Armalusa 28 Posted October 20, 2022 Share Posted October 20, 2022 Attention soldiers,We're going to update the game today, October 20th. There will be server downtime between 12:00 - 15:00 CEST. Look at the list of features with descriptions on our website. Arma Reforger Changelog 0.9.6.56Assets Added: Prone roll animations (default key Q/E) Added: Adjusted lower crouch stance, controllable with Ctrl+Mouse Scroll Added: Weapon inspection animations instead of IKpose Added: New poses for U.S. Army bandage Added: Unfolding of M16 M203 sights Added: Brake/collision reaction animations for characters in vehicles Added: Animated internal parts to the BTR turret Changed: New animations for flat top ladder Changed: Boonie model was remade from scratch Tweaked: Character locomotion animations Tweaked: Grenade usage animations Tweaked: Hands and arms poses for various weapons Tweaked: Jump animations Tweaked: Reload animations for sniper rifles Tweaked: Death animations Tweaked: Polished swimming animations Fixed: Various fixes and improvements to buildings Fixed: Various typos in road signs and other text assets Fixed: Wrong width on some ladders Fixed: M16 fire selector not being animated Fixed: Ladder setup in Fire StationStability Fixed: Crash in clouds rendering when using scope twice Fixed: Possible memory leaks of WorkspaceWidget in Workbench Fixed: VME while editing Wheeled_Base.et Fixed: Possible VME in Voice-over-net system Fixed: VME in SCR_VehicleDustPerWheelComponent Fixed: Crash in AIWeaponTargetSelector when AI soldiers enter a vehicleNetwork Fixed: Ragdoll positions not synced properly Changed: ADSTime sync turned back on Changed: Optimizations of network traffic related to replication of IK animation variable Added: An improved method for calculating the lag compensation rewind time, improving the accuracy of hit registration Added: Ragdoll state replication Changed: Static destructibles are now using a new system optimized for network traffic Changed: Music Manager had its streaming disabled, previously it was dependent on the TFL_NO_LINK flag functionality, which is no longer supported Changed: Inconsistent behavior of streamable flag in a hierarchy. This information could be lost with hierarchy moves Changed: Inconsistent streaming when changing hierarchy from non-root old or new parent Changed: Turned off network sync of ArmIK, AimIKXYZ, and AimTransXYZ Changed: Disabled streaming for Groups Tweaked: Traversing replicated nodes Tweaked: Network streaming Fixed: Behavior of EnableStreaming(Node) Fixed: Streaming calls potentially still left in their ques after a node has changed the hierarchy Fixed: Server could get stuck on startup with some downloaded mods Fixed: Calling TrySpawnPrefabToStorage on the server would cause a desync on clientsGame Fixed: Clicking on spawn points on the map wasn't selecting them properly Fixed: Selection outline for spawn points when switching between them Fixed: Sight-switching action Fixed: Zeroing should now rotate the weapon properly Fixed: Emissive surface is not working on helmets or reflectors in multiplayer (#T167788) Fixed: Invisible head when dying during third-person weapon aim down sights (ADS) Fixed: Clutter folding and removal on consoles Fixed: Groups in the player list now react correctly to clicking on their name in the left panel Fixed: Gadget ADS not being disabled when opening inventory Fixed: ForceDeath now resets the instigator. This prevents people respawning from being considered teamkills, for example Fixed: Jumping in dynamic stance or changing it now checks collisions of head Fixed: Fire mode switch user action was visible on pistols Fixed: M249 was flying out of hands during weapon inspection Fixed: ADS not being disabled when opening inventory Changed: Create new group moved to Hold N key Changed: The kick threshold changed to 0.3 Changed: Entering ADS now cancels freelook Added: Automatically equip the next grenade after throwing the last grenade of the current type Fixed: Rolling in prone wasn't working Fixed: Turning left in trucks was less efficient than turning right Fixed: Incorrect outline/selection icons used for generic spawn points in respawn menu Fixed: Attached parts to equipable items inside the trunk are floating under the vehicle Fixed: Crash on GrenadeMoveComponent if there's no BaseTriggerComponent attached to the entity Fixed: Magazines swapping in weapon inspection Fixed: Heavy depot construction Fixed: Memory leaks in EventHandler Fixed: Double reporting of stall from source to services in the replication system Fixed: