Sep 27, 2013
Product Update - Valve


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
Many small Altis object positioning tweaks and other terrain fixes
Fixed: Flipped moon texture
The moon halo object can now be different from the sun halo object (new world config parameter moonHaloObject)
The light reflected by the moon has been made more realistic
Added: New runway parts for left and right airstrip on Altis
Runway lights have new models and configuration
Fixed: Darker runway at a distance and with overcast weather
Fixed: Ladder on hospital building has been reversed (
Fixed: Blinking resolution LODs on signs
Configured power line wires to be destroyed along with power line towers
Animals should be avoiding roads more now
Fashionable LCD panels for MBT gunners instead of old-style optics, and new reticles displayed on them
Player tank driver can turn out, while commander is turned in
Civilian (and FIA) trucks have been revamped
Added: Ability to mount Marshall driver position from right side
Fixed: Slammer recoil
Added: T-100 recoil animation for main gun
T-100 commander optics features in line with OPFOR tracked vehicles
T-100 back armor made thinner
Improved handling of terminal ballistics on armored vehicles
More realistic water fording ability for tracked armor
Added compass and additional radars for copilot seats
Removed magic disappearance of rotor blades for some helicopters
AH-99 badly placed exhausts fixed (
Adjusted position of Blackfoot pilot crosshair in HMD
Added stabilization for UAV optics
Fixed: Incorrect duplicate of get-in points for Speedboats
Fixed: Zooms of armed offroad gunner set to standard naked eye level ( and
Added: Mortar/HMG/GMG/Bipod/Tripod bags for every faction
Added missing backpacks for Mk6 weapon
Capacity tweaking for mortars, GMGs and HMGs (inventory)
Fixed: Animations of static weapons
Tweaked: Bag weight for static weapons. It was too high for our maximum soldier load.
Fixed bombs of CAS UAVs
Re-balanced mine damage and overall mine usability
Tweaked: Pistol weights to match maximum soldier load count
Fixed: Negative friction of 120mm shells
Reticle materials for 3D scopes now glow in the dark
Fixed: Problem with 3D scope alpha sorting
Added: BIS_fnc_unitPlay function severely optimized. Unit playback is now smooth even when applied on multiple vehicles at the same time. Backwards compatible - will improve already released missions without need to change anything.
Tweaked: Action menu priorities
Increased action priority for weapon assembly
Fixed: Radio protocol is no longer played during story conversations triggered by BIS_fnc_kbTell
Fixed: Some groups spawned by Sites module had their skill set too high
Fixed: CAS bombing issues in Supports Module
Fixed: Rare occurrence of undefined variable for civilian randomization scripts
Fixed: Game sometimes got stuck in loading screen after respawn (
Added: Warning about using BIS_fnc_addRespawnPosition - calling the function on client at the mission start will result in data not being broadcasted correctly
Fixed: Modules were not executed in the right order on server
Fixed: Sending multiple recipients to BIS_fnc_MP caused the function to be ignored in singleplayer
Added: Recipient sent to BIS_fnc_MP can now be string - variable name of an object. The function will be executed where the object is local.
Fixed: Incorrect returned value when task checked by BIS_fnc_taskCompleted didn't exist
Fixed: "Vehicle Respawn" module didn't recognize airplanes, rendering them non-respawnable (
Fixed: HQ entities created by Headquarters module (used for example in Defend and Seize missions) were all using European voice. Correct voices (English for NATO and Persian for CSAT) are assigned now.
Fixed: "Set Task Destination" module is now optional, destination can now be configured in "Create Task" module. The same is true for task state (
Fixed: Functions with tag without specific name (i.e., no 'tag' attribute) were incorrectly categorized in the functions viewer
Fixed: BIS_fnc_sandStorm was using incorrect particle texture (
Added: Delay before respawn menu is applied only when player is simulated
Fixed: "EndMission" respawn template failed a mission even when some players were still alive after respawn tickets were exceeded
Fixed: Module effects were applied to vehicle commanders, not to vehicles themselves
Fixed: Debug console was not available for logged admins (
Fixed: Respawn display sometimes didn't close once player respawned
Fixed: Advanced hints save / load issue
Added: BIS_fnc_countdown - allows setting and managing countdown
Function BIS_fnc_findInPairs renamed to BIS_fnc_getFromPairs and now supports all variable types
New function BIS_fnc_findInPairs returns index of an item from the associative array found under the key
Fixed: Notifications are no longer displayed after player dies in singleplayer missions
Fixed: Zone Restriction module would sometimes fire a warning event when a unit left a vehicle
Fixed: Info about ability to sync "Respawn Position" module to a vehicle was missing
BLUFOR soldiers are now able to switch textures via setObjectTexture
CSAT soldiers have been trained to distinguish fixed-wing UAV of their side better when standing next to it
Less pronounced character lip sync animations
Fixed: Several inventory capacity issues
Fixed: OPFOR pilots ammo load
Fixed: Guerrilla Rifleman AT backpack load out
Fixed: Guerrilla Engineer bag type
Fixed: Khaki vest camo for OPFOR snipers and Olive vests for AAF
Minor fix in BLUFOR repair specialist chest rig
Added: New icon for BLUFOR chest rig
Added: New icons for Guerrilla uniform types
Added side-specific textures and pictures for mortar bags
Introduced mass difference between normal and light helmets
Various characters models and textures tweaks, most notably the US flag being removed from AS and SMDI maps
Civilians are more prone to be fatally wounded by anything (damage tolerance and armor)
Tweaked hitpoints of civilians. Now they will be fatally injured by one hit (5.56 mm and better caliber) to torso.
Configured destruction of wreck_heli_attack_01 (Blackfoot wreck)
Added Korean and Japanese characters from other fonts to EtelkaMonospacePro (fixes missing texts in e.g. establishing shots in those languages)
Font: EtelkaMonospaceProBold added for backwards compatibility (inherits everything from EtelkaMonospacePro)
Rolling credits now end after finishing and a short timeout
Fixed: Class name in title bar can't be edited any more in Insert Unit and Insert module in mission editor
Fixed: Positions of location labels (e.g., town names) in Splendid Camera were offset
Fixed: Respawn position selection list was blinking
Fixed: Tile effects were interactive, stealing mouse focus
Fixed: Error message for "Viper Green in trouble" conversation in Showcase Vehicles
Removed: Showcase Night radio at the enemy camp
Tweaked: Showcase Night player is now sitting on the front of the boat during insertion
Tweaked: Showcase Night boat driver now has a beanie hat
Tweaked: Showcase Night when player is detected near a site, enemies should now better hunt him
Tweaked: Showcase Night enemy patrols on sites are now on in safe behavior
Tweaked: Showcase Night enemies now play ambient animations
Tweaked: Showcase Night when player is detected on an enemy site, the nearest, not yet cleared, enemy site will become combat aware
Fixed: Showcase Night random patrols had skill of 1, now it's 0.4
Fixed: Showcase Night soldier leaning on the lighthouse was going through it
Fixed: Showcase Night enemies don't have NVGoggles any more (they wrongly had them because of class name changes)
New: Showcase Night enemy vehicle will now come and investigate the south after half the chaos threshold has been reached
Fixed: In Combined Arms single player you could kill insertion choppers crew without triggering friendly fire
Fixed: Defend Syrta character classes had wrong backpack
Fixed: Defend Syrta CSAT AA class had wrong backpack
Fixed: Seize and Defend missions were sometimes not executed properly on Dedicated Server
Tweaked: Civilian vehicles are now unlocked in MP scenarios
Tweaked: Lowered cost of enemy vehicles by 0.5 in MP scenarios
Tweaked: Tanks should now only spawn on last zone (MP)
New: Added Spotter and Sniper load outs on the last objective (MP)
Changed: Defend Syrta now has disabled AI by default
Firing Drills: CoF Green - removed manual hiding of barriers now they were removed from Stratis globally
Firing Drills: CoF Red 3 - disabled detecting statue as no-shoot until new solution is found (old one removed due to map optimizations)
Music has been reorganized to new class names, old ones are kept for compatibility
Main menu music track fix (different version of same track)
British Radio Protocol voices added (1 x Jay Crowe + 3 x Jayholder as data placeholder for future recordings)
Removed occasional animation glitch after Team Switch
Digital Deluxe Edition: Tactical Guide updated with various tweaks
Digital Deluxe Edition: Map updated with higher resolution


