FROM: Creative Director TO: Arma 3 Users INFO: DLC Survey, Launcher Updates, Splendid sounds PRECEDENCE: Flash
Development on our forthcoming Helicopters DLC has picked up some pace and, alongside it, our goal to bring RotorLib's flight dynamics to Arma 3's development branch draws closer, too. Although we've recently experienced some hiccups that have prevented us from publishing the very latest dev-branch executables, we're still on course to deploy the new flight model at the beginning of August.
All of our 'vanilla' helicopters should be ready to fly soon™, and we're keen to give all players the time to try them out and and offer up their feedback. Unleashing this new feature early will, we trust, provide enough time for mod makers to prepare their own precious assets, too. The configuration of the flight model XMLs should be mostly the same as it was for Take On Helicopters, and custom-created assets should work fine in Arma 3.
Back in May we released Arma 3 Karts DLC with the intention of testing out our new approach to Downloadable Content. Since then, we've received a variety of feedback and now we're ready for even more! Eager to know your views on this important tech, Platform guru, Jiří Zlatohlávek has put together a splendid questionnaire regarding our DLC strategy: http://arma3.com/survey. We'd really appreciate your continued feedback!
Next up, we can report further progress on the Arma 3 Launcher, which now supports a news service. You should be able to find this SITREP directly in its feed (or, indeed, you may be even reading it there right now, hello!). We hope this will further help players to stay in touch with improvements, adjustments and additional features. Of course, the Launcher itself remains work-in-progress; currently, we're progressing with localisation and, in the near future, we hope you'll find it in your own game language .
Last week, we managed to add sounds to opening and closing doors in game. The work is still in progress - all doors currently have the same sound - but we're looking to add different samples for distinctive types of door. Although it's a fairly minor feature, it's something that's been omitted for many years. Furthermore, this (relatively) safe/simple work has been a good learning experience for our new audio designers, who are still getting to grips with the engine. With this in mind, Audio Lead Jan Dušek has started work on a blog that outlines the recent changes in his department and communicates his vision of the future of audio development in Arma 3.
Aside from that, for your video-configuration-variety pleasure, our programmers have also added the 'sharpen' post process as a separate option. However, please note, due to some potential conflicts with older configurations, if the game suddenly appears too blurry, the sharpen setting may need to be changed to a different value.
Some more updates are on the way to the Arma 3 Tools development branch. Tools engineer Julien Vida is working on a new tool called Game Updater, which aims to improve the experience of switching between branches of the game by avoiding the fuss of additional downloads every time you change. Artists may use another tool - Bulldozer Configurator - which enables users to configure the Bulldozer viewer for Object Builder. We plan to release the new version of Arma 3 Tools at roughly the same time as we deploy RotorLib integration to the development branch.
Last but not least, Senior Designer Karel Mořický continues on his tireless crusade to improve Arma 3's documentation for the community. This time, he's taken aim at the script functions and broadened the documentation for all of them.
If your community uses F3, we'd love to hear from you.
From the README.md file:
3-1-1 | 26 JUL 2014
Added Medical Systems Support component: - Incorporates F3 Simple Wounding System - Adds support for AGM medical supplies. Updated AI Caching component: - Workaround for vehicles being frozen if moving and cached at the same time. - Caching completely run server side using global commands. - New variable to set aggressiveness of caching. Updated F3 Folk ARPS Platoons component: - Added Heavy MG attachment. - Added Heavy AT attachment. - Added Mortar attachment. - Added Medium SAM attachment. - Added Heavy SAM attachment. - Added Sniper Team attachment. - Attachments are now led by the spotter. Updated F3 Folk ARPS Assign Gear component: - Tweaked MAT loadouts (gunner now starts with rocket in tube). - Added support for unit types in new attachments. Updated F3 Folk ARPS Assign Gear Clothing component: - Component allows units to wear uniforms from any side or faction. - Added new FIA uniforms, made various other tweaks. - Changed CSAT small bag to correct camo. Updated F3 Folk ARPS Group IDs component: added support for unit types in new attachments. Updated F3 Folk ARPS Group Markers component: added support for unit types in new attachments. Updated F3 Spectator Script: - Revised code to reduce load on CPU. - Virtual men no longer have visible name tags. Updated Name Tags component: - Height above unit determined by stance. - Offset for passenger name tags fixed. Updated ORBAT Notes component: - Now lists all groups with playable units (not just player groups). - Highlights player group (highlight colour determined by side). Updated Radio Systems Support component: - Improved support for spectators in TFR. - Other minor tweaks. Fixed Mission Conditions component: - Lightning set correctly. - All Intel values in editor set to manual/0. Fixed PreMount component: - Fixed issue where component would not slot turrets properly for vehicles with multiple turrets.
Discuss F3 at: - BI Forums (http://forums.bistudio.com/showthread.php?149231-F3-Mission-Development-Framework-(F2-for-ArmA-3)) - Folk ARPS Forums (http://www.folkarps.com/forum/viewforum.php?f=44)
FROM: Creative Director TO: Arma 3 Users INFO: Feedback Evaluation, Splendid Script Commands, Onwards to Helicopters DLC! PRECEDENCE: Flash
It's been a week since we deployed the 1.24 'Bootc amp Update' and, since then, we've gathered a lot of valuable feedback. Aside from a rogue CBA conflict, we've been happy to see very few players encountering any issues in their Prologue mini-campaign and VR Training playthroughs, and impressed by the variety of custom Virtual Arsenal creations! The hottest topics, of course, have been the new fatigue and weapon sway mechanics, which have received a mixed response. We've closely monitored all channels for your feedback, gathering and evaluating information from across the whole community. Sandbox Designer Radko Voda has already made some tweaks in the development branch of the game, primarily addressing issues with overly-pronounced lateral sway.
