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  SITREP #00145 Official    

On March 1, 2016, Joris-Jan van 't Land has reported a SITREP #00145 on the official Arma3 site.

FROM: High Command
TO: Arma 3 Users
INFO: Apex Pre-Order, Difficulty Overhaul, Dynamic Character Specialties, Legacy 2D Editor


A lot of you played Arma 3 over the past weekend! The concurrent player peak was the highest we've ever recorded, almost 50,000 people at the same time. There were close to 200,000 unique players on Sunday alone. Of course this was in part because of an Arma Franchise Weekend sale we ran on Steam, and people digging into the sandbox via Eden Editor. That sandbox keeps expanding as well; there are now over 1000 mods on Workshop. We've been addressing more of the issues mentioned last week, and are preparing a small hotfix to 1.56 for this week. Other parts of the team steadily continue their work on Apex, with more and more assets coming online for Tanoa. The platform improvements are being evaluated and mapped to the various main branch updates that are planned for the #RoadToApex.


The Apex expansion was already available to pre-order on the Bohemia Interactive Store, but can now also be pre-purchased via Steam. It's currently still 20% discounted in both stores compared to the eventual launch price. To remind everyone: this expansion will require the Arma 3 base game. We've now also fully retired the Extended Edition and replaced it with an even better deal for new recruits: Apex Edition. It includes the game, digital extras, Karts / Helicopters / Marksmen DLC and of course Apex. For an up-to-date overview of all actual editions and their contents, please visit this page.

Copilots don't get the credit they deserve. Andrew "Dslyecxi" Gluck posted the latest episode in his Art of Flight video series a while ago to address that injustice. Using awesome Arma 3 footage, he explains what responsibilities copilots have in non-gunship helicopters. He covers in-vehicle comms, sensor pods, orientation and common procedures. The video shows you how effective a well-trained helicopter crew can be above the battlefield!

In another cool community video, the European 5th Special Forces Group introduces its unit in a montage of footage from their multiplayer operations.


Senior Designer Vladimír Hynek has some notes to share about the way the difficulty settings are going to be handled in Apex (and even before that as we plan to apply these changes in the next main branch update: 1.58). He has described the first phase of this difficulty overhaul on the Community Wiki. The ultimate goal is to make it easier for players to join servers according to their tastes. The changes should lead to enhanced filtering capabilities in the server browser.

The programmers have recently added 2 script commands that may offer interesting possibilities especially to scripters and modders: setSpeciality / getSpeciality. These allow for the possibility to dynamically override certain character attributes that are normally only defined in addon configuration files. There are two groups of attributes, namely specialty toggles and coefficients. The former are: medic, engineer, pyrotechnic and uavhacker, which are true or false. The latter are: camouflageCoef, audibleCoef, fatigueCoef, which are multiplied by the value provided. It's also possible to define custom toggles by using your own string. This might be used to track an entirely new attribute for a mod, like a hypothetical "bananaFarmer". It's important to realize that these values are for the currently running scenario only. They are saved in the character brains, so they should be respawn-compatible.


Now that Eden Editor is available to everyone, we'd like to clarify our plans for the old 2D Editor. You will have seen that editor is currently still available as non-default. Our plan is to deprecate that editor by the time we release Apex (and its corresponding platform update). In all likelihood that means it would be removed from the game, because we'd want to focus on one tool and not support two full code-bases. We feel that Eden can do everything the old editor could and much more. In case you didn't realize, there is a 2D map mode in the Eden 3D Editor as well! If you feel something is missing or not working how you'd like, please don't hesitate to let us know via the forums.

Did you participate in the most meta Eden Editor trend of building your own PC gaming set up yet? There are bonus kudos for modding in custom models of your rig, while using multiple Render Targets and Arma 3-in-Arma 3 technology!

  March 1st, 2016 - 18:51 By Old Bear   Comment (0)  

  SITREP #00144 Official    

On February 23, 2016, Joris-Jan van 't Land has reported a SITREP #00144

FROM: High Command
TO: Arma 3 Users
INFO: Eden Update Released, Top 10 Audio, Eden Editor Plans, Feedback Tracker


Wow! Eden Update was a seriously massive release - the length of its changelog surprised even us. We were happy to see your reactions to the various larger and smaller improvements. To be sure you're all caught up, visit the Arma 3 website for a new blog, an overview of the changes, a splendid launch trailer, and the full SPOTREP with corresponding TECHREP for the Tools. It continues to be very rewarding for our team to support the game this long after its release, and there are so many more cool things coming up on the #RoadToApex!

