Welcome to the latest Arma Reforger Community Radar, or as we also call it: #COMRAD. We've got another great selection of community content this month for everyone to enjoy!
If you would like to suggest content for next month's #COMRAD, make sure you tag @ArmaPlatform or #ArmaReforger on Twitter, or submit your suggestions to: Nillers on Twitter, Discord, or on our forums.
0.9.7.53 Update
Attention soldiers,
We're going to update the game today, expect server downtime between 12:00 - 15:00 CEST.
0.9.7.53 Changelog
Game
Added: Conflict - Client data can now be re-applied after server restart
Fixed: ScenarioFramework - Title and description for task notifications are not properly updated when overriding default values
Fixed: Conflict - Wrong capture point count when resuming a scenario
Fixed: Conflict - No longer possible to build already built structures when resuming a scenario
Fixed: Conflict - Wrong faction variants of buildings spawned when resuming a scenario
Fixed: Scenario menu inputs - double click = Play or Continue, Join and Restart has now different actions on the controller
Fixed: Conflict - When resuming a scenario, the HQ composition would be spawned on a random starting point as well as on the proper HQ
Fixed: Conflict - Incorrect amount of supplies restored in bases with supply depots
Fixed: When possessing AI in GameMaster, the head of AI would not always disappear in first person
Fixed: Missing structures when resuming a scenario with prebuilt compositions
Fixed: ScenarioFramework - The message about finishing the objective is shown incorrectly
Fixed: Conflict - Missing spawnpoints in small scenarios
Changed: Disabled spawn occupants in the vehicle (context action in GM) until a proper fix can be made
Tweaked: Fragmentation damage
Stability
Fixed: Crash when saving loadout
Fixed: Make loadouts area type safer and not crash when not setup
Fixed: Race condition causing crash on aborting download
Fixed: Potential crash in WeaponComponent::GetSightsTransformation
Fixed: Possible crash in AI abort defend waypoint
Fixed: Possible AI Crash in RequestAction
Multiplayer
Fixed: If a player tries to reconnect during their ban duration they wonโt be able to rejoin the server even after the ban expires resulting in a connection failure.
Fixed: Backend - Crash related to auth fail and kick during player reconnect
Fixed: Possible stall and kick when streaming of replicated objects merges multiple hierarchies
Fixed: Possible stall during JIP if some nodes didnโt have a parent on the server
Fixed: Possible continuous Room removal process
Fixed: Marking BEServer_x64.cfg as userconfig, so Steam wonโt redownload it
0.9.7.48 Update
Attention soldiers,
We're going to update the game today, expect server downtime between 12:00 - 15:00 CEST.
0.9.7.48 Changelog
Game
Added: Custom arsenal into Combat Ops and the possibility to save loadout and spawn with it
Fixed: Weapon unequippable after being slung and then moved in inventory to a different slot
Fixed: ScenarioFramework Deliver Intel glitch can cause the Exfil task to appear
Fixed: Game slowdown caused by shooting into water bodies (ponds, lakes, rivers), fixes incorrect behavior of water impact particles
Fixed: Script error when entering a turret compartment with an empty weapon slot
Fixed: Conflict: Wrong assets spawned around relay towers
Fixed: Leaning not replicated properly
Fixed: Character state stayed modified even after the item in hand was deleted
Stability
Fixed: Backend Crash when the player is removed during authentication
Fixed: Crash when the inheritance of unrelated classes, fixes crash on modded loadouts
Fixed: Crash when there is a type mismatch in BTNode inputs
Fixed: Crash on ResetVehicle not handling missing entity
Fixed: Memory leak in the scripted camera
Fixed: Crash in audio caused by delays
Fixed: Crash when BaseLoadoutClothComponent's area type is not set
Fixed: Memory leak when server shutdowns immediately after creation
Fixed: Crash because HelicopterControllerComponent doesn't perform validity check when running simulation
Enfusion Blender Tools
Changed: Any game data processing is now done via Workbench Bridge, following are the features that require running a version of Workbench (Operator's/Property's description contains a warning too):
Model Quality Assurance(only if " 'usage' Property " is checked)
Changed: Model Quality Assurance now uses Geometry Nodes setup to visually indicate invalid geometry(see "Invalid Topology" Collection)
Changed: New TXA export interface
Better general look - no longer need to expand the right panel to see parameters
Export profiles & diff poses are reliably stored in the file itself
Ability to search through export profiles and diff poses
Tweaked: Significant improvement to TXA exporter speed while exporting more complex actions
Fixed: Exporting of weapon IK poses
COMRAD #6
Welcome to the latest Arma Reforger Community Radar, or as we also call it: #COMRAD. We've got another great selection of community content this month for everyone to enjoy!
If you would like to suggest content for next month's #COMRAD, make sure you tag @ArmaPlatform or #ArmaReforger on Twitter, or submit your suggestions to: Nillers on Twitter, Discord, or on our forums.
Dev Report #15
Attention soldiers,
In our fifteenth Dev Report, we'll discuss the recent 0.9.7 milestone Ground Support, some of its features, and our upcoming plans leading into the next year and beyond.
Read more here ๐ https://reforger.armaplatform.com/news/dev-report-15
Ground Support
Attention soldiers,
Ground Support is on! We're going to update the game today, December 1st. There will be server downtime between 12:00 - 15:00 CEST. Read about the milestone update and features on our website.
