
The same is true for task state ()įixed: Functions with tag without specific name (i.e., no 'tag' attribute) were incorrectly categorized in the functions viewerįixed: BIS_fnc_sandStorm was using incorrect particle texture ()Īdded: Delay before respawn menu is applied only when player is simulatedįixed: "EndMission" respawn template failed a mission even when some players were still alive after respawn tickets were exceededįixed: Module effects were applied to vehicle commanders, not to vehicles themselvesįixed: Debug console was not available for logged admins ()įixed: Respawn display sometimes didn't close once player respawnedĪdded: BIS_fnc_countdown - allows setting and managing countdownįunction BIS_fnc_findInPairs renamed to BIS_fnc_getFromPairs and now supports all variable types Correct voices (English for NATO and Persian for CSAT) are assigned now.įixed: "Set Task Destination" module is now optional, destination can now be configured in "Create Task" module. The function will be executed where the object is local.įixed: Incorrect returned value when task checked by BIS_fnc_taskCompleted didn't existįixed: "Vehicle Respawn" module didn't recognize airplanes, rendering them non-respawnable ()įixed: HQ entities created by Headquarters module (used for example in Defend and Seize missions) were all using European voice. Increased action priority for weapon assemblyįixed: Radio protocol is no longer played during story conversations triggered by BIS_fnc_kbTellįixed: Some groups spawned by Sites module had their skill set too highįixed: CAS bombing issues in Supports Moduleįixed: Rare occurrence of undefined variable for civilian randomization scriptsįixed: Game sometimes got stuck in loading screen after respawn ()Īdded: Warning about using BIS_fnc_addRespawnPosition - calling the function on client at the mission start will result in data not being broadcasted correctlyįixed: Modules were not executed in the right order on serverįixed: Sending multiple recipients to BIS_fnc_MP caused the function to be ignored in singleplayerĪdded: Recipient sent to BIS_fnc_MP can now be string - variable name of an object. Backwards compatible - will improve already released missions without need to change anything. Unit playback is now smooth even when applied on multiple vehicles at the same time.


Reticle materials for 3D scopes now glow in the darkįixed: Problem with 3D scope alpha sortingĪdded: BIS_fnc_unitPlay function severely optimized. Tweaked: Pistol weights to match maximum soldier load count Re-balanced mine damage and overall mine usability It was too high for our maximum soldier load. Removed magic disappearance of rotor blades for some helicoptersĪdjusted position of Blackfoot pilot crosshair in HMDįixed: Incorrect duplicate of get-in points for Speedboatsįixed: Zooms of armed offroad gunner set to standard naked eye level ( and )Īdded: Mortar/HMG/GMG/Bipod/Tripod bags for every factionĬapacity tweaking for mortars, GMGs and HMGs (inventory) More realistic water fording ability for tracked armorĪdded compass and additional radars for copilot seats Improved handling of terminal ballistics on armored vehicles T-100 commander optics features in line with OPFOR tracked vehicles

#Is arma 3 sync safe driver
Player tank driver can turn out, while commander is turned inĬivilian (and FIA) trucks have been revampedĪdded: Ability to mount Marshall driver position from right sideĪdded: T-100 recoil animation for main gun Runway lights have new models and configurationįixed: Darker runway at a distance and with overcast weatherįixed: Ladder on hospital building has been reversed ()Ĭonfigured power line wires to be destroyed along with power line towersĪnimals should be avoiding roads more nowįashionable LCD panels for MBT gunners instead of old-style optics, and new reticles displayed on them The light reflected by the moon has been made more realisticĪdded: New runway parts for left and right airstrip on Altis The moon halo object can now be different from the sun halo object (new world config parameter moonHaloObject) Many small Altis object positioning tweaks and other terrain fixes

Potential Altis performance optimization (especially when using a lot of AI units): removed class properties from models in Structures_F that don't need it