Many AI tweaks and fixes
Enabled blood when Korean language is selected
Improved: Tank collisions / flipping
epeImpulseDamageCoef parameter can now be changed for any vehicle
AI drivers are now better able to navigate out of obstacle and unstuck themselves
New possibility to turn off adaptive crosshair in options
Fixed: Favorite sessions in LAN view
Increased the limit of shown servers in the server browser from 500 to 10000
Fixed: Broken location detection of MP clients - people should be finally able to see servers close to them
Fixed: Country detection in MP
Crouch (toggle) now works correctly for launchers
Fixed: Aiming while holding 'sprint' key and not moving
Removed zoom warp (by using sprint while in optics)
Fixed: More strange zoom while sprinting with fatigue removed
NRemoved strange zoom when aiming while trying to sprint with high fatigue
Improved: Helicopter dropping like a stone when AA hits them
Fixed: Crash when player engages in conversation and has no topic
Added: Random angular velocity for dropped weapons in ragdoll
Fixed: DnD with container on soldier's container tab caused wrong behavior
Fixed: DnD with container on soldier's linked backpack caused wrong behavior
Fixed: Replacing linked weapon from weapon stored in backpack caused wrong behavior
Fixed: Bag disappearance and duplication
Fixed: Gear shows no magazines except handguns
removeWeapon can also unlink assigned items now
Fixed: Command removeBackpack
Fixed: removeAllContainers leaves unit with uniform model even though their uniform is removed (
Fixed: Action Drop Backpack was not working
The Men category is now properly sorted in the unit dialog in editor
Fixed: saveStatus and loadStatus commands did not work
Fixed: CheckCursorActionTarget performance
Skybox lighting is now done per-pixel
New scripting commands for getting and setting identity parameters
New scripting command for getting fog parameters (fogParams)
Added parameter turretCanSee config parameter to distinguish usability of compass for copilots