Meanwhile, we've been finalising the new Weapon Inertia feature (which - although outlined in our blog - unfortunately did not make it into 1.24). We aim to deploy this feature to Dev-Branch soon enough, which will demand further adjustment to the current fatigue and weapon sway mechanics. Ultimately, it should mean that smaller weapons will be easier to handle, while larger ones will remain more of a challenge to wield effectively! Naturally, we're thankful for all your feedback. We'll continue to use it to determine if we've met the goals described in our recent OPREP. If you still think that the current approach to fatigue causes major headaches for your scenarios, please note that content-creators may use script commands to disable fatigue for selected units.
Here's a hot tip of our own: content-creators may be interested in the new time-manipulation scripting commands described by Dwarden on our forums. This command enables you to speed up/slow down the passage of time without affecting other parts of simulation - perfect for scenarios where manipulation of the day-night cycle plays a big role!
Users of the development branch may have recently noticed some additional commands for UAVs, which were just the tip of the autonomous iceberg! Under Sandbox designer Bořivoj Hlava's remote guidance, the new features mentioned in the 'In Future' section of our Drones OPREP have now been implemented. Perhaps the most interesting aspect is the ability to hack / steal enemy autonomous vehicles, either by a script command or via direct interaction. Our programmers have also improved direct control over UAVs by improving stabilization of cameras/turrets (which helps with laser designation), and adding an option to disable autonomous behavior via a switch in UAV Terminal.
Now, aside from continuous platform updates, we're looking to our next major milestone: Helicopters DLC! We're currently finalising the integration of RotorLib-based flight models with all our existing helicopters, and working hard on the new Sling Loading and Firing from Vehicles features, looking carefully at AI and backwards-compatibility. In order to give you enough time to provide meaningful feedback, we're keen to deploy the advanced flight dynamics (and the associated UI updates) as soon as possible.
FROM: Project Lead TO: Arma 3 Users INFO: Bootcamp inbound, Community Guide, Publisher PRECEDENCE: Flash
After scaling several obstacles to get the data uploaded to Steam, we finally unleashed the 1.24 Bootcamp Update yesterday. There is a significant amount of added content, and we're glad to read that some players have indeed learned a few new things here and there! If you're a veteran already, invite some friends to the multiplayer Bootcamp. Guide them through the predefined courses and add challenges entirely of your own making as Zeus. Slightly more hidden are the random new ambient objects added to the sandbox. Scenario designers can find the list here and start using them in the editor. Of course we're also reading through your feedback to find the more controversial changes. We're taking it on board, seeing which parts truly are bugs and what is a matter of tweaking. Dev-Branch will no doubt see tweaks based on feedback over the next weeks.
Very exciting to us was finally opening the Steam Workshop for addons. It will take a while to get filled with content, but there's a few cool assets to try already! Start the launcher (third Steam launch option, or arma3launcher.exe in the game's installation directory), subscribe to the addon of your choice, let it download and play. We've previously discussed that this first iteration of the launcher is fairly light in features, with a focus on its architecture. There are plenty more features to come, such as user-defined mod pre-sets and handling dependencies between pieces of user-generated content. As a result, the Make Arma Not War contest now has its addon category open for submissions!
Did we mention we were very proud to receive the 2014 Develop Award for top Independent Studio?
If you are using a Killer network card (these can be on your motherboard), and you experience multiplayer BSODs, please try updating the drivers for this hardware.
Another known issue seen by a few users is the Bootcamp recommendation pop-up not closing when selecting 'NO'. We don't yet know why, but in this case it seems the game is unable to write data to your user profile. As a work-around, try adding the following entry to your \Documents\Arma 3\.Arma3Profile: bootCampWarning = 1;
It would appear the current version of the useful Community Base Addons is causing a conflict with Bootcamp's "Prologue" campaign. If you find the static targets don't go down after hitting them, consider temporarily disabling the mod.
Reddit user smushkan's self-confessed boredom has yielded some nice results for players looking to tweak their game settings for extra performance. Thanks!
Senior Designer Josef Zemánek has contributed to the Community Wiki with documentation on the Virtual Reality training courses he was primarily responsible for. While we've released Bootcamp with 8 of these courses, the system is flexible and user-made courses can be plugged in as well. We intend to use the framework ourselves for future topics also.
Take a look at the lengthy 1.24 changelog here, and go over the changes in Arma 3 Tools here. Today you may have seen another ~150 MB update to the main branch. That was not an update to the game. Valve updated one of the common redistributables (.NET).
Dev-Branch connoisseurs will have seen recent interruptions to daily updates. Much to our dismay, we've been unable to upload data to Steam servers from the office that normally handles this branch. Slower back-up solutions from other locations were adopted for the 1.24 release. We hope to now have the issue under control and should be able to start back up daily updates.
Korneel van 't Land has informed us that Bohemia Interactive opens Addon category in the €500,000 Make Arma Not War contest.
Prague, Czech Republic, Wednesday 16th July 2014
Bohemia Interactive today opened the Addon category for their €500,000 Make Arma Not War content creation contest for Arma 3. This means people can now send in their applications for each contest category. While the other categories (Singleplayer, Multiplayer, Total Modifiction) had already launched, the Addon category was delayed until Arma 3's support for Steam Workshop addons had been implemented.
