Attention Soldiers,
Reinforcements have arrived! Just when you thought the frontline was reaching a stalemate, the Arma Reforger 1.2: Reinforcements update brings a host of new assets, features, and improvements that will assist you in your battlefield combat readiness.
AI Driving
Until now, only humans could operate ground vehicles in Arma Reforger. AI soldiers can now drive, navigate road networks, and avoid obstacles, opening up a world of possibilities for both cooperative and competitive gameplay. AI can also lay down suppressive fire with vehicle weapons, decide which crew member should man the weapons, and reassign a different crew member if the gunner is down.
AI Commanding
Take command of your fellow soldiers! Now, you can direct AI comrades to move to different waypoints, halt, lay down suppressive fire, heal one another, follow the squad leader, defend objectives, and get in and out of vehicles. These fundamental commands will allow you to utilize AI soldiers as weapons on the battlefield and more effectively carry out operations across the islands of Everon and Arland. Learn more about our implementation of AI commanding in our latest Dev Report.
Defensive Helicopter Weapons
Transport helicopters in Arma Reforger have been somewhat vulnerable since 1.0, especially when landing. We've installed mounted weapon turrets on the UH-1H and Mi-8MT to lay down suppressive fire and protect themselves against enemies. This upgrade is sure to change the dynamics of the battlefield, as helicopters are no longer just RPG fodder but a formidable threat to infantry and vehicles alike.
Flares, Explosive Charges, and Bayonets
This update introduces three key combat assets that will completely augment nighttime combat, battlefield sabotage, and close-quarters combat:
Flares - Until now, the cover of night has been all-encompassing, with no effective way to increase visibility without significantly compromising your position. We've added underbarrel grenade-launched flares to the game, allowing you to tactically illuminate wherever you fire them.
Explosive charges - The US and Soviet factions have both gotten their own explosive charges with detonators, opening up possibilities for sabotage, ambushes, and other explosive tactics on the battlefield. With both timed fuses and detonators, explosive charges will surely shake up engagements across the islands of Everon and Arland.
Bayonets - With attachable bayonets for all three factions, close-quarters combat has become even more deadly. Silently attack with an element of surprise or defend yourself against attackers in close proximity when the fight comes to you.
New Weapon and Assets
The Soviet arsenal has gotten another weapon! Introducing the AKS-74U - a lightweight, shortened variant of the AK-74 well suited for close-quarters combat. It's the perfect complement for an AT or medic loadout, allowing soldiers to specialize in their roles without compromising firepower.
In addition, new pilot suits and gloves expand your options for authentic kits for in-game factions, reinforced by multiple new soldier roles, including US and Soviet special forces units placeable by the Game Master.
New Game Master Features
Two of the most requested waypoint features for Game Master are now in-game!
Cycle waypoints allow you to make cyclical routes for AI soldiers. Previously, AI could just be sent from point A to B. With cycle waypoints, you can loop their patrol route indefinitely, making it easier for a Game Master to set up a scenario and create a more immersive environment for the players.
Linking waypoints allow you to link waypoints with entities. For example, you can now make a waypoint that tells AI to enter a particular vehicle or destroy a specific object. This added level of control will give you more options for creating scenarios and leading thrilling Game Master sessions on the fly.
And finally, the civilian faction is now available in Game Master mode. You can now utilize civilians in your operations and spawn them with randomized loadouts with percentage chance values for which gear they will receive.
Inventory Improvements
The inventory has received a massive overhaul, greatly improving functionality and performance. Inventory replication has been refactored, addressing performance issues caused by the previous system. Drag-and-drop has been improved, and the entire inventory UX/UI has received a cosmetic overhaul. We think the new inventory is a significant upgrade and hope you enjoy the new interface!
New AI Firing Behaviors
Next time you engage an FIA squad, you'll probably notice that AI soldiers can more accurately suppress your position thanks to our updated AI firing behaviors! In addition to suppressive fire being an AI command, AI will use suppressive fire to cover and suppress an area with both bullets and indirect fire grenades. They will also more quickly suppress suspected enemy positions if attacked and will do so for longer.
In addition, firing timing logic has been completely redone to achieve more natural firing patterns and allow the AI to better regulate the firing rate during different combat situations.
Deployable Radio Rework
Deployable radios have gone through several iterations already, and the latest version brings more to the table than ever before. Now, deployable radios can be refilled with supplies and use supplies in their immediate vicinity. Instead of abandoning a deployed radio that has run out of spawns, you can refill it with supplies to enable more spawns. This also means that radios cost 200 supplies, as they come loaded with 100 supplies worth of spawns. In addition, Game Masters have the option to switch between three different types of budgets for radios (unlimited spawning, supply usage, and limited spawn tickets), and a new use action visible to the owner of the radio allows for spawning with loadouts to be disabled.
Additional Features
Finally, we have three new features that address issues identified by our community:
Vehicle unflipping is now in-game, so you can get out of a bind more easily if you accidentally overturn your vehicle. However, be aware that the feature often requires teamwork, just as it would in the real world.
Copilots can now take over the controls of a helicopter if the pilot is incapacitated.