As we cautioned before the update, this was a particularly complex one, containing many low-level improvements. Those always carry the risk of issues in the broader player-base, even after several weeks of Release Candidate testing, in-house and in the wild. Some of them were nicely caught ahead of release, as evidenced by the RC update log. Good job everyone! We're monitoring many channels to find out about the most pressing issues, and will address them as quickly as possible. There may also be a hotfix release in the near future. Some of the things that are bleeping most prominently on our radars: no sounds at all ( known issue caused by a -cpuCount=1 start-up parameter, so please remove or change it for now), Terrain Builder not working with the new P3D version (fixed on its Dev-Branch), several Eden Editor issues in more complex scenarios (some fixed on Dev-Branch), and several others. Thank you for your understanding and help to get things under control together.

[Twitter on click]


We think the audio upgrade released in Eden Update is a massive leap forward for immersion. Our audio team, lead by Jan Dušek, has put together a third top 10 blog about the most interesting improvements. Now that our vanilla combat SFX have been given a lot of love, we're working on extending the new technology to several other categories of sounds. It's also going to be interesting to hear what the various mods will do with this new-found power and flexibility. Documentation is growing on the Community Wiki, however it's not quite completed just yet.

[Twitter on click]

Our tech partners at NVIDIA have published an interview with Project Lead Petr Kolář about HBAO+ being added in Eden Update 1.56. If you're not sure what this feature does, we defer to their description: "If you're unfamiliar with Ambient Occlusion (AO), it adds contact shadows where two surfaces or objects meet, and where an object blocks light from reaching another nearby game element. The AO technique used and the quality of the implementation affects the shadowing's accuracy, and whether new shadows are formed when the level of occlusion is low. With HBAO+, the quality of Arma 3's AO is improved, bolstering overall fidelity, which further increases graphical fidelity.". The article also contains several interactive comparison images to get a better idea of the difference with prior AO techniques. Try this in the game yourself by going to CONFIGURE > VIDEO > AA & PP and selecting a level of HBAO+ in the AO drop-down.

[Twitter on click]


Welcome to the new era of scenario editing in Eden Editor. Principle developers Karel Mořický and Filip Sádovský already celebrated the occasion as seen on the latest weekly dev photo. We'd like to also thank QA Specialist Vojtěch Kovařič for his battle to test the complicated editor with full back-compat throughout its development, as well as anyone else involved. Did you know that the editor alone consists of over 40000 lines of code? We can also report that the first iteration of documentation is finished, covering basic functionality and modding the editor, complete with pretty GIFs.

[Twitter on click]

[Twitter on click]

This is by no means the end state of Eden Editor. We're already going over our own wishlist and the most frequently requested community features in order to draw up a post-release plan. There are a few things that are pretty clear we'll work on first, besides fixing issues:

  • A big one is the saving and sharing of compositions. That means you would be able to build a cool military outpost, save it, publish it to Workshop most probably, and then anybody could use it in their scenarios. But compositions are not just limited to props; you could include pre-set infantry patrols as well for example.

  • We're also aware that some of you would like to re-map certain controls, so that's on the list. We'd like to tackle this for other areas of the game as well, such as the Spectator mode.

  • What about Zeus? Some of the relevant Eden Editor improvements can hopefully be brought back to that mode, such as search.

There's more, but we'll save that for a later time. Keep letting us know about your thoughts on the forums.

[Twitter on click]


Besides listing required mods and providing shortcuts for activating them, the new Launcher Server Browser can also resolve dependencies automatically in some cases. This requires server administrators to pair the mods with Steam Workshop items via a definition file. Visit the Community Wiki for documentation on this fairly simple process.

[Twitter on click]

You may have already noticed that we've taken the Feedback Tracker(s) offline to deal with a potential security incident. Apparently there are those people who prefer us not to improve the game! The tracker ran on a separate third-party system, so other systems were not affected by this. If you used the same credentials for FT and other systems, please update them as a precaution (more information). While the FT is offline, we'd like to ask you to post issues on our forums, specifically the troubleshooting category, unless a more suitable category or thread exists (kindly try searching first). Our web team is working on restoring FT as quickly as possible, so we can all collaborate on making our games better in a transparent way.

