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Дата выпуска игры: 12 сентября 2013 г.
Соединение через: LAN или Интернет (Tunngle / Hamachi)
Информация по игре: Arma 3

Подготовка к запуску:
1. Скачиваем и устанавливаем игру (1.56+4DLC, 9.85 GB): Arma_3_1.564DLC_Coop-Land_RePack_By_Crisis2010.torrent [26.41 Kb] (cкачиваний: 21737)
2. Фикс уже встроен в раздачу.
3. Скачиваем апдейт 1.60 и устанавливаем в папку с игрой Arma3_v1.60.torrent [28.83 Kb] (cкачиваний: 12437)

Изменения в последней версии: здесь

This hotfix does not yet fully correct multiplayer issues introduced in 1.26. It is an interim improvement, while we continue to find the source problem(s). Read more about this situation in the most recent SITREP.
Consider using the Steam client option to verify the integrity of the local game cache to avoid corrupted data after downloading this update.
A Legacy Build Steam branch is available for advanced users. It contains the previous significant main branch version (1.24). It can be used to compare specific changes between major releases. The access code for this branch is: Arma3Legacy124
Removed: Guaranteed networking messaging (not just disabled). This may just be temporary while we address issues with this low-level networking feature.
Fixed: Stack overflow crash
Fixed: Missing console logging on servers