The "get-in/get-out" refactor addresses several issues with vehicles. Now, opening the door and getting into a vehicle are two separate actions. This means no more repeatedly opening and closing helicopter doors; now, you can get in or out of any vehicle while leaving the door open. As a part of this factor, vehicles without roofs that go careening through the air and flip over can also eject passengers, and passengers exiting vehicles traveling at speed can be seriously injured by doing so.
1.2.0.70 Changelog
Assets
Added: UH-1H and MI-8MT (Armed Transport versions)
Added: AKS-74U and AKS-74UN
Added: M9, 6Kh4, and Sa-58 bayonets weapon attachments
Added: M112 demolition block with M34 detonator
Added: TNT block with KPM-3U1 detonator
Added: 40mm UGL flares (white for Soviets; red, green, and white for US)
Added: Pilot survival vests
Added: US pilot, woolen, and leather gloves
Added: IIFS backpack
Added: Ushanka hat
Added: UH-1H and Mi-8 machine gun magazines into Arsenal
Added: 6B2 vest to the FIA Arsenal, as some of their soldiers use it
Added: Support for Open Bolt weapons
Added: Ushanka hat for civilian faction
Added: Several new soldier roles and groups have been added to US, Soviet and FIA factions
Added: Variants of load-bearing systems for US and Soviet officers and platoon leaders have been added
Tweaked: Lights on UAZ452 were dark from afar
Tweaked: PKMT on Mi8 now uses 2Ball1Tracer magazine instead of 4Ball1Tracer
Tweaked: Inventory preview of M60D mag
Changed: Replaced the USSR radio in the FIA catalog with the FIA radio
General
Added: Ukrainian localization
Added: Vehicles - Unflipping interaction
Added: Vehicles - Toggle handbrake interaction to allow passengers to operate it while there is no conscious driver
Added: Vehicles - Ability to push vehicles
Added: Vehicles - Riding the clutch when moving off from a halt
Added: Vehicles now take damage when falling into water
Added: Commanding menu allows you to send orders to your group
Added: Commanding orders can be bound to the quick slot menu
Added: Visualization of commands in the world
Added: Added handwear slot
Added: Ability to switch control of aircraft between pilot and copilot seats
Added: Opening and closing doors on vehicles is now separated from getting in and out of vehicles
Added: Turrets - Unconscious gunners will elevate guns on pintle mounts while falling
Added: Improved ejecting from moving vehicles
Added: Realistic application of external forces on exposed occupants of vehicles experiencing unintended orientation changes
Added: Game option to enable/disable HUD elements
Added: Grass flattens under tripod turrets
Added: Ability to automatically adjust collimator brightness by environment light
Added: It's now possible to add attachments to a weapon via drag and drop from the arsenal
Added: Reload equipped weapon in inventory via drag and drop
Changed: Inventory visualization and operation was heavily polished
Changed: Weapon obstruction is now animation driven instead of IK driven and changed to 3 phases approach where there is more room for the character to shoot
Changed: Enabled player movement while using morphine, tourniquets, and bandages on the upper body
Changed: Reworked entire character damage implementation to use the new damageEffects system
Changed: Optimized destruction OnFilteredContact
Changed: MultiPhaseDestructibles no longer collide vs other static entities
Changed: Updated localization
Changed: Increased the incendiary effect on destruction of fuel tank being destroyed on trucks
Changed: Made all extremities (hitzones further away from center of mass) less likely to bleed
Changed: Optimization of processing colliders data in Hit Registration System
Changed: Field manual illustration for Commanding
Changed: Changed position of interior fan for Mi-8
Changed: Visualization of Commands in QuickSlots
Changed: Added blending between grenade locomotion and idle in the prone position
Tweaked: Optics - Increased vignette intensity
Tweaked: Helicopter engine startup time increased to 2 seconds, consistent with interactions
Tweaked: Medical and rearming kits now fit into smaller backpacks
Tweaked: Passengers can interact with all vehicle lights when pilot/driver is unconscious, dead, or not present
Tweaked: Moved lock controls user action to both sticks for pilot and copilot
Tweaked: Helicopter turret reload durations to be more equal, around 8 seconds
Tweaked: Vehicle emissive light surfaces
Tweaked: Removed offsets on the passengers and navigator idle compartments that break the get-in animations
Tweaked: Sway - Minimum sway set back to 33%, allowing for slight misalignment while the player is rotating in place; increased maximum sway speed up to 3.6
Tweaked: Sway - Increased steepness for more meaningful speed regulation; reduced vertical angular bob
Fixed: Freelook no longer follows gun elevation
Fixed: Damage - M151 could not be set on fire by shooting damaged fuel tank with tracerless kinetic projectiles
Fixed: Vehicles - S105 front lights emissivity with dipped and beam lights
Fixed: S1203 wheels damage setup
Fixed: Possible character clipping through doors and gates
Fixed: Turret-mounted weapons now support burst and semi-automatic fire modes
Fixed: Arresting handbrake (double-tap space)
Fixed: M60 was sometimes forced pointing downwards after deployment
Fixed: Vehicles - Gear shifting controls locked while shifting to or from neutral or reverse
Fixed: Weapons - Weapon input context was active while unequipping, sometimes causing reload instead of applying health items
