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Author Topic: ace update today  (Read 1821 times)

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Offline DTRAX

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ace update today
« on: Jun 20, 2017, 04:44 PM »


Update: Jun 20 @ 1:23pm
3.10
_Requires CBA Version 3.3.1 or later and Arma 3 Version 1.70 or later._

This release adds many new features, overhauls others, adds rearm compatibility for Jets pylons and more!

If you're looking to chat with us be sure to join our public [Slack group](https://slackin.ace3mod.com)!

## Change Log Summary

**ADDED:**
- Setting for refuel to be able to set the hose length, because sometimes size matters. (#5224)
- Ability to change repair times of vehicles by script or config which allows your funny kart races to remain fun and your realistic convoy operations to remain realistic. (#5205)
- Ability to only add a certain amount of ammunition to a munitions truck because artificial shortage isn't only a thing in marketing. (#5182)
- Support for the Arma 3 1.70 pylon vehicle loadouts and supply actions are now dynamically added. (#5183)
- More objects now support refueling and showing a fuel hose where it wasn't possible before (Fuel barrels, bladders, Huron containers). (#5151)
- Ability to toggle the interaction menu with a keybind (default unbound). Special request by a very cool, one handed ACE3 user. ACE3 becoming more accessible. (#5095)
- Setting to tweak the time of how long a paradrop takes. (#5116)
- Code handlers for detonations (script based triggers) that can be fashionably used to e.g. block an explosive from ... exploding. (#5115)
- New latitude entry for the map Lythium. (#5109)
- Advanced Throwing now uses `setShotParents` (sad Batman) to set the "shooter" and instigator of the scripted grenade throw. (#5052)
- New Zeus Module that adds the ability to direct AI suppression fire to a certain position or unit. (#4977)
- Keybind for quickly mounting a vehicle. (#4931)
- Predicted Line Of Sight Guidance and Overfly Attack Mode for the NLAW launcher. (#4791)
- Eden attributes for cargo vehicles to easily modify vehicle capabilities directly in the editor. (#4780)
- Laser guided Hellfire missiles (K version) - finally. (#4679)
- Ability to add Virtual Arsenal to an object using a Zeus module. (#4576)
- Italian translations (#5193, #5198, #5243, #5268)
- French translations (#5017, #5032, #5040, #5041, #5043, #5079, #5217)
- Japanese translations (#5011, #5133)
- Polish translations (#5008, #5018)

**CHANGED:**
- Use `getUnitTrait` for medics, engineers and explosive specialists for more compatibility and easier changes. (#5246)
- Use correct `TransportX` type for items, because categorizing is important. (#5168)
- Disabled custom aircraft flight model changes. (#5167)
- Lowered minimum speed limiter speed to 5 km/h because slow is smooth. (#5065)
- Expanded Cargo load menu with a list of vehicles to load into so you don't have to play trial and error with the boxes anymore. (#4871)

**IMPROVED:**
- Glass doors and CUP doors can now be open in a stealthy way. (#5226)
- Belt linking now has less duplicated code. (#5206, #5213)
- Update helmet hearing protection with standardized values. (#5146)
- Aircraft configs are now clean. (#5197)
- New cook-off sound effects for more glorious cook-offs and explosions. (#5179)
- Switched 2 permanent PFEH's to EachFrame's. (#5140)
- Map now closes on getting hit. (#5099)
- Spectator Improvements. (#5083)
- Tweaked ACE3 main menu info box. (#5073)
- Use `getPosASLVisual` for icons and camera position. (#5067)
- Frag cleanup and performance improvements. (#5010)
- Updated Sandbags surfaces so you can now deploy them where you couldn't before. (#4971)
- Slightly tweaked overheating for more realistic jam chance and barrel temperature. (#4969)
- Increased maximum distance of attach to vehicle action so you can attach things to big vehicles as well. (#5262)
- Following advice from top tier marketing experts, "Repair Specialists" re-branded themselves into "Advanced Engineers". (#5248)
- 3rd party mods compatibility. (#4713, #5096, #5097, #5145, #5201, #5204)
- Advanced Fatigue minor performance enhancements. (#4887)

**FIXED:**
- Large IEDs didn't like being defused so we forced them to increase the max defuse distance. (#5261)
- 1.70 AA Turrets caused a lot of medical issues. It is now forbidden to drag them. (#5251)
- Pylon weapon is now a valid weapon on Orca/Kasatka (#5250)
- Non-local objects didn't like being raised or lowered, now they do. (#5234)
- IVs being shamefully ignored in patient display. (#5230)
- Ammo count hiding in UAVs. (#5222)
- Zeus remotely controlled units thinking they were players and using player's damage threshold. (#5219)
- `currentThrowable` is not always what it is expected to be, Advanced Throwing now handles that. (#5216)
- Zeus unit and group interactions didn't conform to locality. (#5214)
- Laser pointer unit list now removes the unit when the laser pointer is removed for increased performance. (#5190)
- Zeus teleport players module did not like non-local players either. (#5175)
- Map gestures and map tools properly separated. (#5154)
- Spotting Scope interaction point is no longer elusive. (#5132)
- Refuel nozzle was ignoring objects when being dropped to ground. (#5119)
- Jerry can liked telling about itself to everyone connected, now only tells the server. (#5131)
- Jerry can refuel interactions were fighting each other over priority. (#5107)
- UAV AI no longer cares about G-forces. (#5094)
- Headless Clients liked the idea of teleportation, they are now filtered from the Zeus module. (#5070)
- .338LM API526 now has correct BC G1 value in ATragMX. (#5069)
- FCS vehicles hated initialization and didn't inform other clients about it. (#5063)
- Tagging model cache's numerous disorders. (#5055)
- Weapon on back and holster for large modsets. (#5054)
- Smuggling cargo in locked vehicles no longer possible. (#5049)
- DAGR not showing bearing in mils. (#5047)
- MicroDAGR movement by adding custom `CfgUIGrids` after 1.70. (#5014)
- Advanced Ballistics water vaporisation pressure calculation. (#4956)
- Unarmed sprint to prone animation for Advanced Fatigue. (#4887)

**REMOVED:**
- Custom `CfgAiSkill` config changes. (#5091)
- Custom MFD additions for Comanche. (#5197)

**DOCUMENTATION:**
- Conformed function headers to coding guidelines. (#5255)

Discuss this update in the discussions section.