And then Arma updated... Update 1.90

  • https://dev.arma3.com/post/spotrep-00085


    CHANGELOG

    Highlights

    • Added: Improved multiplayer security*
    • Added: Additional olive reskins for NATO Pacific vehicles**

    * May affect loading times when the game or certain mods are run for the first time after installing the update.

    ** Restrictions may apply to those who don't own Arma 3 Apex expansion.



    Gameplay

    • Added: A new variant of the Dragon Teeth (old looking)
    • Added: Small animation for raising the engine of Assault Boats when they are transported in other vehicles
    • Added: Gorgon commander now has a settle-in animation
    • Tweaked: All supply trucks now have a consistent supply radius, resource capacity, and destruction explosion
    • Tweaked: Durability of vehicle wheels - the damage required for a flat tire and a fully destroyed wheel
    • Tweaked: Added a wheel_x_x_damage selection in visual LODs for visual damage representation
    • Tweaked: Static AA and AT now use the Titan AT and AA FM descriptions
    • Tweaked: Improved the syntax of the power line wire destruction script
    • Fixed: Assault Boat was missing a vehicle transport class and it did not use memory point defined bounding boxes
    • Fixed: AI can now walk inside of Castle Tower
    • Fixed: Gendarmerie Commander Uniform was not displaying insignia
    • Fixed: Cloth_plate.bisurf was missing the thickness parameter for a proper plate-like behavior
    • Fixed: AAF crewmen were respawning with a wrong vest
    • Fixed: The ADR-97 magazine name did not mention the caliber
    • Fixed: It should be easier to interact with the Infostand (2-leg) (https://feedback.bistudio.com/T128135)
    • Fixed: Xi'an FFV seat view when in optics mode (https://feedback.bistudio.com/T136046)
    • Fixed: The VR Training Placeables Course would not finish properly due to a tank not running over a mine (fix iteration)
    • Fixed: T-100 Varsuk & 2S9 Sochor driver PiP camera views were obstructed by their cannon (https://feedback.bistudio.com/T136231)
    • Fixed: It was not possible to open the compass in vehicles (https://feedback.bistudio.com/T133142)
    • Fixed: Hatchback fuel & engine hitpoints

    Visual

    • Added: Unique Virtual Garage icons to Mk41 VLS / Mk45 Hammer
    • Changed: MH-9 no longer has a crosshair. A new section was added: aiming_dot. Now it can be retextured or removed using setObjectTexture (index 1).
    • Changed: Enabled retexturing of the FV-720 Mora exterior pilot view
    • Tweaked: The RPG-42 sight cover is now closed when the weapon is not being used
    • Tweaked: A bullet gets hidden now when reloading the Protector 9mm
    • Tweaked: Adjusted the occluder shape for BluntRock_wallH (https://feedback.bistudio.com/T135887)
    • Fixed: SPAR-16S pistol grip textures
    • Fixed: Camo nets shadow flickering when the model switched to the second shadow LOD
    • Fixed: Shading issues of the UAV Terminal models
    • Fixed: Some Titan launcher icons were using wrong icons or missed the rear caps
    • Fixed: HEMTT wrecks (NATO Pacific variants) now have the correct camo applied
    • Fixed: White edges on the icons of some of the accessories
    • Fixed: High variants of HMG / GMG were using wrong icons in Virtual Garage
    • Fixed: Camo selections for AK12 and added a third camo selection to the AK12 with grenade launcher

