@ACE
changelog.txt.gz
h2. 2011-12-09 15:07:31 +0100
Build 522
Updated to source:@85acf90ee4583b88839b9e9c42a6ca1915ffcf70
h2. 2011-12-09 14:23:06 +0100
Build 521
Updated to source:@98c26a374bf9784eb618afc1e757f8cf9ce25483
h3. Changed
* Disabled dud simulation for M203 and GP25/30 and VOG25-P jump simulation due to inconsistencies [rocko]
* NVG moved to item slots, fixes #14479 [Robalo]
* Sys spectator now using visiblePosition to compensate interpolation changes (needs at least 1.60 RC) [Xeno]
h3. Fixed
* Changed keys dont work for SightAdjustmentGl. fixes #26829 [Sickboy]
* Javelin is now aiming at "zamerny" selection position for better engagement results. Fixes #26590 [zGuba]
* Offset of gunship weapon direction indicators when aiming sideways [zGuba]
h3. Added
* Ability to disable Statistics on Diary in the userconfig (clientside only) [zGuba]
* Lots of new backpacks (Textures by stagler) [rocko]
* More interaction possibilities with civilians, based on Nielsens CIM [rocko]
h3. Added
* Ability to disable Statistics on Diary in the userconfig (clientside only) [zGuba]
h2. 2011-11-25 17:54:14 +0100
Build 520
Updated to source:@61a25c024fe53fe068ad6673fca4d98aa44829cb
h3. Changed
* AGM-114K Hellfire guidance rewrite. Minimum range ~1500m!!! LOAL/LOBL modes works. Fixed laser codes in helicopter designators as well. [Nou]
* Helicopter HUD moved to EH model. Helicopters with Hellfire K fire control now show if missile is locked in LOBL mode while on rail. [Nou]
* Hellfire laser seeker now takes into account TRUE line of sight, including trees, buildings, vehicles, etc. [Nou]
* LGB guidance now uses hellfire seeker code, takes into account REAL line of sight restrictions. [Nou]
* Reset counter now works according to real life. [Nou]
* Rucks accessible to team (same side) by default, fixes #25976, #25953 [Robalo]
* Turret indicators moved to EH model. [Nou]
h3. Fixed
* AI not engaging fast moving targets with .50cal vehicle weapons, fixes #25997 [Robalo]
* AI vehicles do not engage others (soldiers, vehicles) behind them, fixes #26534 [Robalo]
* Ace_fnc_getPosASL was returning a reference to the position stored in the object variable, now returns copy (internal). [Nou]
* Arty illum init eh. fixes #26409 [Sickboy]
* BCS Background was not lining up correctly on some resolutions and aspect ratios. [Nou]
* Background of MFD had wrong ratio on some screens. [Nou]
* Barometric altimeter did not take in to account the height offset of the map. System also ran inside constant loop, switched to EH system. [Nou]
* Cannot remove unconscious units from vehicles. fixes #26582 [Sickboy]
h2. 2011-11-18 17:07:44 +0100
Build 519
Updated to source:@82fcfe92459c8b902bd5de577c585832b34cee45
h3. Changed
* Improved "being gassed" effects [rocko]
* Increased DM12 PARM1 effectiveness [rocko]
* Reading of wind direction possible while Kestrel is open [rocko]
* Wind Guesstimating now possible when using static SOFLAM or spottingscope [rocko]
h3. Fixed
* AI hearing too well (improved stealth options), fixes #26111 [Robalo]
* AI rate of fire with AGS30, Mk19, fixes #26200 [Robalo]
* AI stuck in prone position, fixes #26255 [Robalo]
* BOTTOM attackmode for SLAM [rocko]
* Russian translation for Incendiary (by Mikhail), fixes #26235 [Robalo]
h3. Added
* Javelin ability to lock on MG nests, people, slowly moving helicopters etc. [zGuba]
h2. 2011-11-04 16:28:54 +0100
Build 518
Updated to source:@d3ec5c4cf361c56ef258e642134a45ce59c02cee
h3. Changed
* Adjusted Wounds fall-behavior on bullet impact. refs #26025,#26012,#25987 [Sickboy]
* HeadShots more lethal. refs #25987 [Sickboy]
* Lowered damage/bloodloss from legs/arms. by sonsalt. [Sickboy]
* ParticleFX enabled for StaticMGWeapons. fixes #25993 [Sickboy]