If you liked the Eden Update artwork, visit our website to grab a cool new desktop wallpaper in a variety of formats and sizes!

[Twitter on click]

  March 1st, 2016 - 11:48 By Old Bear   Comment (0)  

  Arma 3/DayZ Feedback Tracker Security Notice‏ Official    

Dear Feedback Tracker user,

We have discovered a potential security breach of the Mantis Feedback Tracker systems, which we use to collect feedback and bug reports for our games Arma 3 ( and DayZ (

While there is currently no evidence which indicates that the hackers were successful in their attempt to collect user data, we have decided to take all Feedback Tracker systems offline, so we can investigate the issue further.

As a safety precaution, even though we do not believe user data was accessed, we strongly recommend all users of and who have used the same password elsewhere to change it immediately on all applicable websites and services. Since the Feedback Tracker systems use their own account systems, we can confirm that other Bohemia systems, such as Bohemia Accounts, were not compromised.

We would like to apologize for the inconvenience. We hope to restore the Feedback Tracker systems, or implement suitable replacements, as soon as possible. In the meantime, we recommend users to post their feedback and bug reports to the appropriate threads on the Bohemia Interactive Forums ( or DayZ Forums (

Yours sincerely,

Bohemia Interactive

  February 20th, 2016 - 12:32 By Old Bear   Comment (0)  

  Arma 3 Eden Update now live (trailer)‏ Videos    

Korneel van 't Land has informed us about "Arma 3 Eden Update " trailer release.

Building towards the Apex expansion, Bohemia Interactive today released a major platform update for their tactical military shooter, Arma 3. The Eden Update features the much-anticipated Eden Editor (3D Scenario Editor), Launcher-Based Server Browser, audio upgrade, and many other improvements. The update is reinforced by a brand new trailer.

The goal of the Arma 3 Eden Update is to enhance the game's core usability and to cater to custom content creators in meaningful ways:

  • Eden 3D Editor – Retaining the beloved simplicity of creating scenarios, the new editor finally adds the third dimension and a lot of desired functionality. More info: Top 10 – Eden 3D Editor

  • Launcher-Based Server Browser – Get into multiplayer sessions more easily via better filtering options and Workshop mod support. More info: Top 10 – Server Browser

  • Audio Upgrade – A multi-channel amplitude panner and distance-based samples for weapons and explosions add more immersion and fidelity to combat sounds.

  • Font – Process information more quickly with a new, easier-to-read in-game font.

In addition to the above, the Eden Update also implements Steam Leaderboards, various scripted system optimizations, parallax ground surfaces, NVIDIA's HBAO+, and more. The complete changelog (1.56) is available for examination here:

For more information about the Eden Update, go to - and check out the latest post on the Arma 3 devblog by Creative Director Jay Crowe, in which the Eden Update is further introduced.

  February 18th, 2016 - 18:54 By Old Bear   Comment (0)  

  SPOTREP #00052 - Game Update: 1.56 - Eden Update Official    

On February 18, 2016, Joris-Jan van 't Land has reported a SPOTREP #00052 on the official Arma 3 web site.

FROM: High Command
TO: Arma 3 Users
UNIT: Main Branch (Windows)
ACTIVITY: Game Update: 1.56 (Eden Update, Eden Editor, Combat Audio, Launcher-Based Server Browser, Fonts)
SIZE: ~1.8 GB / ~694 MB


  • Consider using the Steam client option to verify the integrity of the local game cache to avoid corrupted data after downloading this update.

  • Consider defragmenting your HDD after downloading large updates.

  • A Legacy Build Steam branch is available for advanced users. It contains the previous significant main branch version (1.54). It can be used to compare specific changes between major releases. The access code for this branch is: Arma3Legacy154

  • This update does not apply to the experimental Linux and Mac port betas at time of writing. We'll be updating those as soon as possible.

  • You can find the servers in the Steam library (switch the filter to "Tools") - "Arma 3 Server" (based on your OS, it will download the Windows or Linux version).

    • Administrators can also use the command-line SteamCMD utility. The app ID is to be 233780.

    • NVIDIA GameWorks™ Technology provided under license from NVIDIA Corporation. Copyright © 2002-2015 NVIDIA Corporation. All rights reserved.

  • In case of problems, please check the Bohemia Interactive support F.A.Q., Arma 3 F.A.Q. or BattlEye F.A.Q.

  • You can help us to further improve the game by posting your feedback on the Feedback Tracker.