Aug 15, 2013
Product Update - Valve

Enabled publication to and download from Steam Workshop of singleplayer and multiplayer scenarios
Player is now able to freelook while holding binoculars
Better binocular animations
Improved transitions in pistol tactical movement
Pistol optics disabled when side-prone
Fix: Playback speed of ladder animations matched to vertical movement speed
Fix: Swimming animations
Fix: (animation loop gets correctly terminated when the condition evaluates to true)
Interpolations with launchers have been improved (animations)
Tweaked climbing position for ladders on Transmitter Towers
Decreased speed on ladders
Soldiers in open parts of vehicles keep their NVGs on their heads
Drivers have gone to training lessons to improve their driving capabilities
Fix: Tweaked flight model of all helicopters
Helicopters: added bodyFrictionCoef config parameter
CSAT technicians have invested some time in enhancing horizontal banking indicators in HMDs of their helos
Adjusted lift force of xH-9, AH-99 and PO-30 helicopters
Fix: Blurred tail rotor in cargo-view of xH-9
Adjusted collective of xH-9 family helicopters
Fix: Improved UH-80 lights
NATO technicians have found and removed invisible barriers around Ghosthawk
Camo version of UH-80 is now listed as made by Bohemia Interactive
Crew of AH-99 is now trained to get in proper seats
Fix: Pilot of AH-99 can get back in after having disembarked
Swapped PiPs for gunner / pilot of AH-99; improved compass
Revamped flight model of AH-99 Blackfoot to cut the slack
Technicians allowed pilots to customize their AH-99 by using setObjectTexture even to different color than V. Olive (see
Gunner of Mi-48 has his zeroing displayed
Changed glass materials on CH-49
CH-49 Mohawk should correctly show damaged hull
Fix: Bad collisions for HEMTT
Fix: Problems with lights on HEMTTs
Fix: Co-driver of HEMTT is no longer a designated role
Fix: HEMTT and Zamaks have better cargo poses
HEMTT and Zamak have new custom get out animations
Speed indicator of Zamak has been re-calibrated by CSAT technicians
Zamak has a more authentic look
HEMTT has better destruction of windows
Technicians allowed drivers to customize their HEMTTs and Striders by using setObjectTexture even to different color (see
Fix: Quadbike driving model improvements
Fix: Angular damping of land vehicles in water
Added new penetration materials for armored vehicles
Adjusted Rolled Homogeneous Armor against small arms fire
Tracked APC crews kill-able with penetrating shots
APCs damage model has been improved
Fix: (Marshal - commander first-person seeing through gun)
Corrected position for optics, coaxial machinegun made on correct place on the AMV
Fix: CSAT technicians have loaded correct color of tracers into Kamysh
Adjusted Strider engine hitpoints
Commanders of Panther have been trained to open hatch first and turn out just after that
Panther has visually improved damping
Panther commanders have been trained to pop-out of their hatch a bit less - for their own safety
Panther should be a bit higher on its suspension
Marid should have standard RCWS reticle
Improved penetration model of Marid / Marshall
Tracked APCs don't have suspension of tracker / trailer wheels
Technicians have taken some stronger light sources and installed them on speedboats
Adjusted Center of Mass of rubber boat
Technicians allowed pilots to customize their SDV by using setObjectTexture even to different color (see
Crew of Kamysh has learned how to get in from the sides to reach the hatches
Crew of APCs is allowed to show their NVGs
MRAPs are now correctly listed as made by Bohemia Interactive
Lights should be correctly visible for offroads
Reduced initial slip of offroads
Civilian vehicles should have thin metal plate materials instead of thick ones
Fix: Persistent task notification
Fix: Lighting of 3D GUI objects
Fix: Vehicle classes were not sorted alphabetically
Fix: Respawn menu was updated even after it was closed
Fix: Title of Showcases, Challenges and Scenarios displays
Added: Faction flag is now visible when inserting an unit in the editor
Added: Film grain and subtle animation for scenario overview images
Fix: Updating of weather ToolBox in MiniIntel after weather is changed in Intel
Added: Distances added to target and get in menus
Added: Launcher magazines now display their purpose in GUI to make the right choice of magazines
Added: Player's name to respawn menu
Improved: Island preview image is now larger and better proportioned
Selecting the same island twice will no longer refresh the clouds
Fix: Rendering issue of map objects. As a result, compass in the map is now re-enabled
Optimized handling of SITREP text to improve performance
Proper font for SITREP text now used instead of default
Fix: Showcase Infantry - Undefined variable error when engaging the spotters
Fix: Showcase Infantry - No artillery rounds were hitting the village at the end of the mission
Fix: Showcase Scuba - Wrong hint class used
Added: Showcase SCUBA - Danger close mortar friendly fire penalty
Fixed: Showcase SCUBA - Mortar support available in establishing shot
Fix: Showcase Vehicles - More sunlight, exfil task position, player can get in the boat before his driver now
Showcase Night - Total time for main objective changed from 1400 seconds to 1800 seconds
Showcase Night - Total time to meet extraction boat changed from 180 seconds to 240 seconds
Fix: Escape from Stratis - Mission fail is now reliable in more situations
Fix: Escape from Stratis - Wrong Author tag
Added: Escape from Stratis - Corpse removal
Fix: Showcase: Supports - Should end a bit sooner now
Fix: Combined Arms - Wrong debriefing was being shown if all players would be dead after retreat task was added
Added: Defend Kamino - New respawn inventory system
Firing Drills:
Added: 3D CP indicators now scale and alternate color to attract attention
Added: CP center, area and shooting box markers implemented
Training: CPs always shown
Competitive: previously activated and first next CP shown only
Added: Target markers implemented (active CP targets shown)
Post-completion: always shown for both rule sets as AAR
Normal, no-shoot and bonus targets indicated
Hit and missed targets indicated
Added: Competitors are healed with every reset / restart
Added: FM records with introduction, rules and tips
Added: CP briefing target box now follow different logic: top value (targets remaining) and bottom value (bonuses remaining, if any)
Added: Bonus & penalty logic between Training and Competitive made consistent
Added: First version of PiP feedback added for accuracy targets
Added: Now using symbology on selector targets
Added: Ability to immediately quit at the end of CoFs added
Added: Added audio cue when going over the next medal time
Added: CoFs now select the correct default weapon with every reset / restart
Fix: Competitor weapons were not properly reset when more weapon types were available during the CoF
Fix: Broken hint in CoF Orange
Fix: Undefined variable in CoF Blue
Fix: Undefined variable in CoF Green
Fix: CoF Green: Switched to plain version Mk. 20
Fix: Restarting within a CP would leave the IGUI element active
Fix: Medal icon sometimes shown using Training rules
Fix: Systems now terminate on competitor death (impressive achievement!)
Fix: Timing / CP UI does not close anymore when injured
Fix: Conversations all switched to radio again
FIx: Check Point and target voice messages would sometimes continue after restarting
Fix: CoF Green - Competitors were rudely teleported into the ocean
Many small objects and furniture are now PhysX-simulated when spawned in editor / via script
Camping objects now have better PhysX
Editor objects now have icons more descriptive of their shape (instead of squares with question marks)
Fix: OPFOR ammo box (wrong machine gun ammo type)
Fix: BLUFOR ammo bearer chemlights color (green instead of blue)
Correct rifle scope for BLUFOR Recon Team Leader and BLUFOR Recon Marksman
Correct uniform for BLUFOR Recon Paramedic
Updated Ammo boxes with new RPG HE rocket types
Updated special weapons ammo boxes with optics for each respective faction
Added HE grenades for JTAC soldiers
Binoculars added for Team Leader
Fix: Disappearing of objects viewed through the open doors when inside the buildings
New control presets
New key presets with fixed Track IR controls
Arma 2 original preset updated to new Zoom function
Fix: Minor vehicle controls key binds bug causing interference with new key presets
Fix: Minor optics bug in key presets. Wrong macro combination replaced by absolute number of corresponding key bind.
Fix: Few minor errors in controls presets considering the aircraft gear up / down
TrackIR Z-axis has been fixed
Adjusted visibility and audibility of fire for AI
Adjusted underwater view distance for AI
Soldiers have been trained to correctly distinguish different types of helicopters / boats as a threat for them
AI soldiers have been trained to better distinguish enemy unit types and target the highest threat
Structures should have correct cost values
Soldiers have been trained to walk on stairs better
Alpha has been sorted better for roads
Overhauled soldier carrying capacity, bags, bag types, bag content, all items weights and also corresponding equation values for fatigue gain
Changed uniform weight to carry ratios
Roadcone and Roadbarrier lights are now operational
Signs on Stratis have been changed to reflect factions
Fix: Typo in few values in building destruction smoke
Fix: Color of dust in mortar fire effect tweaked
Smoke effect for destroyed mortar added
Fix: Grass parts in the tracked vehicle dust effect tweaked
Fix: Dust effects for user-made airplanes are no longer under the terain
Fix: Smoke screen of vehicles deployed too close
New RPG launch effect
Number of particles in missile trail effect reduced
Added: Vehicle weapons empty cases on medium particle quality
Small tweaks of missile explosions
Blood effects have been tweaked for larger caliber hits
AMV and Kamysh properly eject shells
APCs should have enhanced fire effects
Error in explosive satchel / charge explosion effect fixed
Optimization of underwater particle effects
AI visibility properly set for all particle effects
Fix: Silenced Scorpion has correct fire modes
Fix: Hit coefficient set according to other suppressors configs
Revamped sound suppressor configuration
Fix: Incorrect alpha sorting on Mk20GL with a 3D scope
Fix: Mk.20 magazine has now correct shadows
Improved animations of Mk.20 rifle
MX and Mk.20 reload magazine animations have been improved
MX rifles have correct description of ammo used on them
MX without optics is by default zeroed according to iron sights
Fix: Issue with parts of character clipping into 3D scope
RCWS turrets share the same reticle
Fix: Cost of .45 ACP ammo compared to 9mm
RPG-42 using more realistic munitions
Added new reticle for RPG
Fix: SDAR dispersion set to more realistic value
Fix: Zeroing is now in steps 30, 100, 200, 300, 400 for SDAR
Tweak: Set recoils for TRG and Katiba
Removed shaking where it shouldn't be feel-able: autocannons, NSVT machine gun
Reduced optics shake on mortars and cannons
PCML reticle has been polished
Minor tweaks in our ammo types calibres and typical speeds to better match their real-life behaviour
Decreased priority of touch off to prevent self destructive behavior of our explosive specialists
Tweak: Engagement ranges of 30mm cannon and Skyfire rockets
Independent Mk6 should be correctly displayed as made by Bohemia Interactive
Tweak: aiRateOfFire of Titan launchers changed from 5.0 to 8.0
Countermeasures have correct name displayed
Adjusted magazineReloadTime of class Throw (for grenades)
Tweaked ammo penetration values for small caliber weapons. This follows the previous update of larger calibers. All changes are based upon real ammunition characteristics and are calculated according our analysis equations.
Added new actors and samples to Radio Protocol
Minor tweaks of Stealth Radio Protocol
Added: When reporting targets, divers, medics, MRAPs, and some other types are identified by specific word
Fix: Tracked APCs were called "tank" in radio protocol
Fix: Louder sounds for characters
Sounds of movement has been tuned for all soldiers
Added SFX samples for stance changes
Fix: Improper sound in rifle kneel inventory animations (
Echo inside of vehicles has been adjusted
Sounds of weapon closures have been adjusted (typically used for bolt moving back)
Adjusted sounds of tracked vehicles
Adjusted sounds of quad bikes
Adjusted sounds of bullet impacts
Adjusted sound volume for quad bike and offroad
Fix: Adjusted sounds for offroad
Adjusted attenuation of sounds for Offroad
Adjusted sounds for grenades (impact and smoke grenades)
Adjusted sounds for Scorpion
Adjusted sounds for ACP-C2
All cars went through technical inspection and have their sounds tuned
Adjusted sounds for 30mm cannon
Adjusted sound controllers for vehicle slip
APCs have improved sounds
Sound suppressors are now more effective on greater range (shot is not possible to hear beyond 200 meters)
Fix: After JIP, persistent functions were sometimes executed before mission objects were created
Fix: In Splendid Camera, setting daytime is now rounded to whole minutes, instead to whole hours as it was previously
Fix: Various issues with tasks in MP missions on Dedicated Server
Fix: Vehicles marked as respawn points using "Respawn Position" module were not recognized upon mission start
Fix: BIS_fnc_respawnTickets sometimes didn't update the value correctly and caused too large network load
Fix: No radio messages received from HQ when playing MP as a client
Fix: Sectors with "Ownership limit" set to 1 were not possible to capture
Fix: HQ call signs created by "Headquarters Entity" module were not assigned on clients
Fix: When multiple vehicles were synchronized to "Respawn Position" module, only the first of them was marked as a respawn point
Fix: Finalizing a sector created by sector module did not work globally
Fix: When task checked by BIS_fnc_taskState didn't exist, returned value was an ARRAY, not STRING as it should have been
Fix: missionFlow.fsm was executed too early, before the mission was initialized. This was caused by the function which calls it being tagged as 'preInit', which has now been changed to 'postInit'
Fix: Vehicle exploded after being deserted even though explosion was disabled in Vehicle Respawn module (
Fix: Supports - Supports available conversation gets spammed for each connected player
Fix: Supports - Supply drop chopper stays and fights enemy
Fix: Various issues with Supports module after respawn
Fix: Renegade players didn't receive tasks assigned to sides
Fix: When a vehicle marked as respawn position was destroyed while client was driving it, it disappeared from the list of respawn positions
Fix: When "Vehicle Respawn" module with "Force respawn" enabled was synchronized to multiple vehicles, only the first one was respawned upon mission start
Fix: When new task recipients were added, no "Task Notification" announcement was shown to them
Added: 'functionPriority' entry for module logics. It's now possible to set order in which modules are initialized. The higher the value is, the later the module function is executed.
Added: When player joins to a mission with MenuPosition respawn template, he'll be moved to the latest, not random respawn.
Added: CfgNotifications classes now supports 'soundRadio' entry; these are radio sentences played by HQ (created by "Headquarters Entity" module).
Added: Respawn loadouts in CfgRespawnInventory are no longer conditioned based on 'show' parameter. Instead, new functions BIS_fnc_addRespawnInventory and BIS_fnc_removeRespawnInventory are added to manage the loadouts in the same way as respawn positions are handled
Added: "Defend" mission type (used for example in "Defend Kamino") is now using unified sectors. Mission ends when enemy side holds all sectors on the map.
Added: "MissionEnd" respawn template will now fail a mission when all respawn tickets (set by BIS_fnc_respawnTickets) are exceeded
Added: Calling 'west call BIS_fnc_moduleSector' will now return number of sectors belonging to a side (in this case west)
Added: BIS_fnc_removeSupportLink, allowing designers to quickly disable support availability
Added: Modules disabled using 'enableSimulation' command are no longer executed
Added: On-screen functions errors are now always visible in editor preview
Added: Function logs now works automatically in the mission editor preview
Added: Functions can now be recompiled in the editor
Various undefined variables have been fixed
New function: BIS_fnc_nearestRoad that returns the nearest road segment to certain position, within given radius
New function: BIS_fnc_groupVehicles that returns all vehicles a group possesses
Added: Functions for working with associative arrays:
BIS_fnc_consolidateArray - Finds duplicates in array of strings and consolidates it to the array of sub-arrays
BIS_fnc_addToPairs - Adds a number to pair array, defined by the key. If key is not found, new entry is created
BIS_fnc_finInPairs - Searches the pair array for the 1st occurrence of the key string and returns the value associated with it
Hints in FM have been adjusted according to recent zoom changes
Optimized: Persistent global modules are no longer executed using BIS_fnc_MP, which should help with server performance
Fix: Repaired low LODs for crates
Fix: Thistles have different model
Fix: Trunk textures of some trees have been tweaked
Added correct penetration material on supply drop object
Lamps have better emissive material
Supply parachutes now have correct colors per sides
Knees of pilots look better
Added camo selections for Independent infantry models
Some plants, roads and rocks have their specular materials tweaked
Improved skin material of soldiers
Adjusted color of khaki vest
New helmet camo selections for OPFOR Heli Crew
Adjusted colors of backpacks
HAMR 3D scope specular reduced
Berret is darker and more desaturated
Desert boonie hat has better colors
Adjusted color of AAF belt
OPFOR GL vest grenade pouches made darker with green upper part
Metal barrel should look better even in distant levels of detail
Camo helmets have been improved
NVG model visible on character heads has been improved
Character head hit points are now more precise
Changed a few bag camo types and their respective icons in addition to overall character polishing
Land_CampingChair_V1_F and Land_CampingChair_V1_folded_F no longer have their models switched around


