technerd89 Posted June 19, 2014 Share Posted June 19, 2014 Here are some particular relevant bullet points from the patch notes of today's 1GB patch that might have some influence on game play on I&A. Server browser:Removed: GameSpy logo Removed: GameSpy / Steam switch Server count is now in-engine instead of scripted Added: Player's name Fixed: Dispersion and engagement ranges of TRG 20 and TRG 21 were switched Fixed: Aimpoint visibility at night for MRD attachment Fixed: Zeroing on EBR's ironsights Fixed: Geometries of UAV entities (Hope this actually makes a difference...) Fixed: Unable to throw grenade through window of d_house_small_02_v1_f.p3d(http://feedback.arma3.com/view.php?id=15704) Added: Stall warnings in HUDs of fixed-wings now flash Added: Altitude scales in HUDs of fixed-wings now show ASL instead of ATL. However, terrain indicators have been added. Added: "Vote Kick" and "Vote Admin" buttons are now visible in the Players list on Dedicated Servers (Yay! Please learn to use them!) Added: New zeroing adjustments for GL (50,75,100,150,200,250,300,350,400) Updated: Thermal signature of Mk200, Khaybar, Zubr and MX Ejection seats in planes now propel the pilot high enough to parachute (from ground) Rahim rifle is no longer able to attach Rail attachments Standardized inventory configuration for armored vehicles and added basic equipment even for MBTs AI is more likely to target enemy transports Reduced: Armor of light bulbs on street lamps for they were very hard to destroy even with concentrated machine gun fire from close vicinity. Also changed the material for Decor Lamp to improve over-penetration issues. (Shoot out those lights boys!) Fixed: Desync in MP after the revision 124842 fix Added: Fuel explosion power value for all vehicles UAV - Camera stabilization Inventory load now affects stamina regeneration Link to comment Share on other sites More sharing options...
MDCCLXXVI Posted June 20, 2014 Share Posted June 20, 2014 Also relevant and nice to see is the fixes for functions BIS_fnc_randomPos and BIS_fnc_spawnGroup, both of which feature heavily in I&A. Link to comment Share on other sites More sharing options...
technerd89 Posted June 22, 2014 Author Share Posted June 22, 2014 Also relevant and nice to see is the fixes for functions BIS_fnc_randomPos and BIS_fnc_spawnGroup, both of which feature heavily in I&A. True, although knowing absolutely nothing about Arma coding and map-making, that would have been completely oblivious to me Link to comment Share on other sites More sharing options...
David Posted June 25, 2014 Share Posted June 25, 2014 Maybe enemy won't spawn in rocks now! Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now