Sometimes disappearing character in first person view Fixed: IK settings of the left hand during prone Fixed: AI wasn't able to operate some turrets Fixed: Quick deploy is moved to respawn handler Fixed: Vehicle colliders setup could cause clipping when vehicles were colliding Fixed: Crash on changing zeroing or switching sights when there were no sights configured Changed: Enabled attach/detach user actions for magazines and rockets during weapon inspection Changed: Weapon gamemats tweaked to allow better penetration Added: Character roll mechanics Added: Ragdoll effectors, using energy inputs (#T166662) Added: Sight switching. Uses default ALT-RMB to switch between different sights. Currently available on SVD/PSO-1 Added: Weapon action, which enables/disables bipods Added: Blending of hands poses when switching muzzles or using gestures like pointing Added: Sway and recoil on weapons with deployed bipod in prone will be significantly lower Added: Detach scope from weapon action and Attach scope from inventory action. Added: US_AR and USSR_AR loadout configs, added US_AR and USSR_AR loadouts to USxUSSR loadout manager Added: New destructibles system Added: Elevate turret weapon for reloading Added: Ability to toggle grenade launcher or cycle grenade type by reselecting the assigned quick slot Added: Unbind action to keybinding settings Added: Support of currently held gadgets for weapon inspection Added: Possibility to specify additional per item offset when holstered as well as override holstered visibility state Changed: Killfeed system was refactored and integrated into all playable content and notifications Changed: Exhaust effect underwater Changed: ADS, sprinting, and other character controls the logic of interruptions Changed: Configuration of inventory parameters of items, oversized items now should no longer fit into smaller containers Changed: Cameras are consistent with head angles Changed: Character ragdoll handling refactor and ragdoll configuration tweaks Changed: Replaced procedural animations for weapon inspection Changed: Inspection will be disabled on stance change Changed: Character magazine reload is restricted when a gadget is held in the left hand. Changed: Updated radio menu controls and added logic for switching between squad channels Changed: Right Thumbstick (Single Click) toggles freelook, Right Thumbstick (Hold Trigger) focuses instead of freelook while not driving Changed: Stance adjustment and leaning moved from RB + Right Thumb to RB + Left Thumbstick Changed: Sight illumination gamepad rebound to RB + Y to deconflict gadget selection while aiming Changed: Dropping items via RMB when arsenal is open drops them on the ground Tweaked: Zeroing on M60, PKM, M249, RPK74 Tweaked: Vehicles suspension and axles configuration Tweaked: Weapon sway Tweaked: Steering curves for wheeled vehicles Tweaked: Lateral friction on wheeled vehicles, M998 gearbox controller Tweaked: Increased explosive damage multiplier for vehicle wheels, hulls, and engines Tweaked: Various tweaks and fixes related to tires and friction, roughness, added dirt road material Tweaked: Truck and APC steering speeds, including recentering Tweaked: Weather simulation, moon position, time of day Fixed: Added test for surface evaluation to fix the cases when the character can fall into tight holes Fixed: Getting out of a vehicle could clip the character into vehicle geometry Fixed: Backpack radio not visible on the back if spawned as initial loadout Fixed: Camera movement when jumping, falling, climbing walls, ladders, and entering/exiting vehicles should now be smoother. Fixed: Frozen fire animation when a weapon was dropped during firing Fixed: One-handed aim modifier will now work properly while playing the pickup item gesture Fixed: Weapon inspection transitions should suppress firing Fixed: The character doesn't get detached from a vehicle being destroyed while getting in/out animation is played Fixed: Joystick and TrackIR input breaking inventory interface Fixed: Turret base movement sounds Fixed: Character collision test now performs against kinematics as well to prevent characters from passing through another character even when an interaction is enabled Fixed: Backpacks and weapons not properly hidden when equipped during switching seats Fixed: If you set your car on fire and die in it, you shouldn't get punished for friendly fire Fixed: Tutorial - Requesting supply truck stage would get delayed due to slow supplies income Fixed: Wrong melee instigator resulting in melee kills counting as suicides Fixed: