ARMA 3 BETA WITH UPDATE2 ALI213seeders: 0
leechers: 0
ARMA 3 BETA WITH UPDATE2 ALI213 (Size: 5.33 GB)
Description
This is Arma 3 Beta with Update-2 V0.74 .. it's simple and easy ..
just unzip the files and play the game .. Enjoy !! CHANGELOG DATA ■Added: BTR-K Kamysh tracked IFV ■Added: IFV-6c Panther tracked IFV ■Added: BattlEye anti-cheat engine integration ■Added: Commander position for Marshall and Kamysh ■Corrected position for optics and coaxial machinegun moved to correct place (AMV) ■Added clan sign support for many Beta vehicles ■Added: Various vehicles have adjusted items in inventory ■Fixed: Ifrit GMG now has 96 grenades instead of 64 ■Fixed: Hunter GMG now has 96 grenades instead of 64 ■Fixed: Strider GMG now has 96 grenades instead of 64 ■Fixed: Bad glass sorting on Strider ■Fixed: Tweaked AI driving skills with Speedboat ■Fixed: Lowered hit of 40mm HE grenades as they were too strong and MRAPs now uses magazines with 96 grenades ■Fixed: APC turrets now have more authentic vision modes ■Fixed: Tweaked suspension of APCs ■Fixed: Improved crew and cargo animations of APCs ■More believable braking performance of Marshall and Marid ■Remotely controlled turrets on new APCs have no hatches (so crew cannot turn out from them) ■Adjusted lift force of xH-9, AH-99 and PO-30 helicopters ■Adjusted collective of xH-9 family helicopters ■Adjusted xH-9 family maneuverability around roll-axis ■Moved Blackfoot gunner optic view to correspond with PiP ■Fixed: Destroyed parachute doesn't start to burn ■Supply parachutes now have correct colors per sides ■Fixed: Changed glass materials for CH-49 Mohawk ■Daytime version of UH-80 is now listed as made by Bohemia Interactive ■Copilot of the UH-80 now uses the cyclic ■Fixed: Blurred tail rotor in cargo-view ■Transport helicopters have means to detect incoming missiles ■Helicopters: added bodyFrictionCoef config parameter ■Doors should be openable by scripts for helicopters ■Improved cockpit PiP monitors ■Added plain brown versions of Mk. 20 rifles (classes arifle_Mk20_plain_F, arifle_Mk20C_plain_F and arifle_Mk20_GL_plain_F) ■Added specialized collimator for SMGs (classes optic_ACO_grn, optic_aco_smg, and optic_Holosight_smg) ■Improved animations of Mk.20 rifle ■Fixed: Iron sights now have 100 m increments (up to 600 m) ■Even holosight should have basic zeroing of 200 m ■Fixed: Repaired AS map of MX rifle family ■Added some delay between throwing 'nades ■Fixed: Hammer of ACP-C2 is correctly readied to fire ■Better cursor for laser designator ■Revamped sound suppressor configuration ■Correct name sound for Scalpel missiles ■Fixed: String error after after shooting a smoke round from MX 3GL ■Tweak: Cannons and Skyfire rockets AI engagement ranges and probabilities ■Fixed: Showcase Infantry - Undefined variable error when engaging the spotters ■Fixed: Showcase Infantry - No artillery rounds were hitting the village at the end of the mission ■Showcase Helicopters: Radio issues fixed - some conversations were not playing because using wrong channels ■Showcase Helicopters: Ambient animations added to starting location and Camp Rogain ■Showcase Helicopters: Problem with mission not ending when helicopter crashed into water fixed ■Showcase Vehicles: Various tweaks: more sunlight, exfil task position, player can get in the boat before his driver now ■Fixed: Showcase Supports - Mission should end a bit sooner now ■Added: BIS_fnc_log and BIS_fnc_error now display player's profile name ■Added: Sector module - creates a contested sector, handles its capturing and map visualization ■Added: Respawn Position module - adds respawn point for specific side and unit / vehicle type ■Added: Vehicle Respawn module - set vehicle respawn, including customizable position, delay, notification, etc. ■Added: Additional military buildings can now be garrisoned by Sites ■Added: When "ORBAT group" module is not synced to "Strategic Map" module, the icon will be displayed on the main map instead ■Added: "Defend" mission type (used for example in "Defend Kamino") is now using unified sectors. Mission ends when enemy side holds all sectors on the map. ■Added: functionPriority entry for module logics. It's now possible to set order in which modules are initialized. The higher the value is, the later the module function is executed. ■Added: When player joins to a mission with MenuPosition respawn template, he'll be moved to the latest, not random respawn. ■Added: CfgNotifications classes now supports soundRadio entry; these are radio sentences played by HQ (created by "Headquarters Entity" module). ■Fixed: Disabled vehicles were not respawning ■Fixed: Script error messages caused by Supports module (http://feedback.arma3.com/view.php?id=11326) ■Fixed undefined variable errors when using BIS_fnc_UnitPlay ■Fixed: In module setup preview, optional connections appeared transparent. However, the transparent line looked a bit like grouping line. Now only the icon remain transparent to prevent this issue. ■Fixed: Main menu script