* ParticleFX enabled for all StaticWeapons. fixes #25993 [Sickboy]
* Reduced fall chance from being hit. [Sickboy]
* Some units possibly had "magic" NVG abilities (nightvision=1 in config), fixed; refs #25882 [Robalo]
h3. Fixed
* Medical treatment (healing) abort. fixes #26025 [Sickboy]
* Mk262 typicalSpeed/hit. fixes #25843 [Sickboy]
h3. Added
* Crossed lines indicating locked on target for Javelin [zGuba]
* Disabled QC menu when using secondary weapon to forbid exploit #24404 [zGuba]
* Javelin can be locked on only in Narrow mode, lock on takes less amount of time, changing mode doesn't reset locking on process anymore [zGuba]
* Javelin requires NFOV & TI mode to be on for locking on target [zGuba]
* Javelin targeting gate [zGuba]
h2. 2011-10-28 15:16:20 +0200
Build 517
Updated to source:@e2856f548b1a0af87650eb78966dfe9aa1e78d1e
h2. 2011-10-28 14:58:31 +0200
Build 516
Updated to source:@a46374669ca5789b91bd2ad803af5060c0dd5bd8
h3. Changed
* Added some variation to ease of autorotation for various helicopters. Feedback welcome [zGuba]
* Ai Medic checks distance to unit toHelp instead of earlier captured toHelp position. refs #25895 [Sickboy]
* Use CBA_MISSION_START event for delayed add of MedicalGear. refs #25801 [Sickboy]
h3. Fixed
* Additional HUD info broken after first run [zGuba]
* Ai Medic did not move to wounded (doMove insufficient). fixes #25895 [Sickboy]
* Disconnecting player during ACE Repair/Refuel/Rearm, breaks Repair/Refuel/Rearm on the vehicle until mission restart. fixes #25570 [Sickboy]
* G effects didn't always end when a player left the vehicle, fixes #25826 [Xeno]
* Grenades were sometimes colliding with player in direct throw mode [q1184]
* Incorrect G36 family muzzle velocity due to incorrect CfgAmmo classnames. fixes #25893 [Sickboy]
* Morph/Epi/Bnd not removed from Gear if Gear menu open before and while action completes. fixes #25849 [Sickboy]
* Multiplication of MedicalGear upon disconnect/reconnect same unit. fixes #25302 [Sickboy]
* NullObject could cause Wounds nearMedicalFacility function to throw errors in RPT. [Sickboy]
* Quick-select rifle or GL while holding launcher, fixes #25824 [Robalo]
h2. 2011-10-21 18:11:01 +0200
Build 515
Updated to source:@4b5b987a49d2134d5c9509655f59a7b3cbc632cc
h2. 2011-10-21 16:44:37 +0200
Build 514
Updated to source:@2f95de0e2b409734e1c90b97113c8fa4e9db27e6
h2. 2011-10-21 16:12:40 +0200
Build 513
Updated to source:@0eca2dc24bb5432fda1fda477f3c6bd8fe03b431
h2. 2011-10-21 16:04:14 +0200
Build 512
Updated to source:@d06234fa2087ad6a696184e42ec8590f6cb9e57e
h3. Added
* Option to set maximum viewdistance for missionmakers that is adjustable via ACE Options menu [rocko]
h2. 2011-10-21 15:13:27 +0200
Build 511
Updated to source:@e51bb3ff780b3021a4df9eb1f93c820c54c009c6
h2. 2011-10-21 12:33:03 +0200
Build 510
Updated to source:@602d07ad7bc66dfa14ca718da25baaeb8b0d0a1c
h3. Changed
* Added three missing fences for wirecutter, refs #25532 [Xeno]
* Addons can configure default ACE ruck content, see ticket for details, refs #25669 [Robalo]
* Applied compensation for Wounds system when "Enhanced Armor" difficulty option is enabled. closes #25522 [Sickboy]
* Converted packs are moved to the "on back" slot to prevent ending up with 2 secondary weapons (eg. AT added by script), fixes #25734 [Robalo]
* Disabled Wounds Prone halve damage workaround as per v1.60 this has been fixed in Engine. [Sickboy]
* Improved HUD/HIDSS enhancements for gunships, added KS-53 colimator placeholder for Mi-24D/V WSO, fixed blinking [zGuba]
* Useractions on IR strobes for picking up moved to Interaction menu [rocko]
* Useractions on VS 17 panel for picking up/switching moved to Interaction menu [rocko]
* Useractions on chemlights moved to Interaction menu [rocko]