Script errors shown by default in development branch, hidden in main branch
-nologs parameter enabled for the main branch
Fix: Showcase saves can be loaded from showcase menu
Fix: Game taking significantly longer to start (due to font textures)
Fix: Fixed transfer of mission list from Dedicated Server to client
Fix: Various issues with tasks in MP missions on Dedicated Servers
Improvements: AI and rangefinding - ballistic prediction
Increased error of player position, when AI is killed by player
Hiding in the grass now affects AI better
AI ballistic calculation improved for unguided rockets
AI prefer crouch stance while engaging
Continual fire will be decreasing position error (as a counterweight to decreased visibility of shooting)
Fleeing units will not break do_not_fire command
Decreased AI hearing ability to pinpoint enemy unit position
Decreased use of prone stance when target is close
Decreased use of crouch stance when moving
Decreased use of crouch stance in stealth
Fix: AI is unable to take a backpack from a ground
AI learned how to move legs during rotation (animations)
Worked on AI recoil control, dependent on skill
Hearing (AI): speed makes a bigger difference
Fix: MP selection of an item in the inventory not stable / flashing capacity bars
Fix: Cannot add vehicle weapon to another vehicle (
Fix: Fixed missing name in MP lobby. (Headhunters, Escape from Stratis)
Changed PhysX vehicle wheel radius collision
Set minimum limit for applying PhysX forces. Cars with anti roll bars didn’t want to hibernate (to save performance when not needed)
Fix: Helicopter collisions with ground (the force was applied twice)
Fix: Rendering of weapons in the first frame after map is closed
Fix: Rendering of UI objects after windowed / full-screen switch
Fix: Errors and loss of player control if you restarted the mission during titlecards or establishing shots
Fix: Expanded combo box didn't show whole texts
Fix: Order when merging road shapes
Fix: PiP usage of SSAO / Caustics textures
Added: Echo to attenuation inside vehicles
Added: Loop, fade in and fade out for vehicle smokes
Added: Configurable muzzle flash light color
Added: Scripting commands: magazinesAmmo, magazinesAmmoFull
Added: New scripting command weaponsItems
Added: Scripting commands: addMagazineGlobal, removeMagazineGlobal, addWeaponGlobal, removeWeaponGlobal
Lock is now independent from zoom
arma3server.exe has its own icon
Player no longer chokes when swimming on the surface
Optimization of the particle system
Optimization of the visibility calculation through particles
Simulation tasks can now potentially use one more CPU core
Helicopters: Roll inputs between keyboard and Joystick are halved
Better parallax textures on ground surfaces
NVGs in enabled state are always visible inside vehicles
Animation skeleton is now loaded correctly when weapon is initialized before soldier
New scripting command for creating crew for given vehicle (createVehicleCrew)
‘Handgun On’ with launcher selected doesn't go back to launcher anymore
Tweaked sorting of sections when optimizing shape

Jul 31, 2013
Product Update - Valve

Added: BTR-K Kamysh tracked IFV
Added: IFV-6c Panther tracked IFV
Added: BattlEye anti-cheat engine integration
Added: Commander position for Marshall and Kamysh
Corrected position for optics and coaxial machinegun moved to correct place (AMV)
Added clan sign support for many Beta vehicles
Added: Various vehicles have adjusted items in inventory
Fixed: Ifrit GMG now has 96 grenades instead of 64
Fixed: Hunter GMG now has 96 grenades instead of 64
Fixed: Strider GMG now has 96 grenades instead of 64
Fixed: Bad glass sorting on Strider
Fixed: Tweaked AI driving skills with Speedboat
Fixed: Lowered hit of 40mm HE grenades as they were too strong and MRAPs now uses magazines with 96 grenades
Fixed: APC turrets now have more authentic vision modes
Fixed: Tweaked suspension of APCs
Fixed: Improved crew and cargo animations of APCs
More believable braking performance of Marshall and Marid
Remotely controlled turrets on new APCs have no hatches (so crew cannot turn out from them)
Adjusted lift force of xH-9, AH-99 and PO-30 helicopters
Adjusted collective of xH-9 family helicopters
Adjusted xH-9 family maneuverability around roll-axis
Moved Blackfoot gunner optic view to correspond with PiP
Fixed: Destroyed parachute doesn't start to burn
Supply parachutes now have correct colors per sides
Fixed: Changed glass materials for CH-49 Mohawk
Daytime version of UH-80 is now listed as made by Bohemia Interactive
Copilot of the UH-80 now uses the cyclic
Fixed: Blurred tail rotor in cargo-view
Transport helicopters have means to detect incoming missiles
Helicopters: added bodyFrictionCoef config parameter
Doors should be openable by scripts for helicopters
Improved cockpit PiP monitors
Added plain brown versions of Mk. 20 rifles (classes arifle_Mk20_plain_F, arifle_Mk20C_plain_F and arifle_Mk20_GL_plain_F)
Added specialized collimator for SMGs (classes optic_ACO_grn, optic_aco_smg, and optic_Holosight_smg)
Improved animations of Mk.20 rifle
Fixed: Iron sights now have 100 m increments (up to 600 m)
Even holosight should have basic zeroing of 200 m
Fixed: Repaired AS map of MX rifle family
Added some delay between throwing 'nades
Fixed: Hammer of ACP-C2 is correctly readied to fire
Better cursor for laser designator
Revamped sound suppressor configuration
Correct name sound for Scalpel missiles
Fixed: String error after after shooting a smoke round from MX 3GL
Tweak: Cannons and Skyfire rockets AI engagement ranges and probabilities
Fixed: Showcase Infantry - Undefined variable error when engaging the spotters
Fixed: Showcase Infantry - No artillery rounds were hitting the village at the end of the mission
Showcase Helicopters: Radio issues fixed - some conversations were not playing because using wrong channels
Showcase Helicopters: Ambient animations added to starting location and Camp Rogain
Showcase Helicopters: Problem with mission not ending when helicopter crashed into water fixed
Showcase Vehicles: Various tweaks: more sunlight, exfil task position, player can get in the boat before his driver now
Fixed: Showcase Supports - Mission should end a bit sooner now
Added: BIS_fnc_log and BIS_fnc_error now display player's profile name
Added: Sector module - creates a contested sector, handles its capturing and map visualization
Added: Respawn Position module - adds respawn point for specific side and unit / vehicle type
Added: Vehicle Respawn module - set vehicle respawn, including customizable position, delay, notification, etc.
Added: Additional military buildings can now be garrisoned by Sites
Added: When "ORBAT group" module is not synced to "Strategic Map" module, the icon will be displayed on the main map instead
Added: "Defend" mission type (used for example in "Defend Kamino") is now using unified sectors. Mission ends when enemy side holds all sectors on the map.
Added: functionPriority entry for module logics. It's now possible to set order in which modules are initialized. The higher the value is, the later the module function is executed.
Added: When player joins to a mission with MenuPosition respawn template, he'll be moved to the latest, not random respawn.
Added: CfgNotifications classes now supports soundRadio entry; these are radio sentences played by HQ (created by "Headquarters Entity" module).
Fixed: Disabled vehicles were not respawning
Fixed: Script error messages caused by Supports module (
Fixed undefined variable errors when using BIS_fnc_UnitPlay
Fixed: In module setup preview, optional connections appeared transparent. However, the transparent line looked a bit like grouping line. Now only the icon remain transparent to prevent this issue.
Fixed: Main menu script error
Fixed: After JIP, persistent functions were sometimes executed before mission objects were created.
Firing Drills: Targets would not deactivate when leaving Competitive CPs
Firing Drills: FM records with introduction, rules and tips added
Firing Drills: bonus & penalty logic between Training and Competitive made consistent
Firing Drills: first version of PiP feedback added for long-range accuracy targets
Firing Drills: There could be a doubled icon next to previous times
Firing Drills: Final times were not colored correctly in all cases
Firing Drills: The main task is now completed when ending the challenge
Fixed: undefined variable in CoF: Blue
Fixed: undefined variable in CoF: Green
Changed: Titan used instead of RPG-42 in Showcase SCUBA
Improved: Script initialization on the mission start. Functions, modules and automatic scripts are now executed on the correct order
Fixed: BIS_fnc_selectRandom no longer shows a scripting error when an empty array was passed as argument
Find more documentation on modules and other design topics here
Added: Vertical position of map in loading screen is now randomized, adding some variety to it
Fixed: Broken drawing of comboboxes in date modules
Fixed: Wrong column widths in the Multiplayer display with some UI size
Fixed: MP display error
Radio Protocol: Targeting and Reporting tweaks and fixes (distances, probabilities, etc.)
Radio Protocol: Missing words fixed for several protocols
Added: New attenuation effect for interiors of vehicles correctly dampens the outside noise (e.g. from weapons)
Added: Noise sounds for APCs
Fixed: Sounds of some vehicles have their file paths changed to correct ones
Better sound for smoke launchers
Lamps have better emissive material
Roadcone and Roadbarrier lights are now operational
Added loading screen environment trivia
Fixed: Tweaked fog on horizon and clouds (removed visible transitions for some fog settings)
Fixed: Ambient light is now correctly affected by moon and stars intensity
Fixed: Sunken fuel station on Stratis
Sprinting left and right while standing allows for quick drop to adjusted left and right urban prone positions (use prone key while sprinting sideways)
Adjusted poses received boost to fluency
Improved responsiveness of stance changing
Added: Korean, Japanese and Cyrillic symbols to fonts
Fixed: AI ability to track enemy that is not visible
Fixed: Adjusted content of ammunition and weapon crates
Restructured grouping of editor objects and renamed object editor categories
New control presets
Hiding in the grass now affects AI better (configuration on Stratis surface types done)
Adjusted visibility and audibility of fire for AI
Many small objects and furniture are now PhysX-simulated when spawned in editor / via script
Note: You may see some of the faction names have started to change from their generic color names. Nothing to worry about. We'll introduce them properly when we're ready for it :-)