Full Game Update: 1.56 Changelog

  February 18th, 2016 - 11:03 By Old Bear   Comment (0)  

  SITREP #00143 Official    

On February 16, 2016, Joris-Jan van 't Land has reported a SITREP #00143

FROM: High Command
TO: Arma 3 Users
INFO: Eden Editor Dev Diary, Top 10 Server Browser, Font Metrics


We're getting closer and closer to Eden Update's release. There are a few fixes we'd like to confirm via in-house multiplayer tests. Play-testing the publicly available Release Candidate for 1.56 is still very relevant as well. If you do spot new issues, let us know on Feedback Tracker and share the link on the forums to make sure we catch it. We'd like to release the update this week if we can, so stay connected to our usual channels.


The prime component of Eden Update is without a doubt the Eden Editor. We've recorded a new behind-the-scenes dev diary to introduce the free tool to everyone. Join Filip Sádovský, Karel Mořický and Jay Crowe for an exposition of the key features and the development process.

We're also interested in your thoughts on the translation of Eden Editor's texts. Localization coordinator Vojtěch Schubert welcomes your feedback in this forums thread. It's unlikely there will be many more tweaks before the upcoming update, but there is an opportunity to improve wording, phrasing and other linguistic aspects later.

We introduced our new Playable Content Designer Jan Čepera in last week's report. Inspired by this first sighting, our embedded reporters captured a glimpse of the illusive prey in his natural habit on last week's dev photo. Are you interested in a job with Bohemia Interactive yourself? Check whether our careers page has any relevant openings for you!

Congratulations to the ALiVE mod team on their 1.0 release! Having been developed for over 3 years, this advanced modular framework lets users set up large-scale military operations to provide hours upon hours of dynamic gameplay. A lot of multiplayer units and communities have been using versions of this mod in their sessions with great results. They have also hinted at a strategic change of direction, which will see them moving to an open development method in cooperation with the community. You'll find all the details, credits, download links and documentation in their forums announcement post.


The new fonts in Eden Update already enhanced legibility to a large degree, but there was something still not quite right. Senior Programmer Lukáš Bábíček took it upon himself to introduce font metrics which allow for improved kerning. The end result may be hard to notice without direct comparison, but it should make texts even more comfortable to read. And on that note, if you're reading this report on our website, you'll notice we've switched to the new fonts there as well now, tying together the game, Launcher and web.

One change in 1.56 is to disable stencil shadows in the Video Options, and to replace the lowest quality setting with lower quality shadow buffer shadows. Programming Lead Ondřej Martinák shines a light on this tweak: "Stencil shadows are still present in the game for certain objects (characters and vehicles). The reason is that they look better in some circumstances such as first-person view. We have removed the option to force stencil shadows for all objects as it didn't help performance nor quality (which it did in the past). This removal also allows us to automatically generate shadow LODs (using shadow maps) for objects. This lets us speed up building art production, and might help community terrain creators in a similar way."


Another huge addition in Eden Update is the Launcher-based Server Browser. We've published the second in our series of top 10 blogs about that useful new way of getting to a good multiplayer session. Use more powerful filters, skip the main menu, resolve Workshop mod requirements, and generally have a better experience when looking for online fun.

We don't really have a comprehensive status update about our experimental ports to Linux and Mac OS. The 1.54 update for these platforms is still being tested and platform-specific issues are being dealt with. Some of the recent testing was affected by needing QA for the primary Windows 1.56 build. So the port update is still in progress, and we'll try to get it live as soon as we can.

Another week, another anti-cheat update - this time targeting one specific new hack.

  February 16th, 2016 - 19:28 By Old Bear   Comment (0)  

  Report In : Joris-Jan van 't Land - Project_ Official    

The first 'Report In' dev interview of 2016 has been released. The guest is former Arma3 Project Lead, Joris-Jan van 't Land!

Go behind the scenes of Arma 3's development and join former Project Lead Joris-Jan van 't Land for a trip down memory lane. In the first Report In! developer interview of 2016, we discuss his history with the company, the Arma 3 project, and offer a few glimpses of what's on the horizon..

  February 12th, 2016 - 10:07 By Old Bear   Comment (0)  

  SITREP #00142 Official    

On February 9, 2016, Joris-Jan van 't Land has reported a SITREP #00142 on the official Arma 3 web site.