The Make Arma Not War contest, which was announced in December, welcomes Arma 3 content creators to compete in four different categories: Total Modification, Singleplayer Game Mode, Multiplayer Game Mode, and Addon. The winner of the Total Modification category will take home €200,000, while in the other categories the prize money is divided between 1st place (€50,000), 2nd place (€30,000), and 3rd place (€20,000) winners. In collaboration with the International Committee of the Red Cross (ICRC), Bohemia Interactive is also handing out the Health Care in Danger Special Award.
Although the winners in each category will be chosen by a jury, consisting of Bohemia Interactive representatives and other industry professionals, Arma 3 players will be able to ‘vote’ in the Singleplayer category. These votes will determine the 20 finalists in the Singleplayer category.
On top of voting, people can also ‘support’ their favorite entry, which is similar to the thumbs-up functionality on other websites. Those who support an entry, receive a Make Arma Not war forums badge and a 30% discount voucher for Arma 3 on Store.bistudio.com – while contestants whose entry reaches a certain number of supporters can earn Contest Milestone Rewards.
To apply, contestants should go to www.makearma.com/apply and start the application process. The deadline for applications is set on October 26th, 2014. The winners of the Make Arma Not War contest will be announced on January 15th, 2015.
More information about the contest, the rules, prizes, and categories is available on www.makearma.com. Important announcements will also be shared via the Make Arma Not War newsletter and the official Arma 3 social channels (Facebook, Twitter).
Bohemia Interactive today released Arma 3 Bootcamp – a major new update for Arma 3, which delivers additional single- and multiplayer tutorials, a Virtual Reality training environment, a character- equipment- and weapons-viewer called Virtual Arsenal, refinements to the fatigue and weapon sway game mechanics, plus the anticipated Addon integration for Arma 3’s Steam Workshop. The update is further introduced in the brand new Arma 3 Bootcamp trailer.
• SP Campaign The 'Bootcamp' singleplayer campaign is the best place to get started with Arma 3. Introducing the basic principles of infantry combat - actions, navigation, and weapon handling - a short prologue campaign challenges new players to complete real objectives. • MP Bootcamp Multiplayer Bootcamp is a great way for veteran players to help newcomers adapt to Arma 3. Offering a structured set of challenges for both trainees and instructors, MP Bootcamp uses the Zeus framework to give players the tools they need to create a tutorial gameplay on-the-fly. • VR Training VR Training enables you to learn about basic game mechanics within the confines of a virtual world and practice without penalty. A variety of training topics focus upon individual gameplay elements, where players are guided to complete simple objectives with the support of contextual hints and tips. • Virtual Arsenal Virtual Arsenal is a character, equipment and weapon viewer, which enables you to cycle through and try-out in-game assets, configure custom settings - such as identity types and insignia - and export loadouts to script or used in Arma 3 Zeus scenarios.
In addition to the new content, Bohemia Interactive also took the opportunity to further refine the fatigue and weapon sway mechanics in Arma 3. Weapon Sway and Inertia is intended to simulate the inherent advantages that lighter and more compact firearms possess (particularly in close-quarter situations) as compared to relatively more cumbersome weapons. For Arma 3, this means that players may turn as quickly as they like, but shouldn't expect their sights to line up dead on target if they are carrying heavier weapons. The improvements to the Fatigue system are related. While players will always be able to run, their rate of movement can now be limited based on the weight of their gear, their state of health, and the management of their stamina.
Last but not least, the Bootcamp Update implements a further integration of the Steam Workshop in Arma 3. Whereas before the Steam Workshop was limited to player-created Arma 3 scenarios, people will now also be able to upload and share addons, such as custom weapons, vehicles, gear, and much more. Additionally, the first iteration of Arma 3’s dedicated Game Launcher has been published, which functions as a separate executable that enables players to more easily set starting parameters and helps to organize, maintain, and load installed Arma 3 mods.
The Arma 3 Bootcamp Update is now available for free to all owners of Arma 3 and will download and install automatically via Steam.
The regular edition of Arma 3 (44.99 EUR/39.99 GBP/59.99 USD) and the Arma 3 Digital Deluxe Edition (49.99 EUR/42.99 GBP/64.99 USD) - which includes the Arma 3 soundtrack, tactical maps of Altis and Stratis, a tactical guide containing more than 350 pages, and Bohemia Interactive’s debut game Arma: Cold War Assault - are available for purchase from Steam and Store.bistudio.com. A boxed version of Arma 3 is sold at many major high-street retailers.
FROM: Project Lead TO: Arma 3 Users INFO: Bootcamp inbound, Community Guide, Publisher PRECEDENCE: Flash
Bootcamp Update development is nearing its end, and we are on a mission to seek and destroy any bugs found. The entire contents of the update has been released to the development branch of Arma 3 on Steam. We are thankful for all the feedback you've provided to us. If you want to test the main branch version of the update ahead of its release, you may do so by getting into the Betas section of the Arma 3 properties on Steam and using the access code "Update124Arma3Bootcamp". This will unlock a Release Candidate branch, which we still update daily with selected fresh fixes. RC branch contains the same executable (1.24) as is going to be used for the main branch. Meanwhile there are some changes in the Dev-Branch executable that may not make it to the main branch just yet.