The game will now report undefined variables in scripts as an error, hopefully motivating fixes in these scripts, and better scripts in the long-term.
Fixed: SMAA Post-Process
Fixed: Small performance tweak in rotation blur Post Process
Fixed: Flash suppressor changed sound of underbarrel grenade launchers
Fixed: Some cases of sliding players
Removed sensitivity smoothing for aiming deadzone
Helicopters: main rotor collision added
Helicopters: startDuration config parameter added
Added: mainBladeCenter and mainBladeRadius for all helicopters
Added: liftForceCoef, cyclicAsideForceCoef and cyclicForwardForceCoef config parameters for helicopters
Helicopters: autorotation tweaks, barrel roll tweaks
Added: added allowAgainstInfantry ammo config parameter
NVGs are hidden inside vehicles, and this can be configured per position
Added: New parameters for particles created by script
Fixed: Scripting command tvSetData
Added: Error message when trying to pass Array in Array as parameter for tree commands
Fixed: Tank shells now have visible tracer
Fixed: Freelook not turning the whole player anymore
Fixed: Inconsistent land shadow segments while switching landscapes
Fixed: Broken parallax mapping on the terrain in some places
GPU benchmark should not cause "driver not responding" conditions anymore
Instancing now takes craters into account
Changed: Particles quality is set to Standard instead of Low when Overall quality is set to Standard
Stance indicator fades in / out when changing stances
Fixed: AI ballistic calculation
Fixed: AI now can shoot over animals
Fixed: AI now consider proper muzzle direction for rocket launchers
AI shouldn't take unguided missiles as guided
AI shouldn't use rockets against infantry that much
AI ballistic calculation improved for unguided rockets
AI prefer crouch stance while engaging
Continual fire will be decreasing position error (as a counterweight to decreased visibility of shooting)
Lock is now independent from zoom

Jul 16, 2013
Product Update - Valve
FROM: Project Lead
TO: Beta Users
UNIT: Arma 3 Beta
ACTIVITY: Game Update: 0.72 (Interface layout options, Steam invites, Fatigue feedback, Fixathon)
SIZE: ~885 MB


Added: Ability to set starting time of Defend Kamino (MP)
Firing Drills: Automatic reload and resupply added upon restart (for lazy Mr. Endstar)
Firing Drills: Now using symbology on selector targets
Firing Drills: Ability to immediately quit at the end of CoFs added
Firing Drills: CoF Green - updated to reflect changed magazines for sidearm
Firing Drills: Times of day tweaked to match new Stratis configuration
Firing Drills: Use of color was inconsistent for non-medal times
Firing Drills: Restarting within a CP would leave the IGUI element active
Firing Drills: Medal icon sometimes shown using Training rules
Firing Drills: Added audio cue when going over the next medal time
Firing Drills: Conversations all switched to radio again
Showcase time of day tweaks to match Stratis sunrise configuration
Showcase SCUBA now uses Titan launchers instead of RPG-42
"Interface Layout" configuration tool added to Game Options
Added: More heads to select from in user profile
Interface clock control replaced with an improved version in map, editor, briefings and tasks
AI icons in role assignment screen are not deformed anymore<
Fixed: Cargo cannot take control from commander
Gunner and driver of class "Car" and its children now use optics to detect targets
Tweaked collision damage to vehicles. They now should be a bit more resistant, mostly at lower speeds.
Tweaking of wheels and suspension of both APCs (floating in air)
Adjusted agility of helicopters
Added parachutes to light helicopters
Passengers of all helicopters are now able to eject and paradrop
Added cargo parachutes for supports
Fixed: It is no longer possible to get directly from flatbed / cargo space to cabin of Trucks and vice versa
Adjusted radius of Zamak's destroyed wheels
Zamak now has the correct wheels destroyed (by shooting)
Doors of Mi-48 are closed by default now
Fixed getting in UH-80 as pilot for more players simultaneously
Gunners of UH-80 should be able to switch seats
Added day camouflage variant of Ghost Hawk
Weapons of CH-49 cargo no longer stick out of the roof
Tweaked hit points of the CH-49 Mohawk
Disabled levitation of the Strider's wheels
Fixed glass on doors of Ifrit
Green faction assault boat has its own texture
Green faction has its SDV now
Marid's crew should now abandon vehicle when all steerable wheels are gone
Fixed: Marid should have correct names of weapons
Fixed: Path to sounds of Speedboat
Speedboat's water friction has been tweaked
Engines of armed Strider hit points now have correct names
Fixed: AMV map icon was too small
Fixed: HEMTT exhaust right next to passenger head
HEMTT now has correct destruction of cargo part
Fixed: HEMTT windshield destruction
Fixed: HEMTT various descruction issues
Adjusted AH-9 missile burst for AI
Basic collimator optics should have the same zeroing
Iron sights of SOS optics now have correct zeroing
Tweaked basic setting of the direction of grenade throws
Fire mode switches are now animated for most weapons
GM6 rate of fire has been adjusted
Katiba variants are back
Flares light intensity tweaked
Changed magazine for Green faction pistol in equipment
Aiming of the ACP-C2 has been adjusted
ACP-C2 uses .45 magazines
Fixed: ACP-C2 and Vermin should have sound suppressors for .45 ACP ammo (class muzzle_snds_acp)
Improved ASRAAM behavior
Tweaked recoils for Scorpion and Vermin
Fixed: OPFOR Recon should have their weapons back
Fixed: Tweaked dispersion of mortar shells
Fixed: PCML and RPG-42 use unguided missiles
Careless AI are no longer stuck in prone after crawling under an obstacle
Parachuting soldiers are not sad anymore (death pose removed)
Adjusted vulnerability of character heads
OPFOR helmet heads-up displays retracted
OPFOR recon units inventory loadouts changed to match their BLUFOR recon counterparts
Weight and capacity of all uniforms, vests and bags overhauled into one logical, balanced and gradually scaling norm, where bags of the same type and / or purpose should share corresponding values with minor side unique differences.
Fixed: OPFOR Recon inventory loadout
Adjusted Stratis' world coordinates (affects time of day effects)
Fixed: No units on certain Sites
Animal Sites enabled
Animal Sites generation reworked into a function
Animal Sites MP support added
Changed: Minefield Site now rotates all mines in the direction of the Site module
Fixed: Support type no longer available without any usable providers (Supports module)
Fixed: Script error messages caused by Supports module (
Added: Dialog for custom init code for virtual providers in Supports module
Added: Dialog for custom supply crate init code for supply drop in Supports module
Added: Custom HQ parameter for Support Requester module
Added: HQ now informs you if you have new supports available (when using the Supports module). You can disable these reports by using BIS_SUPP_reportNewSupports = false;
Added: "Create diary record" module now allows adding a briefing entry to sides of synchronized units and to all playable units (the same options as "Create task" module have). This should simplify MP mission configuration.
Added: Module for setting a group callsign, can be found in "Group Modifiers" category.
Fixed: Units created BIS_fnc_spawnGroup were in the wrong order and of incorrect ranks.
Added: "Headquarters" module, assigning HQ speaker with specific callsign for the given side.
Added: Scripted event handler "ticketsExhausted" is now called when number of respawn tickets reaches 0.
Fixed: Error messages when placing certain modules without input parameters
Suffocating PP effects disabled for animals
Fixed: Error in BIS_fnc_arrayShift (
BIS_fnc_endMission is now terminated when trying to trigger a good ending over a bad one
Apart from "Synchronized Units" and "Groups of synchronize units", the "Create Task" module now offers new options - "Sides of synchronized units" and "All playable units"
Entering Splendid Camera while in vehicle optics resulted in NVG / TI modes being black
Removed: Ambient Combat module. It was a simple port from Arma 2 and it wasn't maintained anymore.
Fix: respawnDelay entry was ignored when defined as a string, not as a number
No more infinite clicking if space is held to skip titlecards or establishing shots
No longer possible to press buttons other than Space and Esc while titlecards or establishing shots are playing
Added: Respawn templates expanded by ability to define side specific templates using new description.ext params: respawnTemplatesWest, respawnTemplatesEast, respawnTemplatesGuer and respawnTemplatesCiv. When not found for player's side, existing respawnTemplates param is used instead.
Added: In CfgFunctions, 'forced' entry allowed designer to execute a function on mission start, before units are initialized. The entry is now renamed to 'preInit', and new entry 'postInit' provides option to execute the function right after objects were initialized.
Config definition parameter (_this select 7) in advanced hint function removed. No need for it anymore, function checks all config files now.
Notifications now support independent definition of picture color and picture text color
Introduced several variants (5 up from 1) of glass shard effects for destructible glass based on size and shape of windows
Fixed: Selections of windows on airport control tower
Fixed: Missing radio protocol sentence for Helicopter Attack "chopper destroyed" event
Fixed: Mortar sound reload spectral edited