Fixed: Weapons - NSV optics reticle was rotated incorrectly when gun was placed on a slope
Fixed: Hitreg issues with unconscious character
Fixed: Severe hit registration issues when a character was getting in/out of the vehicle while server has low fps
Fixed: Turret reload state got stuck when reload elevation is outside of stance specific bounds
Fixed: When a player places mine, as long as he has more in his inventory, they will remain assigned to that quick slot
Fixed: Players can no longer get in the back of transport trucks if it has supplies and vice versa
Fixed: Attached GP-25 grenade launcher would not work correctly with zeroing
Fixed: Vehicles - Machine gun is stuck in quickbar after exiting machine gunner seat
Fixed: "Remove casualties" action missing on some vehicles
Fixed: Switch seats animations to the Mi8 front turret
Fixed: Character would not go to sitting animation when closing doors from inside of a vehicle without char animations
Fixed: Previously incorrect condition for locking seats when entering them, allowing 2 chars to enter 1 seat
Fixed: Character pose in turret and its replication and replication of aiming in turret
Fixed: Teleporting from a child object of a vehicle would choose the incorrect door
Fixed: Starting a new CommandVehicle on server when a player reconnects leading to desync in vehicle state
Fixed: Binding the correct door when entering a vehicle consisting of multiple parts
Fixed: Character moves with vehicle while getting in
Fixed: Character gets stuck on Get In after surviving a Get In interrupted by vehicle deletion
Fixed: Obstructed door can lead to character teleporting high up on roofs and such
Fixed: If the Get Out animation started, character can continue exiting into geometry
Fixed: Kicking dead characters out of vehicles would not work and would desync the door state
Fixed: When getting into the helicopter as a navigator player no longer gets stuck, also fixed alignment points when getting in or out the Mi8 helicopter
Fixed: User action inconsistency of get in, get out, open, and close door on various vehicles
Fixed: Character could get stuck if mashing X during Get In
Fixed: Character no longer gets stuck when entering the gunner seat on UH-1H. Replaced compartment seats on the UH-1H cargo seats prefab for compartment door reference
Fixed: Character clipped through the roof when getting in and got stuck inside the vehicle of UAZ-452 ambulance as a doctor or patient
Fixed: Door opening no longer gets stuck when getting out from the rear doors of M997 ambulance
Fixed: Opening/ closing doors from inside as driver/codriver no longer makes the character rotate in their seat
Fixed: Re-exported switching seats and idle poses for copilot/pilot of UH-1H
Fixed: Submunition spawns twice when submunition has RplComponent
Fixed: Pilot and copilot seat position type variable was switched
Fixed: Optics illumination toggle wasn't working on 2D sights
Fixed: Mine placement range was too short
Fixed: Chat could still be used while disabled in Interface settings
Fixed: Supplies - vehicle transfer via drag and drop was not always registered
Fixed: Supply boxes in inventory didn't take into account stacked supplies
Fixed: Radio frequency display values in various field manual pages
Fixed: Incorrect ammo type icon for rocket launchers in equipped slots
Fixed: Issue where you would get duplicate regen effects after removing the tourniquet after bleeding was stopped
Fixed: Misplaced character after switching seats from turrets
Fixed: Character teleports out of vehicles that are upside down
Fixed: Aiming angles snapping in first person camera when exiting vehicles. Character rotating before closing the door when exiting vehicles, instead of after.
Fixed: Localization for deployable spawn point loadout switch
Fixed: Twitching in character locomotion when holding backwards and then left-right
Fixed: Getting stuck when switching seats between two entities
Fixed: If during get out, the exit point is obstructed, the character stays inside the vehicle
Fixed: Wrong seat type broke animation when getting into the left passenger seat of S105
Fixed: Cancelling exiting a vehicle would not reset the character position to the seat
Fixed: Desynced anims after getting kicked and joining back into a vehicle
Fixed: Unable to join a server until unrelated downloads are finished
Fixed: Removed offsets on various vehicles that break the get-in animations
Fixed: Missing get-in locator for the S1203 mesh
Fixed: Exit positions for nested turrets
Fixed: Character correctly positioned into tripod turret. Hands correctly attached on proxy too
Fixed: Character couldn't exit turrets, which were spawned inside the world layer
Fixed: Camera angles resetting after performing vehicle actions even if we stayed in freelook
Fixed: Cannot start get in/get out while someone else is opening/closing door
Fixed: Desync when two characters manage to start entering a vehicle at the precisely same frame
Fixed: Switching seats no longer gets character stuck when in the middle of the animation of sitting up or down
Fixed: TSH400g explosive is no longer stretching the arm when prone turning, also M112 was missing an IK pose in the prefab
Fixed: Applying turret passenger position for as long as we're in transition from Locomotion
Fixed: Rendering artifacts on inventory items
Fixed: Sidestep offset to not make character step on sandbags when moving in turret nest
Fixed: Characters in helicopters going back to idle pose after dying
Fixed: UGL zeroing is now properly aligned in the prone stance