You may have also noticed that we've released the new Arma 3 Launcher to Dev-Branch last Friday. It is supplemented by releasing Publisher into the development branch of Arma 3 Tools. There were some issues with the first iterations, and we are working on improving both applications as fast as possible. Feel free to provide us with valuable feedback on the forums for both Launcher and Publisher or via Feedback Tracker as usual.
Another episode of the Community Guide series has reached our YouTube channel, this time dealing with ground vehicles and their crew. Andrew "Dslyecxi" Gluck describes the distinctive categories of ground vehicles, their role in combined arms combat and the specific crew positions needed to operate the vehicles correctly.
And for those interested in the work done to improve UAV operations, Bořivoj Hlava has added documentation on five new script commands for them.
We have already briefly mentioned the changes in handling of muzzle accessories in previous reports, but now is a good time to remind modders that this change is going to hit the main branch of the game soon. This means that some sound mods may have some compatibility issues. We apologize for breaking existing content, but it was a necessary change to fix several rather big issues concerning muzzle accessories (and to allow us to bring configuration improvements).
Another modification to arrive on main branch with the 1.24 update is a change in Buldozer for Terrain Builder. The suite was still sometimes referencing the old Pal2PacE executable to convert textures. Now it uses the proper Arma 3 ImageToPAA one. That may affect modders using the old BI Tools 2.51 instead of Arma 3 Tools. Consider updating to the new tools suite if you are one of them.
The Bootcamp Update also contains some additions to Arma 3 Tools, and most of them are already in the development branch of the suite. This includes the new Publisher for publishing addons (and possibly more later on), various updates from tools engineer Julien Vida, and an additional sample of lamp to showcase parameters for new lights. As for the development branch itself, it's going to be always at least on par with the main branch, most of the time a bit forward and experimenting with new tools. There should be no need to switch to main branch unless you experience issues with the tools.
Programmer Jan Mareček has been cooperating with Killzone Kid on scripting commands for array operations. One of them is pushBack (an atomic operation that adds an element to the end of array without being interrupted by the scheduler), and the second being reverse to flip the order of elements of an array.
Korneel van 't Land has informed us about the new Arma 3 ground vehicle crew video release.
Prague, Czech Republic, Thursday July 3rd 2014
Bohemia Interactive today released a brand new video to further introduce the role of the ground vehicle crewman in Arma 3. Just as in real life, most vehicles in Arma 3 require multiple people – either controlled by AI or co-operative players - to operate efficiently, which are typically divided into a driver, gunner, and vehicle commander position. The new video takes a closer look at each of these crew member’s responsibilities, while exploring some of the core principles of ground vehicle combat.
In continuation of the official Arma 3 Community Guide series, the Ground Vehicle Crew video is narrated by Andrew Gluck (better known as Dslyecxi, former service member and leader of the popular Arma community group Shack Tactical), who discusses the strengths and weaknesses of ground vehicles, the responsibilities of each vehicle crew member, and some of the basic communication protocols. While there are many more ways to play Arma 3, it represents one possible method by which players can go more in-depth with their vehicle operations in Arma 3’s open military sandbox.
With a dozen episodes released so far, earlier Community Guides covered topics such as infantry combat, multiplayer teamwork, helicopters, sniper- and launcher teams, combined arms warfare, air assaults, guerrilla warfare, and the Arma 3 Zeus DLC. The complete Community Guide playlist is available on Arma 3’s official YouTube Channel.
The regular edition of Arma 3 (44.99 EUR/39.99 GBP/59.99 USD) or the Arma 3 Digital Deluxe Edition (49.99 EUR/42.99 GBP/64.99 USD) - which includes the Arma 3 soundtrack, tactical maps of Altis and Stratis, a tactical guide of more than 350 pages, and Bohemia Interactive’s debut game Arma: Cold War Assault – is available for purchase on Steam and Store.bistudio.com. A boxed version of Arma 3 is sold at many major high-street retailers.
For more information, please visit http://www.arma3.com and/or follow Arma 3 on Facebook, Twitter and YouTube.
FROM: Project Lead TO: Arma 3 Users INFO: Bootcamp finalization, Game laucher, Hotfixed 1.22 PRECEDENCE: Flash
Development has just entered the typical release preparation stages for Bootcamp Update. We are on data lock, and so all of our developers focus on fixes rather than additions - until the 1.24 update goes live soon. Staging of the sandbox components got delayed from Friday, but was released onto Dev-Branch yesterday. We caution most players against switching to this branch, unless they are sure they want to deal with potential issues. The update is not far away, so you'll get to enjoy the complete and tested content soon enough. Of course any help with pre-release testing is appreciated! Today we also staged the first bit of playable content: VR Arsenal. This mode can be used to explore the many character equipment options, including community ones. Another valuable use is exporting and saving custom load-outs for deployment in other scenarios or Zeus multiplayer (as respawn load-out). There are two more additions that will be staged within days if things go according to plan: the game launcher (more info below) and the rest of the playable content (campaign and Virtual Reality training lessons).
With 1.24 we should finally get going with add-on support in Steam Workshop. Let's take a look at what will be supported and what won't yet be. This is to be the first public iteration. Its goal is to 'close the loop' for add-ons; modders should be able to publish them and players should be able to download / install them. That also means to get the architecture up and running (having a separate application - the launcher - start the game / Workshop communication between multiple applications).
We're initially trying to make it easier for typical players to get access to add-ons. Power users have access to several brilliant community launchers that support many advanced features. Our launcher is a separate application and will not get in the way of their efforts.