* Useractions on used parachutes for repacking moved to Interaction menu [rocko]
h3. Fixed
* 3D reticles buggy after resuming saved game, fixes #25450 [Robalo]
* Bandaging could result in forever busy. refs #24935 [Sickboy]
* Dogtags not working shortly after death of unit. [Sickboy]
* Explosives IED error. fixes #25111 [Sickboy]
* Player could use Javelin tube alone as CLU optics [zGuba]
* Player no longer forced to stand after switching to weapon on back with SHIFT+1, fixes #25285 [Robalo]
* Reduced visibility of muzzle smoke of rifles in NV view [zGuba]
* Rolling M86 PDMs [rocko]
* Warrior's ballistic computer. Fixes #16715 [zGuba]
h3. Added
* DM31 AP rounds for G36s [rocko]
* Quicksand values for OA terrain surfaces (by conKORD) [zGuba]
* Reduce AISkill by 50% when in wounds state >= 800, reapply original skill when going out of that state. closes #25653 [Sickboy]
h2. 2011-09-30 18:01:44 +0200
Build 509
Updated to source:@b54bbc6a935a17b9ea688497cb78b7df351e632e
h3. Added
* AI using ammo types depending on targets. Based upon technology of CMcD Cannon/Main Gun Tweaks [zGuba]
h2. 2011-09-30 15:41:36 +0200
Build 508
Updated to source:@1e8898d0100860b6beae82720a8f546da5adc354
h3. Changed
* Improved: sys_recognize configurability with ACE settings ingame [zGuba]
* Less intrusive optics disabling when trying to look through unassembled Javelin's optics [zGuba]
* OA rucks auto-converted into ACE rucks, can be disabled with ace_sys_ruck_no_ruck_conversion = 1; refs #24626 [Robalo]
h3. Fixed
* CrewServed DeployTripod Interaction Menu error. [Sickboy]
* Gear selected from briefing was not saved, fixes #24051 [Robalo]
* Overheating wasn't reset after respawn. fixes #20177 [Sickboy]
* SelectLeader does only work where the group is local, fixes #24069 [Xeno]
h2. 2011-09-16 16:56:22 +0200
Build 507
Updated to source:@2944109f7bc5a8bfec932fa5c9c8d154ef7f285c
h3. Changed
* Bandaging while prone possible, fixes #24456 [rocko]
* Dead players can no longer be dragged or carried, due to engine limitation, refs #24470 [rocko]
h3. Fixed
* Ejecting unconscious units out of static weapons when wounds is enabled was broken, fixes #24454 [Xeno]
* Loosing gear in parachute. fixes #24388 [Sickboy]
* MineDetector action gone. fixes #24444 [Sickboy]
* No longer switching to rifle when going up from prone with AT weapon, fixes #24457 [Robalo]
* Satchel charge timed detonation [Robalo]
* Wrong path to font fams. fixes #24372 [Sickboy]
h3. Added
* Ability to unlock aircraft after ejection using ACE repair trucks - takes 120 seconds [zGuba]
* Additional info to sys_recognize (Rank, Unit/Vehicle type, player's group leader) [zGuba]
* Clacker object, that allows to take over mines with clackers from dead players [rocko]
h2. 2011-09-09 18:54:17 +0200
Build 506
Updated to source:@819eae05eb94b2796c937c6a036dda7557a39522
h3. Changed
* Skydive and parachuting information hint replaced with Altimeter (accessible via hotkey for guesstimating wind direction/speed) [rocko]
h3. Fixed
* Again reversed pitch for sightable mines, refs #23614 [rocko]
* Battle Center menu broken. fixes #24259 [Sickboy]
* Knicklicht UA. fixes #24075 [Sickboy]
* M15 & TM46 no longer explode with bicycles [rocko]
* M18 mines less invincible [rocko]
* Magazines can no longer be repacked while unconscious. Repacking initiated before losing consciousness is also aborted. [q1184]
* Magicbox. fixes #24103 [Sickboy]
* RangeFinding could use LaserTarget from other machine. fixes #24116 [Sickboy]
h3. Added
* DM12 PARM [rocko]
h2. 2011-09-02 18:57:42 +0200
Build 505
Updated to source:@f011a6c6edd2f9febb677a905875d5ff60c9b96e
h2. 2011-09-02 18:06:44 +0200
Build 504
Updated to source:@0056a3653dc00dd33e1b49432de5c9b18e4a9d50
h2. 2011-09-02 14:26:05 +0200
Build 503
Updated to source:@458485ee9c636c6febfb3b691618a5f84d04b057