Fixed: Damage and destruction materials for Hunter, Greyhawk and Offroad variants
Fixed: Altian civilians should speak their language correctly
Fixed: Demolition charge has correct model when dropped from inventory
Fixed: Mi-48 optics
Fixed: It was possible to access Arsenal on a destroyed ammo box
Fixed: Sound of Wipeout rocket explosions
Fixed: Alternative sights don't have optic effects from main sights anymore (http://feedback.arma3.com/view.php?id=13057)
Fixed: Pitch shift of grenades
Fixed: CfgPatches for camo versions of sniper rifles
Fixed: Zone Protection worked only when there was an entire AO defined
Fixed: Supports module no longer lists vehicles with protected scope as available Virtual Providers
Fixed: Wrong localization of "Watch" button for Community Guides in French
Fixed: Possible error message in Supports module when calling in artillery after a bombing run using Virtual Providers
Fixed: Player's appearance consistent with the overview image of Showcase Supports
Fixed: Panther no longer throws itself over the edge during insertion in Showcase Combined Arms
FIxed: Changed squad movement speed modes in Showcase Combined Arms to accommodate changes to fatigue
Fixed: Kuma vulnerability mitigated
Fixed: Kart Trolley had a bad shadow
Fixed: CfgPatches have been tweaked for Bootcamp components
Fixed: Optimized overall car inventory maximum loads to more reasonable levels
Fixed: Adjusted memory points of Bobcat LMG
Fixed: Driver of Sochor may be shot while turned out (http://feedback.arma3.com/view.php?id=19876)
Fixed: Issue with OPFOR grenadier harness variant providing unreasonable amount of armor protection
Fixed: Error message in MP Virtual Arsenal
Fixed: Slightly adjusted damper size of quad-bike
Fixed: Strange chromatic aberration in alternate scopes
Fixed: Adjusted fire geometry of Blackfoot
Fixed: Crawling animation are played slowly
Fixed: Speedboat turret doesn't disappear after being hit
Fixed: Faces now show proper author in Virtual Arsenal
Fixed: Various visual issues with Tempests
Fixed: Pilots' visibility of compass if radar is disabled
Fixed: Adjusted water resistance of Mohawk
Fixed: Sochor is now usable for the Artillery support module
Fixed: Skinning of back shields of VR Soldier improved
Fixed: Adjusted durability of rear glass of SUV
Fixed: Adjusted geometries of Zamak
Fixed: Nasty hit point settings issue that caused Helicopter Pilots, Helicopter Crews and Pilots across all factions to be able to sustain an unreasonable amount of damage suffered to their extremities. Their coveralls now offer much less protection against direct hits, however, they now offer some protection against explosive damage.
Fixed: Model of Supply Crate has been recreated to prevent script issues (http://feedback.arma3.com/view.php?id=19324 and http://feedback.arma3.com/view.php?id=19339)
Fixed: OPFOR VR Soldier and Entity tweaked to receive the same damage as their counterparts
Fixed: Unarmed player standing up from prone stance no longer players a swimming animation
Fixed: Orientation of insignia (left arm), insignia / clan area made smaller to fit other BLUFOR units (like coveralls)
Fixed: Possible scripting error in some instances of the player receiving damage
Fixed: Self-propelled artillery is now correctly categorized as artillery instead of as tank
Fixed: Possible error message when using Transport support module
Fixed: Lights of HEMTT are no longer shining while off when looking from a distance
Fixed: Showcase Combined Arms: Time limit is ignored once one member of the players' group boards the helicopter
Fixed: Missing icons in ComboBoxes in editor
Fixed: Incorrect colors of pictures in the Insert Marker display
Fixed: Color of RscCombo
Fixed: Missing rank picture in the map
Fixed: Shadow for TRG-21 EGLM
Fixed: UI icons of P07
Fixed: ARCO accuracy
Fixed: TI on GMG static turret
Fixed: Color of pictures in variables ListBox in Colors tab
Fixed: Removed excessive smoke magazines for Speedboat
Fixed: Adjusted damage resistance of raised static weapons
Fixed: Raised static GMG had a wrong get-out animation
Fixed: Tweaked selections for the GM-6 model
Fixed: Decreased too high maximum inventory capacity of several vehicles
Fixed: Repaired shadow & placement of suppressor of 4-Five
Fixed: Turning on the spot now has a negative impact over resting with all weapons in all stances correctly
Fixed: Incorrect color of the side picture of a selected player in Role Assignment
Fixed: Minor volume changes of crash sounds
Fixed: Wrong structural armor of static GMGs
Fixed: Rahim 7.62 - The iron sights on the barrel are too cold in thermal
Fixed: Repaired fire geometry of the Ghosthawk
Fixed: Default collective and auto-hover tweaks
Fixed: Binoculars and range finders were not exported correctly from Arsenal (http://feedback.arma3.com/view.php?id=20026)
Fixed: Missing camo selection added to the remaining LODs of Press (Vest)
Fixed: Pitch indicator of Blackfoot was reversed
Fixed: Decreased direct impact of damage suffered over breathing
Fixed: Pop-up error with Zubr.45
Fixed: Various changes in localization and scope parameter of uniforms
Fixed: Pedals and collective of helicopters work correctly
Fixed: Removed random rotor from PhysX LOD of xH-9 family of copters
Fixed: Arsenal module placed by Zeus didn't work correctly when Zeus was client
Fixed: Adjusted durability of the Devices
Fixed: Cargo get in side for Fuel Trucks
Fixed: Civilian Fuel Truck has correct textures
Fixed: Banking of cyclic for Mohawk
Fixed: Flags on shoulders now look better
Fixed: Missing camo-selection on trousers and gloves of BLUFOR soldier
Fixed: Path LODs for AI in military cargo HQ buildings
Fixed: Missing material for last LOD of the big transmitter tower
Fixed: Buoyancy warning of the wave power plant
Fixed: The ruins of barracks now have proper penetration materials and impact effects on the floor
Fixed: Adjusted front and side plating of Panther
Fixed: Centered external camera position of AMV-7 Marshall
Fixed: Maximum and minimum elevation of RCWS guns on armored vehicles
Fixed: An error when turning out in ZSU-39 Tigris
Fixed: Removed borders on icons of ZSU-39 Tigris
Fixed: An issue that guns on ZSU-39 Tigris could disappear when observed from far away
Fixed: Enormous network traffic caused by Simulation Manager module
Added: Opening / closing building doors now has sounds
Added: Sharpen filter option (separated from PPAA filters)
Added: Proper sound to VR surface when hit by fire
Added: Area-restriction for missile-specific HUD feature for PO-30
Added: New "Arsenal" module (when placed on top of a unit, Zeus can configure its load-out)
Added: Seagull sound
Added: Sound of church bells
Added: RscTestControlTypes - display with all available control types
Added: Sound of reloading the static GMG, Titan and Mortar
Added: Sound of tank cannon reloading
Added: Sound of HMG reloading
Added: Ground Vehicle Crew community guide
Added: Hint for using the UAV terminal into Showcase Drones
Added: RCWS Stomper has a proper icon
Added: ListNBox data and value
Added: Configured position lights for Greyhawk / Ababil
Added: CheckBox for controlling AV lights in AV terminal
Added: IDC of lights CheckBox in AV terminal
Added: An option for turning off headgear randomization for civilian characters via "this setVariable ["BIS_enableRandomization", false];" in the character's init. For turning off facewear randomization, insert "removeGoggles this;" into the character's init, or simply use desired facewear via "this addGoggles "facewear_class_name";".
Added: colorPicture parameters to ListBox, XListBox and ComboBox
Added: New sounds for getting in planes
Added: Pressing Ctrl + Shift + C in Arsenal will export a load-out in config format, usable in CfgVehicles and CfgRespawnInventories. This option might be moved to interface later.
Added: Wheels of helicopters properly roll while taxiing
Added: Transmission hit points to helicopters
Added: Ability to completely disable ZGM moderator rights
Added: New option for Vehicle Respawn module, which lets the vehicle respawn only on synchronized respawn positions
Added: More crash sound variants for MRAPs, Offroad and Quadbike
Tweaked: Shadow LOD of beanies
Tweaked: Armor and mass of the party tent and winner's podium
Tweaked: Destruction effects for quad bikes and karts
Updated: Sounds for character roll animations
Updated: Improved skinning of main back shield on VR_Protagonist_F
Updated: Optimized dust of some missile explosions
Updated: Visual tweaks for the AAF officer
Updated: Adjusted sound of fire mode selector on the Katiba rifle
Changed: Heads of story characters are now part of Man_A3
Changed: Fuel explosion power for land vehicles
Changed: Set up correct fatigue exhaustion rate after the exhaustion rate multiplier gain from inventory load was fixed according to the original fatigue design
Changed: Virtual Arsenal has been moved from Ui_f_Bootcamp to Ui_f
Changed: Increased opacity of the Kajman's HUD
Changed: Offroad maximum capacity
Changed: Quad-bike maximum capacity
Changed: Fuel explosion of various vehicle types has been tweaked
Changed: Moved VR Training icons from Ui_f_Bootcamp to Ui_f
Changed: Adjusted flare size of the Speedboat reflector
Changed: Changed breathing speed coefficient to 10
Changed: Adjusted positions of all UI elements in AV terminal
Changed: OPFOR medic now has his rifle equipped with only a pointer by default just like medics of other factions
Changed: OPFOR repair specialist now has the correct weapon variant
Changed: Urban OPFOR medic now has the correct weapon variant
Changed: Urban OPFOR explosive specialist now has the correct weapon variant
Changed: Urban OPFOR engineer now has the correct weapon variant
Changed: Slight tweak of sound gain of closure pistols
Changed: Adjusted PAPI light material to shine at night
Changed: Light helicopters are now available for CAS support
Changed: Optimized character hit point settings. Actual damage dealt should be less random and more predictable according to the respective body parts.
Changed: Scaled Independents vests back to the standard values
Changed: Slightly increased capacity of the BLUFOR Rig and Grenadier vest to better compensate for their higher weight and avoid over-equipment
Changed: Showcase Helicopters: Starting experience improved a bit
Changed: Showcase Combined Arms: Increased time limit from 4 minutes to 6
Changed: Renamed pictureColor parameter of ListBox, XListBox and ComboBox to colorPicture
Changed: Increased weight of GPS and Radio items
Changed: Increased weight of Rangefinder and Laser Designator items
Changed: Sound of launcher reloading
Changed: Shadow of GM-6
Changed: UI icons for Rook
Changed: Optimized inventory capacities of helicopters
Changed: Optimized duty values of various resting positions. Resting is now dependent on what you are holding in a given position, how do you hold it (raised or down) and whether you are still or turning around. This differences applies to all weapons in all stances.
Changed: Also substantially increased fatigue gain when getting from prone to kneel
Changed: Set up correct breathing values for new breathing mechanics
Changed: Increased weight of the GM 6 Lynx and M320 LRR rifles to better match their real life counterparts
Changed: Water impacts of units (fall of soldier to the water) tweaked
Changed: Color of selected item in ListBox, XListBox and ComboBox to white
Changed: Tweaked AAF officer
Changed: Parameter of the maximum audible distance of changing fire mode to 5 meters
Changed: Some AAF soldiers now use U_I_CombatUniform_shortsleeve instead of U_I_CombatUniform_tshirt, which is used no more
Changed: Explosive ammo (only for A-164) particle effects optimized
Changed: Resistance of OPFOR soldiers to grenades
Changed: Optimized following speeds of movement:
Increased speed of walking in crouch with lowered pistol
Increased speed of walking in stand with lowered rifle. (credits to Jester 814 for pointing this out)
Slightly slowed down running in crouch with lowered rifle
Increased fatigue gain while walking in kneel with raised weapon
Decreased speed from running in crouch with raised rifle
Slightly decreased speed for tactical movement in crouch with raised rifle
Increased fatigue gain while walking in crouch with raised pistol
Substantially increased speed while walking with launcher in crouch
Increased speed of walking while standing with launcher
Localized: Arsenal module error states
Removed: Obsolete debug logs in Zone Restriction module
Moved: New RscButton attributes from UI_F_Curator to UI_F
Decreased general sway and breathing distortion speeds by 20%
Decreased lateral sway movement by 20%
Increased time window of holding breath to 8 seconds (previously 6) but also slightly decreased the time needed for holding breath to take full effect
Left leg is no longer used to brake in standard cars
Holder for LRPS should be available in Zeus
Miniguns don't use submunition anymore
Ability to steal UAVs by UAV Operators added (parameter uavHacker configured)
Dust effects for characters improved (there was no dust on some surfaces which are pretty dusty in real life)
Improved handling of multiple engine damage for helicopters
Removed execVM on fired Event Handler of the AH-99 Blackfoot
HULL damage indicator tied with total aircraft damage
Camo variants of sniper rifles added to their respective snipers
Sniper rifles camo variants added to their respective ammo boxes
230mm rockets have a proper rate of fire
Descending certain optimal slopes no longer restores fatigue; it 'only' prevents fatigue gain now
Resolved: Animation problem with Mi-48's gatling montage
Improved: Armored window hit points and crew protection hit points for the Mi-48
AI discouraged from firing too small arms at gunships (12.7mm and above are still a threat)
Moved Buzzard and Wipeout in Y axis in the model to allow them being spawned near ground
Placeholder icon for VR entity body replaced with real icon
Potential campaign spoilers:
Common Denominator: Targets and RCO crate are now indestructible
Damage Control: The Hummingbird can no longer be destroyed
Diplomatic Relations: The Hellcat can no longer be destroyed
Diplomatic Relations: Friendly fire is now detecting whether kills were made by BIS_lacey
Diplomatic Relations: Added check to ensure player has a weapon before cutscenes start
Fixed: Strider patrol not boarding its Strider in Situation Normal
Fixed: Paradise Found: Miller was too quiet in the final cutscene
Fixed: Campaign: Mike-26 is restricted even after Radio Silence
Added: Better visuals for the VR Material Penetration course
Added: MX magazines to the weapon crate in Common Denominator
Changed: Wind setting from manual to automatic in Bootcamp campaign
Changed: Damage Control: Adams will no longer occasionally order you to return while driving through Kavala
Changed: Improved handling of Zone Restriction
Fixed: Ensured Conway does not have any kind of face wear
Fixed: Forcing Adams' position when checking the wounded is now less obvious
Fixed: Strider patrol now reacts better to spotting the player in Situation Normal
Fixed: You will no longer be ordered to destroy the wreck if it's already destroyed in Blackfoot Down
Fixed: Replacement charges will now only be added to dead units in Blackfoot Down
Fixed: Killing Sgt. Lacey should always result in mission failure in Situation Normal
Fixed: Error at mission start in Situation Normal
Fixed: Friendly fire detection terminated in the final state of each mission in Bootcamp campaign
Fixed: Adams' map marker is now in the correct location in Bootcamp campaign
Added: Death Valley: Added savegame before the plane attack
Fixed: Script error after clearing the town in Infantry
Fixed: Mission wouldn't progress if the medic died while treating a soldier in Infantry
Fixed: hideObjectGlobal for Dedicated Servers
Fixed: enableSimulationGlobal for Dedicated Servers
Fixed: fuseDistance is properly calculated for EPE shots
Fixed: Problem with color overflow in the VR world
Fixed: Shaking of camera in extreme conditions when normal values for G shake are not set up
Fixed: setDamage on static objects for JIPed players
Fixed: Profile editing issue
Fixed: Heading UI element in HUDs
Fixed: PiP when switching from vehicle to UAV
Fixed: Context menu can be accessed in tasks, main menu, players list
FIxed: Headless Client should not start scenarios
Fixed: Problems with create message ordering for JIP
Fixed: Possible CTD in selecting weapons
Fixed: Deactivate mine action for AI
Fixed: UAVs do not have collision with units, but units do
Fixed: addMagazine duplicates items when executed more than once
Fixed: setTimeMultiplier is no longer affecting wind change speed
Fixed: UAV cannot be connected after setCaptive true
Fixed: Dedicated Server CTD
Fixed: Possible CTD
Fixed: Wrong initial path как сделать custom match в pubg planning checks
Fixed: lnbValue scripting command
Fixed: UAV can not be hacked if setCaptive is true
Fixed: Problems with a wrong FSM for the mine deactivate action
Fixed: CTD after pressing M in UAV terminal view (http://feedback.arma3.com/view.php?id=19890)
Fixed: Removed animation spam when AI is trying to go from Lying to HandGunLying
Fixed: Ordering of axes for UI object position getter
Fixed: Autohover info control
Fixed: Fatigue now not restored when holding breath
Fixed: AI soldiers: Dynamic error influenced by fatigue and damage
Fixed: UAV turrets rotation control restored
Fixed: Speed of sound simulation
Fixed: Multiplayer turrets movement not visible for other players
Fixed: Removed URL length limit in structuredText control
Fixed: AI is more resistant to bullets while moving
Fixed: Instancing of proxies with different heat source in TI
Fixed: An issues where crew of vehicles might not be rendered when observed through zoomed in optics
Fixed: Game freezes when player mouse-overs the DLC text in Field Manual
Added: Scripting command for camera locking (lockCameraTo)
Added: Script command getCargoIndex
Added: Support for Sharpen PP in video options UI
Added: Animation source sound controllers support
Added: New event onCheckedChanged for checkbox in UI
Added: Possibility to enable / disable UI control directly in configs
Added: Support for URL tags in structuredText control
Added: New command for getting class name of given UI control (ctrlClassName)
Added: Lock PhysX scene during buoyancy update for safety
Added: New command for setting orientation of UI object (ctrlSetDirection)
Added: Reading of config parameters for sliders
Added: Loading of visible attribute for controls
Added: Support for multi-samples in animation sounds, direction controller fix
Added: New commands for setting and getting models for ControlObject
Added: Dynamic creation of UI controls
Added: Getters for control object directions, etc.
Added: Detect interpolation change, added terminated parameter for doors
Added: Event Handler for clicking on HTML tag in a structuredText control
Changed: Small changes to fatigue formulas
Changed: Minor tweak to weapon sway formula
Changed: Disabled update of connection string in Steam profile (letting Steam to update connection string)
Changed: Improved createVehicleCrew command to allow creating missing crew also in not empty vehicles
Changed: World array vehicles for PhysX simulation moved to separate array
Changed: Behavior of how fatigue and damage affects the ability to hold breath
Changed: Changed config parameter naming for listboxes
Changed: AI turrets aiming error now influences acceleration of rotation
Changed: Further tweaks to breathing mechanics
Changed: Commands everyBackpack and everyContainer return empty array also for null objects
Changed: Separate DLL for the Steam interface which is used by Launcher and Publisher
Changed: Order of cleaning the PhysX scene (fetch simulation before world clean-up)
NV and TI mod in AV Terminal PiP
Custom waypoint from UAV (LMB + Shift)
Fixed: Crash when unable to read preview picture file
Fixed: Missing parameter setting property
Fixed: Addon management not updating addon number properly
Fixed: Launcher freezes after multiple clicks on the re-download addon button
Fixed: ‘Update available’ message is partially in the tick box
Fixed: Unsubscribing an addon via Steam Client causes Laucher updating progress bar to freeze
Fixed: Launcher doesn't finish download of some addons - colon is a volume separator char - replaced by '-'
Fixed: Multiple download of the same preview image
Fixed: Workshop item name change was not detected neither updated in launcher
Fixed: Space is missing between some words
Fixed: Launcher version can be one again copied to clipboard using shortcut Ctrl +. (Control + Dot)
Fixed: Drag and drop sorting doesn't work correctly after opening and closing info of a few addons
Fixed: Text overlaps when the overwrite dialog appears
Fixed: Image directories are deleted as well now
Fixed: Subscribed items filtering - items which have any of addonreqtag get into launcher
Fixed: Window is too small when user has DPI over 100%
Fixed: Removed padding change when mouse hover over button from default button style (was breaking custom message box)
Fixed: Sorting arrow is blurred (replaced with custom path)
Fixed: Removed dependency on assembly 'Microsoft.Expression.Drawing.dll'
Fixed: Server password is not disabled after restoring default settings
Fixed: NetLog parameter is named as Server and works as Server parameter
Added: Feature "Addon Presets" (+ default file-based provider)
Added: Page for News, displaying development reports from http://dev.arma3.com/
Added: Launcher is now localized into various languages
Added: Automatic upgrade of application settings between versions
Added: Blurred background under main area if any content is displayed there
Added: Examples to parameters
Added: Configuration section for launcher-specific values
Added: Support for displaying hints and errors in adorned box under text box control
Added: HTML to XAML converter
Added: Styles
Added: Minidump and Windows Error Reporting support
Added: When trying to run another instance, a message box is displayed: hitting OK will bring the other (already running) instance to the front and give focus to it
Added: Launcher now saves the time and date of when it was last run
Added: Bounce effect to checkbox from transition fron unchecked to checked
Added: Restore factory defaults button to parameters
Added: Code ensuring that presets will be initialized only once
Added: Parameter control with Browse button for browsing folders
Added: Parameter control with Browse button for browsing files
Added: Value coercion to Parameter controls
Added: Browse buttons to relevant parameters
Changed: Options page header visually unified with the rest of the application
Changed: Icons for buttons in addon manager, Options icon
Changed: Visual tweaks to controls (check box, combo box, drop down menu, text box, scrollbar, expander, progress bar)
Changed: Modified label sizing of Parameters page
Changed: Unified visual style of news list and addons list
Changed: Moved advanced parameters to new tab
Changed: Modified alignment of status text in main window. It's displayed in the same position across different localizations.
Proper handling of invalid path characters in addon names
Slash in item name replaced by '-' to make it a valid directory name
Changed log filename to RPT
Preview images are saved in a separate directory according to a unique filehandle (fixed the case where two different items had an image with the same name)
Removed close on Esc key press
Adjusted margin of a label
Changed: Tab control style font