Sometimes players had to press deploy multiple times to respawn Fixed: Respawning with saved loadout could disable the primary weapon (#T166317) Removed: Timeout for fatigue-based semi-lowering of weaponsWorkbench & Modding Fixed: EntitySlotInfo::AttachEntity now has the correct return type Fixed: EntitySlotInfo was not checking if the pivot id was correct Fixed: Copying array when getting the array of objects Fixed: BehaviorEditor memory leaks during reload scripts Fixed: Pitch and roll angle swapped in Prefab Library Added: PerceptionComponent.FindTargetPerceptionObject script method Added: Support of multiple LadderComponent on the same object Added: Generic "-load" CLI param for all WB editors Added: Option to remove your addon from the Workshop Added: Audio & ProcAnimEditor - Group shortcut and menu entry for both editors Added: World editor - An option to show/hide layers without showing entities Added: New parameter for terrain objects material - UseOnTerrainHeightmapShadows - this enables usage of heightmap shadows computed on terrain level for terrain objects Added: Links to documentation embedded directly in Workbench UI Added: It is now possible to invoke EventHandlerManagerComponent events from the script. Added: Created ballistic table configs for all projectiles, generated ballistic table data, and assigned configs to their projectiles Added: Grouping nodes in Behavior Tree Editor Added: World editor - Possibility to reposition entity using drag and drop from Hierarchy window to scene window Added: Added a way to set max decimal length when saving float in JSON format Added: Added a way to write/read the top-level object of JSON when writing an object as the first item Changed: Weather cycles: Added new lightning default configuration to cycles Changed: MultilineEditBoxWidget refactored Changed: Unified FactionAffiliationComponent and VehicleFactionAffiliationComponent Changed: Generating of Navmesh should now be more deterministic Changed: Improved copy/paste functionality in Behavior Tree Editor Changed: ScriptAPI: user authorization for methods that might be harmful (Thanks Arkensor and other reporters) Changed: Current ArmaReforgerWorkbench.exe will be replaced by new ArmaReforgerWorkbenchSteam.exe and in order to launch will require running the Steam app which owns the Arma Reforger Tools app Tweaked: Peer tool properties, added admin password Fixed: Saving animation workspaces that contain vanilla data Fixed: Workbench freeze fix on a combination of prefab preview, world loading, and script debugger breakpoint Fixed: PointInfo could not be used as an attribute in the script Fixed: Refactored PointInfo to fix adding of new WheelPositions in VehicleWheeledSimulation Fixed: BaseMovementComponent::Launch now activates the triggers the launched projectile has Fixed: Very slow heightmap modifications on huge terrains (with possible out-of-memory crashes) Fixed: First editor content browser tab not loading correctly on restart Game Master Fixed: Restriction zone showing when the player dies out of the zone and spawns within it Fixed: Placing a waypoint on top of another group added the waypoint to the target group instead Fixed: Some manual camera post-process effects used the same priority as character screen effects, leading to a clash Fixed: 'Resupply' context action in Game Master didn't work on other players Fixed: Clicking on the trait icon within the entity card in the entity browser didn't do anything. Now it behaves as if clicked anywhere else on the card Fixed: Arsenal content editing not working on the server Fixed: Compositions snapped to a slot were sometimes offset if other compositions were moved around before that Fixed: Height wasn't calculated correctly when transforming entities above the ocean surface Added: Quick placing bar Added: Added new ping that's only visible and usable by Game Masters Added: In Game Master, the description of system entities (i.e. Zone Restriction) is now shown in the tooltip Added: Logic was added to prevent certain Game Master context actions (such as ping and lightning strike) from being spammed Added: Armavision now allows players to add different types of lens flare Added: Game Master can now interact with objects in the world (i.e., open a door, play the piano, or flush a toilet) Added: Game Master can now instantly fill vehicles with crew and passengers by means of context action or when placing them over a vehicle Changed: Take control AI moved from key C to U to avoid overlapping input Changed: Game Master slot type and slot size filters are