0.9.7.41 Changelog
Assets
Added: Arland terrain
Added: Arland specific buildings
Added: 4ร20 Carry Handle Scope for M16 rifles
Added: Combat Ops scenario
Added: Sa-58P and Sa-58V 7.62x39 assault rifles
Added: Airport signs & lights
Added: Color variants to structures & buildings
Added: Everon Airport sign on top of its hangar
Tweaked: UAZ469 now uses split wheels, doors, roof frame, and roof canvas
Fixed: Transmitter station fixed
Game
Added: Grouping of hitzones in damage and healing logic, an overhaul of bleeding, rework of the structure of consumable items, fixing of healing and bleeding characters from GM, and removing of redundant hitzones
Added: Switching between first-person and third-person cameras now cancels ADS
Added: It is now possible to use healing items in a vehicle
Added: Weapon inspection X raise weapon X ADS actions now interact with each other correctly
Added: Manual gearbox - Gameplay option for Driving Assistance
Added: Inspected gadgets now support user actions as intended
Added: When one vote is ongoing (not more, not less), holding 'P' will instantly cast a vote for it. Pressing 'P' can still be used to open the player list and vote there
Added: New animations and animation graph for the Russian radio_R148 with inspection
Added: Flattening of grass under weapon at lower stances
Added: Rebindable action for putting away currently selected item, also available while driving a vehicle - by default bound to DPad Right
Added: Radial menu for quick slots 5-10 on the gamepad, controlled with Right Thumb Stick
Added: RGD-5 fuze pop sounds
Added: Magazine weights are now calculated dynamically, based on the weight and quantity of individual cartridges
Added: Direction indicator is now shown when rotating an entity in Game Master
Added: Antenna now has cost of building now
Added: Separated combobox (selection drop-down list) for players' management menus
Added: Hover over hitzone hint in the inventory
Added: Medical crates are back in HQ tents
Added: The voting countdown is now broadcasted to clients, so it can later be shown in notifications
Added: Additional variants of M151A2, M998, M1025 added to US vehicle configs
Added: Instant vote keyhint on sticky notification
Added: Radial menu for quick slots 5-10 on a gamepad, controlled with Right Thumb Stick
Added: Previous/Next page keybinds to the controls menu
Added: Weapon scopes to arsenals
Changed: Character will play sit-down/stand-up animations when entering compartments without animations
Changed: Character magazine reload restricted during item inspection
Changed: Improved flashlight control hints
Changed: Action CharacterDropItem available while in the quick bar
Changed: Slightly enlarged capacity of all trousers. US and Soviet soldiers now have two bandages
Changed: Updated UI sounds in Inventory
Changed: Right Thumb Stick Single Click toggles freelook, Right Thumb Stick Hold triggers Focus instead of Freelook while not driving
Changed: Stance adjustment and leaning moved from RB + Right Thumb to RB + Left Thumb stick
Changed: Players can now vote to kick only a player of the same faction. This should prevent enemies from exploiting this to kick the enemy team, and also lowers the limit for a successful vote, as the number of votes is now evaluated only based on the number of players in the faction
Changed: Factions in Game Master are now in order US - USSR - FIA instead of US - FIA - USSR
Changed: FIA soldiers rearmed from AK-74 assault rifles to VZ-58 assault rifles
Changed: Level of details selection algorithm was tweaked for transitions to be less visible
Changed: Perception settings for AI so they see better during the night
Changed: Persistent braking behavior
Changed: Disabled AO on vegetation billboards, tweaked wetness on forest surface and wheat clutter
Changed: Set post-process anti-aliasing OFF on ULTRA PC graphics preset. It was blurring otherwise already anti-aliased image by MSAA 4x
Changed: Content of PlayMenu updated for 0.97 to feature Combat Ops and 3 recommended missions
Changed: Stationary character now does no checks if nearby collision objects are static and only a few needed ones when there is a non-static collision object
Changed: CharacterLiftWeapon action changed from LMB to C and can now be rebound in the keybinding menu under Weapon
Changed: Invalidation of render target shadow context
Changed: To/from GP25 plays foley sounds now
Tweaked: Entering ADS now cancels freelook
Tweaked: Reduced occlusion of smoke grenades, meaning that AIs will see better through smoke
Tweaked: Refactored AI behaviors to move from danger (running from a grenade, incoming vehicle, vehicle horn)
Tweaked: Audio of weapon inspection
Tweaked: Sounds of rolling with different equipment
Tweaked: Head bob for sniper rifles when in ADS so the scope doesn't get crazy misalignment values
Tweaked: Moved sight switching combo to Ctrl+RMB and RB + Left Thumb Click on a gamepad to prevent collision with firemode switching during ADS
Tweaked: The kick threshold changed to 0.3 (the option for selection of only one faction will be added in the future)
Tweaked: Weapon "default" radiuses to ensure reliable picking up
Tweaked: Set CarShift input filtering to click to prevent gearbox state machine failure during the COUPLING state
Tweaked: Mouse aiming vertical sensitivity set to the same as horizontal
Tweaked: Slightly increased vehicle steering speed while stationary
Tweaked: Tripod rotation speeds
Tweaked: Increased spawn point default spawn radius
Tweaked: Shortened vehicle burn time by 33%
Tweaked: Explosive damage rebalance
Tweaked: Control hints for manual gearbox
Tweaked: Gamepad aiming speeds for characters and turrets
Tweaked: Third-person camera in vehicles
Tweaked: Colors of rain
Fixed: Manually loaded ammo doesn't appear on weapon storage in the inventory UI
Fixed: Hands pose properly refreshed after inspection
Fixed: Magazines now go into inventory if the weapon is dropped during reload unexpectedly, instead of staying in the character's hand
Fixed: Canceling of item actions by jump and stance change
Fixed: Safety doesn't work on weapons that don't have it. Safety now stays engaged if switching to a lowered weapon
Fixed: Sonic crack sound might have played when the projectile was subsonic
Fixed: Sprint suppressing now doesn't cancel toggle sprint. Should also fix AI not being able to sprint after the reload
Fixed: AI wasn't able to operate the hummer turret
Fixed: AI BTR turret operator can't see enemies
Fixed: ForceDeath now resets the instigator. This prevents people respawning from being considered as teamkills for example
Fixed: AI soldiers didn't try to escape a vehicle that was driving backward at them
Fixed: Running over players with a vehicle now properly sets instigators
Fixed: Explosions now consider occlusions of hitzones
Fixed: Explosion damage and Fragmentation damage now approximate the area of hitzones
Fixed: AI soldiers constantly switching between two rifle magazines if they have different prefabs but the same score
Fixed: Trunk can be accessed from the vicinity of destroyed vehicles
Fixed: Crash when killing AI
Fixed: Weapons and gadgets are properly dropped
Fixed: Weapons were firing slowly
Fixed: Vehicle horn off input action generated unnecessarily when entering a vehicle
Fixed: Disappearing rocket during reloading in MP
Fixed: Backpacks and weapons are properly hidden when equipped during switching seats
Fixed: Weapon/item inspection won't continue during melee attack(s)
Fixed: Grenade can now be switched to another weapon when it is being aimed
Fixed: When selecting a weapon, AI was ignoring the weapon if it had a loaded magazine without any magazines in inventory
Fixed: Can't enter into ADS after removing M21 scope
Fixed: Changing stance will now cancel bandaging properly, and not cancel inspection if it isn't needed