The 1.0 launcher is rather basic in terms of functionality. There are (advanced) start-up parameters and initial manipulation with Workshop add-ons (no non-Workshop add-ons yet).
For 1.24 we will probably not set the launcher as default Steam action, but rather a third option. We need to test the architecture in the wider user-base (with virus scanners and similar software probing it) before we can confidently make it default in the update after that.
Only single add-ons are supported in this iteration (so no mod folders). Of course many things can be packed into a single PBO add-on, but later we do intend to also support full mods.
Modders will see the add-on publisher tool appear in Arma 3 Tools on the other end of the spectrum.
More features are certainly planned. Think about the aforementioned mod support, as well as mod presets and more advanced use-cases such as handling connection to a server with Workshop add-ons.
Sandbox designer Radko Voda has described the two largest gameplay refinements for Bootcamp Update in his newest OPREP. First he analyses what we've done to enhance the fatigue system in the game; a system that is not new, but still could use some improvements. From a player's point of view, it can also be interesting to read exactly what affects fatigue in Arma 3 and how you can manage it. It's quite satisfying to master this and be able to travel the battlefield effectively while encumbered. The second part is all about weapon sway; work that you could say is a prelude to Marksmen DLC. Control your breathing, consider the size and weight of your weapon and again, mind your fatigue. We should point out that a third aspect, weapon intertia, is not likely going to make it into Bootcamp Update and will be enabled short thereafter.
Tools engineer Julien Vida published a nice blog for new modders in which he explains what the P substitute drive is in the Arma 3 Tools suite.
On Monday we dropped a 1.22 hotfix on main branch (and the Arma 3 Server app). Its main change was to remove the ability to define custom Steam query ports on servers. Instead, said query ports are always +1 of the game network ports. So when you host a server via network port 3202, the query port will be 3203. This should make it more transparent to hosts and clients what ports need to be open / forwarded for multiplayer to work well (especially when you rent a server and have no advanced admin access). We've also presented the used ports in various places (the create host menu, the RPT log and the Dedicated Server command window). There are also still several things we know don't work well yet in the Steam browser, and which we'll continue to work on for 1.24 and beyond.
UNIT: Radko Voda , Designer, Sandbox Design Dept. TO: Arma 3 Dev-Branch Users OPSUM: Feature Refinement: Fatigue & Weapon Sway mechanics.
Among other hot topics, Fatigue and Weapon Sway have been - and still are - a matter of passionate debate within the both community and our own team. In Arma 3, they're core aspects of gameplay that simulate certain cumulative or rechargeable impediments that players must manage and that, ultimately, determine a player's combat effectiveness.
Over the past few weeks - and with the forthcoming Bootcamp Update in mind - we've tried to find ways to refine these mechanics in an attempt to create even more authentic and challenging gameplay. Now, we'd like to share our design goals and overall progress with you. THE BEST LAID PLANS
Currently, fatigue mechanics prevent you from sprinting and holding breath when your level of exhaustion exceeds certain thresholds. This also increases the inherent weapon sway and, thereby, makes it harder for you to aim and shoot accurately. The new mechanics generally work the same way in terms of slowly accumulated impediment, however they bring some great new elements to it. Most importantly, there will be an 'animation slowdown'. This effect builds up according to the fatigue level and causes a player's movements to slow down by a certain non-linear degree.
The actual rate of slowdown varies greatly depending on specific actions and circumstances. Fatigued soldiers will be evidently slower and more cumbersome than well-rested ones. The fatigue level of combatants becomes a major factor in determining the results of an encounter, right next to the individual levels of skill, qualities of equipment and abilities of squad commanders. Managing fatigue becomes more important. It's also useful to note that all fatigue gains are intrinsically multiplicative; negative effects do not just stack, they accumulate like a snowball.
When playing with new fatigue, the main points to bear in mind are:
THINK ABOUT YOUR STANCE
Each particular stance you're in has a different influence over fatigue gain or decay.
Running with a raised weapon produces more fatigue than the same movement with it lowered.
Running in crouch is more demanding than running while standing, and the same applies for sprinting as well.
Rifles are obviously heavier than pistols, so movement with them is harder, but not as much as with launchers.
Walking restores fatigue, but not as much as standing still.
Reasonable management of your stances and movement options allows you to control your exhaustion and, thus, manage your fatigue at reasonable levels.
Running in crouch all day long is no longer the best default option to move around.
MANAGE YOUR LOAD
Both fatigue gain and decay are affected by the weight of equipment.
The more loaded down you are, the more fatigue you get from every exhaustive action. Moreover, the less quickly will your fatigue decay while resting.
A fully loaded soldier can barely rest at all!
Also bear in mind, that your inventory load has no direct impact upon your actual speed. However, it will cause the actual slowdown to take place much quicker and maintain its effect for much longer.
WATCH YOUR STEP
Always consider the terrain. Not only for cover, but also for fatigue.
The greater the slope, the more exhausted you will become by ascending it.
On the other hand, descending certain convenient slopes could actually restore some of your fatigue as well. "the natural formation of the country is the soldier's best ally" - Sun Tzu, Art of War.
Weapon Sway mechanics represent the inherent movement of a firearm in your hands. While the previous implementation had certain merits, we also felt it contained some important shortcomings. Mainly, we felt that it worked too randomly and unintuitively, crippling any skillful approach. Mechanics that just force you to fight with some randomly generated penalties applied have nothing to do with authenticity.
