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  SITREP #00153 Official    

On April 26, 2016, Joris-Jan van 't Land has reported a SITREP #00153 on the official Arma3 site.


FROM: High Command
TO: Arma 3 Users
INFO: Official Mod, Milsim Stream VoD, Top 10 Update 1.58, Price Reductions, Score Screen
PRECEDENCE: Flash

SITUATION


We've moved a step forward on the #RoadToApex, admittedly with a few stumbles, now that update 1.58 has hit main branch . There were several great improvements, which we're confident have bolstered the game's usability. Later in this report we will also share Intel on how we're dealing with some of the issues that were shared with us. Apex is looming on the horizon, so besides dealing with update glitches, we're already in full motion to compile the 1.60 build ( Visual Upgrade and more). That does mean there are many more complex changes coming up, which we all know don't always work flawlessly in the broader player-base. But we still feel that doing this in chunks, rather than all at once, makes it more manageable for us, modders and players alike. Plus it means you don't have to wait for everything we're working on. Bear with us, it will be worth it!

INTELLIGENCE


You can now watch the full-length recording of the #milsim live stream, organized by Community Developer Greg Becksted and QA Assistant Adam Hurta with the 21st Ranger Regiment. It was impressive to see the unit react to unexpected events while observing strict discipline. Greg reflected on the fun event by stating: "We've completed our first ever #milsim live stream, visiting the 21st Ranger Regiment on one of their regular co-op milsim missions. With 70+ players active, multiple platoons and an active campaign lasting weeks, what does it take to organize, run and participate in a milsim group like this? We took a close look at the 21st Ranger Regiment's operations, touched on what mods they use and discussed the details of what is involved in running one of their typical missions. We were also joined by FRIZNIT, one of the developers of the ALiVE mod. He expanded on the mod's features and provided some of its history and their plans moving forward. Many thanks to Vegas, the leader of the 21st and everyone in the 21st Ranger Regiment for letting us tag along on one of their operations and letting us explore how they use Arma 3 for their milsim experience."



Perhaps it has snuck past you unnoticed, but we've announced the first permanent price drop for Arma 3 since its release in September 2013. Both the base game and all released DLC have been reduced in price. For newcomers, the Apex Edition definitely still is the best option. It will give you the game, digital extras, DLC and the upcoming Apex expansion. Take a look at the updated purchasing overview.

OPERATIONS


Last week we did something a little unexpected. We published an 'official' mod to Steam Workshop as a celebration of Arma's custom content scene. One of our goals was to show how easy it can be to discover, install and maintain such content via the official Launcher. Read the whole story in Creative Director Jay Crowe's most recent OPREP on the matter.




What kind of mod is it actually? We present to you the 'ADR-97 Weapon Pack', which consists of several variants of this unique SMG. Created by the multi-talented Senior Programmer BXBX in his spare time, you can now play around with this high rate-of-fire weapon for free. We should also acknowledge splendid support by Project Lead Petr Kolář and Senior Animator Paweł Smolewski for their off-duty help with encoding and animations respectively. To clarify: even though this firearm was crafted by our devs, we do really consider this a mod, not a vanilla Sandbox asset. See the weapon in action in our introductory video, and then jump into the game to squeeze off a few rounds yourself.



Senior (UI) Designer Vladimír Hynek has teamed up with Senior Programmer Krzysztof Bielawski to convert the previously hard-coded score / stats screen (seen in multiplayer by pressing P by default) to one that is configured like most other displays. This will not only let us tweak and improve the screen, but also allow modders to make relevant changes more easily.




LOGISTICS


A full change log of the 1.58 release is available in its SPOTREP. Even after four weeks of public RC testing , various issues did pop up. Let's go over the major ones, for which we are considering a small hotfix in the near future.
  • A group of users report severe performance degradation after some playtime. This appears to be an issue when using the system memory allocator. Most of these users confirm that the issue is solved by switching to another allocator (e.g. TBB4). Regardless, we believe we have a fix, and we're testing it in-house.

  • The Difficulty Overhaul mostly just caused confusion, which was a matter of re-configuration for server administrators. Tips and work-arounds are being discussed in this thread on the Arma subreddit. Actual bugs in the implementation are not yet confirmed, but are being investigated.