Fixed: ADS being on when entering the turret whose previous operator had ADS enabled when leaving it
Fixed: ADS state for turrets wasn't set properly after reloading
Fixed: Weapon inspection should suppress gestures as intended
Fixed: Turret base movement sounds sometimes got stuck on clients
Fixed: Weapon obstruction properties would ignore the aim angles limit set in the aiming component
Fixed: Server browser server mod loading
Fixed: Player didn't respawn when the deploy button was toggled
Fixed: Controls - Gamepad - Player is unable to toggle 3PV camera with Binoculars/Compass/Wristwatch
Fixed: Input sensitivity during weapon obstruction with optic sights should no longer be reduced
Fixed: Persistent ADS will make the camera persist in 1pv during jumps and other actions in 3pv while ADS is active
Fixed: Content of blouse and trousers wasn't saved/loaded for player saved loadouts
Fixed: Invalid ADS camera behavior during jump transition(s)
Fixed: Magazine loaded in turrets disappears after some time
Fixed: Pinged position or entity is now indicated on the edge of the screen when it's outside of the view
Fixed: Waypoints and objectives issued using Alt+RMB are now always placed on terrain, never on entities (e.g., trees). That should prevent them from floating in the air when it's not desired
Fixed: While transforming an entity in Game Master, hovering over a slot, rotating the entity, and unsnapping it from the slot again reverted its rotation
Fixed: It's no longer to Shift+LMB drag rotate an entity directly from the entity list in the bottom right, as it didn't make sense
Fixed: Sight switching action didn't work
Fixed: When respawning on a radio operator who is in the building, the chosen position was always outside of the building. Now it will try to search for suitable positions inside
Fixed: AI was able to complete the "Move" objective
Fixed: No more headless clients when dying during third-person weapon ADS
Fixed: Clicking on the trait icon within the entity card in the entity browser didn't do anything. Now it behaves as if clicked anywhere else on the card
Fixed: Server crash on player reconnect
Fixed: Improved MT safety of physics regarding the character controller
Fixed: Blur persisting after unconsciousness is removed. Also, the heartbeat after death is no longer audible
Fixed: Displaying of selection button in group and player entries
Fixed: Groups and player entries should now have the right visuals
Fixed: Player options should display a vote warning when voting for a player was started
Fixed: Crash related to delayed execution of a gadget task when streaming a character in
Fixed: RPG rocket disappears if detached while no suitable inventory space is available
Fixed: Crash when reloading without mag to inventory
Fixed: Spamming deployment could spawn a player multiple times when lagging
Fixed: Disconnected players will now stop moving (or stop the vehicle if driving)
Fixed: WeaponRaised and ADS streaming desync
Fixed: Client VoN crash caused by invalid PlayerId at the edge of character lifetime
Fixed: Character can press space while swimming which leads to him being stuck in a broken freelook
Fixed: Server browser mod details are now loaded even if mods were previously loaded in the Workshop
Fixed: Campaign - Request timer triggers even when a vehicle isn't spawned because of obstruction
Fixed: Preload placeholder stayed on screen upon reconnecting to a server in some cases
Fixed: Vehicle order in Request action at depots
Fixed: Controls hints priority sorting
Fixed: Possible fix for incorrect player count shown in the faction selection menu
Fixed: Make the deactivation threshold works with any input filter
Fixed: Bar gates should now perform a slightly more precise check for blocking obstacles (OBB instead of AABB check)
Fixed: Further strong references replaced with weak ones when creating JobManager tasks + other related issues fixes
Fixed: Replacing a dead gunner that was shooting will no longer result in automatically firing
Fixed: Characters sometimes would be "undead" if they got healed after dying
Fixed: If "Tab + X" is pressed to drop items from the quick bar, the character also switches stance
Fixed: Tripod rotation limits reduced to fix arm stretching on tripods
Fixed: Players spawning on the same spot when spawning on the spawn point group
Fixed: Gadgets improperly set to the ground mode when unequipped while still in a compartment
Fixed: Grenades are now hidden when holstered properly (before they just clipped inside the body but stayed visible)
Fixed: Direction and Normal was vector.Zero during melee
Fixed: BTR no longer shoots itself on the move
Fixed: Signals not updated after a vehicle gets destroyed (e.g. the engine sound keeps playing)
Fixed: Couldn't focus on items opened traverse storages via gamepad
Fixed: PIP scope input speed scaling
Fixed: Removed open and inspect actions from arsenal weapons/backpacks
Fixed: Jumping off a ladder from the lowest bar, or from a tilted ladder, causes the character to get stuck in the falling animation
Fixed: Removing sights result in undefined behavior and can crash the game at any point
Fixed: Can't reload M1025 turret
Fixed: 2DMap - Crash when Rasterizing Areas at terrain edges
Fixed: Crash possible when performing jobs in JobManager and the entity associated with the job disappears
Fixed: Editable entities with occluders have been removed as they can't be properly updated after editing
Fixed: Some garage doors wouldn't collide with vehicles
Fixed: PKT gunner stance
Fixed: Right lean adjustment on the gamepad was too sensitive
Fixed: ScenarioFramework - Triggers now properly account for all players that are currently in-game
Fixed: FOV sliders not working properly
Fixed: Removed callqueue calls for respawn and spawn music, which caused a crash when the player quickly disconnects or gets kicked
Fixed: Incorrect usage of soundComponent. Terminate and audio handles on vehicles
Fixed: VoN - Audio signals not set for streamed out characters
Fixed: Possible crash on multithread racing condition in physics of characters
Fixed: Possible crash when AI is using doors which gets deleted
Fixed: Memory leak when a player is kicked mid-joining
Fixed: Crash on preloading entities without a model
Fixed: Backend - Crash of server when a certain combination of kicked player reconnection happened
Fixed: User action aggregation broke sorting order within the user action context
Fixed: After getting banned for friendly fire, it was impossible to reconnect even after the #unban command was used
Fixed: Admin bans should now persist between reconnects
Fixed: Server browser BattlEye and player filters
Fixed: Cloud shadows: fixed cloud shadows disappearing near sunset/sunrise
Fixed: Clouds: fixed clouds haze not matching with distance fog
Fixed: Sun not correctly hidden behind clouds 2D plane at the horizon
Removed: CharacterWeaponBipod action as it is currently unused
Xbox
Changed: Added the first iteration of overall performance-oriented graphics presets for Xbox Series S/X
Changed: Turn off connection reuse on Xbox
Changed: Lockhart has forced static 1440 resolution, Anaconda 2160
Changed: MSAA and 1080p target resolution on Xbox Series S
Changed: Disabled FSR for 30FPS mode for Xbox Series S
Fixed: Possible crash after leaving a modded scenario
Fixed: Mouse & keyboard fixes
Fixed: Unable to select primary weapon, compass, or watch while the gadget is held
Fixed: Keyboard disconnecting problems on Xbox
Multiplayer
Added: In-game server hosting on PC allowing generating server config files and hosting listen server
Changed: Remote vehicles start with their physics off
Changed: Swimming and sliding commands made available for local replay
Changed: Further vehicle animation states are simulated locally now (steering, throttle, clutch, etc.)