Server browser:
Removed: GameSpy logo
Removed: GameSpy / Steam switch
Server count is now in-engine instead of scripted
Added: Player's name
Fixed: Devbranch watermark is no longer displayed after exiting Splendid Camera in the main branch
Fixed: Mistake in condition of function BIS_fnc_randomPosTrigger (http://feedback.arma3.com/view.php?id=17937)
Fixed: Script error in function BIS_fnc_spawnGroup (http://feedback.arma3.com/view.php?id=16889)
Fixed: Tactical vest camo ground model
Fixed: Wrong default values (getVariable) in the fire and smoke effect modules fixed (it is only safety-check, it shouldn't have any impact on functionality)
Fixed: Iron sights and camo of armed offroad
Fixed: Dispersion and engagement ranges of TRG 20 and TRG 21 were switched
Fixed: TT05 - tweaked misplaced barrier
Fixed: Unknown Community Author for static weapons backpacks
Fixed: Align of holographic reticle
Fixed: Typo in strength of handbrake for quad bike
Fixed: Aimpoint visibility at night for MRD attachment
Fixed: Player can no longer respawn into vehicle stolen by an enemy
Fixed: Tasks were not auto-assigned correctly
Fixed: When a vehicle respawn position was moved while a vehicle was waiting for respawn, the vehicle was respawned on the position before the change
Fixed: Deleting a vehicle while it was waiting for respawn caused a scripting error
Fixed: Pressing Up and Enter while in the MP pause menu closed the Zeus interface
Fixed: Zeroing on EBR's ironsights
Fixed: CAS modules in the editor were not trigger activated
Fixed and updated all helicopters with proper inventory loads
Fixed: Camo selection on the Beanie
Fixed: RPT error when spawning a lightning bolt
Fixed: UI texture of Black MX with muzzle accessory
Fixed: Geometries of UAV entities
Fixed: Decelerons on the Wipeout so that they both extend to the same extent when banking
Fixed: Map icon size of portable mortars, offroad variants and assault boats
Fixed: Missing vehicle dust effects for desert surface (only on Altis)
Fixed: Unable to throw grenade through window of d_house_small_02_v1_f.p3d (http://feedback.arma3.com/view.php?id=15704)
Added: Stall warnings in HUDs of fixed-wings now flash
Added: Altitude scales in HUDs of fixed-wings now show ASL instead of ATL. However, terrain indicators have been added.
Added: Names and icons for CfgVoice classes
Added: Bubble particle effect module
Added: Empty cartridges effect module
Added: "Vote Kick" and "Vote Admin" buttons are now visible in the Players list on Dedicated Servers
Added: Inertia coefficients for all weapons and their attachments
Added: Sounds for more cutscene animations
Added: Ability to set number to XX for a kart by adding: this setVariable [‘number’, XX];
Added: New parameter DLC to Kart DLC assets (DLC = Kart;)
Added: Camo selection to journalist vest to allow changing of its texture \ material
Added: New sounds for reloading some weapons
Added: Correct ammo icons for Zafir MG
Added: New zeroing adjustments for GL (50,75,100,150,200,250,300,350,400)
Added: H_Booniehat_tan's ground holder
Added: New textures for some of the caps
Added: disableInventory=false to both fuel pumps as preparation for fixing unwanted inventory space
Added: Damage and map properties and plate selection to the geometry LOD of steel plate training targets
Added: Possibility to turn on auto-refreshing of the unit identity on mission start (used for Win missions without hub)
Updated: TRG mass
Updated: Credits with new developers
Updated: Duty values for some animations states
Updated: Thermal signature of Mk200, Khaybar, Zubr and MX
Adjusted: Guerrilla uniforms of various sides so they can only be picked by a character of their side
Adjusted: Inventory radius of Supply Crates
Adjusted: Selections for texture variations of Offroad
Adjusted: Supply capacity of supply boxes
Adjusted: Positions and radii of Mi-48 inventory supplies
Adjusted: Fire mode volumes
Adjusted: Side of shelters and sports ground assets so they can show up in Zeus
Revised: Armor of lampposts in config and added as properties in their models
Changed: vehicleclass for SportsGrounds_base_F from Structures to Structures_Sports
Changed: Field Manual icon used for highlighting displayed hints
Changed: Sounds for unsynchronized weapon reloading
Changed volume for reloading
Changed reloading sound of Zafir and Mk200
Changed: Scope parameter of some of the headgear
Changed: Sound for animations of lying wounded
Ejection seats in planes now propel the pilot high enough to parachute (from ground)
Increased mass of the UAV console
Tweaked memory point for guns on the Stomper
Rahim rifle is no longer able to attach Rail attachments
Surface friction has been tweaked for various terrain types
Increased supply radii of fuel/ammo/medical support trucks and substantially increased ammunition load of ammo trucks to fix the unpleasant issues where several vehicles were not able to reload a reasonable amount of ammunition for their weapons
Removed inventory from Fuel Station Feed
Optimized ladder actions
Access set to Read and Write for cfgMovesBasic
Ordering a medic to heal someone now displays the correct icon
Changed volume for change of weapon fire mode
Access to cfgRecoils set to Read and Write (see http://feedback.arma3.com/view.php?id=12419)
Standardized inventory configuration for armored vehicles and added basic equipment even for MBTs
Civilian and guerrilla trucks have proper selections for custom texture variants
Redefined aim point of Supply Boxes
Introduced weapon inertia settings for launchers
Scoped out redundant Titan long / short classes from editor (due to configuration class names integrity the classes should remain)
AI is more likely to target enemy transports
Minor volume changes for closure and fire mode change sounds
Particle effect modules localized
Reduced: Armor of light bulbs on street lamps for they were very hard to destroy even with concentrated machine gun fire from close vicinity. Also changed the material for Decor Lamp to improve over-penetration issues.
Adjusted: Mass of barrels to reflect their contents
Changed: Damage property of buckets from building to tree so that they fall over
Changed: Penetration materials so that the geometry of the dome of all radars is consistent
Changed: Penetration material of metal parts to make it consistent through stages of the tent hangar
Mapped granite penetration material instead of concrete on ancient walls
Checked and fixed penetration materials and properties of walls
Mapped concrete penetration material on the base of phone booths
Minor code and debug print adjustments
Potential campaign spoilers:
Implemented: Patrol squad and vehicles
Implemented: Patrol spawnpoint selection
String "Camps" replaced for reference to already localized string
Commands weaponsItems and magazinesAmmo replaced for Cargo versions
Removed: Checking of persistent variables against
Adjusted: Loadout of several units on hubs
Functions now support vests and uniforms as containers
Container functions updated to use accurate magazinesAmmo, that was recently updated to work with containers as well
Thanks to command addItem being fixed, there are now goggles / glasses in the hub Armory
Hub markers added to strategic map - for quick start and skirmish spawnpoint selection
Improved: Hub marker visuals
There is now a simple get in animation played when "start patrol" is executed
Friendly fire is now monitored also on patrol vehicles and crew
Updated: Hub composition
Added: Patrol starting points
Adjusted: Skirmish triggers
Added: Cargo content interaction with pool
Patrol characters now properly interact with the pool
Patrol character identities are now correctly set
Patrol tasks on hub now point to the suggested transport vehicle
Added: Customization template definitions for all randomized vehicles
Added: Template for patrol squad members
If player loses a car, he gets a new default one, once he arrives back on the hub
On-hub scene when player returns from patrol is now created
Added: System for persistent customization
Patrol trigger now shows the spawn point location on the map
Localized: User action label
BIS_fnc_ambientAnimCombat doesn't attach the unit anymore
Added: Possibility to define bottom text, hide labels at mission markers and define a custom mission marker texture
Uniforms added via forceAddUniform when needed
Added: Some micro compositions for patrol
Added: Support for multiple vehicles returning from patrol. Only the player's vehicle will appear on the hub, but the cargo of all vehicles get stored to the pool.
Persistent identities between B_hub02, B_m02_1 and B_m02_2 now work correctly
Used names are permanently removed from the pool of names for the auto-generated identities
Icons added to user actions on hub, namely: open strategic map, start briefing, start patrol and get recommended gear
Added specific identities to story characters
Fixed: Transition from patrol to hub
Fixed: Wrong initialization of the equipment pool
Fixed: 2 broken uniforms removed from Adapt pool
Fixed: Gear persistence issue between C_out2 and C_EB
Fixed: Implicit persistent variable values solution
Fixed: Issue where mission providers after debriefing didn't have a weapon (James in B_hub01 now has a weapon after debriefing)
Fixed: Problem with briefing date detection
Fixed: Typos in character definitions
Fixed: Locking of patrol vehicle when player returns from patrol
Fixed: Colliding position by two soldiers at Rogain
Optimized: Linux Dedicated Server performance
Disabled: GameSpy technology
Fixed: Diary closing when tasks are not selected
Fixed: Task position when attached target is deleted
Fixed: Ironsights zeroed to a non-default value after the removal of optics
Fixed: Voice-Over-Net: Custom channel volume based on distance
Fixed: Switching from -joinString to -connect in the in-game requests
Fixed: Position determination for tasks attached to a target object / unit
Fixed: Dead soldiers on ladders
Fixed: Buldozer brush size change (was possible to go above maximum size)
Fixed: Buldozer brush strength settings (now it is individual for each brush mode)
Fixed: Possible CTDs in network server
Fixed: Blinking of caustics when texture memory is low
Fixed: Possibility to change a soldier's faction by grouping him with a group from another faction (Zeus)
Fixed: Blue line artifact on the horizon
Fixed: Desync in MP after the revision 124842 fix
Fixed: Possible crash when an AI brain is not present
Fixed: Player starts without rebreather in the Wet Work scenario despite being assigned one
Fixed: Missing class name in campaign tree for old structure campaign configs
Fixed: Possible CTD while the world is destroying itself
Fixed: Possible CTD in Zeus when ungrouping soldiers
Fixed: Fog on craters (bullet impacts)
Fixed: Formatting of number of servers in the multiplayer display
Fixed: Possibility to change scenario parameters in MP after a game has already started
Fixed: Dead body icon
Fixed: Catching missing callback from Steam
Fixed: CTD when opening inventory in combination with createAgent
Fixed: Possible CTD in airplanes
Fixed: Exploitable command forceRespawn
Fixed: CTD occurred when ejecting dead unit from a car (Zeus)
Added: Fuel explosion power value for all vehicles
Added: Script commands for basic 3D vector operations (vectorAdd, vectorDiff, vectorCrossProduct, vectorDotProduct, vectorCos, vectorMagnitude, vectorMagnitudeSqr, vectorMultiply)
Added: Script commands for vector distance and square distance (vectorDistance, vectorDistanceSqr)
Added: Class names to campaign tree (if they are defined)
Added: Logging of unsuccessful attempts to call loadFile, preprocessFile, preprocessFileLineNumbers script commands
Added: New brush mode to Buldozer.
Added: Limits for setWindSpeed because of the possibility to completely destroy meshes
Added: Script commands magazinesAmmoCargo and weaponsItemsCargo
Added: New script command to open YouTube videos (openYoutubeVideo)
Updated: In-game help for loadFile, preprocessFile, preprocessFileLineNumbers script commands
Optimized: Weapon effect simulations
Driver proxy for Inverse Kinematics taken from correct LOD
New parameters for fatigue thresholds moved to config
Refactored: Current recoil mechanics for better understanding and easier future changes (again, may not yet be fully noticeable in devbranch - but gives an indication of what’s being worked on)
Threaded sensor network updates are now enabled in all versions
Minor dead bodies optimization
UAV - Locked camera (added a new key binding to do that)
UAV - Camera stabilization
UAV: Locked camera - camera rotation precision improved
UAV: Locked camera - camera rotation set to zero when switching to manual view
Public description for commands magazinesAmmo and magazinesAmmoCargo received minor changes
Inventory load now affects stamina regeneration

