_02_unarmed_F
Rubber_duck_base -> Rubber_duck_base_F
B_Assaultboat -> B_Boat_Transport_01_F
O_Assaultboat -> O_Boat_Transport_01_F
Rescue_duck_base -> Rescue_duck_base_F
Speedboat_Base -> Boat_Armed_01_base_F
Speedboat_minigun_Base -> Boat_Armed_01_minigun_base_F
B_SpeedBoat -> B_Boat_Armed_01_minigun_F
O_SpeedBoat -> O_Boat_Armed_01_hmg_F
Hunter_Base -> MRAP_01_base_F
Hunter_RCWS_Base -> MRAP_01_gmg_base_F
Hunter_HMG_Base -> MRAP_01_hmg_base_F
B_Hunter_F -> B_MRAP_01_F
B_Hunter_RCWS_F -> B_MRAP_01_gmg_F
B_Hunter_HMG_F -> B_MRAP_01_hmg_F
Ifrit_Base -> MRAP_02_base_F
Ifrit_MG_Base -> MRAP_02_hmg_base_F
Ifrit_GMG_Base -> MRAP_02_gmg_base_F
O_Ifrit_F -> O_MRAP_02_F
O_Ifrit_MG_F -> O_MRAP_02_hmg_F
O_Ifrit_GMG_F -> O_MRAP_02_gmg_F
Offroad_Base -> Offroad_01_base_F
c_offroad -> C_Offroad_01_F
Quadbike_Base_F -> Quadbike_01_base_F
B_Quadbike_F -> B_Quadbike_01_F
O_Quadbike_F -> O_Quadbike_01_F
Mk6_Mortar_Base -> Mortar_01_base_F
B_Mk6 -> B_Mortar_01_F
O_Mk6 -> O_Mortar_01_F
B_Mk6Mortar_Support -> B_Mortar_01_support_F
B_Mk6Mortar_Wpn -> B_Mortar_01_weapon_F
Motivation: We decided to change class names of vehicles to more generic ones to support possible renaming (as it may be seen on some assets) and easier mission scripting. It should be easier for mission maker to simply add a MRAP by describing it in class name rather to remember all the names of assets.
ENGINE
Optimized object preparation and rendering
Optimized MP traffic - up to 35% reduction for non-custom message data
Added optimization of preloading large map features (takes up to 30% less time)
Fixed some of the FPS drops in longer MP games
Fixed several crash opportunities
Script command "items" returns only items that are not magazines, explosives, grenades and that are not linked to a unit
Script command "addItem" returns error message "No entry...!" if invalid config name is used
Script command "removeAllItems" removes only items listed by command "items"
Script command "weapons" lists also weapons in inventory
Script command "removeItemFromPrimaryWeapon" renamed to "removePrimaryWeaponItem"
Returned array of script command "assignedItems" does not contain headgear and goggles
New script command "removeAllPrimaryWeaponItems"
New script command "removeHandgunItem"
New script command "removeAllHandgunItems"
New script command "canAdd"
New script command "primaryWeaponMagazine"
New script command "secondaryWeaponMagazine"
New script command "handgunMagazine"
Interiors of amphibious vehicles are not flooded with water anymore, added new parameter waterPPInVehicle
RPT file header contains allocator used in the game (for logging purposes)
Several mostly MP-related inventory fixes
Distance display disabled in command cursor to prevent cheating
Fixed: Thermal Imaging now works even for proxies
Fixed: Wind emitters are prepared only once per simulation
Fixed: Adjusted simulation for PhysX objects to be called every simulation step once
Added: AI is now better able to adjust shots at longer distances
Fixed: AI is better in choice of weapons
Added: Doppler effect to modify source frequency
Added: New colision sound sources for soldiers and small trees
Fixed: Wind in same direction as helicopter is decreasing helicopter air friction
Fixed CTD when changing overall video options and FPS texts are displayed
Wire triggers are ignoring objects with mass less then the set limit