Changed: Use unreliable RPL channel for Voice over Net (VoN)
Fixed: Physics velocity not updating on remote proxies
Fixed: Final transformation of items now consistent between running instances (replicated)
Fixed: Weapon fire desync after reconnecting
Fixed: Proper replication of dropping a weapon
Fixed: Old values of movement, lean, and stance change not updating properly
Fixed: Turrets get desync when a client exits them and another enters
Tweaked: Item actions traffic
Tweaked: Controller inputs delta compression
Tweaked: Character shared variables traffic optimization
Tweaked: Delta compression for PhysAgent orientation
Tweaked: Animgraph streaming traffic optimization
Game Master
Added: Game Master health settings for global scenario properties
Added: Game Masters that don't have admin rights can now remove their Game Master right which allows them to become a normal player again
Added: Game Master can now choose passengers of vehicles by means of a context action
Added: Game Master gained the ability to quickly fill vehicles with Crew and Passengers by means of a context action
Changed: Game Master Entity browser trait filters no longer require all filters to match in order for entities to be displayed
Changed: When transforming an entity in Game Master (i.e., moving it around with its ghost preview visible), context menu action shortcuts are no longer available
Changed: Game Master health settings for characters' scenario properties
Fixed: Double cursor would sometimes appear in the Game Master map
Fixed: Missing control hints for the Game Master
Fixed: Game Master camera wasn't shown on the map
Fixed: "Resupply" context action in Game Master didn't work on other players
Fixed: "Save loadout" action on Arsenal boxes is no longer available for AI soldiers that Game Master took control over
Fixed: Hiding the Game Master interface made the map disappear as well
Modding
Added: New tutorial for the Scenario Framework
Added: Compositions for tutorial framework scenario
Added: Ability to attach sights on sights (e.g. RMR on top of ACOG)
Added: Inventory operations can also be executed on the server now
Added: Workbench: ScriptAPI: AnimExporter API added
Added: Visualization of animation channel in the preview window
Added: Undo/redo system in Behavior Editor
Added: ScriptAPI: float.INFINITY
Added: World editor - An action to copy entity name to clipboard
Added: Rivers/Ponds use as default the global "terrain" probe
Added: New ragdoll definition
Added: Audio & ProcAnimEditor - Group shortcut and menu entry for both editors
Added: World editor - "Expand/Collapse all" functionality in the Hierarchy window
Added: Documentation for IntersectionSphereRay + calculation explanation
Added: BT editor, runtime trees inheriting breakpoints from editor tree
Added: Add moddable intermediate class between BaseInventoryStorageComponent and child classes
Added: BaseTarget.GetTimeLastSeen script getter
Added: Hitzones can now bypass area computation and provide their own
Added: Script API BaseTarget.UpdateLastSeenPosition(). Game.PerceptionManager(). PerceptionManager.GetTime()
Added: CharacterControllerComponent::TryEquipRightHandItem can now take new equip type EEQuipTypeSlinged, which puts the weapon on a sling
Added: Weapons can now limit in which stance range they can be used and lowered/raised/ADS
Added: Possibility to implement custom vicinity visibility behavior
Added: Possibility to set a custom lock on InventoryItemComponent
Added: OnWeaponDropped and OnItemDroppedFromLeftHand events to game code and script
Added: TryUseEquippedItem is now changed to TryUseItem and can be called on a currently equipped gadget, or any weapon (both in the character's ownership as well as outside of it, such as mines already placed on the ground)
Added: TryUseItem now accepts additional arguments to allow the caller to specify the int and float arguments passed when calling the command
Added: Added a new function to set the ammo count of a magazine
Added: GetHandBrake method to script API
Added: Expose the function BaseLightSlot::GetLightEntity to the script
Added: TryUseEquippedItem can now be used to also call animations on the current weapon
Added: "Allow Jumping" property to CharacterModifierAttributes, handled jump request interruption when jumping is suppressed by held item
Added: BaseTarget.GetPerceivableComponent script getter (required for new AI aiming based on AimPoints)
Added: 2Dmap - New descriptor type MDT_CURPOS/ Current Position
Added: WeaponAttachmentAttributes::GetAttachmentType function to script
Added: SCR_UniversalInventoryStorageComponent::GetMaxLoad function to be able to know how much weight a storage can carry
Added: ShouldShowInInspection property and function to AttachmentSlotComponent
Added: Script API for camera field of view scalar
Added: Add the ability to adjust the weight and volume of items in the script
Added: InventoryItemComponent::OnParentSlotChanged event has been added to know when a slot has been changed on a specific item
Added: Terrain tool 2D map for tile locking and ownership
Added: Facilities for per-sight zero generator
Added: OnWeaponChangeComplete and onWeaponChangeStarted invokers
Changed: ScriptAPI: WorldEditorAPI.TraceWorldPos improved, now returns also a pointer to a hit entity
Changed: Refactor of AI Movement, Removed: AIBaseSteeringComponent, Added: AITaskSetPathfindingFilters. Removed: AIAnimalMovementComponent, AIBallMovementComponent
Changed: Mesh preview colliders page reworked
Changed: World Editor - Edit improvements of coordinates/angles properties through a gizmo
Changed: WeatherTool: Changed Live Edit behavior, now, manipulating the graph won't change the time of day when disabled, however, the weather will still be updated
Changed: Create navmesh on sea level instead of seabed