FROM: High Command
TO: Arma 3 Users
INFO: RC Official Servers, Top 10 Eden Editor, Report In! Project


We've been getting a lot of good feedback and issue reports from the Eden Update (1.56) Release Candidate branch. A number of fixes were deployed and some are close to being committed. This week we'll continue testing and you can still help out. There are a number of official servers online that run the build. Find them by going to the new Launcher Server Browser and filtering for official servers. You can also favorite them for quick access later. These servers may be offline for updates occasionally, but we'll try to keep them up to provide a place to play-test. Thankfully, there are also a number of unofficial servers being hosted by community admins and mod(e) teams. Did you also know that you can use our Game Updater tool to install multiple branches at the same time? Keep your reports to Feedback Tracker coming. We're as excited as you to get the update to everyone's PC once it feels solid!


The best way to experience why the new Eden Editor is such a leap forward for scenario design and sandbox fun is to start digging into it yourself. However, to give you a quick overview, head over to our blog on the top 10 most exciting features. One of the items on the list is moddability, which is evident from certain modders having begun integration of their projects already! Documentation on this topic and the whole editor is growing on the Community Wiki. We also happened upon a nice unofficial tutorial video of the editor's basics courtesy of Cydrann.

Wishing you a Happy Lunar New Year, we're running sales of our games both on the Bohemia Interactive Store and Steam. This could be another great opportunity to recruit your friends just in time for Eden Update. They may want to consider the Apex Edition as the best and most complete option to get into combat.

Go behind the scenes of Arma 3's development and join former Project Lead Joris-Jan van 't Land for a trip down memory lane. In the first Report In! developer interview of 2016, we discuss his history with the company, the Arma 3 project, and offer a few glimpses of what's on the horizon.

One of those things is the Tanoa terrain. On this week's dev photo you can see members of the tireless Environment department discussing one of the key locations: the Blue Pearl Industrial Port. The team has been playing quite a number of multiplayer sessions on Tanoa recently, and it's very cool to see more and more final art assets helping to bring the fresh atmosphere to reality. Combat in this green hell is tense and already feels very different to Altis and Stratis. We'll have more to share later in the year.


Our Playable Content ranks were reinforced not long ago by Designer Jan Čepera. You may know his name as a member of the team behind Deliverance, bronze winner in the Singleplayer category of Make Arma Not War. In order to get embedded with our team, one of his first goals was to evaluate the official The East Wind campaign. He especially looked at how the many recent sandbox changes affected the campaign and where we might do small tweaks. Some of this gameplay balancing and extra context-sensitive hints will be part of Eden Update. With other major improvements, such as the combat sound effects, we can definitely recommend replaying the campaign. And give the Deliverance campaign a go as well!

Speaking of The East Wind, do watch the unofficial "Opération Bellérophon" prologue machinima by the GSRI unit. It ties in with events in the Armaverse and is a great start to what will hopefully be an on-going series.


The battle against hacks and cheats in multiplayer continues with another anti-cheat update via BattlEye. Please visit their Frequently Asked Questions page if you encounter issues connected directly to this service. By reacting to new threats quickly, we hope to keep the game more playable for everyone.

  February 10th, 2016 - 10:25 By Old Bear   Comment (0)  

  Updated CUP Units, Weapons & Vehicles released Addon release    

The Community Upgrade Project - CUP has announced CUP Units Pack 1.2.1, CUP Weapons Pack 1.5 and CUP Vehicles Pack 1.2 release on the BI Forums

Another monumental release that features 17 new or updated vehicles with 30+ variants in total!

Key additions include Strykers, the RG-31, F35B (yes its the BIS model), SA330 Puma, T34 and several new civilian cars (Golf, Octavia, Skoda etc).

We also see a new AV8B and GR9, new models for the HC3 and AW159, several new Hueys, new C130J models and liveries as well as updated KA50, Land Rovers, RHIBs and the one you've been waiting for... the Towing Tractor :)

We've also updated the LHD, which is now MP compatible and supports player respawn, vehicle respawn and much much more. We've even added access to the smaller flight hangar for drone usage or just storage. We've add 2 new configurations for the LHD that spawn vehicles but keep the runway clear - this is great now that the F35 and AV8B can take off and land on the LHD.

Finally, we've added CfgGroups for vehicles (and infantry) that are compatible with ALiVE.