Fixed: Fixed haybales destruction
Fixed: Wrong buffer in weapons graph inspection causing bad offset
Fixed: Improper third-person camera position in some cases after leaving a vehicle
Fixed: Ammo_127x108_APIT_BZT44 not correctly behaving like a tracer projectile
Fixed: Mi-8 passenger compartment issues
Fixed: USSR field hospital had no interaction point for supplies
Fixed: Notification for being unable to command now appears properly
Fixed: Bug where toggling auto-hover on helicopters sometimes would not work
Fixed: ADS persisted after the operator left the compartment
Fixed: Turret exit snapping
Fixed: Sway was too strong while walking slowly
Fixed: USSR and FIA AI no longer attack their own deployed radios
Fixed: First-person view camera going under the ground in prone turns after interacting with vehicle doors
Fixed: Slow-moving missiles on client
Fixed: Freelook on RB preventing switching firing modes while in ADS
Removed: Exit Game button removed on Consoles
Removed: Decimal numbers by radio frequencies
Removed: Attaching explosive charges to players who were in the vehicle
Playable Content
Added: Any spawn point can now use supply costs when a player is spawning
Added: All rank budgets are now supported by Free Roam Building
Added: Road network initial state data for Conflict and CombatOps maps that takes into account pre-placed objects
Changed: Deployable radios/tents now have the option to change respawn budget types between supplies, spawn tickets, or no respawn cost
Changed: Conflict - Radio message notifying about a player volunteering for a specific objective is now audible only for the volunteering player
Changed: Conflict - Supplies are no longer generated more rapidly when the stored amount is low
Changed: Conflict - Some objective names now better correspond with the surrounding location names
Changed: Conflict - Deployment with a saved loadout is now allowed only on bases with an armory
Changed: Modding: Entity catalog now supports getting Inventory item UIInfo to quickly obtain the name and description of the item it entity catalogs
Changed: Rank limitation to Requesting AI and building living area compositions has been changed to Sergeant
Changed: US field hospital composition no longer contains a large amount of supplies
Changed: Conflict notifications are now controlled by Notification Interface settings
Changed: Conflict - FIA supply caches now replenish their storage much quicker
Changed: Light vehicles like jeeps and UAZs are no longer available from the Heavy maintenance point
Changed: The cost of the heavy maintenance point was increased to 350
Tweaked: Combat Ops - Hideout spawn items, added flares and AK-74U
Tweaked: Checkpoint and machine gun nest editable composition
Fixed: Conflict - Objectives should now properly reflect the current base owners (resolving missing objectives or incorrectly uncompleted ones)
Fixed: Conflict - Respawn icon will no longer appear on bases low on supplies
Fixed: Weapons in arsenals are now refunded at the correct rate when you add or remove attachments
Fixed: Combat Ops - Intel item now has a name and description
Fixed: Intel in Combat Ops can no longer be duplicated by loadout saving at an arsenal with the intel in the players' inventory
Fixed: Arsenal loadout saving for faction only is no longer possible if you interact with a loadout that is of a friendly faction
Fixed: It was possible to respawn on a lost base
Fixed: Improved performance after selecting a faction in conflict role selection menu
Fixed: Combat Ops - Deliver Ammo/MedicalSupplies/Ammo task finishes itself as player approaches it
Fixed: Conflict - Radio signal was not working on Conflict North and South scenarios
Fixed: Field hospital was lacking supplies
Fixed: Combat Ops Everon - Boris' hideout vehicle de-spawned on approach when it should not
Fixed: Tutorial - Capturing course could not be completed
Fixed: Conflict - Incorrectly rotated bunker on the Arland map
Removed: Conflict - Pre-built but unusable antenna installation on Arland
Game Master
Added: Civilian faction was added to the game for Game Master mode; including Civilian arsenal, characters, and marking civilian vehicles as part of the Civilian faction
Added: Attachable faction task and waypoints to entity
Added: Cycle option that can be used with waypoints to create loops
Added: Randomized civilian, civilian dockworker, civilian businessman, US soldier, USSR soldier, and FIA soldier to Game Master
Added: Game Master can change the arsenal game mode in run time, restricting the available items to conflict items only or unrestricted
Added: Game Master is now capable of enabling and disabling supplies on entities with supplies usage as well as globally
Added: Game Master can now enable and disable certain arsenal types separately. Giving the ability globally and on entity to enable/disable arsenal boxes and weapon racks, arsenals of vehicles, and arsenals of gadgets
Added: Game Master can now set the spawn cost supply multiplier for spawn points when supplies are enabled. Setting a value anywhere between 0 to 4 times the default value
Added: Ability to add single items to the arsenal blacklist, preventing players from saving their loadout if the item is in their inventory
Added: Game Master can now set arsenal loadout saving settings to be friendly faction items or to the specific faction only
Changed: Supplies are disabled by default in Game Master
Changed: Reduced default Game Master abandoned entities cleanup time from 60 to 30 seconds
Tweaked: Character speed set to 100% on Game Master control taken