Changed: ProcAnim Editor - Will now Reset view on loading of model and set default distance on startup
Changed: Input: IsGamepad event added
Changed: Audio Editor - Modified signal/mixer button to only allow for opening existing files. Fixes issues in the public/retail version of the audio editor as well as opening read-only files
Changed: Workbench: TerrainEditor: increased brush size and strength
Changed: Loadout rework. Using a class instead of an enum
Changed: TryUseEquippedItem and TryUseEquippedItemOverrideParams now have two new parameters. One requires the caller to specify if they want to call the action on the current weapon, or the current gadget. The other one allows the caller explicitly disable character movement during the action
Changed: OnItemUseCompleted invoker is now renamed to OnItemUseEnded and gets invoked both when the action is completed as well as when it is canceled. Registered callbacks can use the new 'successful' parameter to distinguish these two situations
Fixed: World Editor - Unnaccessible menu item "Save prefabs with options" in prefab edit mode
Fixed: ScriptCompiler: Template class with attributes crash fix
Fixed: Atmosphere: fixed sun incorrectly casting shadows while under the horizon
Fixed: ScriptCompiler: Member vs global method call resolving
Fixed: Animating colliders in Anim Editor
Fixed: Config editor - Disabled when game scripts aren't successfully compiled
Fixed: Animation Editor file selection window should show ANM files only
Fixed: ProcAnim - Procedural animations are now properly precompiled again, removed a redundant check that skipped compilation in the editor
Fixed: ProcAnimEditor - Procanim, preventing errors in new file creation in public/retail
Fixed: Workbench: TerrainEditor: reduced lag on the first click during sculpt
Fixed: Tripod turns now uses command params instead of the TurnAmount variable
Fixed: FindEntityByID crash
Fixed: Oversight naming conflict of cameraData in ADS camera (Thanks GlutenFreeVapes for the report)
Fixed: SCR_NavigationBarUI is now more mod friendly
Fixed: TracePosition didn't call filter callback
Fixed: VME in SCR_EquipClothAction when checking if the equip cloth action can be performed
Fixed: EntitySlotInfo::AttachEntity has now the correct return type
Fixed: Repeater BTnode behavior
Fixed: Some classes didn't have his scripted attributes loaded correctly
Fixed: Retrieving UIInfo instances via prefab source data returns null
Fixed: Logout wasn't working in Workbench
Fixed: Crash with modded PlayerMenuEntries.conf
Fixed: SCR_StringWrapper renamed to SCR_WaypointSet
Fixed: Fixed the replication race condition in OnItemUseEnded, where the server would delete an entity on clients before RPCing the function on them. SCR_OnItemUseEnded now gets called on clients too
Fixed: Opening ghost preview in Workbench without World Editor opened could result in a crash
Removed: GetLookAtAngularVelocity method
Removed: Removed dead code - CharacterControllerComponent::GetPlayGesture() and PLAYGESTURE InputFlag
Exposed GetRelativeWaterLevel function on CommandHandler
Dev Report #14
Attention soldiers,
Our latest Dev Report will inform you about all that has happened in the last month. From the release of 0.9.6 Stable and Experimental updates, through server renaming and disabling the private options in the Workshop, to our latest news and plans. We even have a few sneak peeks of our next big thing - the first Milestone update.
Read more here ๐ https://reforger.armaplatform.com/news/dev-report-14
0.9.6.64 Update
Attention soldiers,
We're going to update the game today, expect server downtime between 12:00 - 15:00 CEST.
0.9.6.64 Changelog
Fixed: Misaligned and mispositioned zeroing setup for M60 and RPG
Fixed: Player penalty system not registering some of the kills
Fixed: Script leaks cleanup when compilation failed during OnAfterCompileScripts event
Fixed: Missing ocean underwater PP for PIP sights
Fixed: Tutorial - No available spawnpoint after resuming the scenario
Fixed: Tutorial - Blinking map in deploy screen
Tweaked: Normals on RPG ironsights
Tweaked: Character should no longer be able to prone or roll into the water
Tweaked: Character roll while prone only when input is over 50%
Added: Grass should be flattened in vehicles for passengers and shouldn't clip the vehicles
0.9.6.60 Update
Attention soldiers,
We're going to update the game today, expect server downtime between 12:00 - 15:00 CEST.
0.9.6.60 Changelog
Fixed: 2D scopes persisting after death
Fixed: Conflict - Radio boxes missing in HQ office buildings
Fixed: Crash when a destructible entity would get destroyed too soon
Fixed: Possible crash on character init possible if animations data is improper
Fixed: Crash on detaching weapon
Fixed: BaseLightManagerComponent reading past its buffer boundaries (happens with wrecked vehicles)
Fixed: Crash when animating a door with BoneAnimated animation type without an animated mesh object
Fixed: Registering kills when both the victim and the instigator were inside the same vehicle
Fixed: Inability to construct Heavy Vehicle Depot on the Soviet side
Fixed: Some airport lights were too bright
Fixed: M203 and GP25 zeroing position
Fixed: Memory leak on dedicated server related to widgets
Fixed: Focus in freelook by moving sight switching combo to Ctrl+RMB and RB + Left Trigger on gamepad
Fixed: Improved door network synchronization
Fixed: CarControllerInputs not default initialized possibly leading to unpredictable results
Fixed: Crash when interrupting weapon switching
Changed: Polished search lights for Uaz and Ural
Tweaked: Don't animate door physics in the resource browser
Removed: Weapon inspection rotate keybind that had no function
0.9.6 Stable
Attention soldiers,
We're going to update the game today, October 20th. There will be server downtime between 12:00 - 15:00 CEST. Look at the list of features with descriptions on our website.