h3. Fixed
* Invalid TBG-7V sys_modelspecial entries [zGuba]
h3. Added
* Particle muzzle flash for following vehicle weapons: KPVT, M242, 2A42, 2A72 [zGuba]
h2. 2011-08-26 13:33:23 +0200
Build 502
Updated to source:@5561dedc4c52775399a76115adf4609e04468c85
h3. Changed
* Disabled Longbow mapclick placeholder (by abusing the laser). Use radar targets or real mapclick interface. fixes #23697 [Sickboy]
* More realistic default loadout of AH-64D. Refs #23696 [zGuba]
h3. Fixed
* ACE breaks ALICE, fixes #23619 [rocko]
* Binocular switching, fixes #23688 [Robalo]
* Cannot mount a gun on a CSW Tripod/Baseplate. fixes #23660 [Sickboy]
* Cannot place CrewServed Tripod. fixes #23660 [Sickboy]
* CargoIsCoDriver property on Car class causes heavy FPS problem, e.g experienced with Civilian/Animal modules. fixes #23620 [Sickboy]
* LGB canLock fix for #23432 [Nou]
* Proper fix for #23592 [Nou]
* Recognize not working in constant mode [Robalo]
* Reversed pitch for sightable mines, fixes #23614 [rocko]
* SLAM mines not working in Bottom Attack mode, fixes #23615 [rocko]
* Spectator didn't work anymore, fixes #23592 [Xeno]
h3. Added
* Animations for bounding mines [rocko]
h2. 2011-08-19 18:26:06 +0200
Build 501
Updated to source:@c391d406a194bd67bf688d265de33f82e3e1c59e
h2. 2011-08-19 17:46:04 +0200
Build 500
Updated to source:@823a5dc75ceb9f6c7b88b3747fce08ec8036c0ab
h2. 2011-08-19 16:59:32 +0200
Build 499
Updated to source:@75c8fd05be574aea65b2cfce4f4e2ec2db121e72
h2. 2011-08-19 15:25:00 +0200
Build 498
Updated to source:@549cf512fd4e27ad9a536e304917697bc28d75b6
h3. Changed
* 3D craters for more vehicle types than just Tanks and Aircraft, fixes #23203 [rocko]
* Animated M240 static weapons [rocko]
* Damage textures for all mines in ACE to reflect mine condition [rocko]
* Default BIS AT mines can be submerged by players [rocko]
* Examine action only shown when ACE Woundingsystem is enabled [rocko]
* Extended AI engagement ranges (still based on weapon type and optics) [Robalo]
* Improved M86 PDM model [rocko]
* Increased passive AI soldier spotting (differs with training) [Robalo]
* Jet pilots are not able to carry primary weapons with them in the cockpit. Helicopter pilots still can carry a primary weapon (does NOT include rocket launchers, backpacks and machineguns - these are stored in a bag outside the aircraft), refs #19025 [rocko]
* M240 Statics can be reloaded by the gunner, fixes #20316 [rocko]
* MP and Respawn compatible catastrophic T7 destruction effects [rocko]
* Mine and MineE (BIS) are now converted into Æ compatible mines. [rocko]
* New Russian bullets (7N10, 7N22, 7N23, thanks to *test* for the configs), fixes #22810 [Robalo]
* Roundcount can be disabled for certain units, check WAGN documentation for details, fixes #22264 [rocko]
* Static machineguns on high tripods can be interacted with to a certain degree (loading/unloading/rotating), fixes #23350 [rocko]
* WOB shortcut: press Shift + 1 again (or user-defined equivalent) to select rifle from back [Robalo]
* When ACE Wounding is enabled, AI throws smoke towards the closest known enemy before bandaging (probability can be changed with public variable ace_sys_wounds_smoke_probab, default is 0.4, set to 0 to disable) [Robalo]
h3. Fixed
* 3D rets overlay showing when zooming on iron sight, fixes #22874 [Robalo]
* AI leaves empty CSW weapons, fixes #20303 [rocko]
* AI now reloads CSW magazines on its own, fixes #20049 [rocko]
* Dshkm zeroing when using sight adjustment, fixes #23234 [q1184]
* M1A2 TUSK loader bug, fixes #21941 [rocko]
* MFD not available for AH-6J DAGR/FLIR, fixes #23188 [rocko]
* Script error when initiating tank FCS in certain situations, fixes #23111 [q1184]
* Units again catch on fire if they are in a vehicle that catches on fire. [Nou]