Added: Customizable area for scenario-specific on-screen information (e.g. info about time and place)
Added: Custom scenario name is now shown also in diary
Added: SMG optic variants to appropriate ammo boxes
Added 6.5mm LMG sound suppressor into INDEP support ammo box for M200 machine-gun
Added: Possibility to disable randomization and set a color to randomized vehicles by using ‘this setVariable ["color",X]’ in the init of the vehicle where X is a number ranging from 0 to the number of skins (minus 1). If the number is out of range, the skin is still randomized.
Added: LAND waypoint (can be found under "Scripted" category)
Added: New parameter with ability to disable sound of advanced hint in BIS_fnc_advHint function
Added: Support of variables (%#) in arguments array of advanced hints
Fixed: Looking up or down while operating a raised static weapon in the bunker (http://feedback.arma3.com/view.php?id=14960)
Fixed: Shapes of batteries and duct tape objects
Fixed: Invalid string for gatling cannon in HUD of AH-99 'Blackfoot'
Fixed: Levitating missiles on helicopter gunships
Fixed: Unified re-spawn weapon for BLUFOR AT specialist
Fixed: Unified chem-light color of BLUFOR helicopter pilots and helicopter crew
Fixed: Stadium model position and roadways
Fixed: Damaging of Tempest with the device
Fixed: Escape from Altis - Forced wait for respawn causes a mission failure
Fixed: Get in / get out points of fuel and box version of Zamak
Fixed: Shadows of H-barriers
Fixed: Artillery vehicles moved to FIRE MISSION waypoint after running out of ammo
Fixed: Artillery fire sometimes didn't resume after reloading a magazine
Fixed: COOP 12 Tanks: Random tank destruction when starting mission without all crewmen
Fixed: Selections in flag models and changed flag simulation
Fixed: Excessive side sliding collision damage for Pawnee
Fixed: UH-80 radar animation mirrored for fancy looks
Fixed: MBT-52 Kuma retexture issue with spawned vehicle
Fixed: When respawning into vehicles, player was sometimes stuck inside and couldn't get out (often being switched through multiple vehicle positions as well)
Fixed: Flipping static GMG when firing by decreasing Hit and indirectHit parameter while increasing explosive parameter above and beyond 1 to maintain ammo destructive potential at the same level
Fixed: RPT spam of "weapon:"?" with? modes needs weapon mode with index?, but given silencer (? ) has only? modes" by adding a specific suppressor for MX SW
Fixed: Offroad braking on its own too much
Fixed: Players should now be able to distinguish AH-99 'Blackfoot' as itself, not just as a 'Helicopter'
Fixed: Casings from Ghosthawk's left gun are no longer ejected from the right gun (http://feedback.arma3.com/view.php?id=17621)
Animals should have textures even when not local in MP
Re-introduced radar for AAAs
Adjusted geometry of the cargo deck and decreased roadway levitation of Trawler
You weren't able to show hints when tutorial hints were disabled. Now you have parameter for it and you can set if hint will be shown when tutorial hints are disabled or not (_this select 5).
Header of BIS_fnc_advHint corrected: (_this select 3) and (_this select 4) parameters (condition and duration for full version of hint) were already implemented
Further optimization of animals randomization using call instead of execVM
IR laser intensity over distances has been tweaked
Adjusted maximum vertical angle of static weapons
Minor optimization of explosive parameters to better scale explosive damage capabilities amongst various ammo types
Increased weight of 30 round 6.5mm magazine to 10 mass, for it should be heavier than 30 round 5.56mm STANAG magazine (which has 8 mass)
Set up proper mass values for all optics. Previous values did not considered used models (generally too small)
Decreased weight of PCML (NLAW) rocket allowing Independent Rifleman (AT) to carry one more rocket of this type in his backpack. Since the BLUFOR counterpart has better personal protection and more durable armored vehicles, there is a nice balance.
Optimized load out for urban camouflage ammo bearer backpack
Added proper tracer color for M200 machine gun after description change
Allowed anti-personnel mines to be stored in vests. Previously they inherited only in backpack policy from AT mine.
Neophron has correct descriptions in its interior
Shadows of boonie hats and caps have been improved
Removed: Forced respawn at the start of Escape: Altis
Adjusted distant LODs of road cones
Countermeasures of tracked APCs are working yet again
Blackfoot crew has correct dead poses
Tempest crew has improved animations
Many small localization fixes in various languages
Adjusted icon for item holders to be more generic
Purge of obsolete cfgPatches entries
The GUARD animation set was removed from the pool of possible sets (http://feedback.arma3.com/view.php?id=17085)
Advanced hint argument preprocessor (BIS_fnc_advHintArg) - optimizations, info about undefined key is now logged via BIS_fnc_log instead of BIS_fnc_error
Attempt at a creative solution to this minor, yet quite interesting issue: Ghosthawk minigun is able to damage the heli carrying it
Tweaked: Kamysh destruction textures
Gunner optics view disabled when turned out for AAA
Revised: indirectHit parameter amongst several calibers up to 40mm, NLAW and RPG to match actual infantry resistance levels against that damage. Indirect damage is generally lesser, but has greater range.
Scaled down Titan AP indirect hit damage to better match infantry protection levels. Damage is lesser, but previous changes increased range substantially.
Tweaked: Ballistics of 105mm rounds and increased splash damage radius of 105mm HEAT-MP rounds
Refresh support for advanced hint system. Calling of an advanced hint which is already shown just refreshes it instead of closing and opening it.
Variable BIS_fnc_advHint_state (missionNameSpace) contains info about the currently displayed advanced hint
Decreased triggerTime of Minigun ammo. Also removed explosive effects from 7.62mm Minigun ammo that were inevitably inherited from SubmunitionBase class of ammo (AH-9 minigun should behave well yet again)
Modified helicopter pilot head limits
Made floating structures indestructible as they were supposed to be
Improved destructive capability of under-barrel and GMG grenade projectiles against vehicles
Helicopter damage handling improvements:
Reasonable protection from small arms
Added: Fuel hitpoints to helicopters
Engines better (reasonably) protected from small arms
Fixed: Gunship turret gun animations and optics locations
Potential campaign spoilers:
Game Over: Deleted duplicated scientists in the Dome
Game Over: Repositioning of some aerial vehicles for better in-game effect
Moral Fiber: Instant death if player moves more than 300m from target tank (http://feedback.arma3.com/view.php?id=18317)
Many tweaks and improvements to the campaign hub mechanics (will be detailed in a future OPREP)
Added: Full item / gear persistence
Backpacks removed from the briefing pool
Zone restriction extended to cover all situations when player is leaving hubs
Skirmish trigger removed; it is now handled by zone restriction
Ambient and POI conversations are now enabled
Starting pool for Win adjusted. Overall counts were lowered.
Correct armory animation is now set after player is redressed
Smart detection of magazines to be added for a weapon was implemented
The required list is now sorted the way that first are non-magazine and non-weapon equipment, then are magazines and last are weapons
Fixed: Issue with given weapon without loaded magazine
Added: Cutscene animations without weapon and their transition animations
Weapon is auto-forced to player only for "Welcome on Hub" cutscenes
Functions of easy detection of player being close or at armory added
Detection of player at or close to armory improved
If Rearm is not necessary an optional task is not given to player anymore. Instead player gets a notification about the rearm possibility.
A hint with the list of required gear is always shown at the armory
Auto-adding of required gear now happens only for the first time the player visits the armory