Arma Reforger Changelog 0.9.6.56
Assets
Added: Prone roll animations (default key Q/E)
Added: Adjusted lower crouch stance, controllable with Ctrl+Mouse Scroll
Added: Weapon inspection animations instead of IKpose
Added: New poses for U.S. Army bandage
Added: Unfolding of M16 M203 sights
Added: Brake/collision reaction animations for characters in vehicles
Added: Animated internal parts to the BTR turret
Changed: New animations for flat top ladder
Changed: Boonie model was remade from scratch
Tweaked: Character locomotion animations
Tweaked: Grenade usage animations
Tweaked: Hands and arms poses for various weapons
Tweaked: Jump animations
Tweaked: Reload animations for sniper rifles
Tweaked: Death animations
Tweaked: Polished swimming animations
Fixed: Various fixes and improvements to buildings
Fixed: Various typos in road signs and other text assets
Fixed: Wrong width on some ladders
Fixed: M16 fire selector not being animated
Fixed: Ladder setup in Fire Station
Stability
Fixed: Crash in clouds rendering when using scope twice
Fixed: Possible memory leaks of WorkspaceWidget in Workbench
Fixed: VME while editing Wheeled_Base.et
Fixed: Possible VME in Voice-over-net system
Fixed: VME in SCR_VehicleDustPerWheelComponent
Fixed: Crash in AIWeaponTargetSelector when AI soldiers enter a vehicle
Network
Fixed: Ragdoll positions not synced properly
Changed: ADSTime sync turned back on
Changed: Optimizations of network traffic related to replication of IK animation variable
Added: An improved method for calculating the lag compensation rewind time, improving the accuracy of hit registration
Added: Ragdoll state replication
Changed: Static destructibles are now using a new system optimized for network traffic
Changed: Music Manager had its streaming disabled, previously it was dependent on the TFL_NO_LINK flag functionality, which is no longer supported
Changed: Inconsistent behavior of streamable flag in a hierarchy. This information could be lost with hierarchy moves
Changed: Inconsistent streaming when changing hierarchy from non-root old or new parent
Changed: Turned off network sync of ArmIK, AimIKXYZ, and AimTransXYZ
Changed: Disabled streaming for Groups
Tweaked: Traversing replicated nodes
Tweaked: Network streaming
Fixed: Behavior of EnableStreaming(Node)
Fixed: Streaming calls potentially still left in their ques after a node has changed the hierarchy
Fixed: Server could get stuck on startup with some downloaded mods
Fixed: Calling TrySpawnPrefabToStorage on the server would cause a desync on clients
Game
Fixed: Clicking on spawn points on the map wasn't selecting them properly
Fixed: Selection outline for spawn points when switching between them
Fixed: Sight-switching action
Fixed: Zeroing should now rotate the weapon properly
Fixed: Emissive surface is not working on helmets or reflectors in multiplayer (#T167788)
Fixed: Invisible head when dying during third-person weapon aim down sights (ADS)
Fixed: Clutter folding and removal on consoles
Fixed: Groups in the player list now react correctly to clicking on their name in the left panel
Fixed: Gadget ADS not being disabled when opening inventory
Fixed: ForceDeath now resets the instigator. This prevents people respawning from being considered teamkills, for example
Fixed: Jumping in dynamic stance or changing it now checks collisions of head
Fixed: Fire mode switch user action was visible on pistols
Fixed: M249 was flying out of hands during weapon inspection
Fixed: ADS not being disabled when opening inventory
Changed: Create new group moved to Hold N key
Changed: The kick threshold changed to 0.3
Changed: Entering ADS now cancels freelook
Added: Automatically equip the next grenade after throwing the last grenade of the current type
Fixed: Rolling in prone wasn't working
Fixed: Turning left in trucks was less efficient than turning right
Fixed: Incorrect outline/selection icons used for generic spawn points in respawn menu
Fixed: Attached parts to equipable items inside the trunk are floating under the vehicle
Fixed: Crash on GrenadeMoveComponent if there's no BaseTriggerComponent attached to the entity
Fixed: Magazines swapping in weapon inspection
Fixed: Heavy depot construction
Fixed: Memory leaks in EventHandler
Fixed: Double reporting of stall from source to services in the replication system
Fixed: Sometimes disappearing character in first person view
Fixed: IK settings of the left hand during prone
Fixed: AI wasn't able to operate some turrets
Fixed: Quick deploy is moved to respawn handler
Fixed: Vehicle colliders setup could cause clipping when vehicles were colliding
Fixed: Crash on changing zeroing or switching sights when there were no sights configured
Changed: Enabled attach/detach user actions for magazines and rockets during weapon inspection
Changed: Weapon gamemats tweaked to allow better penetration
Added: Character roll mechanics
Added: Ragdoll effectors, using energy inputs (#T166662)
Added: Sight switching. Uses default ALT-RMB to switch between different sights. Currently available on SVD/PSO-1
Added: Weapon action, which enables/disables bipods
Added: Blending of hands poses when switching muzzles or using gestures like pointing
Added: Sway and recoil on weapons with deployed bipod in prone will be significantly lower
Added: Detach scope from weapon action and Attach scope from inventory action.
Added: US_AR and USSR_AR loadout configs, added US_AR and USSR_AR loadouts to USxUSSR loadout manager
Added: New destructibles system
Added: Elevate turret weapon for reloading
Added: Ability to toggle grenade launcher or cycle grenade type by reselecting the assigned quick slot
Added: Unbind action to keybinding settings
Added: Support of currently held gadgets for weapon inspection
Added: Possibility to specify additional per item offset when holstered as well as override holstered visibility state
Changed: Killfeed system was refactored and integrated into all playable content and notifications
Changed: Exhaust effect underwater
Changed: ADS, sprinting, and other character controls the logic of interruptions
Changed: Configuration of inventory parameters of items, oversized items now should no longer fit into smaller containers
Changed: Cameras are consistent with head angles
Changed: Character ragdoll handling refactor and ragdoll configuration tweaks
Changed: Replaced procedural animations for weapon inspection
Changed: Inspection will be disabled on stance change
Changed: Character magazine reload is restricted when a gadget is held in the left hand.
Changed: Updated radio menu controls and added logic for switching between squad channels
Changed: Right Thumbstick (Single Click) toggles freelook, Right Thumbstick (Hold Trigger) focuses instead of freelook while not driving
Changed: Stance adjustment and leaning moved from RB + Right Thumb to RB + Left Thumbstick
Changed: Sight illumination gamepad rebound to RB + Y to deconflict gadget selection while aiming
Changed: Dropping items via RMB when arsenal is open drops them on the ground
Tweaked: Zeroing on M60, PKM, M249, RPK74
Tweaked: Vehicles suspension and axles configuration
Tweaked: Weapon sway
Tweaked: Steering curves for wheeled vehicles
Tweaked: Lateral friction on wheeled vehicles, M998 gearbox controller
Tweaked: Increased explosive damage multiplier for vehicle wheels, hulls, and engines
Tweaked: Various tweaks and fixes related to tires and friction, roughness, added dirt road material
Tweaked: Truck and APC steering speeds, including recentering
Tweaked: Weather simulation, moon position, time of day
Fixed: Added test for surface evaluation to fix the cases when the character can fall into tight holes
Fixed: Getting out of a vehicle could clip the character into vehicle geometry
Fixed: Backpack radio not visible on the back if spawned as initial loadout
Fixed: Camera movement when jumping, falling, climbing walls, ladders, and entering/exiting vehicles should now be smoother.