Instead, we want players to actually understand the game mechanics in order to give them an opportunity to learn and manage their behaviour. Therefore, we refined the sway behaviour to actually simulate breathing and grip as separate forces that affects your weapon sway in a more predictable - and thus manageable - way. This, we hope, enables more meaningful weapon handling. Your grip is not always rock steady. You have to maintain it to be able to place precise shots.
There are three main aspects of weapon sway to consider:
CONTROL YOUR BREATHING
Breathing moves your aim up & down with a magnitude and speed directly correlated to your current fatigue.
You may temporarily cancel this inherent movement by holding your breath.
How long you may hold it depends on the oxygen capacity left in your lungs, which is also affected by Fatigue.
Be aware that after you start to breath again - or if your oxygen is depleted by holding breath for too long - there will be a temporary spike in the breathing penalty, according to the proportion of oxygen left.
"Do you think that's air you're breathing now ?" asked Morpheus once. Well, in Arma 3, we do for sure!
THINK ABOUT YOUR STANCE (AGAIN)
As with fatigue, every stance also affects your aim in some way.
In general, you are more precise when crouched down than standing, and the most precise when prone.
Also basic positions (standing, crouch, prone) are slightly more stable when still, but yet more prone to distortion while turning around.
Adjusted positions are slightly less precise by default, but suffer less penalty from turning around.
MANAGE YOUR HEALTH
Exhaustion has a detrimental effect upon your sway by producing both inherent sway of your gun and your breath, simulating the hardship of handling a weapon when exhausted.
Injuries suffered do not affect your breath as much as fatigue, but their effect over your grip are much more profound.
While fatigue effect over sway is still quite manageable - at least to the point where you cannot hold your breath anymore - the effect of injuries could be potentially very severe for your ability to aim, depending on actual damage distribution over your body parts.
COMBAT READY That wraps up the basics of the upcoming new Fatigue and Sway mechanics. Hopefully, these explanations will give you a better idea about what to expect and how to handle all these changes. We hope that such improvements will address all those players who asked for more profound mechanics of weapon handling and more demanding fatigue system for quite a long time.
These improvements, and even those already in preparation, are a direct product of your feedback, and its only upon your feedback we may continue to improve it even further! So, tell us if, how, and why, you like it (or not) on our forums. Are some of the effects too severe or too shallow? What other behaviour would you like to see implemented in these mechanics? Every (reasonable!) view matters and we are truly thankful for it, even though we cannot address all of you at once.
FROM: Project Lead TO: Arma 3 Users UNIT: Main Branch ACTIVITY: Hotfix: 1.22 (Steam MP fixes, Static network ports) SIZE: ~18.5 MB / ~7.5 MB
The Steam query network port is now fixed to be always +1 in relation to the game network port (e.g. a server hosted via port 3202, has its Steam query port at 3203)
Removed: Ability to define a custom Steam query port on servers
Fixed: Connection string to support joining friends on listen servers
Added: Server game and Steam query ports are presented to a host when creating a server in-game, in the RPT log and the Dedicated Server command window (forward these to make sure clients can discover / connect)
Added: Joined sessions listed in the Steam history list
FROM: Project Lead TO: Arma 3 Users INFO: Bootcamp blog, Dev-Branch plan, Red Cross donation PRECEDENCE: Flash
Creative Director Jay Crowe posted a detailed overview of the free Bootcamp Update coming to Arma 3 within weeks. Read all about the new modes, sandbox content and refined gameplay mechanics. Tomorrow we should be kicking off deployment of this content to Dev-Branch. While the specifics depend on a few dependencies between assets, we will begin with the sandbox content. This means the Virtual Reality world and its supporting objects, but also gear updates for the FIA faction, such as balaclavas. We think VR will not just work well for our tutorial modes, but also as a lightweight testing environment for modders and scripters. By stripping away all distractions, like natural terrain and objects, you can focus on just one thing - ideal for learning, development and testing!
Soon thereafter, we hope to also get the game launcher to Dev-Branch, and the add-on publishing tool to the Arma 3 Tools suite. Then the final step ahead of release will be to stage all the playable content. Voice acting recording has wrapped, so the team is doing final touches now. All in all, it's a good time to jump into Arma 3. Have friends who are still on the fence? Tempt them into getting the game today at a massive 50% discount in the Steam Summer Sale!
Bohemia Interactive today announced the donation that will be made to charity from the Karts DLC sales. One million Czech koruna will be donated to the Czech Red Cross. Thank you for raising this money for a good cause, while also providing us feedback to our strategy. We have done our first evaluations, created an action plan for tweaks and still intend to post a questionnaire to gather follow-up feedback.
We've posted documentation on the formatting of Steam's multiplayer queries, and how it differs to the GameSpy situation. This information can be used by third-party services to interpret and list servers information e.g.
Last week's 1.22 update contained a good number of "The East Wind" campaign improvements and fixes. Senior Designer Jiří Wainar presents them all in his first OPREP. You might not have made much use of the Patrol sections in the campaign on your first play through (triggered by walking off base / camp). With the addition of improved gear persistency, as well as vehicles and squads, Patrols are enjoyable side missions in-between the main scenarios. The "Survive" episode has also had Points Of Interest added to focus your Patrols a little. A lot of these improvements were based directly on player feedback. We hope you like your second run, or if you'd been waiting, are motivated to try it out!
