Jump to content

Relevant Info from the 1.22 Patch


technerd89
 Share

Recommended Posts

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

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 :P

Link to comment
Share on other sites

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 account

Sign in

Already have an account? Sign in here.

Sign In Now
 Share

  • Forum Statistics

    11k
    Total Topics
    66.2k
    Total Posts
×
×
  • Create New...