* _state error caused by Wounds AIAttend fsm (thanks to Killswitch). [Sickboy]
h3. Added
* Disarming for all mines in ACE (Player & Editor placed), fixes #19081 [rocko]
* Fully animated M2/M4 Slam mines to distinguish between detonation modes [rocko]
* Minedetectors [rocko]
* New thermobaric (FAE) warhead FX [zGuba]
* Option to get out left or right from Car type vehicles, fixes #18499 [rocko]
* Possibility to dynamically reload vehicles (based on conKords balca_reloader), fixes #10039 [rocko]
* Possibility to exclude certain cargo types from being slingloaded, fixes #19201 [rocko]
* Rangeadjustment for M240 statics, fixes #19724 [rocko]
h2. 2011-08-05 16:29:18 +0200
Build 497
Updated to source:@8eec275f159f21de5305d1d415440050dc4120e3
h3. Changed
* Allow linking of DAGR to the SOFLAM. Refs #22358 [jaynus]
* Expanded MFD out to a default for all aircraft. MFD will only open if the class has a GBU or Hellfire mag in config. Refs #16000 [jaynus]
* NV optics on rangefinders will not reset unless necessary [tcp]
* New SUSAT reticle, with sys_reticles support (thanks da12thMonkey!) [Robalo]
* Obsolete handsignals tab in interaction menu removed (is available via TAB or other hotkey anyways) [rocko]
* Obsolete tapping shoulder tab in interaction menu removed (is available via TAB or other hotkey anyways) [rocko]
* Static weapons can now become disabled by incendiary grenades, fixes #19692 [rocko]
* Stretcher on back model, fixes #19298 [rocko]
h3. Fixed
* BIS M2A2/M6 model error [zGuba]
* Error when disarming IED, fixes #22072 [rocko]
* Latest beta's animation changes broke weapon resting. Fixes #22970 [jaynus]
* NVG was available with VSS PSO (vanilla bug), fixes #22924 [Robalo]
* SPO15 warning tone too quiet, fixes #19863 [rocko]
* Sight adjust for T90 commander's MG. Fixes #22494 [VKing]
* Wounds HD EH does not respect ace_w_allow_dam, when wounds is disabled. fixes #22738 [Sickboy]
h2. 2011-07-22 18:17:15 +0200
Build 496
Updated to source:@828cf6c34f7f56e70ec471a85d02673f80ee3b3f
h3. Fixed
* Rearm Truck no longer refuels or repairs [tcp]
h2. 2011-07-22 17:16:10 +0200
Build 495
Updated to source:@f212c498a9599d9592540c92691b78a23dbb0e6e
h3. Changed
* All ACE settings can now also be changed in the main game menu [Xeno]
* Automatic ACE spectator seagull camera for non respawn missions when a player joins during the mission can now be disabled with ace_sys_spectator_no_seagull_spectating = true; in an init field for example [Xeno]
* Converted Tank FCS lasing to perFrame for better reliability in low FPS [q1184]
* Gameplay feature: optional unit markers (GPS required). Activate for the mission by placing module or with variable ace_sys_tracking_gpsUM_enabled = true then toggle with 2xclick on the GPS in map mode. [Robalo]
* Hmmwv crows gunner no longer forced into optics mode [q1184]
* Improved reliability of Kh-29L lasing in low FPS/high script lag conditions [q1184]
* Renumbered map grids, fixes #18383 [Robalo]
h3. Fixed
* BMP3 additional PKT gunners had no ammo. [zGuba]
* Bug with repairing disabled engine on armored vehicles, fixes #22297 [q1184]
* Claymores did too much damage against vehicles. Fixes #22682 [VKing]
* M110 can load Mk17 tracer mags, fixes #22426 [VKing]
* M224 screwup. Fixes #22467 [zGuba]
* Rangefinder blocking Tab-locking of Longbow Hellfires, improved air FCS lasing [zGuba]
* SLAM damage is now properly applied to armored vehicles [q1184]
* Using ace_fnc_setCrewProtection for g effects didn' work, fixes #22391 [Xeno]
h3. Added
* Earplugs to BAF machinegunner and AR, fixes #22406 [VKing]
* Scripted grenade throwing (enable in userconfig/clippi first, and read documentation) [q1184]
* Vanilla M4A1 and M4, fixes #22287 [Robalo]
h2. 2011-07-08 18:34:04 +0200
