Update vom 19.03.2019
Update ab 10:00 aktiv!
changed - @W_ACE: ACE3 (3.12.6)
changed - @W_ACE: ACEX (3.4.2)
changed - @W_CBA: CBA (3.10.1.190316)
Changelog ACE:
Spoiler: AnzeigenAusblenden
**ADDED:**
- SACLOS and HOT Missiles (#6708)
- Ballistics - Add 100Rnd mags magwell to all MX variants (#6801)
- Arsenal - Add Ability to Transfer a Loadout from Saved to Default (#6793)
- Medical - Add vehicle hint when loading unconc (#6759)
- Medical - Add new setting to hide self-interaction actions (#6756)
- Zeus - Paradrop Cargo (#6743)
- Markers - add setting allowing only marker creator to move (#6734)
- MissileGuidance - Allow using vanilla fire mode key (#6732)
- Medical - Show tourniquets in Medical and Patient information (#6681)
- Medical - Adding option to convert vanilla medical gear (#6680)
- FastRoping - Add rope items which deploy at lengths (#6498)
- Tracers - Add magazines with different tracer colors (#6658)
- Add rksl pm II 5-25x56 compat (#6845)
- Illumination Flares (#4506)
**FIXED:**
- Safe Mode - Fix disabled laser on safety switch (#6639)
- Repair - Add condition check to progressBar (#6830)
- cfgSkeletons indentation formatting fixes (#6796)
- Arsenal - Fix script stat script errors for odd weapons (#6794)
- Rearm - Fix locality issues with setMagazineTurretAmmo (#6787)
- Arsenal - Fix arsenal not working reliably on remote AI units. (#6784)
- Dragging - Fix player getting locked with isCarrying (#6770)
- Interaction - Disable open door action on houses with no user actions (#6760)
- WeaponSelect - Fix putWeaponAway animation (#6758)
- Medical - Skip distance check if in same vehicle (#6757)
- Disposable - Ignore secondary muzzles (#6737)
- Interaction - Fix zeus remote control menu (#6733)
- Zeus - Fix zeus creating after 1.86 (#6726)
- Parachute - Fix "hide altimeter" setting (#6721)
- Zeus - Fix config code breaking during build (#6864)
- Repair - Fix Typhoon rear wheel change (#6207)
- UI - Fix selective UI in cargo (#6585)
- Fix M84 lods (#6854)
- Arsenal - Fix incorrect muzzle velocity stat displayed on magazine (#6844)
- Captives - Use the doApplyHandcuffs function for keybind (#6843)
**CHANGED:**
- Arsenal - Improvements to 3DEN attribute (#6849)
- No Uniform Restrictions - Update for Arma 3 v1.88 (#6829)
- Explosives - Change SLAM magnetic to detonate upon defusal (#6827)
- Cargo - Add condition checking during load/unload (#6821)
- Interact Menu - Cache config actions for CAManBase (#6818)
- HuntIR - Move magwell compat to huntIR config (#6813)
- Pylons - Remove ace_zeus from requiredAddons (#6808)
- Refuel - Cache refuel classes (#6807)
- Cargo - Cache cargo vehicle classes (#6806)
- Minedetector - Cache detectableClasses (#6805)
- Tagging - Cache tagging static models (#6804)
- Inventory - Cache inventory postInit config lookups (#6803)
- Common - Use CBA addons instead of activatedAddons (#6802)
- Common - checkfiles use cba's list of CfgPatches (#6800)
- Compile minedetector scripts at preStart (#6799)
- Interaction Menu - Only compile self actions when needed (#6792)
- Move SelfActions from postInit to config (#6791)
- Fixed Typo from change to chance (#6789)
- Common - optimize toHex (#6788)
- Dragging - Additional weight override parameter for setCarryable/setDraggable (#6780)
- Goggles - Add entries for APEX/Laws of War facewear (#6778)
- Wirecutters - Add compatibility with more fences from CUP (#6777) (#6750)
- Rearm - Use non-ambigious magazine names (#6761)
- Change PBO check error messages (#6751)
- Remove Redundancy in flashbangExplosionEh (#6749)
- Changed: Remove ear ringing from flashbang explosions when wearing protective gear (e.g. ComTacs) (#6746)
- Italian translation updates (#6738)
- Polish Translation (#6730, #6865)
- Translations - Portuguese (#6860)
- Update Japanese translation (#6838)
- Pylons - Update configure pylons action (#6381)
- Add localUnits array and use that inside medical statemachines (#4836)
Changelog ACEX:
Spoiler: AnzeigenAusblenden
**ADDED:**
- Field Rations - Add P3Ds From Config (#170)
- Field Rations - Add setting to control effect on advanced fatigue (#167)
- Field Rations - Add water supply 3DEN attribute (#164)
- Field Rations - Add settings to scale thirst/hunger restored (#160)
- Field Rations - Add CBA events for consuming items and refiling bottles (#159)
**FIXED:**
- Headless - Add naked unit bug workaround (#163)
**CHANGED:**
- Polish translation of Field Rations, Fortify and Headless. (#161)
- Update Japanese translation. (#177)
- Volume - Enable compile cache for acex_volume (#169)
Changelog CBA:
Spoiler: AnzeigenAusblenden
3.10.1.190316
Bug fixes for CBA v3.10.0.
