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Arma 3 / Арма 3
Год выпуска: 2014
Жанр: Action, 3D, 1st Person, 3rd Person
Разработчик: Bohemia Interactive
Издательство: Bohemia Interactive
Платформа: PC
Версия: 1.22
Тип издания: Лицензия
Язык интерфейса: русский
в том числе: английский, французский, итальянский, немецкий, испанский, чешский, польский, бразильский
Язык озвучки: английский
Таблэтка: Вшита
Системные требования:
Минимальные системные требования:
Поддерживаемые ОС: Windows Vista с пакетом обновления 2 и Windows 7 с пакетом обновления 1
Процессор: двухъядерный от Intel с тактовой частотой 2,4 ГГц или двухъядерный AMD Athlon с тактовой частотой 2,5 ГГц
Оперативная память: 2 ГБ
Видеокарта: NVIDIA GeForce 8800GT, AMD Radeon HD 3830 или Intel HD Graphics 4000, с 512 МБ видеопамяти
DirectX®: 10
Жесткий диск: 13 ГБ свободного места
Звуковая карта: совместимая с DirectX®
Описание:
Описание: ARMA 3 впитала в себя все самое лучшее из предыдущих игр серии и привнесла множество инноваций. Новый физический движок позволит игроку с невиданной ранее реалистичностью управлять боевыми действиями. Новая модель поведения техники, широчайший спектр оружия, от уже ставших классическими M16 и AK74 до прототипов, еще не поступивших в широкое пользование, а так же долгожданная фанатами серии возможность плавать под водой.
Сюжетная линия:
Выжить, Адаптироваться, Выиграть
После нескольких лет изнурительной войны, Европа стала последним пристанищем ослабленных в боях сил НАТО. Остров Стратис захвачен противником с ближнего Востока и его завоевание даст гарантированное превосходство НАТО в данном регионе. Началась операция «Магнитуда»: небольшая группа специально подготовленных солдат вместе с учеными под прикрытием отправляются на остров в Средиземном море. Миссия под угрозой краха! Команда практически полностью уничтожена, а главного героя, капитана Скотта Миллера, выбрасывает на берег вражеского острова. Завершить операцию в его силах, но на его пути встают все опасности современных военных действий, безжалостная окружающая среда и численное превосходство врага. Обдумывать придется каждый шаг!
Выживи - в жесточайших военных условиях и среди дикой природы.
Адаптируйся- к любой полевой ситуации.
Выиграй – заверши свою миссию, чтобы Скотт Миллер смог выбраться из нелегкой ситуации.
Объединив все положительные качества предшественников, с эволюционно новым движком и возможностями, ARMA 3 предоставляет игроку ни с чем не сравнимый опыт тактического боя.
Изменения в 1.16 (англ.)
CHANGELOG
DATA
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.g. 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"
Изменения в 1.18 (англ.)
Added: Customizable area for scenario-specific on-screen information (e.g. 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.g., "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.g. 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.g., 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.
Изменения в 1.22 (англ.)
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
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
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