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Просмотр полной версии : Arma 3 Alpha Update Released


steam_news
02.05.2013, 19:48
DATA[br]

Added: Functions are now compiled using newly introduced compileFinal[br]
Added: Functions meta data are now secured against rewriting[br]
Removed use of vulnerable script commands in DynO functions[br]
Added: BIS_fnc_log enabled in public version when 'allowFunctionsLog = 1;' is set in description.ext[br]
Fixed: BIS_fnc_sideColor can now load non-number values[br]
Fixed: BIS_fnc_functionMeta was not working with scenario and campaign functions[br]
Added: Scenario / campaign functions now support 'forced' param, allowing them to be executed automatically upon mission start[br]
Added: BIS_fnc_spawn[br]
Added: Ability to execute BIS_fnc_execVM and BIS_fnc_execFSM without arguments[br]
Fixed: BIS_fnc_error was not working correctly[br]Changed: Splendid Camera roll speed decreased, users should no longer be inclined to take screens with too extreme roll[br]
ENGINE[br]

Fog is now really enabled for this branch[br]
getFuelCargo, getAmmoCargo, getRepairCargo commands added[br]
Fixes to serialization of particle emitters[br]
Fixed: shoreline was not covered by fog properly[br]
Correct vonCodecQuality is set now[br]
Fixed: Animation source gear for PhysX vehicles[br]
Fixed: Ships are now using the correct Arma 3 gearbox[br]
Merge from OA: attack helicopter was unable to engage with rockets (PhysX-compatible)[br]
Fixed: canMove on a vehicle with dead driver would return false in some cases[br]
Improved synchronization of structure destruction in MP[br]
Hotfixed: http://feedback.arma3.com/view.php?id=5928 (MP crash)[br]
Fixed: AI now uses optics better to detect enemies[br]
Fixed: Switching HDR settings could cause graphical corruption[br]
Added: Removing destroyed buildings from PhysX simulation[br]
Fixed: Crash opportunity related to PhysX[br]
Added: new events for inventory event handlers: "Take" and "Put"[br]
Fixed: improved path planning related to roads[br]
Tweaked darkness detection and use of NVG by AI[br]
Minor optimizations to dynamic lights[br]
Added: difficulty command to return high-level selected difficulty mode[br]
Added: getArtilleryETA script command[br]
Input Array: [unit, targetX, targetY, targetZ, magazineType][br]
Returns: ETA of the first available mode (the mode the AI will probably use)[br]
Fixed: Glitch in blending of 2 animations masks[br]
Added: compileFinal command[br]
Removed fully script commands: setVehicleInit, clearVehicleInit, processInitCommands[br]
Made all script commands final (no longer possible to reassign in most circumstances)[br]
Fixed: healing sound could play in an endless loop[br]
Attenuation of dynamic lights can now be influenced by a new parameter in asset configuration - maximum distance of light[br]
On steep surfaces, players now crouch instead of fully standing up[br]
-showScriptErrors enabled by default[br]
To allow better debugging (may or may not be changed for final release)[br]
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