ACP-C2 now uses 9Rnd_45ACP_Mag magazine and a new muzzle_snds_acp sound suppressor
Vermin SMG now uses 30Rnd_45ACP_Mag_SMG_01 and 30Rnd_45ACP_Mag_SMG_01_tracer_green magazines and a new muzzle_snds_acp sound suppressor
Green faction has received its SDV with class I_SDV_01_F
Green faction has received its Supply create with class I_supplyCrate_F

Support for Steam friend invites / joins
Added: Wind synchronization in MP
Disabled loading screen when switching closing map
Switching weapon modes doesn't require two key presses when the weapon info IGUI is hidden anymore
AI use Thermal Imagery to detect enemy when available
Removed warp when reloading in 3D optics
Improved thread synchronization of object drawing
Recognition of damaged part of body has been improved
Fix and slight optimization of detection of Simul Weather optimization
Fixed: Brightness of nearby objects in the first frame after map display is closed
Fixed: Items disappearing during inventory operations
Fixed: Unable to take weapons from non-local containers
Fixed: MP: Unable to throw grenades after taking vest from ground
Fixed: Magazine not being removed for other clients if a player loads it directly into their gun
Fixed: When player tries to place a vest or uniform into a backpack from the ground, target backpack will be copied and stored on the ground
Fixed: Headgear no longer displayed after leaving a multiplayer game
Fixed: Players could not access vehicles that cannot move
Fixed: Helicopters don't wait with another burst of CounterMeasures
Fixed: Helicopter collective ascent / descent rates were not consistent among devices
Fixed: GET IN waypoint - AI went for wrong seats in the helicopters
Fixed: Icons and text outside of valid area in combo boxes, added ST_NO_RECT style support
Fixed: Text alignment support for map icons
Added: Scripting commands for tree interface control
Fixed: Command enableEnvironment to toggle off all ambient wildlife
Fixed: setAmmo command description
Fixed: AI turn limitation while aiming

Product Update - Valve


Added 1 x BLUFOR M320 LRR .408 sniper rifle
Added 1 x BLUFOR ghillie suit sniper and spotter duo
Added 1 x OPFOR GM6 Lynx 12.7mm sniper rifle
Added 1 x OPFOR ghillie suit sniper and spotter duo
Added 1 x Rangefinder binoculars
Added sniper Field Manual records
Added rangefinder hint
Added Stance Indicator
Not yet linked to options, but it will be
Known issue: sometimes shown off-screen - reset user profile or wait for positioning option in Beta
Fixed: Adjusted rotation speed of turrets for Speedboat
Fixed: (BLUFOR Speedboat shouldn't have optics for rear gunner)
Fixed: (adjusted speedometers for Ifrit, Hunter and Offroad)
Revamped hitpoints for wheels in all soft vehicles to destroy correct wheels
Vehicle weapons are now lockable to prevent losing lock during weapon change
TRG now uses correct 5.56x45mm ammunition
Fixed: Ammo for MXM in special ammo box
Combat pace transition from stand to kneel while moving FL fixed
Weapons disabled in running states
Radio Protocol: enlarged Combat Protocol - over 100 lines (additionally recorded and configured)
Radio Protocol: fixed missing Stealth sentences (additionally recorded and configured)
Radio Protocol: 53 new names added for identity usage
Disabled Difficulty tab in Game Options in MP
Fixed: When respawnOnStart was set to 1 in description.ext, death scripts were sometimes executed after respawn scripts
BIS_fnc_addCommMenuItem: Arguments [caller:Object, cursorPos:Array, target:Object, is3D:Bool, itemID:String] are now passed into expression field as _this
Removed doubled onPauseScript execution
Ballistic penetration of bushes (foliage) adjusted
Fixed: Evasive left and Lean left toggle are not conflicting actions
Adjusted default friction material to allow vehicles to slide a bit over the rocks and boats over terrain
Fixed: (particle effect was always generated on the ground)
Fixed: (light of vehicles’ destruction is disabled under water now)
oxygenCapacity parameter of all units changed
Fixed: (OPFOR squad leader was named "Rifleman")
Fixed: Number of group members of motorized groups
Changed: Minefield Site now rotates all mines in the direction of the Site module
Added: Dialog for custom init code for virtual providers in Supports module
Added: Dialog for custom supply crate init code for supply drop in Supports module
Fixed: broken Showcase Helicopters texts


Fixed: Incorrect reloading while in optics
Fixed: Crash on exiting the game (audio-related)
Fixed: Crash while ordering subordinate to fire artillery same time as having Hunter selected to receive orders
Helicopter AI improvements (e.g. diving too much during attack runs)
Improved ship AI path planning
Added: Reveal action reveals mines
Decreased mine reveal angle
Dynamic light influence on AI visibility tweaked further
Changed threshold for when AI puts on NVG
Decreased flashlight influence on side recognition
Terrain decal fix (Stratis runway)
Fixed: Stabilize car turrets
Fixes to refreshing of difficulty indicator in Campaign and Scenarios displays
Fixed: Selection of first RscTree item after opening Scenarios dialogue
Added: UI controls validator (inventory can recognize which UI controls were not properly initialized, and show some error information)
Fixed: Visual representation of broken wheels not matching the correct wheel for wheels destroyed using scripts
Fixed: Tree destruction animation
Sprint now overrides Combat Pace in all cases
Aiming down in combat pace doesn't make player start running anymore
Added config multiplier of damage that crew receives when vehicle crashes to object
MP score table properly integrated into debriefing display
Fixed: Ragdoll could interfere with cargo poses in multiplayer
Fixed: Ragdoll launching into air by destroyed objects
Fixed: When user tries to pick an item from a corpse to a slot and that slot already contains another item, linked item would disappear
Non-local objects shouldn't collide with ground (breaking joints -
Fixed: Random rotation of the submunition pattern (artillery)
Fixed: Setting of full-screen gamma
Fixed: markerDir return value type
Improved loading of scenario overview images from PBOs (one known issues to do with subfolders remains)

