Attention Soldiers,
We updated the Experimental application. Check our web article for information.
1.2.0.66 Changelog
Assets
- Added: 6B2 vest to the FIA Arsenal, as some of their soldiers use it
- Added: Missing interaction hints for detonators
- Changed: Replaced the USSR radio in the FIA catalog with the FIA radio
Audio
- Added: Glove" sound variations for different hand-related actions
- Fixed: Sound events playing twice in inertia animations
- Fixed: Missing audio for some commands and voice line seed randomization
- Playable Content
- Changed: Light vehicles like jeeps and UAZs are no longer available from the Heavy maintenance point
- Changed: The cost of the Heavy maintenance point was increased to 350
- Tweaked: Checkpoint and machine gun nest editable composition
- Fixed: Combat Ops Everon - Boris' hideout vehicle de-spawned on approach when it should not
- Fixed: Tutorial - Capturing course could not be completed
- Fixed: Conflict - Incorrectly rotated bunker on the Arland map
- Removed: Conflict - Pre-built but unusable antenna installation on Arland
General
- Changed: Activation animation for the M34 detonator
- Changed: Added blending between grenade locomotion and idle in the prone position
- Tweaked: M997 front crew can no longer fall out when vehicle flips
- Tweaked: Sway - Minimum sway set back to 33%, allowing for slight misalignment while the player is rotating in place; increased maximum sway speed up to 3.6
- Tweaked: Sway - Increased steepness for more meaningful speed regulation; reduced vertical angular bob
- Fixed: Wrong buffer in weapons graph inspection causing bad offset
- Fixed: Improper third-person camera position in some cases after leaving a vehicle
- Fixed: Ammo_127x108_APIT_BZT44 not correctly behaving like a tracer projectile
- Fixed: Mi-8 passenger compartment issues
- Fixed: Unflip could exert huge negative force depending on movement or rotation speed
- Fixed: USSR field hospital had no interaction point for supplies
- Fixed: Commanding radial menu no longer blocks Game Master (GM) radial menu
- Fixed: Notification for being unable to command now appears properly
- Fixed: Bug where toggling auto-hover on helicopters sometimes would not work
- Fixed: ADS persisted after the operator left the compartment
- Fixed: Turret exit snapping
- Fixed: Sway was too strong while walking slowly
- Fixed: Clipping of character's arm through vehicle doors when the detonator is equipped
- Fixed: USSR and FIA AI no longer attack their own deployed radios
- Fixed: Blood decals not replicating on bayonets
- Fixed: First-person view camera going under the ground in prone turns after interacting with vehicle doors
- Fixed: Slow-moving missiles on client
- Fixed: Freelook on RB preventing switching firing modes while in ADS
AI
- Added: Ability to set vehicle speed for AI via script
- Changed: ChimeraAIGroup is considered inactive if it doesn't have any active agents
- Changed: GetOut command now applies to the position of the vehicle the AI is in
- Changed: Hazard lights are now used only for stuck movement results; auto-disabling of hazard lights for players has been fixed
- Fixed: RoadNetwork may contain duplicate points near crossroads
- Fixed: BaseRoad.GetPoints() returning invalid vectors
- Fixed: AI no longer takes the pilot seat in helicopters when given the get-in command
- Fixed: Soldiers from other players are no longer recruitable
- Fixed: Commanded AI icon now disappears properly
Stability
- Changed: Prevented scheduler from ticking when replication is in the loadtime state, and the busy handler thread is removing and creating nodes
- Fixed: Crash due to a race condition between the main thread and busy handler thread in the scheduler
- Fixed: Non-reproducible crash with the projectile simulation system
- Fixed: World Editor - Vector tool crash
- Fixed: Workbench - PrefabPreview - Crash caused by opening an invalid entity prefab
- Fixed: Possible crash in DoorComponent
- Fixed: Possible crash on task destruction
- Fixed: Possible crash when vehicle parents didn't have proper physics but were moving
- Fixed: RoadNetwork rebuild could freeze the entire game
Scenario Framework
- Added: Repeated Task sample world
- Added: Improved Spawn Object Action activation type settings and checking
- Added: Action Delete Marker
- Changed: Simplified getters for certain Actions
- Fixed: Did not change return to continue in the action activation type improvement
- Fixed: Plugin Spawn Point invoked when it should not be
- Fixed: InitParentLayer returned false instead of true when it was successfully initialized
- Fixed: VME caused by Destructors when child entities are already destroyed
- Fixed: Unhandled behaviors when ScenarioFramework components are deleted
- Fixed: Inventory items prefab not set up correctly, causing kick
- Fixed: VMEs on empty groups that have ticking behavior trees
- Reverted: Getter for AIAddWaypoint action
Modding
- Added: Initial set of functions for the RplNode API
- Added: Script API for getting the node of BaseRplComponent
- Tweaked: Scope prefab inheritance of character modifier attributes
- Removed: Gadgets - CanBeToggled() method from SCR_GadgetComponent
Changed files in this update