  • BattlEye started kicking clients who took too long to download custom scenarios. This was temporarily mitigated by setting a longer timeout, but a proper fix is being sought. The silver lining is that these changes to the BE implementation lay the groundwork for support in the Linux and Mac ports.

  • We're also processing (modded server) crash reports.


The Tools and Samples also have their change log, and a very nice overview of the changes written by R&D Lead Julien Vida. Here there was an issue that caused faulty binarization of terrains, which has swiftly been fixed on the relevant Dev-Branch.

But let us not forget the cool stuff these updates bring to the platform. We've written up another Top 10 article to go over the 1.58 highlights, such as the Tasks Overhaul and the weapon switching package.







That's it for this week. Now that the weather gods over our various studios have decided it isn't quite spring yet, we join PhiGohlYT in wishing for the summer season!




  April 27th, 2016 - 07:11 By Old Bear   Comment (0)  

  Bohemia Interactive publishes ADR-97 free weapon pack Official    


Korneel van 't Land has informed us about "ADR-97 free weapon pack" release.

In support of the Arma 3 Steam Workshop, Bohemia Interactive deployed an 'official mod' in the form of the free ADR-97 Weapon Pack. A new trailer, which accompanies the ADR's release, demonstrates how easy it is to install user-created content from the Arma 3 Steam Workshop.



The ADR-97 Weapon Pack consists of a collection of variants of the ADR-97 submachine gun. Inspired by the iconic FN P90, the ADR is a lightweight, highly maneuverable firearm with a high rate of fire, which stands out due to the 50-round magazines positioned on top of the weapon. The ADR-97 comes with inbuilt collimator sights, but some variants can also be fitted with custom optics.

To add the ADR-97 Weapon Pack to their game, players simply need to visit the official mod's page on the Steam Workshop (via their web browser or the Steam Client), and click on the green 'Subscribe' button, as is demonstrated in the video. Then, when they start Arma 3 from their Steam Library, they can enable the ADR-97 Weapon Pack (and other mods they have installed) via the 'Mods' tab in the Arma 3 Launcher, and run the game. The ADR-97 is now reasy for use; give it a go in the new 3D Scenario Editor!

Arma 3 - ADR-97 Weapon Pack (Official Steam Workhop Mod) Trailer



In addition, while marching forward on the #RoadToApex, Arma 3 today also received a significant platform update. Highlights of Update 1.58 include the new Apex control preset, the ability to switch between weapons while in movement, an overhaul to Arma 3's difficulty options, an improved system for assigning and managing in-game 'tasks', and continued support for the recently released Eden 3D Editor, as well as a range of other improvements and fixes. The complete changelog is available on the Arma 3 Dev Hub.

Last but not least, for the first time since its official release in September 2013, Bohemia Interactive has announced a permanent price drop for Arma 3 and all of its DLC released so far. The new price for the Arma 3 base game is 34,99 EUR / 29.99 GBP / 39.99 USD (before it was 44.99 EUR/35.99 GBP/59.99 USD). The Arma 3 Helicopters DLC and Arma 3 Marksmen DLC are now 9.99 EUR / 7.99 GBP / 11.99 USD (before it was 12.99 EUR/10.99 GBP/15.99 USD). The price of the Arma 3 DLC Bundle, which includes the Karts, Helicopters, and Marksmen DLC has been reduced to 16.99 EUR / 14.99 GBP / 19.99 USD (before it was 19.99 EUR/16.99 GBP/24.99 USD). Those who are new to Arma 3, but want the most complete experience for the best price, can still choose to pick up the Arma 3 Apex Edition for 59.99 EUR / 44.99 GBP / 69.99 USD, which includes the Arma 3 Digital Deluxe Edition, Karts, Helicopters, and Marksmen DLC, and the upcoming Apex expansion. All Arma 3 editions and DLC are available for purchase on the Bohemia Store and Steam.

For more information about Arma 3, please visit www.arma3.com - and for all the latest news be sure to follow Arma 3 on Facebook, Twitter, YouTube, and Steam.




  April 24th, 2016 - 07:22 By Old Bear   Comment (0)  

  SITREP #00152 Official    

On April 19, 2016, Joris-Jan van 't Land has reported a SITREP #00152 on the official Arma3 site.