CHANGE LOG SUMMARY:
FIXED: A broken FlexiMenu function (#1097, #1098) flibble666 commy2
FIXED: Hiding stock missions hides multiplayer editor (#1099) commy2
KNOWN ISSUES:
* Invisible Targets are visible on the map and have nametags when those settings are enabled in the difficulty options.
* Invisible Targets are not engaged by AI when they're placed inside another object's geometry. They have to be placed on an object's surface.
Change log for CBA v3.10.1
3.10.0.190314
CBA v3.10.0 adds a multitude of optimizations that will speed up the loading times of missions, especially when using script heavy mods like ACE3.
The Eden Editor and Zeus Inventory menus will no longer freeze the game when opened for the first time when big content mods like CUP or RHS are used.
There is a new button to hide the base game missions from the mission browser.
A new function CBA_fnc_notify is introduced that allows scripters to show ACE style notifications. Players can change the positions of these notifications in the Layout Editor.
Non MX-SW variants of the MX can no longer use 100 round magazines. This was mistakenly changed from the base game when introducing the magazine wells (JAM).
CHANGE LOG SUMMARY:
ADDED: Some Japanese translations (#1088) classicarma
ADDED: CBA_fnc_notify (Port of ACE style hint notifications) (#1036) commy2
ADDED: Optional argument for default of hash created by CBA_fnc_serializeNamespace (#1044) xetra11
ADDED: CBA_fnc_selectRandomArray (#1049) neilzar
ADDED: keepAspectRatio parameter to Layout Editor (#1059) commy2
ADDED: P90, UMP40/45/9 & Beretta M9 magwells (#1061, #1091) 3Mydlo3 PabstMirror
ADDED: Button to hide stock missions in the CREATE GAME menu (#1066, #1086) commy2
ADDED: Event for confirming changes in Layout Editor ( #1070, #1075) commy2
ADDED: JAM magwells for SMAW and MAAWS launchers (#1071, #1072) Dahlgren
ADDED: More JAM magwells (#1076, #1078) Drofseh
ADDED: Script names to some functions for debugging (#1079) PabstMirror
CHANGED: Maps are sorted alphabetically in CREATE GAME menu (#1045, #1067) commy2
CHANGED: 100rnd mags no longer added to non MX SW variants (#1050, #1058) TheMasterofBlubb
CHANGED: Shortened some functions configs (#1068) PabstMirror
CHANGED: Refactored help component (#1073, #1094, #1095) commy2
CHANGED: Updated DIK Codes header file paths (#1090) jonpas
FIXED: Potential race condition breaking CBA_missionTime in multiplayer (#1047) commy2
FIXED: IS_ADMIN and IS_ADMIN_LOGGED not usable in strings and config (#1048, #1074) commy2
FIXED: cba_main component loaded after cba_jam (#1062) commy2
FIXED: Game crash when using cba_settings_fnc_set with out of bounds priority (#1092) commy2
FIXED: CBA_fnc_getMuzzles function header (#1093) Dystopian
OPTIMIZED: Forced unit addon activation (#1051, #1081) dedmen
OPTIMIZED: Addon XEH preInit and postInit cached at game start (#1052, #1055, #1056) dedmen
OPTIMIZED: XEH incompatible classes cached at game start (#1053, #1057) dedmen PabstMirror
OPTIMIZED: FlexiMenu functions cached at game start (#1054, #1064, #1083, #1087) dedmen
OPTIMIZED: Removed unused local variable from CBA_fnc_isTurnedOut (#1014, #1060) commy2
OPTIMIZED: Removed BI function headers from release build (#1065) PabstMirror
OPTIMIZED: Skip checking turret path if not in vehicle (#1080) PabstMirror
OPTIMIZED: Eden and Zeus item lists are preloaded and optimized (#1084) commy2
KNOWN ISSUES:
Invisible Targets are visible on the map and have nametags when those settings are enabled in the difficulty options.
Invisible Targets are not engaged by AI when they're placed inside another object's geometry. They have to be placed on an object's surface.
Change log for CBA v3.10.0