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
COMRAD #5
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 #13
Attention soldiers,
In our Dev Report #13, read about new additions you may encounter in the Workshop and Workbench, some words of warning regarding mods, our plans for addressing unfair advantages in the game, and more.
Read more here 👇 https://reforger.armaplatform.com/news/dev-report-13
Arma Reforger Experimental
Dear Community,
We know many of you have been waiting for the next Arma Reforger update. We're finally ready to release to the public Arma Reforger Experimental, a separate Steam client application that maintains a build of experimental content and features for owners of Arma Reforger. You can find all the relevant information about this build and the manual on how to get it on our website. Changelog and known issues are included in a separate article.
Welcome to the latest Arma Reforger Community Radar, or as we also call it: #COMRAD. We're excited to show off another great month of community content for everyone to appreciate. Let's get right into it!
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 #12
Attention soldiers,
Get intel about the state of updates, Release Candidate, and 0.9.6 build in our next Dev Report.
Read more here 👇 https://reforger.armaplatform.com/news/dev-report-12
Dev Report #11
Attention soldiers,
Our eleventh Dev Report is here, you will find out about some multiplayer fixes, modding news, sneak peek into the major update 0.9.6 and more.
Read more here 👇 https://reforger.armaplatform.com/news/dev-report-11
COMRAD #3
Welcome to the latest Arma Reforger Community Radar, or as we also call it: #COMRAD. This month we explore another batch of excellent community content for everyone to enjoy. Let's get right into it!
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.