Build 494
Updated to source:@02d22d82037c241b3c700d005249ebd358f343ee
h2. 2011-07-08 15:15:38 +0200
Build 493
Updated to source:@75ca9ab5cd13fc96b14ca747d6152e187890e5d5
h3. Changed
* ACE settings are now only loaded once from userconfig\ace\settings.ace and stored in uiNamespace permanently as long as OA is running [Xeno]
* AI SACLOS missiles fired without lock (on player's order or with manual fire control) will also use improved guidance system [zGuba]
* Lademeister uses now OA action keys MoveForward and MoveBack instead of hardcoded W and S key, refs #21920 [Xeno]
* Loadmaster camera now respects reversed Y-axis [q1184]
h3. Fixed
* Ambient crows now flying again instead of just hovering [Robalo]
* Bodybag was created at wrong height in buildings, fixes #20534 [Xeno]
* CTD with ACE_M224 mortar [zGuba]
* Enormous rate of fire for ZU-23-2 [zGuba]
* Satchel removeAction caused script error under some conditions, fixes #21784 [Xeno]
* Scripted reticles not showing up when player is above ground level. [q1184]
h3. Added
* Drag Nearest Dropped Ruck [tcp]
* Improved turret indicator also for Western gunships. [zGuba]
* Odometer, fixes #14658 [tcp]
* Turret gun pointer on Mi-24 and Ka-52 pilot's HUD [zGuba]
h3. Updated
* Russian Translations by Badger. [Sickboy]
h2. 2011-07-01 18:07:20 +0200
Build 492
Updated to source:@56c1aca5f24d70b5a900ca4ec63170bb12e979e4
h3. Changed
* Tube should be dropped now after player is killed. Refs #21644 [zGuba]
h2. 2011-07-01 17:13:56 +0200
Build 491
Updated to source:@85468f5fa0bd427ee97baf28b268b401119845b5
h3. Changed
* Allow AI to fire automatic weapons at longer ranges, beyond point target range, with random bursts to simulate suppression [Robalo]
* Handling of tracks damage on tanks/IFVs [q1184]
* Improved Kh-29L targeting. Target no longer has to be locked on and is always visible on HUD. [q1184]
* Keys to move the laser target for Kh-29L can now be assigned. Default are arrows. [q1184]
* MFD enabled also for Cobra and Little Bird w/ FLIR [zGuba]
* Medium-caliber ammo more effective against light armor [q1184]
* Switched Kh-29L lasing to perFrame for reliability. [q1184]
* Various improvements in armor damage system [q1184]
h3. Fixed
* AI M2 would not engage M113, fixes #20409 [Robalo]
* AI could kill itself with its own FFARs [zGuba]
* FCS for Warrior's Chaingun [VKing]
* Grenades and magazines in civilian cars (BIS) [zGuba]
* It was no longer possible to lock on targets with M230 in order to fire Longbow Hellfires. [zGuba]
* Laser Target finding [tcp]
* Player's Dragon was underpowered [zGuba]
* Script error when firing rpg-29, fixes #21605 [q1184]
* Scripted reticles showing up when operating UAVs [q1184]
* Surprise suicides with Javelin. Fixes #20718 [zGuba]
* T-72B strange commander's NV optics [zGuba]
* Vehicle M240s couldn't load ammo. Fixes #21519 [VKing]
* Wounds CPR only available when a unit is completely unconscious, fixes #20389 [Xeno]
h3. Added
* Configurable key for Longbow Map targeting. Use Shift + Tab by default to open the map and set the target with Shift + LMB. Unset the target with LMB alone. [zGuba]
* Map-click setting target for Longbow Hellfire. [zGuba]
* Penetration sounds for medium caliber rounds when inside APCs (by tpM) [q1184]
* Ruck Sharing, fixes #17129 [tcp]
* Woodland camo BCS. [Nou]
h2. 2011-06-17 18:10:55 +0200
Build 490
Updated to source:@fa0435be2d7c6610e21dbdbe308c79a2b9d3bff2
h3. Changed
* Corrected T-72 optics scales [zGuba]
* Corrected TA31F horizontal mil scale [q1184]
* Enabled sight adjustment on RHIB's M2 and Mk19 [q1184]
* Improved VOG-25P simulation [q1184]
h3. Fixed
* ACEX SoundMod introducing itself in requiredAddons [zGuba]
* Javelin exploding prematurely. Fixes #19620 [zGuba]
h3. Added