combined. Instead of selecting Slot type Flat/Road then Slot size Large/Medium/Small, they're now combined into Small Flat, Large Road, etc. Changed: Editor UI has been shuffled to allow for the introduction of a quick placing bar Changed: When transforming an entity in Game Master (i.e., moving it around with its ghost preview visible), context menu actions are no longer available Tweaked: Sounds when editing layers Fixed: Wind direction is now correctly displayed in Game Master Fixed: In Game Master hovering over an entity that wasn't selected and pressing the "Delete" key did nothing. Now it deletes the entity, taking precedence over selected entities. The same for neutralizing entities by pressing the "End" key Fixed: Transitioning from Game Master to Armavision or back could break camera controlsConflict Fixed: Experience should show correctly after reconnecting Fixed: Vehicles spawning into trees Fixed: Control points aren't correctly set up when resuming a scenario Fixed: Errors when resuming saved small scenario Fixed: Tutorial - Tasks are skipped/wrongly advanced when the player dies Changed: Reduced seizing time for coastal bases Changed: Changed prebuilt service compositions to editable versions Changed: Starting HQ selection algorithm Changed: Local player name is now a different color in the playerlist Added: Playerlist enabled for endgame screen Added: New composition for heavy vehicle depot Added: FIA Supply Depots - these can be raided to obtain additional supplies and distribute them to your bases Added: Randomized starting location Added: Respawning on Conflict bases now requires supplies Added: Barracks composition to spawn defenders (in exchange for supplies) Added: Heavy Vehicle Depots Added: Antenna installation - extends radio signal range of parent base Added: Base icons now flash for the entire duration of them being captured Added: Base defenders can now alert others about attacks on their base Added: FIA will now try to retake their supply depots Changed: Conflict winning condition - you are required to seize a certain amount of points and hold them for a given time Changed: Supplies generation frequency in main bases Changed: Requesting vehicles now require supplies Changed: Spawn protection time Changed: Supply depots are no longer automatically prebuilt Fixed: You can no longer capture Coastal bases without a radio signal. Fixed: Possibility to spawn on a base recently captured by the enemy Fixed: Modded factions visualization on the map Removed: Radio capture in Conflict bases - bases are now seized by maintaining a superior presence in the area Removed: Overrun base mechanicsAI Fixed: Multiple issues related to AI turret usage Fixed: AI soldiers didn't try to escape a vehicle that was driving backwards at them Fixed: AI placed in turrets from gamemaster now uses the correct component Fixed: 12.7mm and 14.5mm MG magazines were not marked as usable against armored vehicles Fixed: Move and investigate missing LookAt node Fixed: AI was able to complete the "Move" objective for players Fixed: AI didn't want to exit a vehicle when they saw an enemy Tweaked: After a vehicle has passed by an AI soldier, the soldier will instantly look back at the vehicle Added: AI usage of melee Added: AI reaction to melee attack Added: AI can now throw grenades Added: New AI weapon and target selection system Added: AI now react to vehicle horn Added: Special Attack behavior tree for machineguns Added: Special Attack behavior tree for sniper rifles Added: Find Fire Position behavior, used by snipers when they lose sight of the target Added: Doors that are opening should cause AI to move away from them Added: Weapon ballistic tables, used by AI to better predict aiming point Changed: Split navmesh into smaller files Changed: Create navmesh on sea level instead of seabed Changed: AI aiming moved to the character controller Tweaked: Assigning waypoints to many groups Tweaked: The behavior of an AI healing another AI is more reliable now Fixed: Soldiers not tracking targets while friendly is in aim Fixed: AIs were seeing enemy vehicle occupants through enemy vehicle view geometry Fixed: AIs weren't able to switch weapons in a turret Fixed: Leaking memory in Behavior Tree Fixed: Suppressive fire wrong parameters, aiming point sizes adjusted, aim error calculation distance correctionPlayer Management & Server Administration Added: You can now cancel your vote for a player after casting it Added: Players who are targets of a vote, e.g., to kick or receive Game Master rights, are now highlighted in the player