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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