Encoding Lead Petr Kolářannounced before the weekend that we'll be making a change to the weapon accessory muzzle configuration for the Bootcamp Update (1.24). He included updated documentation on the Community Wiki to make the transition as smooth as possible for modders. While it's a tough call to affect existing user-generated content, the benefits are worth it. Weapon-specific sounds for silencers will be supported, and several issues with fire modes get fixed. The change is already live on Dev-Branch since Monday.
Now that all branches have switched from GameSpy to Steam, it's clear that there are issues to address. Besides doing smaller fixes and working on supporting more Steam browser features, we are investigating how the game handles network ports. More so than with GameSpy, Steam requires the correct ports to be forwarded in routers so that servers can be found and connected to. Since the game allows custom port settings, it can sometimes be challenging to find out which ports need to be open. On rented servers it may not even be possible to access this configuration. We are experimenting with a different approach that makes it more clear which ports are used. Meanwhile, please take a look at the following documentation to resolve the most common discoverability issues. And to remind you about a solution to router flood issues, take a look here.
As of today, we're maintaining a new executable in Dev-Branch. Found in the root of the game, arma3diag.exe contains several diagnostic modes that may help modders with development and testing (e.g. visualizing PhysX properties and collisions, debugging animations, or tweaking particle effects). The EXE has its multiplayer component removed to prevent exploits in that environment.
We've recently applied the Dev-Branch approach to Arma 3 Tools as well. For the tools we will not be updating the branch daily, but rather on developer request (e.g. when something specific has been fixed). You can find its changelog here, and discuss the changes here.
To wrap things up, here are last week's 1.22 SPOTREP and 0.68 TECHREP. We made a small correction to the game's changelog. It mentioned a new ability to lock the UAV camera using Ctrl+T, but this has not actually made it in yet. It will be there for the 1.24 Bootcamp Update. While you're at the Dev Hub, enjoy the improved navigation and filtering implemented by our web guru Jervant Malakjan.
Korneel van 't Land informed us about Bohemia Interactive donation of one million Czech koruna from Arma 3 Karts DLC sales to the Czech Red Cros.
Prague, Czech Republic, Tuesday 24th June 2014
Bohemia Interactive today announced that one million Czech koruna from the Arma 3 Karts DLC sales will be donated to the Czech Red Cross. Arma 3 Karts, which was originally revealed as an April Fools‘ joke, was released about one month ago as a fun little sidestep in Arma 3’s typically military sandbox. Its primary purpose was to test Arma 3’s experimental approach to DLC, which Bohemia Interactive explained in more detail in their recent devblog.
Arma has always asked a lot of its players. Yet, although it can be a challenge, the depth and diversity of Arma's gameplay has long been one of its greatest strengths. Unlocking that potential, though, is no simple matter; nevertheless, this is the main objective of the Arma 3 Bootcamp Update.
Below, we set out the ways we've sought to achieve this goal. Ahead of its release (and the impending development-branch staging), we want to introduce Bootcamp's new modes, sandbox content, and refined gameplay mechanics. We'd like to share our motivations and present the benefits to new and veteran players alike.
Month-on-month, since launching in September 2013, Arma 3 has continued to expand its installed and active player-base. Recently, we passed the 1m copies mark and shared our roadmap for the next two years. The Bootcamp Update, then, is part of a longer-term view, part of a platform that we hope will continue grow for many more years to come. It's also just one piece of our ongoing development. Worked on in parallel with the Helicopters and Marksmen DLCs, the Expansion, and continuous optimisation and stability updates, it's a small but significant part of our combined efforts.
Of course, Arma 3 Bootcamp's new content builds upon pre-existing scenarios and helpers, too. Our Showcases are bite-sized introductions to a variety of gameplay, while the (recently updated) Campaign offers progressively more responsibility, challenge and complexity. However, rather than focus upon adding 'traditional' tutorials (something akin to those in Arma 2: Operation Arrowhead), Bootcamp's content is characterised by its variation. It includes singleplayer, multiplayer and non-gameplay components, together unified under a new item main menu: Learn.
UNIT: Jiří Wainar, Senior Designer, Playable Content Design Dept. TO: Arma 3 Dev-Branch Users OPSUM: Survive / Adapt / Update: recent changes & additions to the Arma 3 campaign.
Hi, guys! Recently, we've published some changes to the Arma 3 campaign. We'd like to discuss the motivations behind our work and share some of the features and improvements it has brought about.
During the development of Arma 3 and its campaign, we had to make many decisions about what we wanted to do and what was feasible in the given time frame. Although we strived hard to find a good balance between stability and extra detail, there were some things that we wanted to develop further. After Episode 3 was released, we identified certain campaign systems we felt that we could expand: gear persistence, interaction with the gear pool, and patrols.
Our original plan covered the items that have the biggest impact on gameplay (i.e., weapons, attachments and magazines), so we gave players the ability to gather such items and carry them from one mission into another.
- Early Headaches : Since - at the beginning of our development - not all assets were so solid, narrowing the selection to only the most important types of the gear also saved us a few headaches. We also wanted to make sure that players would always have the required gear for any given mission (imagine a player starting a scuba mission without a rebreather). For these reasons, I created a system that allowed a designer to set up any unit's loadout in the mission config and specify if the gear should be persistent or not.
The core idea was to make player’s gear and the gear of his squadmates persistent through whole campaign. Such persistent gear was taken from the base's armory when units were heading into the mission and returned back when they returned (if they survived). However, through testing, we discovered that having persistent gear on squadmates was actually viewed by our player-base as a bug.