Fixed: Frozen fire animation when a weapon was dropped during firing
Fixed: One-handed aim modifier will now work properly while playing the pickup item gesture
Fixed: Weapon inspection transitions should suppress firing
Fixed: The character doesn't get detached from a vehicle being destroyed while getting in/out animation is played
Fixed: Joystick and TrackIR input breaking inventory interface
Fixed: Turret base movement sounds
Fixed: Character collision test now performs against kinematics as well to prevent characters from passing through another character even when an interaction is enabled
Fixed: Backpacks and weapons not properly hidden when equipped during switching seats
Fixed: If you set your car on fire and die in it, you shouldn't get punished for friendly fire
Fixed: Tutorial - Requesting supply truck stage would get delayed due to slow supplies income
Fixed: Wrong melee instigator resulting in melee kills counting as suicides
Fixed: Sometimes players had to press deploy multiple times to respawn
Fixed: Respawning with saved loadout could disable the primary weapon (#T166317)
Removed: Timeout for fatigue-based semi-lowering of weapons
Workbench & Modding
Fixed: EntitySlotInfo::AttachEntity now has the correct return type
Fixed: EntitySlotInfo was not checking if the pivot id was correct
Fixed: Copying array when getting the array of objects
Fixed: BehaviorEditor memory leaks during reload scripts
Fixed: Pitch and roll angle swapped in Prefab Library
Added: Support of multiple LadderComponent on the same object
Added: Generic "-load" CLI param for all WB editors
Added: Option to remove your addon from the Workshop
Added: Audio & ProcAnimEditor - Group shortcut and menu entry for both editors
Added: World editor - An option to show/hide layers without showing entities
Added: New parameter for terrain objects material - UseOnTerrainHeightmapShadows - this enables usage of heightmap shadows computed on terrain level for terrain objects
Added: Links to documentation embedded directly in Workbench UI
Added: It is now possible to invoke EventHandlerManagerComponent events from the script.
Added: Created ballistic table configs for all projectiles, generated ballistic table data, and assigned configs to their projectiles
Added: Grouping nodes in Behavior Tree Editor
Added: World editor - Possibility to reposition entity using drag and drop from Hierarchy window to scene window
Added: Added a way to set max decimal length when saving float in JSON format
Added: Added a way to write/read the top-level object of JSON when writing an object as the first item
Changed: Weather cycles: Added new lightning default configuration to cycles
Changed: MultilineEditBoxWidget refactored
Changed: Unified FactionAffiliationComponent and VehicleFactionAffiliationComponent
Changed: Generating of Navmesh should now be more deterministic
Changed: Improved copy/paste functionality in Behavior Tree Editor
Changed: ScriptAPI: user authorization for methods that might be harmful (Thanks Arkensor and other reporters)
Changed: Current ArmaReforgerWorkbench.exe will be replaced by new ArmaReforgerWorkbenchSteam.exe and in order to launch will require running the Steam app which owns the Arma Reforger Tools app
Fixed: Saving animation workspaces that contain vanilla data
Fixed: Workbench freeze fix on a combination of prefab preview, world loading, and script debugger breakpoint
Fixed: PointInfo could not be used as an attribute in the script
Fixed: Refactored PointInfo to fix adding of new WheelPositions in VehicleWheeledSimulation
Fixed: BaseMovementComponent::Launch now activates the triggers the launched projectile has
Fixed: Very slow heightmap modifications on huge terrains (with possible out-of-memory crashes)
Fixed: First editor content browser tab not loading correctly on restart
Game Master
Fixed: Restriction zone showing when the player dies out of the zone and spawns within it
Fixed: Placing a waypoint on top of another group added the waypoint to the target group instead
Fixed: Some manual camera post-process effects used the same priority as character screen effects, leading to a clash
Fixed: 'Resupply' context action in Game Master didn't work on other players
Fixed: Clicking on the trait icon within the entity card in the entity browser didn't do anything. Now it behaves as if clicked anywhere else on the card
Fixed: Arsenal content editing not working on the server
Fixed: Compositions snapped to a slot were sometimes offset if other compositions were moved around before that
Fixed: Height wasn't calculated correctly when transforming entities above the ocean surface
Added: Quick placing bar
Added: Added new ping that's only visible and usable by Game Masters
Added: In Game Master, the description of system entities (i.e. Zone Restriction) is now shown in the tooltip
Added: Logic was added to prevent certain Game Master context actions (such as ping and lightning strike) from being spammed
Added: Armavision now allows players to add different types of lens flare
Added: Game Master can now interact with objects in the world (i.e., open a door, play the piano, or flush a toilet)
Added: Game Master can now instantly fill vehicles with crew and passengers by means of context action or when placing them over a vehicle
Changed: Take control AI moved from key C to U to avoid overlapping input
Changed: Game Master slot type and slot size filters are combined. Instead of selecting Slot type Flat/Road then Slot size Large/Medium/Small, they're now combined into Small Flat, Large Road, etc.
Changed: Editor UI has been shuffled to allow for the introduction of a quick placing bar
Changed: When transforming an entity in Game Master (i.e., moving it around with its ghost preview visible), context menu actions are no longer available
Tweaked: Sounds when editing layers
Fixed: Wind direction is now correctly displayed in Game Master
Fixed: In Game Master hovering over an entity that wasn't selected and pressing the "Delete" key did nothing. Now it deletes the entity, taking precedence over selected entities. The same for neutralizing entities by pressing the "End" key
Fixed: Transitioning from Game Master to Armavision or back could break camera controls
Conflict
Fixed: Experience should show correctly after reconnecting
Fixed: Vehicles spawning into trees
Fixed: Control points aren't correctly set up when resuming a scenario
Fixed: Errors when resuming saved small scenario
Fixed: Tutorial - Tasks are skipped/wrongly advanced when the player dies
Changed: Reduced seizing time for coastal bases
Changed: Changed prebuilt service compositions to editable versions
Changed: Starting HQ selection algorithm
Changed: Local player name is now a different color in the playerlist
Added: Playerlist enabled for endgame screen
Added: New composition for heavy vehicle depot
Added: FIA Supply Depots - these can be raided to obtain additional supplies and distribute them to your bases
Added: Randomized starting location
Added: Respawning on Conflict bases now requires supplies
Added: Barracks composition to spawn defenders (in exchange for supplies)
Added: Heavy Vehicle Depots
Added: Antenna installation - extends radio signal range of parent base
Added: Base icons now flash for the entire duration of them being captured
Added: Base defenders can now alert others about attacks on their base
Added: FIA will now try to retake their supply depots
Changed: Conflict winning condition - you are required to seize a certain amount of points and hold them for a given time
Changed: Supplies generation frequency in main bases
Changed: Requesting vehicles now require supplies
Changed: Spawn protection time
Changed: Supply depots are no longer automatically prebuilt
Fixed: You can no longer capture Coastal bases without a radio signal.