Added: Possibility to return all required gear, not only the required gear that is missing
Campaign CfgHints included into every campaign mission
Time limit increased to 15 minutes, player gets warning at 15 and 3 minutes
If the player won't get to assemble point in the 15 minutes:
Task fails
Player gets the recommended gear
Mission is auto-started
Hub composition updated; boxes for persistent gear renamed, repositioned and added
Gear on units with "adjustArmory = 0" is shown in the armory composition
Containers and goggles removed from mission briefing pools
Tweaks in Skirmishes
Fixed: Ambient animations
Fixed: Bug with gear not saving when transiting to skirmish
Stance "UP" forced for all units in ambient combat
Forced change of player's loadout after Bommos debriefing disabled. Player will retain his gear.
Added: Several extra hub notifications
Added: Hub / armory sounds
Added: Hub notification for "Required Gear"
Timeout (3 mins) added for debriefing attendance in hubs
Radios and maps added to the starting pool for all 3 episodes
"map" and "radio" added to player's required gear list
Swapping of backpacks at hubs is now more safe
Required radio and map are now auto-equipped when obtained at an armory
Action "Take Recommended Gear" is now added to the Armorer after the required gear is obtained
Starting pool definition improved to better translate from pre-1.18 savegames to the 1.18 update
Rangefinder definition added to BIS_fnc_camp_getEquipType
Added function for detection of empty variants of the special backpacks
Fixed: Credits at the end of campaign episodes
Added: "Scenario Name" module which allows Zeus to set the name of the current scenario. It's shown to every player who joins or respawns.
Added: Skill can now be set also in group attributes. The adjusted value is applied to all group members.
Added: Ability to set the Game Master module’s "Default addons" attribute to "All", which will automatically add every addon in the game, including community ones
Added: Speed mode can now be set in the group and waypoint attributes windows
Added: New attribute for Custom Objective allowing Zeus to disable the objective destination. Useful for more abstract tasks, e.g., "Remain stealthy".
Added: New markers are now created with the color of the previously set marker
Added: Custom channels for each side in a ZGM scenario. E.g. BLUFOR can now communicate with Zeus without other sides hearing it.
Added: Icon for HQ module
Added: List of recent entities in the CREATE bar. Stores up to 20 objects, groups, modules or markers which Zeus placed.
Added: Groups can now be marked as respawn position. Players will respawn on the position of its leader.
Added: It's now possible to change a MOVE waypoint to a different type in its attributes. Available are GET OUT, UNLOAD, TRANSPORT UNLOAD, LAND and FIRE MISSION.
Added: HQ entity is now created automatically when no speaker is given
Added: Objectives and briefing entries can now be added to individual groups or players, not only sides
Added: Better label for group respawn attribute
Added: "Wait until" waypoint attribute, allowing Zeus to set when a waypoint will be completed in order to synchronize the movement of multiple squads
Fixed: Objective modules were registered as respawn positions (http://feedback.arma3.com/view.php?id=18312)
Fixed: 'respawnOnStart' attribute in description.ext was ignored (http://feedback.arma3.com/view.php?id=14585)
Fixed: Autonomous vehicles are now respawned with virtual crew inside
Fixed: Players were removed from Zeus' list after they died in ZSC scenarios
Fixed: Zeus in ZGM scenario with God mode enabled still had challenges
Fixed: Incorrect players count in MP header in ZGM 48+2 Master Stratis
Fixed: When Zeus played some music, other Zeus players couldn't hear it
Fixed: Deleting an object to which "Move", "Neutralize" or "Protect" objective is attached resulted in the objective being moved to the bottom left map corner
Fixed: "Neutralize" and "Protect" objectives no longer require objects to be completely destroyed, disabling them (e.g., shooting vehicle tires) or killing their crew will complete them as well
Fixed: When one Zeus took control over a unit and another Zeus did the same with the unit as well, the first Zeus lost the ability to control any further units. Now, the seconds Zeus won't be able to take over already controlled units.
Fixed: Editing the Intel item deleted previously saved text
Fixed: Weather module didn't show a fog preview in singleplayer
Fixed: Hiding and showing the Zeus interface ('Backspace' by default) created a non-interactive area where a notification is shown, preventing Zeus from selecting or editing units there
Fixed: Entity icons were hidden when Zeus returned to the interface after leaving it with hidden menus (by 'Backspace')
Fixed: Vehicles can no longer be configured as respawns for sides without any players present in the mission
Fixed: Vehicles were unintentionally repaired when editing attributes (http://feedback.arma3.com/view.php?id=18423)
Fixed: "Play Radio Message" module didn't work
Fixed: HQ module didn't initialize properly when created on-the-fly
Secret Documents are now properly marked as being made by Bohemia Interactive
Added: New animation sources for car throttle and brake
Added: World parameter for sky / fog color influence (skyColorInfluencesFogColor - default true)
Added: Overloading for hideObjectGlobal (hideObjectGlobal )
Added: Squad icons to Zeus
Added: Support for native Linux extensions via the callExtension command
Added: New scripting command moveInAny
Added: List of recently used / created items to Zeus
Added: New scripting command squadParams
Fixed: CTD when assigning NULL unit to Zeus
Fixed: Removed possibility to add map object as editable in Zeus
Fixed: Pasting group with disabled units in it (Zeus)
Fixed: Inability to open interrupt dialog when no save folder is there (unsaved scenario started from editor)
Fixed: Creating a ground weapon holder and using the action to drop primary weapon to it caused a freeze
Fixed: Computation of server-side net error of muzzle infos (optimization)
Fixed: You can't put items directly to respective slots from a non-initialized container on a dead body
Fixed: Picking up an unequipable uniform broke the gear UI
Fixed: Possible cause of CTD on Dedicated Server
Fixed: Placing units over each other in the 2D map (Zeus)
Fixed: Empty action on dead body with only a handgun
Fixed: Possible crash in MP games
Fixed: Possible CTD while adding experience to AI (global situation knowledge)
Fixed: Crash related to currentZeroing
Fixed: Wrong zeroing returned for soldiers
Fixed: Needless searching for commander units in cargo space
Fixed: Firing from the artillery computer while remote controlling a gunner unit
Fixed: Drawing of icons on UAVs controlled by players
Fixed: Zeus composition placement
Fixed: Bool mismatch when enabling breathing sound
Fixed: Never ending handler for damage when helo crashes into water
Fixed: Broken weapon sway when running
Fixed: Possible CTD
Fixed: Sound: Changing focus breaks volume levels
Switched priority of checks in paste command (Zeus)
Ailerons, rudders, elevators and flaps on a plane controllable normally even with engine is off. No resetting of their position after turning the engine on.
Sound: Removed environment sounds influence by rain density; rain volume was affected by rain density
Support for hidden selection materials on soldier proxies (eg. headgear)
Optimized sounds in -nosound mode and on Dedicated Servers
Sound: Added: APO fadeout effect
Changed behavior of throttle animation source
Possible crash fix when silent join is used
Changed Zeus group / sync controls
Stars don't change size when zoomed in
Animation state "static" parameter for ignoring step when computing slowdown
PhysX entities don't collide with invisible objects
lbSort accepts another parameter to specify ascending / descending order
Update: Make animation soundOverride search case-insensitive
No longer updating attached and invisible EPE objects. Remove attached objects from PhysX scene.