FROM: High Command
TO: Arma 3 Users
INFO: 1.58 Release Week, Campaign Unification, Action Filtering, Eden Editor Updates, Targeting Improvements
PRECEDENCE: Flash

SITUATION


This week we want to finally release 1.58 to every player. Besides several fixes, the last addition we sought to get in was merged on Friday (action filtering for weapon switching). That gives us all a day or two of further . Take a look at the pseudo change log on our forums for the highlights of this update. If you're aware of critical issues remaining in the build, alert us via the forums please. Catch you on the flip side!

[Related Twitter content on click]

INTELLIGENCE


We're planning a fairly drastic The East Wind campaign change in the 1.60 update. For Arma 3's 1.0 release we decided that we needed to split up the campaign into 3 episodes (not counting the Bootcamp Prologue). This also meant that technically these episodes were released as 3 separate campaigns. It's our desire to now finally merge these into 1 campaign for presentation purposes. For anyone new jumping into the game, this would offer a more streamlined and logical experience. There is however one very important caveat to be aware of: existing campaign saves will not work after this! That would mean you have from now until 1.60's release (and technically one more update after that given the Legacy Build) to finish your current session. Re-playing the campaign after 1.60 will be well worth it, with things like the Tasks Overhaul and , but also to refresh your recollection of events for Apex.

[Related Twitter content on click]

The expansion will come with its own 1-4 player co-operative multiplayer campaign, with ties to The East Wind. The Playable Content team actually hit our MOCAP studio recently to record special animations for various scenes in that campaign.

On this week's dev photo you'll see our proud envoy to last weekend's Game Access 2016 summit in Czechia (< don't blame us). We had quite a few devs in attendance to support sessions by their fellow team members, as well as to listen to other great developers in the Czech industry. The presentations were recorded, so we'll report back once they are online.

[Related Twitter content on click]
[Related Twitter content on click]
[Related Twitter content on click]

Releasing in unison, both the Community Upgrade Project and ALiVE have dropped major new versions of their mods after we last published a report. On their new website and our forums, you can see more Intel on the vast library of assets now available via CUP.

[Related Twitter content on click]

ALiVE describes their 1.0.3 update as focusing on fixes, map indexing and full War Room integration with ACE. Congratulations to all modders involved with these awesome improvements.

[Related Twitter content on click]

OPERATIONS


Wrapping up the weapon switching package for 1.58, we've added tech to filter action menu entries which are bound to a control. This was configured for weapon switching actions only for now, but we may extend it later. Especially when combined with the Arma 3 Apex controls preset (which maps switching weapons to the number keys), this goes a long way to de-clutter the action menu. It should reduce the frequently complained about situation of trying to open a door under fire, but slowly switching to your launcher instead ... and dying. Let our Research & Development designers know what you think on our forums!

[Related Twitter content on click]

More usability enhancements coming from R&D and Sandbox are coordinated by Designer Ondřej Kužel and his direct line to our programmers. They have worked on improvements of various targeting systems (planned for 1.60). This encompasses a list of changes in the categories commanding, crew communications and weapon systems. You're best of reading through the great write-up by Ondřej himself.

[Related Twitter content on click]
[Related Twitter content on click]

One specific addition is a virtual camera pod on fixed-wing aircraft. It should help pilots to coordinate their Air-to-Ground attacks more precisely by enhancing their restricted view from the cockpit.

[Related Twitter content on click]

Then there is a very exciting bundle of new features for the Eden Editor (after 1.58). Its development team continues to process their own wishlist as well as community feedback with excitement. Designers will now find a new entity type: Comment. This is a very useful tool to leave yourself notes and reminders in 3D space. You may wish to build a detailed F.O.B. somewhere later, and just place a reminder in the editing scene for now e.g. Comments have an always visible title and a tooltip with more details. Another useful tool is the ability to create and scale area entities, such as Triggers and Markers.

[Related Twitter content on click]
[Related Twitter content on click]

Looking ahead to Tanoa jungle editing, designers may now toggle the visibility of foliage on vegetation. It's also possible to preview the changes of environment attributes like time of day and overcast in real-time with this update.

[Related Twitter content on click]
[Related Twitter content on click]

We've reached the cherry on the cake: asset preview images. While we're still generating these for all vanilla assets, you now see an image preview of the asset you're hovering over in the Asset Browser. We are also preparing a pipeline that automatically generates those for mod assets, although it's not currently functional yet.