Fixed: Possibility to spawn on a base recently captured by the enemy
Fixed: Modded factions visualization on the map
Removed: Radio capture in Conflict bases - bases are now seized by maintaining a superior presence in the area
Removed: Overrun base mechanics
AI
Fixed: Multiple issues related to AI turret usage
Fixed: AI soldiers didn't try to escape a vehicle that was driving backwards at them
Fixed: AI placed in turrets from gamemaster now uses the correct component
Fixed: 12.7mm and 14.5mm MG magazines were not marked as usable against armored vehicles
Fixed: Move and investigate missing LookAt node
Fixed: AI was able to complete the "Move" objective for players
Fixed: AI didn't want to exit a vehicle when they saw an enemy
Tweaked: After a vehicle has passed by an AI soldier, the soldier will instantly look back at the vehicle
Added: AI usage of melee
Added: AI reaction to melee attack
Added: AI can now throw grenades
Added: New AI weapon and target selection system
Added: AI now react to vehicle horn
Added: Special Attack behavior tree for machineguns
Added: Special Attack behavior tree for sniper rifles
Added: Find Fire Position behavior, used by snipers when they lose sight of the target
Added: Doors that are opening should cause AI to move away from them
Added: Weapon ballistic tables, used by AI to better predict aiming point
Changed: Split navmesh into smaller files
Changed: Create navmesh on sea level instead of seabed
Changed: AI aiming moved to the character controller
Tweaked: Assigning waypoints to many groups
Tweaked: The behavior of an AI healing another AI is more reliable now
Fixed: Soldiers not tracking targets while friendly is in aim
Fixed: AIs were seeing enemy vehicle occupants through enemy vehicle view geometry
Fixed: AIs weren't able to switch weapons in a turret
Fixed: Leaking memory in Behavior Tree
Fixed: Suppressive fire wrong parameters, aiming point sizes adjusted, aim error calculation distance correction
Player Management & Server Administration
Added: You can now cancel your vote for a player after casting it
Added: Players who are targets of a vote, e.g., to kick or receive Game Master rights, are now highlighted in the player list.
Added: "-autoreload 10" CLI param, where the number specifies after how many seconds a scenario should restart after finishing
Added: Reload and missions server commands
Added: Command to list all players
Added: Player kicks now support timeout, which serves as a ban
Added: Bans commands (Ban/Unban)
Added: Command to display local player ID
Changed: In-game kicking is now based on player ID
UI
Added: Protractor to map tools
Added: HUD adaptive opacity depending on scene brightness
Added: Author blocking and unblocking in the Workshop
Added: Adaptive Opacity enabled for a few more GUI elements
Added: Control hints for gadget selection on a controller
Tweaked: Dragging tools in the 2D map
Tweaked: Weapons and muzzles UI information
Topographic Map
Added: Bridges visualization
Added: Walls visualization
Added: Castles visualization
Changed: Road rendering process split to have smoother transitions
Changed: Export Data plugin feedback updated to a new format
Tweaked: Building default parameters
Fixed: Contours array management when levels are hidden
Audio
Added: Depth and direction perception of both shots and explosions improved. Greater emphasis on different environment types
Added: Bullet crack sounds for HMGs
Added: Caliber-specific bullet flyby sounds as well as UGL flyby sounds
Added: Collision sounds for RDG2 smoke grenade.
Added: Upper-body movement in water will now cause slightly audible splashes
Added: Any character movement inside bushes will now have audible bush rustling
Added: Vehicle sinking and leaking sounds
Added: Drop sounds for Pistols, Rifles, LMGs, Launchers, Clothes, Vests, Backpacks, Shoes, and Rifle Magazines
Added: Sounds for scope illumination and zooming
Added: Bipod fold/unfold sounds
Added: Thunder sounds
Changed: Music Manager refactored
Changed: Horn sounds logic
Changed: Scale and behavior of the "Dynamic Range" audio setting, now ranging from 0-200%. 0% = compressed mix; 200% = very high dynamic range. In order to hear the new default mix, set it to 100% (as it now ranges from 0-200%) manually, as the new default value might not be set at the first game start
Tweaked: Trunk open/close sounds
Tweaked: Ambient rain sounds are more intense now
Tweaked: HDR and NightMode mix settings
Fixed: Issue with respawn menu music continuously playing after respawning
Audio Editor
Added: Scattering delay network reverb DSP
Added: Priority signal input on sound node
Fixed: Volume inheritance from config works properly for filter and sound nodes now
Added: World editor - API function ClearVariableValue
Added: BaseContainer.GetDefaultAsString
Added: BaseTarget.GetPerceivableComponent
Added: Functions exposing Ballistic tables to script
Added: Method indicating whether a car has an automatic gearbox
Added: GUI based on SCR_InfoDisplayExtended.c doesn't need to handle entity switching by itself. There's now a new interface method DisplayControlledEntityChanged
Added: New function to set the ammo count of a magazine, SetAmmoCount
Added: TurretController::DoReloadWeaponWith
Added: BaseLightSlot::GetLightEntity
Changed: SCR_ParticleAPI is now completely obsolete
Changed: Particle effect stages functionality moved from SCR_ParticleAPI to SCR_MotorExhaustEffectGeneralComponent and optimized
Changed: Script - String.ToFloat() and String.ToInt() now have 3 optional parameters
Changed: Script - String.Get() now throws an exception for an invalid index
Fixed: OnCompartmentEntered should not get called multiple times for turret
Fixed: CallLater did not support overloaded functions.
Fixed: Factually incorrect GarbageManager::GetGarbageLifetime comment, added GarbageManager::GetGarbageRemainingLifetime (Thanks Arkensor for the report - #T167252)
Mod Manager
Added: Mod manager action for updating mod and downloading mod dependencies
Added: Mods presets
Added: Mod manager export tools
Tweaked: Mod manager auto disables mod that needs dependency if the mod dependency is disabled