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MODPACK UPDATE

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TO: ALL 4TH INF BDE PERSONNEL
FROM: Pte. W. Jamison - G6
SUBJECT: MODPACK UPDATE

Ace and Alive updated.

Alive:

-[ALL] Updated version to 1.2.2.1611241
-[VARIOUS] Privatize variables and Optimize Existing Privatization Methods
-[SYS_ORBATCREATOR] Mapped display names for vanilla faces and languages
-[SYS_ORBATCREATOR] Switch unit loadout setting on spawn to setUnitLoadout command, Fix issue where languages had different casings in different areas in some mods
-[CIV_PLACEMENT] Fix issue where profiled vehicle was not created with roadblocks.
-[MIL_COMMAND] Fix issue where nil profile causes script error. Fixes #174
-[X_LIB] Fix issue where composition was converted to array but function expected config
-[X_LIB] Updated composition functions for persistence.
-[MIL_PLACEMENT] Added persistent compositions and roadblocks to mil_placement, civ_placement and custom mil placement. Fixes #161 #164 WIP
-[SYS_PROFILE] Fixes an issues where certain profiles did not have the correct position or damage data. Fixes #163
-[MAIN] Fix issue where logistics saving error'd in certain circumstances. Fixes #165
-[X_LIB] Optimized fnc_spawnRandomPopulatedComposition
-[X_LIB] Optimized fnc_spawnComposition

Ace:

ADDED:

Add RHS MELB Fast Rope compatibility, add 3d debuging of mem points (#4685)

CHANGED:

Change mortar to ammo handling weapon on init (#4678)
Advanced Fatigue swimming/diving/crawling tweaks (#4672)
Use head direction for drawing MicroDAGR waypoints (#4670)
Don't compile action menu for playable logics (#4666)
Hide Advanced Fatigue bar on map / spectator (#4655)
ATragMX - Estimate bullet length instead of using a fixed value (#4651)

IMPROVED:

Allow checking dogtags inside vehicles and when sitting (#4619)
Updates the Ballistics module to support Apex (#4616)
Cookoff ammo selections default values (#4604)
Blocks AI getting back into the vehicle on cookoff (#4587)

FIXED:

Fix Advanced Fatigue for adjusted stances (#4671)
Fix tagTestingThread error (#4662)
Fix Trip Flares script error (#4647)
Fix ammo cook off with certain explosives (#4638)
MedicalAI - Fix treatment animation with no weapon (#4633)
Fix Full Repair menu not shown when damage returns 0 (#4621)
Fix Kestrel4500 wind speed calculation (#4609)
Fix makeJerryCan locality issues (#4600)
Fix cargo find nearest vehicle (#4592)
ACE_Chemlight_Shield not public (#4612)
Remove scrollbars from javelin scope (#4618)
Fixes the ATragMX 'Done' button issue (#4617)
Ballistics - Fixed 6.5mm magazine config (#4641)
Prevent switching to weapon while carrying fuel nozzle (#4629)

DOCUMENTATION:

Scopes - Updated wiki framework (#4680)
Occam's razor:
Entities should not be multiplied unnecessarily which is interpreted as requiring that the simplest of competing theories be preferred to the more complex or that explanations of unknown phenomena be sought first in terms of known quantities.

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The 4th Infantry Brigade is the biggest British unit to Arma 3. Our infantry represent 2nd Battalion, The Yorkshire Regiment. A Light Role infantry which is one of the British Armys adaptable battalions. We are equipped with Foxhound Protected Patrol Vehicles allowing us to travel quickly across any terrain, closing with and engaging the enemy.