Tweaked: Preview entity component to render active slots of meshes only
Fixed: Rare cases where Game Master neutralizing/lighting-on-fire entities gave a player a (team)kill
Fixed: Spawning a group into a neutralized entity would spawn orphan characters instead of a new group
Fixed: Teleporting players in paused GM would break their animations
Fixed: Defend Waypoint was replaced by Suppress Waypoint in living quarters
Fixed: GM delay caused by preloading that caused group not to be set
Fixed: AI waypoints have no budget associated
Fixed: Character gets stuck if, during paused GM, they get moved into a vehicle, then out, and then back into the vehicle
Fixed: Character stuck after being teleported into a vehicle by Game Master and then trying to exit through an obstructed door
Fixed: Cycle waypoints not working on server
Fixed: Get Out waypoint localization
Fixed: Waypoints and tasks can be attached to more entities now
Fixed: Get Out appearing in living quarters
Stability
Changed: Prevented scheduler from ticking when replication is in the loadtime state, and the busy handler thread is removing and creating nodes
Fixed: Crash on server when a character attempts to enter a vehicle without a VehicleAnimationComponent
Fixed: Crash when removing damage effects
Fixed: Crash when entering a compartment with no PositionInfo set
Fixed: VME on SCR_ResourceContainer.Clear
Fixed: VME with MultiPhaseDestructibles colliding with terrain
Fixed: VME avoided when canceling Get In waypoint mid-activity
Fixed: Crash caused by simultaneous system registration/un-registration in turret component
Fixed: Inventory crash on processing already deleted items
Fixed: Crash when trying to access invalid storage manager after hierarchy delete
Fixed: Crash because of NULLPTR doorInfo when teleporting characters into vehicles
Fixed: Fixed the fix for crashing by fixing characters not correctly teleporting into turrets when moved there via GM
Fixed: Crash upon destroying a helicopter with a stuck occupant
Fixed: Game would freeze when a player equipped the mine
Fixed: Crash in animation sampling in model-space
Fixed: Crash when a character dies in a vehicle
Fixed: Crash when a vehicle gets destroyed
Fixed: Dedicated server crash when loading scenario with AIs
Fixed: Crash on exiting world while debugging in Workbench
Fixed: VME in case GetInWaypoint misconfigured
Fixed: VME when giving get in command to burning vehicle
Fixed: Possible crash from setting formation displacements
Fixed: Potential crashes for incorrect updates of roadparts and concurrent addition of roads while rebuilding
Fixed: Crash during pathfinding when start/end road is missing
Fixed: Crash when modifying roads
Fixed: VME in ScenarioFramework Area during initialization
Fixed: Crash due to a race condition between the main thread and busy handler thread in the scheduler
Fixed: Non-reproducible crash with the projectile simulation system
Fixed: World Editor - Vector tool crash
Fixed: Workbench - PrefabPreview - Crash caused by opening an invalid entity prefab
Fixed: Possible crash in DoorComponent
Fixed: Possible crash on task destruction
Fixed: Possible crash when vehicle parents didn't have proper physics but were moving
Fixed: RoadNetwork rebuild could freeze the entire game
AI
Added: AI can drive vehicles now
Added: AI can be recruited to a player group and commanded
Added: Better obstacle avoidance
Added: Group's ability to issue suppressive fire orders to its members; overall improvements to suppressive fire behavior
Added: Usage of suppression fire in combat
Added: Usage of vehicle lights at night
Added: Soldiers learned to adapt intensity of suppressive fire based on estimated threat
Added: Usage of illumination flares at night
Added: AI driver disables hazard lights when entering new vehicle
Added: Ability to set vehicle speed for AI via script
Changed: Reduced AI accuracy against poorly illuminated targets. Now, at night, AI accuracy is lower unless the target is illuminated by a light
Changed: Rewrite of agent's firing times patterns, added the ability to define soldier/group fire rate
Changed: Pathfinding failure of leaders not transferred to the group
Changed: Invoke move to location only when there's a significant distance
Changed: AIs close doors behind them when entering vehicles
Changed: If no AIWorld is present or there's issues when creating/modifying move handlers, notify through logs
Changed: Enlarged agent radius for vehicles navmesh from 2m to 2.6m
Changed: Road network rebuilding also modifies the width of the road to prevent splitting roads when possible
Changed: Road width modifications changed to be targeted to certain areas instead of the whole road
Changed: Moved Obstacle Avoidance out of character and added it to car as well
Changed: AIWorld default min road width, updated checkpoint bridge points
Changed: disableNavmeshStreaming CLI param now accepts array of navmesh project names
Changed: ChimeraAIGroup is considered inactive if it doesn't have any active agents
Changed: GetOut command now applies to the position of the vehicle the AI is in
Changed: Hazard lights are now used only for stuck movement results; auto-disabling of hazard lights for players has been fixed
Tweaked: AI detection time coefficients. Now detection time is a bit bigger
Tweaked: Road Network - Rework navlink insertion
Fixed: Looking around fixed in defend behavior
Fixed: AI turret operator in a car wasn't looking forward when moving to a waypoint
Fixed: Get Out waypoint not working
Fixed: Incorrect roadblock data generated
