Jul 18, 2013
Arma 3 - Nelios
https://www.youtube.com/watch?v=U5Qhmq_drXE
Bohemia Interactive has released a brand new trailer for Arma 3. Presenting the new SP showcases, MP scenarios, firing drill challenges, faction, vehicles and weapons available in the Arma 3 Beta, the video also teases vehicles and military hardware that will be added in the near future.

The Arma 3 Beta features the 20 km² island of Stratis, 20 weapons, 18 vehicles, 3 factions, 8 showcase missions, 4 multiplayer scenarios, 4 challenges, the scenario editor and modding support. To participate in the game’s development, people can purchase the Arma 3 Beta (34.99 EUR/29.99 GBP/44.99 USD) or the Arma 3 Digital Deluxe Edition (44.99 EUR/39.99 GBP/59.99 USD) on Steam or https://store.bistudio.com/arma3-editions. Both editions include a Steam version of the full retail game upon release. Prices will increase once the complete game becomes available.
Jul 18, 2013
Arma 3 - Nelios
https://www.youtube.com/watch?v=U5Qhmq_drXE
Bohemia Interactive has released a brand new trailer for Arma 3. Presenting the new SP showcases, MP scenarios, firing drill challenges, faction, vehicles and weapons available in the Arma 3 Beta, the video also teases vehicles and military hardware that will be added in the near future.

The Arma 3 Beta features the 20 km² island of Stratis, 20 weapons, 18 vehicles, 3 factions, 8 showcase missions, 4 multiplayer scenarios, 4 challenges, the scenario editor and modding support. To participate in the game’s development, people can purchase the Arma 3 Beta (34.99 EUR/29.99 GBP/44.99 USD) or the Arma 3 Digital Deluxe Edition (44.99 EUR/39.99 GBP/59.99 USD) on Steam or https://store.bistudio.com/arma3-editions. Both editions include a Steam version of the full retail game upon release. Prices will increase once the complete game becomes available.
Jul 16, 2013
Arma 3 - YorisYan
<b>FROM</b>: Project Lead
<b>TO</b>: Beta Users
<b>INFO</b>: BattlEye, APC Package
<b>PRECEDENCE</b>: Flash

<h2>SITUATION</h2>
<a href="http://beta.arma3.com/spotrep-00007">SPOTREP #00007</a> and therefore the first Arma 3 Beta patch, was released last Thursday. It had a long list of additions, fixes and changes. However, we were mostly keen to get this patch released so that we can now focus on bringing content additions. <a href="http://forums.bistudio.com/showthread.php?149636-Development-branch-changelog">Development branch</a> has finally received the first deployment of <b><a href="http://www.battleye.com/">BattlEye</a> anti-cheat</b> integration. Its creator Bastian Suter is working with us closely to gather server administrator feedback and to keep improving it. One of the goals for the Arma 3 version is a more seamless integration. You do not have to install anything separate. When first connecting to any BattlEye-enabled server, you can accept its End-User License Agreement once and you're good to go. Hopefully this is a big step towards a more stable multiplayer environment.

More in the <a href="http://beta.arma3.com/sitrep-00018">full SITREP</a>
Jul 16, 2013
Arma 3 - YorisYan
FROM: Project Lead
TO: Beta Users
INFO: BattlEye, APC Package
PRECEDENCE: Flash

SITUATION
SPOTREP #00007 and therefore the first Arma 3 Beta patch, was released last Thursday. It had a long list of additions, fixes and changes. However, we were mostly keen to get this patch released so that we can now focus on bringing content additions. Development branch has finally received the first deployment of BattlEye anti-cheat integration. Its creator Bastian Suter is working with us closely to gather server administrator feedback and to keep improving it. One of the goals for the Arma 3 version is a more seamless integration. You do not have to install anything separate. When first connecting to any BattlEye-enabled server, you can accept its End-User License Agreement once and you're good to go. Hopefully this is a big step towards a more stable multiplayer environment.