* Added "Unload weapon" entry to self-interaction menu. [q1184]
* Calibrated PGOK-9 sight for SPG-9. Features 2 separate reticles for HEAT/HE, switchable with +/-. [q1184]
h2. 2011-06-03 17:50:26 +0200
Build 489
Updated to source:@39b5bfdb5e5ce24b9fa66446192ff90732eb4c36
h3. Changed
* Added illumination to PKP reticle [q1184]
* Disabled redundant turret indicator on Tunguska [q1184]
* IMPROVED: Wind init [Sickboy]
* Increased penetration value for artillery delay fuzes to 100mm [Nou]
* Loading cargo into vehicles is now faster if there is crew inside the vehicle (they are doing the tie down). It is between 3-4 seconds to load with crew inside now. Changed with out crew to be between 8-10 seconds. [Nou]
* Map tools roamer (ruler) now is correctly scaled to 1:50,000 scale. Remember that when using the out edge now you must multiply by two to get the correct value in meters (this effectivly increase the rulers edge from 1600 to 3200 meters). [Nou]
* MapZoomLimitation now optional, enable with ace_sys_map_auto_limit = true. closes #20015 [Sickboy]
* NV and TI sights on rifles and vehicles have limited view distance according to their real specs. [q1184]
* RWR position of west vehicles can be changed in the ACE Settings dialog to bottom right, top right, top left, bottom left (russian vehicles not done yet), ref #19790 [Xeno]
* Sight adjustment on RPG-7 PGO is not allowed when looking through the PGO optics, to avoid confusion (it only applies when using ironsights). [q1184]
h3. Fixed
* Ace_sys_map_minMapSize override. refs #19959 [Sickboy]
* Addon PKT MGs less murderous [zGuba]
* BCS was still not correctly compensating for reversed northing maps (map makers, please, please, fix your grids, we shouldn't have to deal with this post OA!) [Nou]
* BIS "rain dance" when civilian driver meets enemy. [zGuba]
* Proximity fuses on AI FFARs [zGuba]
* Scripted reticles disappeared when right-clicking with active action menu, fixes #20022 [q1184]
* Sight adjustment setting wasn't reliably ignored when using optics on RPG-7 PGO. [q1184]
* Unable to switch to M2A2 driver position (now for real). Fixes #19309 [zGuba]
* Wrong M240 for CSW when mounting L or B versions, fixes #19904 [rocko]
h3. Added
* Commander's optics direction indicator [q1184]
* Functional BPK-2-42 sight reticle for BMP-2,BTR-90,Vodnik and BMD-2. Default keys to adjust the sight are ArrowUp/Down. [q1184]
* Main gun digital direction indicator for commander [q1184]
* Simulating angled bullet hits when sys_wounds is active. [zGuba]
* Transport boxes for smoke grenades [VKing]
* Working T-55 gunner sight. Use Arrow Up/Down to adjust the reticle, Shift-L to illuminate. [q1184]
h3. Added
* "ACE_Ballistics" editor mission used to generate ballistic tables for sight adjustment, FCS and wind deflection systems. [q1184]
h2. 2011-05-20 18:14:39 +0200
Build 488
Updated to source:@eab50dd92870a5124b8c41d230a982592d554093
h3. Changed
* Added a proper 3-12x SB reticle for LRR and AS-50 [q1184]
* Brutal scream sounds loudness, refs #19596 [Xeno]
* Infantry AI spend less time firing on a single target [Robalo]
* Map zoom limited to 4 digit grids, changeable through missions (additional server config option next update) via ace_sys_map_minMapSize being set to 0 to allow maximum zoom defined by map. Removed single bushes/trees from map. Moved compass "legend" to lower right hand corner of map (instead of hidden in the upper left behind the menu). [Nou]
* More reliable initialization and removal of scripted reticles [q1184]
* Mouse gesture background image can be enabled and disabled in ACE Settings dialog (Enable Mousegesture Background:), default disabled, refs #19232 [Xeno]
* Mouse gesture system now also takes position where the gesture was done into account (top of the screen, middle, bottom, left and right) [Xeno]