[Related Twitter content on click]

With so many things being staged to and seeking your feedback, it can be hard to know where to post. Associate Producer Vojtěch Kovařič to the rescue! He's shared an overview of active feedback topics on the Arma subreddit. If there's something that doesn't have its own thread, feel free to share your thoughts in the general discussion thread.

LOGISTICS


Technical Designer David Sláma reports on cool new animation source tech for weapon animations, implemented by Senior Programmer BXBX. As the documentation describes, modders may now use numerical identifiers for sources associated with muzzles other than the primary one. This tech should offer more flexibility and allow weapons to be more effeciently animated. It should even be fully backward compatible!

That leaves us to wish you a splendid evening!

[Related Twitter content on click]



  April 20th, 2016 - 22:15 By Old Bear   Comment (0)  

  CUP Units 1.3.1 Hotfix Addon release    

The CUP - Team has released a CUP Units 1.3.1 Hotfix on their site.

Version 1.3.1 (17|Apr|2016)
ADDED:
2 New cap designs (TrackIR, Make Arma Great Again)

FIXED:
British and Khet/Jeans units bouncyness (now Lord Pettka is back to being the Lord of the Bounce)
US Army, Russian, Chedaki units not appearing in Zeus
Napa Soldier 4 hood removed in Pilot/First Person View
Russian Spetsnaz Assaultman did not have ammo for his RPG-18



Needed addons :
CUP Weapons (v 1.6.0)


  April 18th, 2016 - 17:53 By Old Bear   Comment (0)  

  CUPREP #0001 : Updated CUP Units, Weapons & Vehicles released Addon release    

The Community Upgrade Project - CUP has announced CUP Units Pack 1.3.0, CUP Weapons Pack 1.6.0 and CUP Vehicles Pack 1.3.0 release on the BI Forums

CUPREP #0001 : It's CUPDATE time!

The Community Upgrade Project is proud to announce another happy little accident in the form of our new Website and the rollout of a new update for the Weapons, Vehicles and Units packs.

Head over to our new website http://www.cup-arma3.org/ and check our downloads page for links to the new stuff. Download mirrors might take a while to get the updates.

And since you all have been such good boys and girls, here's a gallery of goodies that are in the new update..





Needed addons :
CUP Weapons (v 1.6.0)




  April 13th, 2016 - 18:48 By Old Bear   Comment (0)  

  SITREP #00151 Official    

On April 12, 2016, Joris-Jan van 't Land has reported a SITREP #00151 on the official Arma3 site.

FROM: High Command
TO: Arma 3 Users
INFO: Visual Upgrade, Milsim Live Stream, Respawn Screen
PRECEDENCE: Flash

SITUATION


With Release Candidate testing for 1.58 continuing this week, and major 1.60 features being staged to Dev-Branch, things are perhaps becoming a little confusing. That's why we're here to clarify when you can expect what on the #RoadToApex. The simplest way of looking at it is: we want the weapon switching package to be in 1.58, but the version is otherwise locked. Anything else is for 1.60 or Apex itself.

Said expansion has meanwhile passed an internal Alpha milestone for the Sandbox. That means the assets are being finalized towards Beta, with Levels Of Detail, detailed textures, etc. They are being prepared for encoding, animations and sounds. Milestones are also a good time for our team to align priorities, dependencies, resources and the overall progress. Special snapshot evaluation sessions let us identify bottlenecks and solve issues that arise from the complexity of multi-studio development. We were once again energized by your feedback to some of the recent changes, so the team is working harder than ever to deliver Apex.

INTELLIGENCE


Yesterday we've announced our next official live stream event, this time focused on #milsim. Community Developer Greg Becksted has linked up with Vegas - the leader of the 21st Ranger Regiment unit. Of course even within the spectrum of milsim communities you'll find plenty of varied interpretations. This Saturday April 16th, starting at 18:00 PDT, we'll stream a demonstration of one such co-operative role-playing operation with the 21st. Things will kick off with a proper briefing, move into the AO deployment and then go into the actual mission. Various stream guests will offer commentary on milsim communities, popular mods and more. Cya on Twitch this Saturday!




And there is more live entertainment to be had for Arma 3 this weekend. The first season of the Battle Royale Games is being hosted by PLAYERUNKNOWN on Twitch. Last weekend saw the first round for the Games with the popular mode's Regular preset. Congratulations to Grand Master Marius on being victorious! Next weekend you can follow a brutal session in the 'Hardcore' arena. Acquaint yourself with the schedule here

Members of the Community Intelligence Group have stumbled on an under-the-radar reveal of one of Apex' vehicle assets. As an exception and with explicit permission we have indeed allowed External Artist Tomáš Velebný to update his portfolio with renders and screen grabs of the brand-new off-road vehicle he's created for the expansion. We hope you like it as much as we do!