Product Update - Valve

  • Dedicated Server files added to the root of the game (arma3server.exe and supporting libraries)
  • Comprehensive lighting tweaking (details)
  • Environmental tweaks: sun, lens flares, material changes for changed lighting
  • Lights optimization
  • Lighting tweaks for vehicles (headlights, positional lights) and flashlights
  • Increased light intensity of muzzle flashes
  • Added: dedicated combat radio protocol
  • Added: dedicated stealth radio protocol
  • Fixed various radio protocol issues
  • Asset audio overhaul: volume balancing, WAV to WSS conversion and more (details)
  • Alarm sound now also configured under CfgSounds, as “Alarm”
  • Improved Ka 60 fire geometry
  • Various types of lights on the Ka 60 improved (placement, parameters)
  • Fixed: (Ka 60 rotor collisions)
  • Fixed: (wrong Ka 60 horizon indication)
  • Adjusted mass distribution of MH-9
  • Fixed: Position lights of helicopters have been adjusted
  • AI helicopter handling improved
  • Improved ‘fording depth’ for helicopters to deal with ‘landing’ on water better
  • Speedboat (minigun) now uses correct muzzle points
  • Fixed: (top-speed gear change for the Hunter)
  • Fixed: Tweaked fire geometry (mostly glasses) for the Hunter
  • Tweaked MRAPs' maximum light radius to improve performance
  • MRAPs should have tracers every third shot now
  • Fixed: (helicopter wreck's smoke and electricity effect did not stop after wreck was deleted)
  • Launcher AI settings and weapon performance configuration tweaked
  • Various (missile) ammunition behavior tweaks (maneuvering, locking, etc.)
  • Material penetration properties modified
  • Fixed: (MXM suppressor)
  • Holosights have been replaced by ACO for Katiba
  • 12.7mm HMG Rate of Fire fixed
  • Tweaked missiles for AH-9 to be better used by AI
  • Adjusted DAGR locking cone and adjusted its AI characteristics
  • Fixed: NLAW and RPG-32 optics rotated by 0.7° down, muzzle 0.7° up for better aiming by both for players and AI
  • Fixed: MXM and MX SW handles have better materials
  • Range Master character added
  • All chest rigs should be of better visual quality
  • BLUFOR marksman's has changed its color to match his uniform
  • Removed hand grenades from helicopter pilots and crew
  • Diver UW magazine count modified
  • Automatic rifleman shouldn't have a tracer round every bullet anymore
  • Removed little cubes from BLUFOR rifleman's right wrist
  • Fixed: Missing texture of backpack has been re-mapped
  • Movement speed tweaking and unification deployed
  • Various little tweaks and fixes on common houses
  • Fixed: (fuel station coloration after destruction)
  • Fixed: (telephone pole collisions)
  • Added numberOfDoors parameter to structure configs
  • Added numberOfHatches parameter to structures configs
  • Reduced durability of reflectors and markerlights on structures
  • Added baked lighting for crowns and trunks of trees and shrubs (macro maps)
  • Last / distant LOD for plants improved
  • Fixed: various bush material / alpha shaders
  • Smoke shell effect tweaked
  • Rocket effects tweaked
  • Blood hit and fire dust effects tweaked
  • Added small settlement near Kamino firing range
  • Stratis bridges improved for characters and vehicles
  • Stratis environmental settings tweaked: lighting (night and underwater), fog, haze, colors
  • Tweaks to Stratis lamp placements
  • Fixed: Sandbag barriers adjusted on Stratis
  • Added: New system for displaying scenario overview information
  • Side colors are now customizable. Two presets are available; one based on previous Arma 3 colors (default) and one recreating the Arma 2 scheme
  • Author's name in scenario overview is formatted like "by %s". If undefined "by Unknown Community Author" is displayed
  • Added tooltips to CListBox and key presets
  • Added: When the default (GUI) color is updated, it will be forced for all users who were using the previous default
  • Welcome Screen no longer shown for new profiles made during the same session
  • Fixed: White background when downloading scenarios looked like the game stopped responding. Custom color used instead of white
  • Added: Debriefing now shows number of respawns instead of reverts in multiplayer
  • Fixed: Quick command linked to the old communications menu
  • Added: Correct cursor for supports communications menu
  • Added: Framework for respawn templates - custom scripts and functions executed when player dies and respawns (details)
  • Added: Currently existing respawn effects (e.g., seagull, spectator camera, ...) moved to the respawn templates
  • Added: Communication menu manager
  • Function BIS_fnc_objectsGrabber would sometimes not close the output Array
  • Fixed: Functions viewer was not working when launched from mission editor
  • Added: Adding new control presets and their tooltips
  • Fixed: Notification area is now wider
  • Fixed: Debug console was not visible when launched from Splendid camera in non-editor mission
  • Field Manual Commanding / Move hint improved
  • BIS_fnc_arrayShuffle added to functions
  • Fixed: BIS_fnc_infoText was using obsolete sound
  • Added: A notification is displayed when a new communication menu item is added
  • Fixed: allowFunctionsRecompile description.ext param had no effect
  • Added: BIS_fnc_loadInventory throws an error when non-existent uniform is added
  • Added: BIS_fnc_MP now accepts SIDE type as a target. Function will be executed on computers of all players on the given side
  • Optimized: BIS_fnc_selectRandomWeighted
  • Added: Variable header added to local functions
  • Fixed: BIS_fnc_sortBy ignored entries with duplicate values
  • Danger FSM: Script command setUnitPosWeak used instead of setUnitPos. Priority of event DCCanFire is higher now
  • Fixed: Chromatic aberration remained when camera was launched from the pause menu
  • Removed: pauseOnLoad.sqf redundant script
  • Optimized: Module framework now loads modules significantly faster and takes less time during a mission
  • Added: BIS_fnc_startLoadingScreen and BIS_fnc_endLoadingScreen - a simple loading screen manager which gives a designer the ability to control his / her loads without fear of breaking others
  • Added: Error message will now interrupt loading screen
  • Fixed: The default editor template was still calling functions
  • Fixed: Feedback FSM optimization
  • Fixed: When respawnOnStart was set to 1 in description.ext, death scripts were sometimes executed after respawn scripts
  • Added: Correct ETA for mortar support in SCUBA mission
  • New Dedicated Server parameters for configuring ports for Steam services (should allow multiple DS per OS-instance) (details)
  • Updated to Physx3.2.4
  • Fixed several MP synchronization issues
  • Fixed several crash opportunities in SP and MP
  • Several inventory interaction and stability fixes
  • Removed destroyed buildings from PhysX simulation
  • Fixed: Wheel speed in damaged or destroyed state
  • Dynamic light influence to AI visibility tweaked
  • Tweaked darkness coefficient computation for AI visibility and NVG threshold for AI
  • Fixed: Hard limit usage while performing light sorting
  • Added: New hard limits implemented into particle lights
  • Added: New parameters for particle effects (global variants of surfNormalX, Y and Z)
  • Fixed: Starting scenarios from subfolders did not work correctly
  • Fixed: Audio distance curve
  • Added: Radio filter / effect
  • Fixed: MX UGL had a displaced crosshair
  • Added: Loiter waypoint
  • Fixed: AI will not eject before player
  • Fixed: Taking additional ammo for pistol would play reloading sound
  • Fixed: Certain magazines could not be moved to another container from backpacks
  • Fixed: RMB in inventory (moving from backpack to your own backpack) lost the item
  • Fixed: Headgear items when on the ground (WeaponHolder) were missing the 'Take' action
  • Fixed: Backpack items when on the ground (WeaponHolder) were missing the 'Take' action
  • Fixed: Sidearm taken from enemies are duplicated if put into the vest or backpack
  • Fixed: Texture flickering on wrecks
  • Fixed: Tooltip crash in MP sessions listbox
  • Fixed: (crash when trying to bind controls - drag and drop)
  • Added lbSetTooltip script command
  • Removed redundant CfgFirstAid >> firstAidScript
  • Small optimization of face mimics
  • Fixed: enableFatigue command was not working
  • Fixed: Manual control for locked missiles works again
  • Added: Most detailed shadow lod is now displayed in view pilot
  • Fixed: Helicopters engines now are damaged correctly upon contact with water