error ■Fixed: After JIP, persistent functions were sometimes executed before mission objects were created. ■Firing Drills: Targets would not deactivate when leaving Competitive CPs ■Firing Drills: FM records with introduction, rules and tips added ■Firing Drills: bonus & penalty logic between Training and Competitive made consistent ■Firing Drills: first version of PiP feedback added for long-range accuracy targets ■Firing Drills: There could be a doubled icon next to previous times ■Firing Drills: Final times were not colored correctly in all cases ■Firing Drills: The main task is now completed when ending the challenge ■Fixed: undefined variable in CoF: Blue ■Fixed: undefined variable in CoF: Green ■Changed: Titan used instead of RPG-42 in Showcase SCUBA ■Improved: Script initialization on the mission start. Functions, modules and automatic scripts are now executed on the correct order ■Fixed: BIS_fnc_selectRandom no longer shows a scripting error when an empty array was passed as argument ■Find more documentation on modules and other design topics here ■Added: Vertical position of map in loading screen is now randomized, adding some variety to it ■Fixed: Broken drawing of comboboxes in date modules ■Fixed: Wrong column widths in the Multiplayer display with some UI size ■Fixed: MP display error ■Radio Protocol: Targeting and Reporting tweaks and fixes (distances, probabilities, etc.) ■Radio Protocol: Missing words fixed for several protocols ■Added: New attenuation effect for interiors of vehicles correctly dampens the outside noise (e.g. from weapons) ■Added: Noise sounds for APCs ■Fixed: Sounds of some vehicles have their file paths changed to correct ones ■Better sound for smoke launchers ■Lamps have better emissive material ■Roadcone and Roadbarrier lights are now operational ■Added loading screen environment trivia ■Fixed: Tweaked fog on horizon and clouds (removed visible transitions for some fog settings) ■Fixed: Ambient light is now correctly affected by moon and stars intensity ■Fixed: Sunken fuel station on Stratis ■Sprinting left and right while standing allows for quick drop to adjusted left and right urban prone positions (use prone key while sprinting sideways) ■Adjusted poses received boost to fluency ■Improved responsiveness of stance changing ■Added: Korean, Japanese and Cyrillic symbols to fonts ■Fixed: AI ability to track enemy that is not visible ■Fixed: Adjusted content of ammunition and weapon crates ■Restructured grouping of editor objects and renamed object editor categories ■New control presets ■Hiding in the grass now affects AI better (configuration on Stratis surface types done) ■Adjusted visibility and audibility of fire for AI ■Many small objects and furniture are now PhysX-simulated when spawned in editor / via script ■Note: You may see some of the faction names have started to change from their generic color names. Nothing to worry about. We'll introduce them properly when we're ready for it :-) ENGINE ■The game will now report undefined variables in scripts as an error, hopefully motivating fixes in these scripts, and better scripts in the long-term. ■Fixed: SMAA Post-Process ■Fixed: Small performance tweak in rotation blur Post Process ■Fixed: Flash suppressor changed sound of underbarrel grenade launchers ■Fixed: Some cases of sliding players ■Removed sensitivity smoothing for aiming deadzone ■Helicopters: main rotor collision added ■Helicopters: startDuration config parameter added ■Added: mainBladeCenter and mainBladeRadius for all helicopters ■Added: liftForceCoef, cyclicAsideForceCoef and cyclicForwardForceCoef config parameters for helicopters ■Helicopters: autorotation tweaks, barrel roll tweaks ■Added: added allowAgainstInfantry ammo config parameter ■NVGs are hidden inside vehicles, and this can be configured per position ■Added: New parameters for particles created by script ■Fixed: Scripting command tvSetData ■Added: Error message when trying to pass Array in Array as parameter for tree commands ■Fixed: Tank shells now have visible tracer ■Fixed: Freelook not turning the whole player anymore ■Fixed: Inconsistent land shadow segments while switching landscapes ■Fixed: Broken parallax mapping on the terrain in some places ■GPU benchmark should not cause "driver not responding" conditions anymore ■Instancing now takes craters into account ■Changed: Particles quality is set to Standard instead of Low when Overall quality is set to Standard ■Stance indicator fades in / out when changing stances ■Fixed: AI ballistic calculation ■Fixed: AI now can shoot over animals ■Fixed: AI now consider proper muzzle direction for rocket launchers ■AI shouldn't take unguided missiles as guided ■AI shouldn't use rockets against infantry that much ■AI ballistic calculation improved for unguided rockets ■AI prefer crouch stance while engaging ■Continual fire will be decreasing position error (as a counterweight to decreased visibility of shooting) ■Lock is now independent from zoom Sharing WidgetTrailer |