Fixed: AIs choose wrong positions before starting the enter action on vehicles
Fixed: AI get in vehicle now clears reservation of compartment at the end of the actual get in instead of at the request
Fixed: APCs PID setting for sharp turns
Fixed: AIs getting stuck while kicking their dead friends out of vehicles
Fixed: Disconnected navlinks at Levi base
Fixed: Get in now waits for full compartment occupancy
Fixed: Partial exit of vehicle when only part of group gets stuck
Fixed: Road network links didn't work well with narrowed roads
Fixed: RoadNetwork may contain duplicate points near crossroads
Fixed: BaseRoad.GetPoints() returning invalid vectors
Fixed: Precomputed road network data didn't work on packed data
Fixed: Pathfinding would stop working sometimes
Controls
Added: Hint on how to cancel the toggled freelook
Added: Simple switch weapon action to alternate between primary and secondary weapons (can be bound in the Weapons category)
Added: Ability to rebind radial quick slots menu
Added: Action to toggle focus regardless of being in a vehicle or unarmed
Added: Aim Down Sights (ADS) toggle lean actions, canceled when exiting ADS, in Character bindings
Changed: Default binding for low ready changed from C Hold to LShift Down, LS Hold to LS Click
Changed: Reload action input restricted while the weapon is being inspected or while gadget is selected
Changed: Player ADS sensitivity multiplier handling moved to script so that it can be blended by ADS progress
Changed: Sight magnification use WeaponOpticsZoomIn and WeaponOpticsZoomOut instead of single WeaponChangeMagnification
Tweaked: Quick slot selection keys show the selection bar until released
Fixed: Weapon was being fired whenever player tried to unequip gadget while sprinting by LMB/RT
Fixed: Holding Left Trigger 100% briefly resets toggled ADS in weapons and turrets
Fixed: Toggle lean actions were not reliable
Fixed: Right stick aiming with turrets was significantly slower than with personal weapons
Fixed: Aim sensitivity behaves differently on Retail vs _Internal
Fixed: AI aiming was using FOV input scaling and mouse/gamepad sensitivity of player
Fixed: ADS sensitivity multiplier was not functional
Fixed: Missing ability to unbind "Zoom in" and "Zoom out" actions from Alt + Mouse Wheel
Multiplayer
Added: Refactored Inventory Replication, usage of new Replication Layers to lower the amount of streamed data related to hierarchies, mainly inventory
Added: A new safeguard has been made to combat griefers that vote kick an entire server. A new voting cooldown system has been implemented. When a player joins a server, they cannot initiate a vote kick until they have been in the server for a set time. When a player initiates a vote kick, they cannot initiate another vote until a cooldown is finished. There is a grace period for when a server just started/restarted, allowing kicking of players without a cooldown if the players join the server within that time.
Added: Vote cooldowns have been added for starting a vote to become Game Master and when starting a vote to remove a Game Master
Added: Players who are on the admin list but are not logged in as admin can no longer be kicked via player vote
Added: Option to ban/unban by player name
Added: Ban/unban supports spaces in player names (eg.: #ban create "Name with space" 1000)
Changed: Moved HitRegistrationManager to HitRegistrationSystem
Changed: Turret angles are now transferred as 16-bit instead of 8 for additional precision
Fixed: When connecting, player could see weapons and backpacks on characters in vehicles
Fixed: Toggle loadout spawning user action not showing for deployable radios on a dedicated server
Fixed: Character sideways anims don't work when getting out of water on remote proxy
Fixed: Some network operations could get assigned to the wrong channel and cause stalls
Fixed: Shooting from turrets stops replicating to other clients after the gunner reloads a fully discharged magazine
Audio
Added: Projectile traveling sounds for rockets and UGL grenades
Added: Dynamic reverb based on roomsize
Added: SCR_ShellSoundComponent which allows playing sounds from projectiles once they have been fired. (Requires a SignalsManagerComponent and a BaseMoveComponent or one of its children
Added: Compartments can have a unique name for slot mapping
Added: Glove sound variations for different hand-related actions
Added: New bullet impacts for cars
Added: New bullet impacts for armored vehicles (including audible penetration when inside)
Tweaked: Removed obsolete/faulty subSonic sound definition on flares
Fixed: Sound events playing twice in inertia animations
Scenario Framework
Added: Option to set the amount of supply by ScenarioFramework action
Added: Possibility to set a name for inventory items added by Scenario Framework
Added: Possibility to set a scenario-specific variable
Added: Possibility to play a single-line dialogue
Added: Possibility to have generic tasks not tied to any entity
Added: Filter by faction for GetArrayOfPlayers and GetClosestPlayerEntity getters
Added: Action Based On Conditions that can execute other actions
Added: Decrease Logic Counter action
Added: Ability to cancel or prioritize AI waypoints
Added: Ability to select multiple AI slots for one AI action
Added: Ability to add waypoint to AI by name
Added: VoiceOver Play Sequence action
Added: SlotTrigger that has now generic purpose
Added: User Action event listener
Added: GenericTask Sample scenario
Added: Possibility to set if the action should be removed on completion.