Product Update - Valve
  • Added: Functions are now compiled using newly introduced compileFinal
  • Added: Functions meta data are now secured against rewriting
  • Removed use of vulnerable script commands in DynO functions
  • Added: BIS_fnc_log enabled in public version when 'allowFunctionsLog = 1;' is set in description.ext
  • Fixed: BIS_fnc_sideColor can now load non-number values
  • Fixed: BIS_fnc_functionMeta was not working with scenario and campaign functions
  • Added: Scenario / campaign functions now support 'forced' param, allowing them to be executed automatically upon mission start
  • Added: BIS_fnc_spawn
  • Added: Ability to execute BIS_fnc_execVM and BIS_fnc_execFSM without arguments
  • Fixed: BIS_fnc_error was not working correctly
  • Changed: Splendid Camera roll speed decreased, users should no longer be inclined to take screens with too extreme roll
  • Fog is now really enabled for this branch
  • getFuelCargo, getAmmoCargo, getRepairCargo commands added
  • Fixes to serialization of particle emitters
  • Fixed: shoreline was not covered by fog properly
  • Correct vonCodecQuality is set now
  • Fixed: Animation source gear for PhysX vehicles
  • Fixed: Ships are now using the correct Arma 3 gearbox
  • Merge from OA: attack helicopter was unable to engage with rockets (PhysX-compatible)
  • Fixed: canMove on a vehicle with dead driver would return false in some cases
  • Improved synchronization of structure destruction in MP
  • Hotfixed: (MP crash)
  • Fixed: AI now uses optics better to detect enemies
  • Fixed: Switching HDR settings could cause graphical corruption
  • Added: Removing destroyed buildings from PhysX simulation
  • Fixed: Crash opportunity related to PhysX
  • Added: new events for inventory event handlers: "Take" and "Put"
  • Fixed: improved path planning related to roads
  • Tweaked darkness detection and use of NVG by AI
  • Minor optimizations to dynamic lights
  • Added: difficulty command to return high-level selected difficulty mode
  • Added: getArtilleryETA script command
  • Input Array: [unit, targetX, targetY, targetZ, magazineType]
  • Returns: ETA of the first available mode (the mode the AI will probably use)
  • Fixed: Glitch in blending of 2 animations masks
  • Added: compileFinal command
  • Removed fully script commands: setVehicleInit, clearVehicleInit, processInitCommands
  • Made all script commands final (no longer possible to reassign in most circumstances)
  • Fixed: healing sound could play in an endless loop
  • Attenuation of dynamic lights can now be influenced by a new parameter in asset configuration - maximum distance of light
  • On steep surfaces, players now crouch instead of fully standing up
  • -showScriptErrors enabled by default
  • To allow better debugging (may or may not be changed for final release)
Product Update - Valve
  • Added: improved public debug console
  • New light rendering added for bushes
  • More detailed middle distance terrain texture added
  • Adjustable stances for sidearms added
  • Sprint speed decreased
  • Tweaked transitions from ragdoll
  • Fixed transition from free fall into swimming and onto land
  • New animations for swimming with rifles
  • Rifle kneel sprinting fix
  • Rifle raised idling for AI fix
  • Pistol prone movement improvements
  • Rifle & pistol evasive move fixes (disabled optics)
  • Removed sway in prone adjust low
  • Pistol self healing
  • Improved pistol kneel sprint animation
  • Improved connection prone to sprint
  • Player could shoot a sidearm during the healing animation
  • Transition from prone to upright sprint while unarmed caused visual sliding
  • Priority of actions in action menu adjusted
  • Stratis terrain and object placement tweaks
  • New post-process effects for injuries added
  • Fixed fuel gauges for MH-9 helicopter family
  • MH-9 can now carry more soldiers
  • Duplicate target icon in Ka60 Helmet-Mounted Display removed
  • Ifrit cargo pose added
  • Compass visualization changed
  • New secondary shadow LODs (glasses, bandoleer, belt, rebreather)
  • Camouflage selection tweaks
  • Fixed: Sites are no longer placing patrol waypoints on water
  • Civilian Sites were disabled
  • Logo and tagline splash screens merged
  • Main menu game and version indicator could overlap
  • Added: Any mission with description.ext has now loading mission box with "Unknown" text
  • Added: Unknown author is now displayed also for maps
  • Fixed: Mission restart now resets reload counter
  • Added: Loading "continue" save will no longer raise the reload counter
  • Fixed: Mission failed had two debriefing screens
  • Fixed: "Lose" ending no longer shows "Mission Completed" title
  • Fixed: Error icon is no longer shown for logics
  • Fixed incorrect topic selection after closing and reopening Field Manual
  • Fixed: "Respawn" button is no longer enabled in missions with respawn "NONE", "BIRD" or with missing respawn settings
  • Added: "respawnButton" parameter can now enable the button in respawn types which would normally disable it
  • Geometry fixing (AI collisions with buildings tweaked)
  • Config classes for weapons cleaned
  • Fixed: (fish no longer only swim North)
  • Fixed: (EBR sight alignment)
  • Fixed: (spelling error)
  • Fixed: (fire geometry - wall)
  • Fixed:
  • Fixed:
  • Fixed:
  • Fixed:
  • Fixed:
  • Fixed:
  • New fog technology implemented
  • Picture-in-Picture optimization implemented
  • Terrain shadows tweaked
  • Fixed: AI no longer fires on targets it does not see (but which are reported by other group members)
  • Fixed: (MP rotation synchronization fixed)
  • Fixed: (Speed of sound delays tweaked)
  • Changes and fixes merged from Arma 2: Operation Arrowhead beta patches
  • MP pose synchronization fixed
  • Improved performance related to object instancing
  • Fixed - AI disembarking when moving to another vehicle position incorrectly
  • Game loading with "addAction" crash fixed
  • PhysX collisions related crashes fixed
  • Fixed: (out of memory crash)
  • Fixed: Crash while taking RPG Alamut from ground
  • Larger string buffer for the 'format' script command
  • Fixed: Reloading different magazine type could do nothing but remove the magazine
  • Destruction of vehicle while manipulating with objects in its inventory fixed
  • Ambient creatures' position after game load fixed
  • Fixed: remote destroyed wheels have now the right distance detection to the ground
  • Fixed: healing sound effects were endlessly looped
  • Ships are no longer automatically deleted after destruction (consistent with other vehicle types)
  • Free fall inventory access fixed
  • Magazine manipulation while discarding weapons tweaked
  • Items' behavior while moving from dead body to container tweaked
  • Helicopter behavior improved (rotor simulation now does not allow helicopter to fly up-side down)
  • AI running up and down hill tweaked
  • Command 'stance' now returns more consistent values: "PRONE", "CROUCH" and "STAND"
  • Fixed: RMB to equip did not work for binoculars
  • Fixed: Vehicle commander stepped optics zoom did not function correctly
  • Fixed: artifacts on water near shore when looking from high distance
  • Solved issues related to flickering optics

Product Update - Valve
  • Showcase SCUBA:
    • More forgiving alarm threshold
    • Added more hints
    • Improved scenario endings
    • More rockets for the launcher added
  • Showcase Helicopters:
    • Performance optimizations
    • Few minor tweaks
  • Showcase Vehicles:
    • More forgiving alarm threshold
    • Few minor tweaks
  • MP: Escape from Stratis
    • Fixed: Mission success after resuming game
    • 'Combat Get In' module added
    • Respawn time is now 30 seconds (was 120)
    • Improved mission endings
    • New task appears when both choppers on the airfield are destroyed
    • New mission ending "all boats and helicopters destroyed"
    • Warning hint pops up when the group leader is AI controlled
    • Patrolling Ka-60 Black now unloads troops when under fire
    • More enemies at the airfield
    • Some new map locations populated
  • MP: Headhunters
    • "Exfiltrate" task is now set as current after all targets are eliminated
    • The mission will now end when either all players are near the exfil marker or in a boat
    • 'Combat Get In' module added
    • Possible respawn desync in multiplayer fixed
  • New scenario ending screen added
  • Task notification visuals improved
  • Seagull in "BIRD", "GROUP" and "SIDE" respawn replaced by a basic spectator camera
  • Scenarios-button now always available, even when there's no content
  • Added more entries into Field Manual
  • Compass and watch re-sized
  • Ka-60 minigun now rotates
  • Ka-60 doors and glass made correctly penetrable
  • MH-9 passengers can now see the tail
  • Helicopter weapons tweaked
  • Class names for Ifrits changed to be the correct ones
  • Alamut and MX SW now have correct icons in command menu
  • Countermeasures now stored in one magazine per vehicle
  • Correct Alpha Lite logo in splash screens added
  • Most windows in houses are now destructable
  • Static weapons should be more durable, shouldn't be targetable by guided missiles and shouldn't be flippable by user action when destroyed
  • Added more camoflage selections for vests and helmets
  • Red faction uniforms have proper class names
  • Changed priorities in action menu
  • TRG iron-sights remodeled after feedback
  • Collimator sights are now default primary on combined optics (Ctrl + RMB is the default switch)
  • Camera shake on 6.5mm ammunition removed
  • Server browser UI overlapping fixed in some places
  • Squad URL is no longer automatically upper-cased (and thus broken)
  • Editor loading took long when using MX rifles - fixed
  • Added freelook in vehicles via default option
  • Correct tracer colors have been distributed among factions
  • Fish should be less inclined to travel on land
  • Shadow improvements implemented
  • Improved network performance (vehicles are no longer lagging as much)
  • Fixed several game crashes
  • Fixed synchronization of cargo poses in MP
  • Fixed various inventory-related bugs and crashes
  • Improved vehicle collisions
  • Grenades can no longer be thrown under water
  • Fixed airplane / helicopter camera shaking
  • Default and Development versions have different numbering to prevent incompatibilities in multiplayer


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