It could well be that besides playing the game for hundreds of hours, you feel you could still have more Arma 3 in your life. Here to fill any void is a new unofficial podcast: ARMAnet. Now you can spend your commute to work by listening to hosts Dagger and Reaver and guest speakers. They will cover news, the community, units, mods and much more. On the first episode they speak about their own unit - 111th S.O.G. - but they also invite different milsim units to drop by. Other topics include an evaluation of Eden Editor and the many different playstyles available in Arma 3. So, find their show on iTunes or Podbean, and let's give them the motivation to keep it going!




We also caught a few nice community cinematics in our nets. Firstly take a look at "SHADOW LION", a new Reality Gaming Task Force deployment trailer by Veterans TR. Then shift your attention to a lovely small scene by Enzait.





OPERATIONS


We're proud to have finally staged the Visual Upgrade package onto Dev-Branch last Friday. The effort was led by Senior Artist Pavel Guglava and expertly supported by Senior Programmer Lukáš Bábíček. Read all about this in our latest OPREP. We should make it clear that this work is not going into update 1.58, but rather 1.60. There is plenty of tweaking ahead of us, so please try to collect your feedback in this forums thread. Going off your enthusiastic sharing of media on many channels, we think this is going in the right direction and the end result should be awesome.






Now for some 'real talk', on the topic of performance. This naturally comes up whenever graphical fidelity is discussed, so we'll explain again how we feel this upgrade can affect overall performance. The lighting changes themselves should not have an impact. Then there are a few changed technologies that are not optional and in our tests can have a small effect, namely the new shore shader, multi-component fog and previously released parallax map improvements. Finally, the Screen Space Reflections used on water are actually expensive, but they are optional. It's also important to remember that Dev-Branch is not the best performance indicator. This build contains more diagnostics and may be spamming more RPT log errors for example. The 2GB update also may have caused fragmentation on non-SSD drives, so consider running a defrag.




We will continue to look for optimization opportunities across the board, but it would not be realistic to expect a 'magic bullet' leap forward in Arma 3's lifetime. That also goes for a potential DirectX 12 implementation. After a lengthy initial investigation, we've concluded that this is far more complex than it may seem. It has been decided that our company will first tackle this in the new Enfusion engine, as its rendering pipeline is more compatible. Afterwards we'll still evaluate porting it back (or using the knowledge we'll have gained) for Arma 3. This does mean quite definitely that no DX12 implementation will be part of the platform update that is to accompany the Apex release.




LOGISTICS


Another improvement slated for update 1.60 is an overhauled Respawn Screen. Sandbox Designers Petra Ivašková and Bořivoj Hlava, with great support from other designers, have coordinated a new User Interface and plenty of tweaks of the scripted system behind it. A prime goal has been to make the interface much more intuitive to use, but also to optimize the underlying technology - all while maintaining backwards-compatibility. Visit our forums for a detailed overview accompanied by useful configuration samples (additional documentation) - and to leave your feedback of course.




Yes, another SECREP was published recently to bolster security against hacking and cheating in multiplayer.




Senior Programmer >Jan Mareček has had some time to work on Terrain Builder. That has resulted in a new version being pushed to the Arma 3 Tools Dev-Branch. This update should resolve a few pesky layer issues and allow environment artists to better find duplicated objects.


  April 13th, 2016 - 17:22 By Old Bear   Comment (0)  

  SITREP #00150 Official    

On April 5, 2016, Joris-Jan van 't Land has reported a SITREP #00150 on the official Arma3 site.

FROM: High Command
TO: Arma 3 Users
INFO: Weapon Switching On-The-Move, Suppressive Fire, Mappable Camera Controls, Update 1.58 Status
PRECEDENCE:

SITUATION


And just like that, we're publishing our 150th SITuation REPort on Arma 3's development. That makes it over 150 weeks since we began the public Alpha. It continues to be our pleasure to collect relevant information, share news, highlight cool community productions, and be as open as we can about the state of the game. There's no end in sight either. We're working towards the Apex expansion, and very likely we will not stop there. Back in the now, we have indeed decided to delay update 1.58 a little bit. The feature we are keen to include was meanwhile staged on Dev-Branch: weapon switching on-the-move (more on that later in this report). The extra time has also allowed our developers to resolve some of the issues in the highlighted changes. We're now looking at a release window that will open next week.

