Arma 3 に新しい機能などコンテンツを先行して実装する開発版が更新され、105mm 榴弾の威力など微調整と修正が行われました。
No new EXE
Size: ~100 MB
DATA
- Fixed: Excessive side sliding collision damage for Pawnee
- Fixed: UH-80 radar animation mirrored for fancy looks
- Tweaked: Kamysh destruction textures
- Gunner optics view disabled when turned out for AAA
- Fixed: MBT-52 Kuma retexture issue with spawned vehicle
- Fixed: When respawning into vehicles, player was sometimes stuck inside and couldn't get out (often being switched through multiple vehicle positions as well)
- Revised: indirectHit parameter amongst several calibers up to 40mm, NLAW and RPG to match actual infantry resistance levels against that damage. Indirect damage is generally lesser, but has greater range.
- Fixed: Flipping static GMG when firing by decreasing Hit and indirectHit parameter while increasing explosive parameter above and beyond 1 to maintain ammo destructive potential at the same level.
- Fixed: RPT spam of "weapon:"?" with ? modes needs weapon mode with index ?, but given silencer ( ? ) has only ? modes" by adding a specific suppressor for MX SW
- Scaled down Titan AP indirect hit damage to better match infantry protection levels. Damage is lesser, but previous changes increased range substantially.
- Tweaked: Ballistics of 105mm rounds and increased splash damage radius of 105mm HEAT-MP rounds
ZEUSネタバレ注意
- Fixed: "Play Radio Message" module didn't work
- Added: HQ entity is now created automatically when no speaker is given
- Fixed: HQ module didn't initialize properly when created on-the-fly
- Added: Objectives and briefing entries can now be added to individual groups or players, not only sides
- Added: Better label for group respawn attribute
Development Branch Changelog - BI forum
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