Showcase Zeus
ZGM 48+2 Master Altis
ZGM 16+2 Master Altis (NATO)
ZGM 16+2 Master Altis (CSAT)
ZGM 16+2 Master Altis (AAF)
ZGM 48+2 Master Stratis
ZGM 16+2 Master Stratis (NATO)
ZGM 16+2 Master Stratis (CSAT)
ZGM 16+2 Master Stratis (AAF)
ZSC 32+2 Control Edessa
ZvP 10+1 Defend Kamino
ZvP 10+1 Defend Syrta
ZvP 10+1 Seize Edoris
ZvP 10+1 Seize Feres
Game Types
ZDM / Zeus - Death Match
ZCTF / Zeus - Capture The Flag
ZCoop / Zeus - Cooperative Mission
ZSC / Zeus - Sector Control
ZCTI / Zeus - Capture The Island
ZTDM / Zeus - Team Death Match
ZRPG / Zeus - Role Playing Game
ZGM / Zeus - Game Master
ZvZ / Zeus vs. Zeus
ZvP / Zeus vs. Players
Note: Some of the modules are available only in the 2D editor, some in the Zeus interface and some in both places.

Sheep [ModuleAnimalsSheep]
Butterflies [ModuleAnimalsButterflies]
Goats [ModuleAnimalsGoats]
Poultry [ModuleAnimalsPoultry]
Seagulls [ModuleAnimalsSeagulls]
Play Music [ModuleMusic_F]
Play Radio Message [ModuleRadio_F]
Play Sound [ModuleSound_F]
Chemlight (Blue) [ModuleChemlightBlue_F]
Chemlight (Green) [ModuleChemlightGreen_F]
Chemlight (Red) [ModuleChemlightRed_F]
Chemlight (Yellow) [ModuleChemlightYellow_F]
Tracers [ModuleTracers_F]
Post-Process [ModulePostprocess_F]
Skip Time [ModuleSkiptime_F]
Weather [ModuleWeather_F]
Fire Support
Close Air Support (CAS) [ModuleCAS_F]
CAS - Gun Run [ModuleCASGun_F]
CAS - Missile Strike [ModuleCASMissile_F]
CAS - Gun and Missiles [ModuleCASGunMissile_F]
Ordnance [ModuleOrdnance_F]
82 mm Mortar [ModuleOrdnanceMortar_F]
155 mm Howitzer [ModuleOrdnanceHowitzer_F]
230 mm Rocket [ModuleOrdnanceRocket_F]
Flare (Green) [ModuleFlareGreen_F]
Flare (Red) [ModuleFlareRed_F]
Flare (White) [ModuleFlareWhite_F]
Flare (Yellow) [ModuleFlareYellow_F]
Cover Map [ModuleCoverMap_F]
Create Radio Channel [ModuleRadioChannelCreate_F]
Attack / Defend [ModuleObjectiveAttackDefend_F]
Control Sector [ModuleObjectiveSector_F]
Custom Objective [ModuleObjective_F]
Get In [ModuleObjectiveGetIn_F]
Move [ModuleObjectiveMove_F]
Neutralize [ModuleObjectiveNeutralize_F]
Protect [ModuleObjectiveProtect_F]
Scenario Flow
Briefing [ModuleDiary_F]
Countdown [ModuleCountdown_F]
End Scenario [ModuleEndMission_F]
Respawn Tickets [ModuleRespawnTickets_F]
Loadouts [ModuleRespawnInventory_F]
Players (BLUFOR) [ModuleRespawnPositionWest_F]
Players (Civilian) [ModuleRespawnPositionCiv_F]
Players (Independent) [ModuleRespawnPositionGuer_F]
Players (OPFOR) [ModuleRespawnPositionEast_F]
Vehicles (BLUFOR) [ModuleVehicleRespawnPositionWest_F]
Vehicles (Civilian) [ModuleVehicleRespawnPositionCiv_F]
Vehicles (Independent) [ModuleVehicleRespawnPositionGuer_F]
Vehicles (OPFOR) [ModuleVehicleRespawnPositionEast_F]
Smoke Shells
Smoke (Blue) [ModuleSmokeBlue_F]
Smoke (Green) [ModuleSmokeGreen_F]
Smoke (Orange) [ModuleSmokeOrange_F]
Smoke (Purple) [ModuleSmokePurple_F]
Smoke (Red) [ModuleSmokeRed_F]
Smoke (White) [ModuleSmokeWhite_F]
Smoke (Yellow) [ModuleSmokeYellow_F]
Game Master [ModuleCurator_F]
Add Camera Area [ModuleCuratorAddCameraArea_F]
Add Editable Objects [ModuleCuratorAddEditableObjects]
Add Editing Area [ModuleCuratorAddEditingArea_F]
Add Icon [ModuleCuratorAddIcon_F]
Manage Addons [ModuleCuratorAddAddons_F]
Manage Resources [ModuleCuratorAddPoints_F]
Restrict Editing Around Players [ModuleCuratorAddEditingAreaPlayers_F]
Set Attributes - Groups [ModuleCuratorSetAttributesGroup_F]
Set Attributes - Markers [ModuleCuratorSetAttributesMarker_F]
Set Attributes - Objects [ModuleCuratorSetAttributesObject_F]
Set Attributes - Players [ModuleCuratorSetAttributesPlayer_F]
Set Attributes - Waypoints [ModuleCuratorSetAttributesWaypoint_F]
Set Camera Position [ModuleCuratorSetCamera_F]
Set Costs - Modules [ModuleCuratorSetModuleCosts_F]
Set Costs - Objects [ModuleCuratorSetObjectCosts_F]
Set Costs - Soldiers & Vehicles [ModuleCuratorSetCosts_F]
Set Costs (Default) [ModuleCuratorSetDefaultCosts_F]
Set Costs (Side) [ModuleCuratorSetSideCosts_F]
Set Editing Area Type [ModuleCuratorSetEditingAreaType_F]
Set Editing Costs [ModuleCuratorSetCoefs_F]
Added: 2 Zeus music tracks
Added: Automatic initialization of mission parameters with "init" or "function" attribute present.
Added: Predefined mission parameters:
Admin debug console
Independents are friendly to
Time limit
Time of day
Respawn tickets
Added: MenuPosition and MenuInventory respawn templates will now automatically respawn the player when he / she joins the game, letting him / her select a position and loadout.
Added: Height is no longer ignored in respawn positions added using BIS_fnc_addRespawnPosition. When on building floors, players will respawn on the exact spot instead of around the building. When in the air, players will respawn parachuting down.
Added: Calling BIS_fnc_endMission will now play a victory / loss music cue. This can be disabled using a new optional function parameter.
Fixed: Align left and align center texts in HUDs for A-164 and To-199 planes
Fixed: The smoke module is not visible to clients on MP (http://feedback.arma3.com/view.php?id=18000)
Fixed: Splendid camera didn't work well with UAVs and remotely controlled units
Fixed: Localization issues in GUI editor
Fixed: Deleting a task didn't remove its variable completely
Fixed: Research House yellow arrow was floating in the air
Fixed: Bug in the shadows of the concrete ramp
Fixed: 'Supports' menu in High Command lead to the wrong class
Fixed: Overall angle of lights for To-199 'Neophron'
Fixed: Left and center aligns in HUDs of helicopters
Fixed: Position of rockets on the Greyhawk / Ababil
Fixed: Rate of fire for the cannon of A-143 'Buzzard'
Fixed: Sector flags were based on the faction of players' vehicles, not players themselves (e.g. a BLUFOR player capturing a sector in a stolen OPFOR vehicle resulted in the flag being OPFOR)
Fixed: Camera of the Greyhawk / Ababil CAS variants
Fixed: Range Officer moved to Men (Story) category
Fixed: Zero divisor error in particle hit effects
Fixed: An issue with rocket launchers locking MRAPs incorrectly
Fixed: An issue where players were unable to get into the gunner position of an armed Offroad
Fixed: Position of zeroing in the gunner's position of the Offroad
Fixed: Kajman helicopters no longer shoot rockets in pairs
Fixed: Small and cropped texts in armor optics
Fixed: Stadium offset glitches
Added: New get in and get out animation for the To-199 Neophron
Added: Stall, lights and anti-collision light indicators in the HUDs for A-164 and To-199 planes
Added: Opening cockpit and new instruments for To-199 'Neophron'
Added: Details to the commander gun of the Slammer UP
Added: Debug console can now be made available for admins using new "DebugConsole" mission param (see https://community.bistudio.com/wiki/Arma_3_Mission_Parameters for more details)
Added: When a respawn point at an altitude larger than 20m is added using BIS_fnc_addRespawnPosition, players will respawn in a parachute
Added: Locking sounds for PCML so it is no longer muted
Added: BIS_fnc_loop for code / function looping with timing and conditional control
Added: BIS_fnc_runLater for code / function executing later, with timing and conditional control
Added: Specific holders for NVG, binoculars and laser designator
Updated: Offroad PhysX - lowered inertia, strengthened clutch, changed gearbox and engine
Updated: Ghost Hotel Gazebo visuals
Updated: Roadways and AI path-finding around the Stadium
Updated: Penetration materials on the small radar building
Updated: Cannons of BLUFOR and OPFOR CAS planes should now be stronger
Updated: Wipeout flight model with new parameters and reduced nose-drop issues
Adjusted scripts for animal color randomization to be more MP-friendly
Moved air intake switch threshold for Neophron from 50-70m to 10-25m
Optimization of various particle effects
BIS_fnc_establishingShot: fixed viewing angle dependency on direction of camera movement
BIS_fnc_establishingShot: Formatting of SITREP made consistent with campaign presentation
BIS_fnc_addStackedEventHandler now supports custom parameters to be used as suggested: http://forums.bistudio.com/showthread.php?167822-Stacked-event-handlers-OnEachFrame-OnPlayerConnected-etc&p=2617251&viewfull=1#post2617251
Increased the limit for the Strider's speed indicator (http://feedback.arma3.com/view.php?id=16472)
Adjusted AoA of both CAS planes
The hint for flares is now correct for standard flare launchers
The Stadium has a new tower for commentators
New version of lamps have been added to the Stadium
Jet exhaust effects optimization
The damage of various parts of vehicles has been made more distinguishable and dependent on the damage source (explosion vs shots)
Increased indirect range radius of rocket launchers to increase the lethal radius of blasts around point of impact. This change improves especially the lethality of Anti-Personnel rockets (RPG HE, Titan AP).
Dust effect while shooting handguns while prone added
Smoke effects for Blackfoot when heavily damaged added
Unified the amount of First Aid Kits available in support vehicles
Redesigned the AVTerminal UI
Fixed: Random flickering of rolling credits
The camo pattern of the Neophron has been tweaked to be more suited for low-level flight
Repaired glass sorting and window damaging for the Tempest
Set up proper hit values for 12.7mm APDS and SLAP ammunition to maintain their effectiveness against lightly armored targets. Also added proper costs for them.
The Stadium decals are now properly covered by shadows
Adjusted pathways for the Stadium
Some particle lights tweaked (mainly missiles)
Greyhawk / Ababil UAVs have missiles / bomb controlled by the gunner
Altis has been tweaked
Fuel signs on gas stations have been fixed in distant LODs
Geometry of VTOL wreck has been fixed
The shadow of the cap with headphones has been fixed
AT mine clusters for artillery have been loaded with proper AT mines
Potential campaign spoilers:
Handled the transition of gear from a scenario that is connected to more then one other scenario (e.g. Paradise Found > Status Quo and Game Over)
Longer delays between music tracks in Jukeboxes
Fixed: In Preventive Diplomacy there was a chance CAS support would engage the enemy without the player requesting its support
Fixed: Moral Fiber: Failed Misison even though enemy armor was destroyed (http://feedback.arma3.com/view.php?id=18005)
Fixed: In Moral Fiber point X-ray is considered cleared, even though enemy soldiers that can shoot the player are still present
Fixed: Bingo Fuel: Cistern was being attacked by an armored vehicle while diverting fuel
Removed unnecessary briefingName definition for Showcase Fixed-wings
Status Quo
The FPS in Athira was improved by trimming the composition and separating it into 2 compositions
The car accident composition is now handled by FPS optimization routines as well
Shouting ambient units were silenced
Empty groups are now correctly deleted when compositions are despawned
The date and time in mission Intel fixed to be on par with cfgTimeline
The airport main doors are now opened and disabled, to prevent player closing the doors, which resulted in the reporter walking through closed doors
Game Over
Player and his team made to be immortal when the scenario is finished (they could crash in their helicopter during the black out)
Unused conversation deleted
Changed channel from direct to side as Kerry can already be in a vehicle (and won't hear himself if in 3rd person view)
Friendly and enemy aerial vehicles added (no ATGMs for enemies)
AA launchers / AA teams at key points added