Needed addons :
CUP Weapons (v 1.6.0)

  February 4th, 2016 - 22:31 By Old Bear   Comment (0)  

  SITREP #00141 Official    

On February 2, 2016, Joris-Jan van 't Land has reported a SITREP #00141 on the official Arma 3 web site.

FROM: High Command
TO: Arma 3 Users
INFO: Eden Release Candidate, Ongoing Investigations, Simple Objects


Release Candidate testing for the 1.56 Eden Update has now kicked off in earnest. If you'd like to participate, the Steam branch access code is: Arma3Update156RC. The actual release date will be determined based on test results, but it should be somewhere in the middle of this month. Please visit the Dev Hub overview page with details and some cautions. One particular warning this time around is one-way compatibility of campaign save games. You will not be able to load 1.56 saves in the older 1.54 version due to fixes to inventory serialization. Campaign saves do carry over from 1.54 to the newer 1.56 (overall progress, not mid-scenario). Please keep this in mind and consider backing up your saves before switching branches. Alternatively you could use a new user profile to carry out RC tests. Thank you all in advance for helping us move towards a solid release!


The Arma 3 subreddit has welcomed a new mascot, designed by Bohemia Interactive Artist Ziying Shao. We'd like to also recognize the awesome volunteer work done by the subreddit command staff. They are doing a great job moderating, informing and styling this community. Snoo salutes you!

Because the Internet was in need of more puppies, the latest dev photo features Flyn, the new Bravo team guard dog. Background details include Senior Designer Vladimír Hynek, who has been working on preparing the new fonts for Eden Update. An extra benefit of this work is that the game will also support more Asian language characters. Even though no official Chinese translation exists, the game will be able to display the most relevant text characters, as requested.

The Electronic Sports Masters organization held the finals for their A-Series global Capture The Flag league. Our friend MicOne shoutcasted the event, during which Russian KND.Squad battled Spanish 88th Co. "Walking Death" for first place. You can view the entire session in this recording, and be sure to keep an eye on ESM channels for future events.

You may also like the short "ARMA Noir" machinima made by Ed Vyse. Its style and choice of music are different to what we're used to seeing for Arma videos - keep it going!


We've been asked about the status of various on-going issue hunts. First of all, there are undefined circumstances under which uniforms disappear in multiplayer. So far a specific and clean repro method is missing and that makes it harder to track the source problem. If you have an isolated repro, please do share it in the relevant ticket. This appears to mostly happen in modes which use a lot of inventory scripting. One angle of attack for us is to work on low-level multiplayer inventory optimizations. These should result in a set of script commands that can fetch and apply load-outs in a much more network-friendly manner, and therefore help to avoid many kinds of inventory glitches. Parts of this code are already in use in Eden Editor's Arsenal integration, but it's not quite ready yet for more widespread usage. We'll be trialing this ourselves in the Revive system.

The Altis Life server crashes are even harder to solve. It's not possible for us to host this kind of server in the full debugging environment. The required mods are too complex and unfortunately suffer from data errors in many places, resulting in vast amounts of log warnings that complicate finding any pertinent information. Note that these log errors don't even necessarily show during normal gameplay, but they spam the debuggers. We're also not ruling out there is indeed an issue in the engine that might be causing these crashes, but all we've been able to do is add more and more diagnostics to the special profiling builds, and ask administrators to test these. One such build was published today, so we've not given up.

Meanwhile, Lead Programmer Vojtěch Hladík has begun work on a suite of script commands that allow the creation of simple objects (decorative). This type of object is not simulated like a full object (or vehicle) and therefore costs fewer computing resources. They also do not need to be synchronized over the network as frequently. That does mean they miss a lot of functionality, like interaction and destruction. The main goal for these simple objects is to build cool object compositions in critical scenario / mode areas. It's also being considered how to integrate creation of these objects into Eden Editor post-release.


Another small anti-cheat update was deployed to main branch via BattlEye last week.

We're closing this week's report with a follow-up to the new animations mentioned Martin Kašpar has published a quick video to show the difference more clearly, and he's posted a script snippet to show how you can trigger the old variants in specific custom cutscenes. For reference: the new animation classes are "AmovPercMwlkSlowWrflDf_ver2" (walk) and "AmovPercMtacSlowWrflDf_ver2" (tactical), versus the old "AmovPercMwlkSlowWrflDf" (walk) and "AmovPercMtacSlowWrflDf" (tactical).

  February 2nd, 2016 - 19:56 By Old Bear   Comment (0)  

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