Added: ScenarioFramework action to set max autonomous distance for an AI group
Added: Sample world with Waypoints for AI
Added: Repeated Task sample world
Added: Improved Spawn Object Action activation type settings and checking
Added: Action Delete Marker
Changed: Increment/Decrease Logic Counter action has counter name as optional attribute if action is attached to desired counter
Changed: SlotTrigger renamed to SlotPlayerTrigger to retain existing behavior used in community content
Changed: Separate classes in different files
Changed: Simplified getters for certain Actions
Fixed: Intel item got stuck in the air when dropped from character/vehicle
Fixed: Garbage Manager deletes Task entities when it should not
Fixed: Logic Counter not calling OnIncrease actions when reaching the desired count
Fixed: Activation type for slots is not properly handled
Fixed: Trigger discrepancies and clean-up
Fixed: Trigger init issues
Fixed: Action Spawn Objects issues when sublayers had randomization in-place
Fixed: Show Debug Shapes During Runtime doesn't work correctly outside of Workbench
Fixed: Repeatable spawn is not working correctly with infinity
Fixed: Plugin Spawn Point invoked when it should not be
Fixed: InitParentLayer returned false instead of true when it was successfully initialized
Fixed: Unhandled behaviors when ScenarioFramework components are deleted
Workbench
Added: Cinematic Tool - Different glyphs for keyframes based on interpolation used
Added: Cinematic Tool - Keyframes snapping
Added: Cinematic Tool - Duplicating and renaming tracks
Changed: Cinematic Tool - Layout improved
Changed: Expose to editor minimum water depth value for marking navmesh
Changed: Increased walkable climb check when applying navmesh rules to connection making
Tweaked: World Editor - Transformations of rigid body geometries (Coords + Orientation properties) are now editable using gizmo in scene
Tweaked: UI elements of RoadNetworkBuilderTool. Diag cleanup and diag ids for roads
Fixed: Cinematic Tool - Depth of field track was not working in-game
Fixed: Crash when manipulating curves in Particle Editor
Fixed: Map generation for maps that are offset from 0
Fixed: Crash when deleting roadnetwork manager
Modding
Added: Set/GetBaseRotation method for TurretComponent
Added: New Get In Get Out API on CompartmentAccessComponent
Added: "Count" script API parameter to selected Inventory operations to process multiple with one call
Added: Health items and bullets have their custom damageEffects added and configured on their prefabs
Added: CompartmentDoorInfo can now clearly mark fake doors, and knows whether it is open or being used
Added: CompartmentDoorReference for when seats in a child CompartmentManager need to use door from the parent CompartmentManager
Added: ComputeStruckHitzones, function that fills an array with all hitzones that should get damaged by a particular BaseDamageContext
Added: HitZoneContainerComponent.GetAllHitZonesInHierachy returns hitzones contained on that hitzone container and its children
Added: DamageManagerComponent::FilterContact used to discard contacts that don't meet the requirements
Added: DamageManagerComponent::OnFilteredContact alternative to DamageManagerComponent::EOnContact only called when FilterContact returned true for that contact
Added: GetParentHitZoneContainer for HitZoneContainerComponent
Added: BaseLightManagerComponent.GetEmissiveSurfaces
Added: Ability for turrets to use weapon optics (no PIP)
Added: M23 ammobelt UVs are animated by the SCR_AnimatedBeltComponent
Added: Methods to SCR_Enum for retrieving next and previous enum values even from modded enums
Added: RepairSmokeHandlingConfig.conf which has default definition for smoke removal when vehicle is repaired; thus new and modded vehicles that don't inherit from Vehicle_Base.et should use it for the initial setup of SCR_VehicleDamageManagerComponent.m_RepairConfig
Added: RigidBody component template in Ammo_Rocket_Base.et, same GUID as Ammo_Rocket_PG7VM.et
Added: RigidBody component template in Ammo_GrenadeLauncher_Base.et, same GUID as Ammo/Ammo_Grenade_HE_VOG25.et
Added: SCR_CharacterControllerComponent.ComputeHitReaction in script, so the hit effects can be customized
Added: New logic has been added to editable entity components to allow for Variant of prefabs when a prefab is spawned (by editor or, for example, as a player character)
This means that Characters can have random variants. It can even be set up to ignore the original prefab, such as in the randomized characters that can be placed in Game Master. Additionally, the variant randomization is not limited to characters. Any editable entity can be randomized, though by default, they are not as it is more performance-heavy. When creating a composition, one can add entities with variants to the composition; running the "Create / Update selected editable entity" tool will automatically tick true the "Randomize Variants" bool on the EditorLinkComponent. Every entity in the composition is checked to see if it has a variant. Randomization of entity variants when spawning an entity can be achieved with the new variant of the GetGame().SpawnEntityPrefab() function.
Added: Functionality of placeable items that can also be attached to other objects (e.g. check M112 explosive charge)
Added: Better visual feedback when it's not possible to insert an item into a storage.
Added: Ammo type indicators for magazines and grenades, visible in the item slots and hints.
Added: Gadgets - WeaponNoFireTime attribute to prevent weapon fire while gadget is selected
Added: Getter for sights position, front, and rear point PointInfos
Added: SCR_Math3D static method GetRelativeLocalTransform, able to create relative transform between two BaseGameEntity members of same hierarchy. E.g. use is in 2D and PIP sights (moved to SCR_EntityHelpers)
Added: Disclaimer for modding about damage over time API in SCR_ExtendedDamageManagerComponent.c
Added: Turrets can now use grass flatten components
Added: Script API GarbageSystem.GetTrackedEntities() for modders.
Added: Density and penetration resistance of material's ballistic info affects damage output - the higher, the less damage is dealt
Added: Script callback for light state changes in light manager
Added: Now you can also specify some init speed coeffs for which you want to generate precise data, so they are not interpolated.
Added: TurretControllerComponent API for ADS states: SetWeaponADS, SetWeaponADSInput, GetWeaponADSInput
Added: Vehicles - Shifting RPM curves in car controller debug
Added: Ability to change arsenal game mode allowing items to be available in specific game modes. Game Master arsenal is unrestricted, and all items are available
Added: Vehicle doors can specify if they require a specific graph to be bound to character to be opened/closed
Added: Scripters can disable SPACE canceling loitering via disableInput parameter on StartLoitering
Added: Glass emissive material bases for different content setups
Added: Initial set of functions for the RplNode API
Added: Script API for getting the node of BaseRplComponent
Changed: HitZoneContainerComponent.GetAllHitZones now only returns hitzones contained on that hitzone container.