    Warlords

    • Added: 64 player version of the Whole Altis scenario
    • Added: 32 player version of the Malden scenario
    • Added: 32 player version of the Stratis scenario
    • Added: Individual asset lists
    • Added: The sector zone restriction border width is now customizable for each sector in the module window
    • Added: The maximum group size is now defined in the Warlords Init module
    • Added: You can now further customize various classes for dynamically spawned assets (https://community.bistudio.com…rlords#3._Custom_factions)
    • Added: Unless their base is under attack, all playable units are now invulnerable after respawn until they leave the base (60 seconds maximum)
    • Tweaked: Asset requesting routines for AI
    • Tweaked: Path planning routines for AI
    • Tweaked: Dead unit deleting procedures
    • Tweaked: Arming mines in your own base is no longer allowed unless the base is under attack
    • Tweaked: The team killing penalty duration is now increased progressively up to 5 minutes for each 3 player kills or 6 AI kills
    • Tweaked: Various sector and zone border sizes were adjusted to avoid pointless zone restriction triggering
    • Fixed: Vehicle descriptions in some languages were too long
    • Fixed: Some airdropped assets could fall too abruptly
    • Fixed: Respawn locations far away from the base when it's targeted would not be selected on safe spots
    • Fixed: Some modded airplanes would crash upon landing
    • Fixed: Ejection seats and canopies from fighter jets no longer block runways
    • Fixed: Some airplanes would need to double-take a landing
    • Fixed: The mode would not work properly in a singleplayer environment
    • Fixed: It is now possible to get rid of vehicles purchased by AI (via the action menu) before a player took control over that AI
    • Fixed: Static defenses are now properly calculated towards the maximum amount of assets
    • Fixed: Sector voting is now handled properly even if the only player who voted disconnects before the voting has finished
    • Fixed: Fast travel to a contested sector no longer lands you in water if there is land somewhere around the sector
    • Fixed: Helicopters would land on inconvenient locations when ordered from the airstrip in the Tanoa (South) scenario
    • Fixed: Various script errors
    • Fixed: The "Starting CP" parameter in the Warlords Init module would set up incorrect values for some settings
    • Fixed: Several misleading Spanish translations
    • Fixed: It's no longer possible to obtain mortar bags in Warlords through an exploit in Arsenal
    • Fixed: Some independent garrison units would occasionally still carry mortar bags

    Eden Editor

    • Added: Reference to the spawned airplane in the CAS module (_module getVariable "plane")
    • Added: "Combo" attribute in Eden Editor is now capable of showing a "tooltip" property defined in class Values of the attribute itself
    • Fixed: Keyframe Animation module texts have been localized

    Scripting

    • Added: BIS_fnc_mapGridSize (returns the current size of the map grid square)
    • Added: Parameter for the number of steps (animation frames) in BIS_fnc_resizeMarker
    • Fixed: Eden Editor export to SQF now executes init code in a non-scheduled environment to simulate regular scenarios better
    • Fixed: Eden Editor export to SQF now preserves the group of drone crews, so group settings and waypoints are not lost
    • Fixed: Eden Editor export to SQF was sometimes not assigning the group leader correctly
    • Fixed: Eden Editor export to SQF was not initializing vehicles in vehicles
    • Fixed: Eden Editor export to SQF accidentally exported virtual UAV crews to the layers list
    • Fixed: Eden Editor export to SQF was not creating mines and explosives correctly
    • Fixed: Eden Editor export to SQF did not preserve trigger altitude correctly
    • Fixed: Eden Editor export to SQF got corrupted when exporting attribute expressions longer than 8096 characters
    • Fixed: Eden Editor export to SQF returned incorrect entity ID values when autonomous drones were present in the scenario
    • Fixed: Pushing items of the same priority in the Priority Queue function
    • Fixed: DateTime function calculation for when the date goes over the actual year

    General

    • Fixed: A typo in the UH-80 Ghosthawk gun initElev elevation parameter (kudos Kju!)

    Multiplayer

    • Fixed: Various issues with the improved MP security measures (cache handling, v2 signature compatibility, -serverMod, etc.)

    Audio

    • Added: say3D command extension to exclude speech category sounds from the filtering

    AI

    Scripting

    General

    • Fixed: The game could freeze on startup with the file system thread turned off (e.g. -exThreads=6)
    • Fixed: Some achievements couldn't be completed (Model Student, Puppeteer, Dressing Doll, Get Arrested, Punch Out)
    • Fixed: Proxies were not considered for object actions, only the parent object
    • Fixed: Removed compile caching that was responsible for memory issues (https://feedback.bistudio.com/T135718)
    • Updated: Stand-alone Windows Dedicated Server (1.90)
    • Updated: Stand-alone Linux Dedicated Server (1.90)
      • Known issue: Steam client modifies the steam_appid.txt file incorrectly. In case of issues, verify its content is: 107410
      • Known issue: Sometimes the add-ons are loaded from the wrong installation (e.g. main game)
      • Try adding -mod=curator;kart;heli;mark;expansion;jets;argo;orange;tacops;tank;dlcbundle;dlcbundle2 to your arma3server.exe shortcut