More in the full SITREP
Jul 16, 2013
Arma 3 - 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

CHANGELOG

DATA
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 (http://feedback.arma3.com/view.php?id=11326)
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 (http://feedback.arma3.com/view.php?id=10276)
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

CHANGED CLASSES
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

ENGINE
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

Arma 3
Arma 3


If passwords were soldiers, you'd not entrust them to protect even the most minor strategic point. They may look the part, but they're always getting captured. Arma 3 developer Bohemia Interactive are the latest group to fall victim to nefarious internet mercenaries - who broke into the website and took users' account names, emails and passwords. Luckily, those passwords were encrypted, ensuring the hackers are just getting the Geneva Convention standard: name, rank and number.

Here's the statement from Bohemia:

"We have unfortunately discovered that an illegal attempt has been made to access certain of our online websites, leading to the download of a database containing usernames, email addresses and encrypted passwords. Please note due to the encryption of the passwords it is very unlikely that anything nefarious can be done with this information.

"We would like to reassure everyone that no other information such as credit card details is stored by us and thus was not at any risk from this illegal breach."

Passwords have now been reset, so to access your Bohemia account you'll need to pop over to the recovery page and create a new one.

Looking on the bright side, despite a recent spate of compromised services, sites seem to be much better and handling security issues than only a few years ago. Encrypted passwords and off-site card details have become the norm. And while it's minor annoyance having to think up yet another series of letters and numbers, at least the important stuff is being kept out of unscrupulous hands.
Jul 11, 2013
Arma 3 - YorisYan
<b>FROM</b>: Project Lead
<b>TO</b>: Beta Users
<b>UNIT</b>: Arma 3 Beta
<b>ACTIVITY</b>: Game Update: 0.72 (Interface layout options, Steam invites, Fatigue feedback, Fixathon)
<b>SIZE</b>: ~885 MB

More in the <a href="http://beta.arma3.com/spotrep-00007">full changelog and SPOTREP</a>
Jul 11, 2013
Arma 3 - YorisYan
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

More in the full changelog and SPOTREP
Jul 9, 2013
Arma 3 - YorisYan
<b>FROM</b>: Project Lead
<b>TO</b>: Beta Users
<b>INFO</b>: Beta patching, MP invites, Fatigue effects
<b>PRECEDENCE</b>: Flash

<h2>SITUATION</h2>
Later this week we are wanting to release the first Beta patch on the main branch. There is a long list of cool updates that many of you have already seen on <a href="http://forums.bistudio.com/showthread.php?149636-Beta-Development-branch-changelog">Development branch</a> (a few are highlighted in the full report). This first patch will not yet contain the bigger additions you are no doubt waiting for. As we stated before, we will stage and test those on dev branch first. This patch release is the starting signal for that deployment. We will begin with <a href="http://www.battleye.com/">BattlEye</a>, <a href="http://steamcommunity.com/workshop/">Workshop</a> integration and content package #1. This package is to feature two brutal new heavy vehicles - one for BLUFOR and one for OPFOR. They both embody the firepower and logistics themes we're exploring in the Beta perfectly. Before the assets appear on the branch, we'd like to share a teaser shot of these beasts via our usual channels - stay tuned!

More in the <a href="http://beta.arma3.com/sitrep-00017">full SITREP</a>
Jul 9, 2013
Arma 3 - YorisYan
FROM: Project Lead
TO: Beta Users
INFO: Beta patching, MP invites, Fatigue effects
PRECEDENCE: Flash

SITUATION
Later this week we are wanting to release the first Beta patch on the main branch. There is a long list of cool updates that many of you have already seen on Development branch (a few are highlighted in the full report). This first patch will not yet contain the bigger additions you are no doubt waiting for. As we stated before, we will stage and test those on dev branch first. This patch release is the starting signal for that deployment. We will begin with BattlEye, Workshop integration and content package #1. This package is to feature two brutal new heavy vehicles - one for BLUFOR and one for OPFOR. They both embody the firepower and logistics themes we're exploring in the Beta perfectly. Before the assets appear on the branch, we'd like to share a teaser shot of these beasts via our usual channels - stay tuned!

More in the full SITREP
...