list. Added: "-autoreload 10" CLI param, where the number specifies after how many seconds a scenario should restart after finishing Added: Reload and missions server commands Added: Command to list all players Added: Player kicks now support timeout, which serves as a ban Added: Bans commands (Ban/Unban) Added: Command to display local player ID Changed: In-game kicking is now based on player IDUI Added: Protractor to map tools Added: HUD adaptive opacity depending on scene brightness Added: Author blocking and unblocking in the Workshop Added: Adaptive Opacity enabled for a few more GUI elements Added: Control hints for gadget selection on a controller Tweaked: Dragging tools in the 2D map Tweaked: Weapons and muzzles UI informationTopographic Map Added: Bridges visualization Added: Walls visualization Added: Castles visualization Changed: Road rendering process split to have smoother transitions Changed: Export Data plugin feedback updated to a new format Tweaked: Building default parameters Fixed: Contours array management when levels are hiddenAudio Added: Depth and direction perception of both shots and explosions improved. Greater emphasis on different environment types Added: Bullet crack sounds for HMGs Added: Caliber-specific bullet flyby sounds as well as UGL flyby sounds Added: Collision sounds for RDG2 smoke grenade. Added: Upper-body movement in water will now cause slightly audible splashes Added: Any character movement inside bushes will now have audible bush rustling Added: Vehicle sinking and leaking sounds Added: Drop sounds for Pistols, Rifles, LMGs, Launchers, Clothes, Vests, Backpacks, Shoes, and Rifle Magazines Added: Sounds for scope illumination and zooming Added: Bipod fold/unfold sounds Added: Thunder sounds Changed: Music Manager refactored Changed: Horn sounds logic Changed: Scale and behavior of the "Dynamic Range" audio setting, now ranging from 0-200%. 0% = compressed mix; 200% = very high dynamic range. In order to hear the new default mix, set it to 100% (as it now ranges from 0-200%) manually, as the new default value might not be set at the first game start Tweaked: Trunk open/close sounds Tweaked: Ambient rain sounds are more intense now Tweaked: HDR and NightMode mix settings Fixed: Issue with respawn menu music continuously playing after respawningAudio Editor Added: Scattering delay network reverb DSP Added: Priority signal input on sound node Fixed: Volume inheritance from config works properly for filter and sound nodes nowScript API Added: Entity.RemoveChild keepTransform param added Added: Getter of aimpoints in PerceivableComponent Added: Getters for FocusFOV in PlayerCamera Added: Exposed ComputeEffectiveDamage to script. Now incoming damage can be modified before it's applied. Added: Set.IsIndexValid method Added: Array.IsIndexValid method Added: Particles.MultParam() Added: String.ContainsAt, String.IsDigitAt() and String.IsSpaceAt() methodsAdded: SCR_ParticleEmitter - Create*** methods (to replace Play*** methods of SCR_ParticleAPI) Added: World editor - API function ClearVariableValue Added: BaseContainer.GetDefaultAsString Added: BaseTarget.GetPerceivableComponent Added: Functions exposing Ballistic tables to script Added: Method indicating whether a car has an automatic gearbox Added: GUI based on SCR_InfoDisplayExtended.c doesn't need to handle entity switching by itself. There's now a new interface method DisplayControlledEntityChanged Added: New function to set the ammo count of a magazine, SetAmmoCount Added: TurretController::DoReloadWeaponWith Added: BaseLightSlot::GetLightEntity Changed: SCR_ParticleAPI is now completely obsolete Changed: Particle effect stages functionality moved from SCR_ParticleAPI to SCR_MotorExhaustEffectGeneralComponent and optimized Changed: Script - String.ToFloat() and String.ToInt() now have 3 optional parameters Changed: Script - String.Get() now throws an exception for an invalid index Fixed: OnCompartmentEntered should not get called multiple times for turret Fixed: CallLater did not support overloaded functions. Fixed: Factually incorrect GarbageManager::GetGarbageLifetime comment, added GarbageManager::GetGarbageRemainingLifetime (Thanks Arkensor for the report - #T167252) Mod Manager Added: Mod manager action for updating mod and downloading mod dependencies Added: Mods presets Added: Mod manager export tools Tweaked: Mod manager auto disables mod that needs dependency if the mod dependency is disabledView the full article Quote Link to post Share on other sites
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