- Splendid Iteration : Players often wondered why 'their' weapons disappeared, or where 'their' optics went, etc., missing the fact that their squadmates had the gear equipped. To counter this, we set up a simple rule: gear is persistent for the player and all units under his command. So, if player is responsible for the unit, he can equip it (via the briefing menu) and the unit’s gear will be persistent.
*Survive: only gear on player is persistent; player doesn't lead a squad. *Adapt: player’s gear and gear on his subordinates is persistent. *Win: gear is not persistent for all missions not directly linked to each other; player and squad are usually rearmed between missions.
While this schema worked, it became obvious from the reaction of the community that persistent weapons, magazines and attachments were not enough. People wanted all gear to be persistent. The core campaign patching task was there.
- Adapt / Win : The issue was quite complex - and we wanted to be careful to make sure player's campaigns would always be playable and stable - but we made a plan to move forward:
1° We had to redo all the base compositions, adjusting the armory areas to make sure the new items would fit. 2° Next, I had to extend my scripting API for inventory interaction to cover and correctly categorize all the new gear. 3° Last but not least, we revised old scripting commands - extending their functionality - and created some new ones to cover all the needs that were raised.
Hopefully, it will feel natural to the new guys starting the Arma 3 campaign. And, for the veterans that have played the campaign and want to give it another try with these improvements, notice that there is a new cargo box on every armory with the stuff you were previously missing. There you can find all the uniforms, vests, headgear, goggles, backpacks and items you gather on the missions and patrols. Make good use of it!
The last big system we wanted to improve upon was Patrols. This was quite a big kind of beast - very 'sandboxy' stuff - that could be approached in many ways to different levels of detail.
From the feedback we got, it was obvious people wanted 2 things the most:
1° Proper handling of vehicles (i.e., the ability to go in and out of the patrol in their vehicle). 2° Support for squads (i.e., no more lonely walks)!
Implementing those features to the existing campaign systems was not so trivial. It was by no means just adding parked car or two on the base compositions! The problem was more about creating a system for triggering the patrol with and without the squad and/or vehicle in a way everyone will understand. The goal was to find a solution that allowed us to add what we wanted, but avoid adding new menus and conversations. Different approaches were tried until we found one that did the trick and the drawbacks and limitations were acceptable.
- Triggers & Vehicles :We have now added the possibility to trigger a patrol by interacting with one of the new, dedicated vehicles and, also, changed what happens when patrol is actually triggered. Instead of starting the mission immediately, a start point selection screen is displayed instead. This is especially handy for situations where the player is starting a patrol from the middle of the hub by jumping into the patrol vehicle.
A quadbike has been added to every base in 'Survive' and 'Adapt'. If a player gets in, he will start patrol without the squad. The quadbike is persistent, so if player gets to the base on different quad, the former one gets replaced. On every base in 'Adapt', there is also an offroad dedicated for starting patrols.
- Squads & POIs : Squad selection mechanics are loosely linked to the way patrols are triggered. This allowed me to avoid creating new menus and conversations, yet still give players the possibility to go on patrol alone on foot, alone in vehicle. On the 2nd and 3rd base, where most Points of Interests (POIs) are available and new players know more about how to command their squad, there are several guerilla fighters in the vehicle: the player’s patrol squad. The squad and the (offroad) vehicle are persistent. If a squad member dies, he is gone and must be replaced. Take care! There are a limited number of replacements available.
Thanks to my colleague, Vašek Oliva, who made the compositions, we were able to add several POIs to the patrols in 'Survive' (Episode 1). There are also some new micro-compositions there, so the patrols in 'Survive' should now look more lively.
Extending gear persistence to all items was just the first step. Another big issue that brought a bunch of complaints was the way the player interacted with the armory; specifically, the automatic re-equip for the next mission.
- Step by Step : From the beginning, we wanted to give the player some freedom about what equipment to take into the next mission, yet, maintain some control over it to ensure he will be able to complete it. The obvious solution was to give the suitable gear to the player before he leaves the base and allow him to re-dress afterwards. This was a simple fix, but not ideal; testing demonstrated that the continuous re-dressing turned out to be quite annoying. So, this became our #2 issue to fix.
I sat down with the mission designers and created a list of required gear for each mission. It turned out that only few of those missions really needed a specific item or piece of gear to complete. So, the definitions can stay quite vague, giving players the freedom of choice they were asking for. With the specifics of every mission’s required gear, I could finally start writing the new system. While working on it, I also revised the current mission flow for the bases and created the dynamic navigation system.
- Take Two : Now, when you select the mission and complete the briefing, you are no longer teleported directly to the armory and re-dressed. Instead, your gear is scanned and compared against the mission’s required gear. If you have everything needed for the mission, you are directed towards the assembly point. If you don’t have the gear on you (or you 'lose' the required gear on the way to assemble point), you are automatically re-directed to the armory, and you simply cannot leave the base.
When you get to the armory, the list of required gear is shown to you, so you can quickly check what you were missing. During the first visit, you don’t need to search for it; the gear is given to you automatically (and, in case you want to try the mission with the recommended gear, you can still get it by interacting with the armorer character).
- Cargo Improvements : That wraps up the major improvements to the campaign. Of course, we addressed numerous other issues and made tweaks here and there (which you probably will not even notice unless you suffered because of one of them), but that is nothing cool to write about.
So, in case you are thinking about giving the campaign a second try - or if you didn't try it yet - grab your favourite weapon, take the gear of your choice, and smash through The East Wind. Good luck, soldier!