Changed: All character-related scripts listening to bleeding invokers and events have been reworked to use damageEffects API
Changed: Damage - SCR_DamagePassRule now handled in SCR_HitZone and SCR_DamageManagerComponent, using HijackDamageHandling
Changed: Renamed EFireState to SCR_EBurnState
Changed: Weapon attachment costs for arsenals are now separately calculated. Allowing modders to add the base value to all weapons regardless of the attachments and the attachment separately in the catalog lists and they will be counted up together
Changed: Renamed the projectile effect BaseDamageEffect to ProjectileDamage
Changed: Weapon obstruction parameters were changed so they allow to control new 3-phase approach
Changed: Disabled supplies usage for the MPTest world
Changed: SCR_ArsenalManagerComponent::ARSENALLOADOUT_COMPONENTS_TO_CHECK variable is now filled by SCR_ArsenalManagerComponent::GetArsenalLoadoutComponentsToCheck method. This makes this part of the code more moddable
Changed: Weapon_Base.et now has WeaponAnimationComponent
Changed: Inventory layouts have been reworked, and their scripts have been updated accordingly
Changed: User Action - Added default compartment definition (value 0 which equals to default value for driver/pilot compartment) to config files for light user actions
Changed: Gadgets - In SCR_FlashlightComponent renamed m_LenseArray to m_aLenseArray so prefabs that use this functionality will need to be updated
Changed: Gadgets - Gadgets that are attached to SCR_EquipmentStorageSlot will be informed when that slot occlusion changes by triggering SCR_GadgetComponent.OnSlotOccludedStateChanged (bool occluded)
Changed: Inventory - Visible storage slots have to disable UseVirtualInventoryReplication (ref: check FlashlightSlot in Jacket_M70_base prefab)
Changed: Base Game mode now has all components to have arsenals working in the world. This might cause duplicate components if the components were added manually
Changed: Added Explosion damage and changed config used by explosion impulse effect in Warhead_Shell_HE.et
Changed: Weapons - Turrets ADS camera position prefers SightComponent's "Sight Position" over now obsolete TurretComponent "Camera ADS Attachment"
Changed: Gadgets - Marked in SCR_GadgetComponent method CanBeToggled as obsolete since it will be replaced by GetUseMask
Changed: LightSlot now saves ParentSurface attribute as name instead of index. Prefabs might need re-saving
Changed: Damage diags to see HitZone health has been moved to GameCode->Damage->Type of damage info
Changed: Moved GetAncestorToLocalTransform() to EntityUtils
Changed: Optics - Separate RegisterInputs and HandleSightActivation, HandleSightDeactivation methods for scripted sights components
Changed: Now clearing damage history when it becomes redundant
Changed: Radio coverage calculation is now handled by SCR_RadioCoverageSystem. Please update your Conflict base prefabs with SCR_CoverageRadioComponent to ensure correct functionality. This component also sets up the Main bases in Conflict via the "Is Source" toggle.
Tweaked: Scope prefab inheritance of character modifier attributes
Fixed: Damage - SCR_DamagePassRule ignored root damage manager if hitzone struck was already in root damage manager
Fixed: Entity catalogs of the same type now merge correctly on init
Fixed: Weapons - Turrets without ADS camera attachment no longer lag behind gun rotation, as long as they have SightPosition defined in SightComponent
Fixed: SCR_ResourceSystem::RegisterContainer and SCR_ResourceSystem::RegisterDynamicComponent now only register on authority
Fixed: DamageManagerComponent OnFrame isn't called when activated
Fixed: CharacterControllerComponent SetWeaponNoFireTime was not functional
Fixed: GetAncestorToLocalTransform() failed on non-BaseGameEntity owner
Fixed: JsonLoadContainer not reading back root-level entries correctly
Fixed: DotDamageEffects work at half the speed
Fixed: Broken regen and added improved API for canBeHealed
Fixed: Spawning a character through DefaultOccupantName does not attach the vehicle graph and makes the character stand in the vehicle seat
Removed: Having DamageManagerComponent::EOnContact exposed to script could result in too many calls and performance issues.
Removed: Damage - SCR_DamagePassRule no longer supports damage over time
Removed: Damage - SR_DestructibleHitzone attribute m_fPassDamageToParentScale is obsolete and is no longer supported
Removed: HitRegManager.et, HitRegistrationManager.c, and all references in the layers for the worlds
Removed: Optics - Unsupported attributes of SCR_2DOpticsComponent and SCR_2DSightsComponent
Removed: CharacterInputContext::SetVehicleCompartment, ::GetVehicleCompartment, ::SetVehicleAction, ::GetVehicleAction. To get the compartment character, use CompartmentAccessComponent
Removed: Optics - Obsolete attributes from 2DSightsComponent: m_fRecoilScaleMax, m_fRecoilTranslationTarget, m_fRecoilScaleTranslation, m_sLayoutResource
Removed: Gadgets - CanBeToggled() method from SCR_GadgetComponent