INTELLIGENCE


Did you catch our April Fools' Day gag this year? We launched a fake product on our Store: "Arma" - Eau De Combat, complete with announcement trailer and promo pics! Kudos to the various team members for chipping in to make this happen. Our very special thanks go out to Game Capture Artist Arthur Walter's French mother for the fantastic outro narration that made us all wish this was a real fragrance. Unlike Karts DLC however, we do not have plans to make this an actual product this time around. Unfortunately it was and always will be "sold out", with no actual pre-odors having happened.






OPERATIONS


For the past few weeks we've hinted at a big feature that we're excited about. It's one of those top tier requested things, both in our team and by players. We're talking about the ability to switch weapons on-the-move of course! The reason we were reluctant to mention it previously is that we wanted to be confident about delivering it for Arma 3. This feature is really pushing the limits of the Real Virtuality engine, and it probably pushes beyond them in some respects. Even though mods have previously accomplished this functionality to some degree, we wanted to only add it as a native solution that works under all conditions. It's possible there will be some unsolvable visual glitches, but we feel the enhanced control over your avatar is worth it. We're proud of the devs involved in making this happen for everyone who's been waiting for it for a long time. Now that the first version has hit Dev-Branch, give it a go and share your feedback on the forums. We'll meanwhile still be iterating on the animations and solving known issues. If things go well, we hope to still include this into 1.58.




But that is not the entire package for switching weapons. As part of a larger push to improve the user experience of Arma 3, Senior Designer Shobhan Roy (R&D) and Programmer Marcel Marciš have focused on bringing more control to players. Quick weapon switching technology has previously added new infantry and vehicle actions, allowing players to bind their weapons to any key they desire.

One thing we wanted to do was put weapon switching on industry standard number keys, where they are easily reachable and recognizable. However, this conflicted with our originally hard-coded Command Menu interaction; so in order to resolve this, we extended our Command Menu functionality to let players choose when the menu opens and what keys activate it. The result? It is now possible to use weapon switching and the Command Menu on the number keys simultaneously, based on whether the menu is activated. This improved behavior can be experienced with our new Arma 3 Apex controls preset. This new preset is slated to eventually become our default control scheme for the upcoming Apex expansion, and will take advantage of the various usability improvements. Existing presets will also stay available, probably under a Arma 3 Legacy title. Expect more additions as we progress on the #RoadToApex, and we look forward to your feedback!

Another useful improvement is live on Dev-Branch as well: an overhauled suppression command via Lead Programmer Vojtěch Hladík. You can now actually order subordinates to lay down fire on a specific target or position (3 > 9 by default). And since version 1.42, suppression has a real effect on AI, so it can be employed as a viable tactic (see this report). Simply put, they will try to engage for about 15 seconds, ammunition allowing. Other commands, such as regrouping, will make them stop. This is supported by two script commands: commandSuppressiveFire and doSuppressiveFire. Since we do still need a little more time to flesh out some of the details, this work is not going to be included in 1.58 yet. Let us know your thoughts in the relevant forums thread.




LOGISTICS


For the record: another tiny anti-cheat security update was released on main branch late last week.




Eden Editor has also seen some nice improvements on Dev-Branch (post-1.58). During its Beta, there were requests to be able to change the control bindings for the camera. We agreed that we'd make this happen, but we wanted to tackle it properly also for other cameras in the game. So, now you can set up the camera controls as you wish, for Eden Editor, Zeus, Spectator Mode and Splendid Camera. Please note that H is no longer the key for hiding the interface in Splendid Camera; it's Backspace now.

Then there's the new ability to define a limited ceiling for triggers, via Eden Editor's Scaling Widget or various updated script commands in the sandbox generally. Finally, our programmers have done work on scripted Event Handlers. Some of the important but outdated handlers allowed the creation of a single instance only. This was causing significant inconveniences for mod and scenario authors. We've now added twelve alternative and 'stackable' mission event handlers to remove the single instance limitation.




  April 6th, 2016 - 06:34 By Old Bear   Comment (0)  



 
 
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