Scripting Commands

Event Handlers

Fixed: Log warning message format caused a crash in rare cases
Fixed: CTD related to missing groups
Fixed: Sound: Changed loop count from infinite to 1. Sample no longer needs to explicitly stop.
Fixed: Sound: Update restarted sample position
Fixed: Scripting command createUnit is now respecting height coordinate, but also places the object at the right height
Fixed: Skipping changes when weather is synchronized from the server
Fixed: Missing NULL test for AI (slight optimization)
Fixed: Loading player profile when launching a Dedicated Server
Fixed: Endless loop when a text is too large to fit into a multiline edit box
Fixed: Time error scaling in MP games
Fixed: Broken multiline texts in CStatic and CEdit

Added: introduced script command isEqual (http://feedback.arma3.com/view.php?id=18089)
Added: Custom icon for Logic side in diary
Sound: Enabled infinite looping for "loop" sounds
Support of UAV feed in description.ext (showUAVFeed with the same functionality as https://community.bistudio.com/wiki/Description.ext#showGPS)
Weapon sway is now computed in more vertical manner
UAV Terminal map interaction has been enhanced
Intel's TBB4 allocator updated to version 4.2u3
Weapon switching happens after reloading of the current weapon is finished
Optimized animation movement parameters
Disabled unit no longer track targets
Disabled units have more of their functions disabled (optimization)
Possibility to set radius of loiter waypoints added

Запуск игры:
1. Для игры через интернет вначале всегда запускаем Tunngle или Hamachi и входим в комнату, где играют в Arma III.
2. Запускаем игру через Arma3.exe (от имени администратора).

В игре:
Играть (Play) —> Сетевая игра (Multiplayer) —> Выбираем область поиска ЛВС (LAN) —> Перед вами список серверов, подключаемся к любому.
Либо: Играть (Play) —> Сетевая игра (Multiplayer) —> Удаленный —> Вводим Ip-адрес сервера и порт вручную —> ОК.

Создание сервера:
Играть (Play) —> Сетевая игра (Multiplayer) —> Новая (New) —> Задаем имя сервера, тип соединения ЛВС (LAN) —> OK —> Выбираем миссию и настраиваем —> Играть —> Ждем, пока к вам подключатся игроки —> Наслаждаемся игрой


  • Если возникает ошибка MSVCR120.dll - читаем эту статью (ссылка) и делаем все по ней.
  • Ник и язык меняется в настройках профиля.
  • Редактор (Editor) тоже работает, как и одиночные миссии (Showcases).
  • Русский язык поддерживается. Задается в настройках или в файле LumaEmu.ini (GameLanguage = russian/english)
  • После запуска в меню может выскакивать "Picture \a3\data\logos\tm_caa.paa not found" - это нормально, просто закрываем.
  • Играть можно только на пиратских серверах, к лицензионным не подключится \ не будет видно.
    Руководство запуска: Arma 3 по сети

История Fallout 2. Куда приводят мечты

Источник: http://coop-land.ru/rookovodstva/3933-rukovodstvo-zapuska-arma-iii-po-seti.html

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