* Tap Shoulder interaction menu entry now has shortcut key 'S'. closes #19631 [Sickboy]
h3. Fixed
* Cannot load Russell sounds in AI talk, fixes #19320 [Xeno]
* Cargo, turret and driver compartments in Bradley were separated. Fixes #19309 [zGuba]
* Cough sounds were too loud, fixes #19596 [Xeno]
* Disallowed looking through undeployed disposable weapon optics. Fixes #19442 [zGuba]
* Scripted reticle was visible when looking at the map [q1184]
h3. Added
* Background screen for gesture system by Mikhail [Xeno]
* Calibrated PP-61 sight for BRDM-2, BTR-60, BTR-70 [q1184]
* Mouse gesture for shoulder tab (left side screen from top to bottom) [Xeno]
* Ruck changed local event [ted23p]
* Russian RWR SPO 15 LM [rocko]
h2. 2011-05-06 18:30:49 +0200
Build 487
Updated to source:@10731142350897ef6182661dc01ddc7490d1e424
h2. 2011-05-06 18:15:29 +0200
Build 486
Updated to source:@bdcf1e1c1bd78a7ee4722e5b1e49cd7c72926d1e
h2. 2011-05-06 18:03:57 +0200
Build 485
Updated to source:@136dc4187251fb16863f07bd57b5587a7f4f2417
h3. Changed
* Allow script deploy fastrope. [Sickboy]
* Automatically give RF battery to units if missing; RF battery auto-loaded for players [Robalo]
* Enable staying brass can now be changed during a mission on the fly [Xeno]
* Magazines System features added for sidearms [Robalo]
* Soldier camouflage based on what he's wearing [Robalo]
h3. Fixed
* AI not engaging with disposable AT launchers, fixes #19490 [Robalo]
* Aircraft without radar showing up on RWR [VKing]
* M220 TOW Elevation limits, fixes #19297 [VKing]
* Script error in RWR, refs #19144 [Xeno]
* Vanilla OA bug setting Chernarussians to speak Takistani [zGuba]
* WP/Illum for old style/OA arty, fixes #19172 [Sandiford]
* Wheeled APCs using the same spare tyres as cars [zGuba]
h3. Added
* Digital compass indication for car drivers, gunners and wheeled APC crews (due to inaccessible 3D compass) [zGuba]
* Mouse gesture system, currently only available for handsignals. Start with CTRL key (currently hardcoded), make a mouse gesture, release key, refs #19232 [Xeno]
* Sys_reticles: 3D recoil effect when looking through optics, front focal plane reticles, illumination on/off (shift-L), moving reticles for Russian sniper rifles. Enable in userconfig. [q1184]
h3. Added
* Sys_reticles: 3D recoil effect when looking through optics, front focal plane reticles, illumination on/off (shift-L), moving reticles for Russian sniper rifles. Enable in userconfig. [q1184]
h2. 2011-04-22 17:57:33 +0200
Build 484
Updated to source:@60406bcbe7e017e2a1ea0ea8e9e6422ebee4b442
h2. 2011-04-22 17:22:26 +0200
Build 483
Updated to source:@3f2b42b9f8eb6fb742caa602a6ce9bb953d3bd5e
h2. 2011-04-22 16:37:22 +0200
Build 482
Updated to source:@f243bdb0546d301b1aafe2d04dc628569560c887
h2. 2011-04-22 14:25:49 +0200
Build 481
Updated to source:@db611feb838eeed83d3aa60cc0be42468560aae1
h3. Changed
* Moved most of spawned scripts in Preinit to Postinit [Xeno]
* Repacking magazines now possible in a moving vehicle as long as you're not part of its crew [q1184]
* Switched globaleEvent to whereLocalEvent wherever possible [Xeno]
* Weight for weapons counting all attachments, with direct effect on dexterity [Robalo]
h3. Fixed
* ACE Ammo Trucks says Successful Rearm but NOT, fixes #19076 [ViperMaul]
* Claymore Error removeaction, fixes #19075 [ViperMaul]
* Dropped backpacks not working occasionally, fixes #19029 [rocko]
* Error Zero divisor, fixes #19074 [ViperMaul]
* Obscure lalala sidemessage in wounds removed [Xeno]
* Repacking mags was instantaneous [q1184]
* Run tailrotor script for manshred only on the machine where the chopper is local, should fix MP problems where trigger position was not updated correctly, fixes #19060 [Xeno]
* Russian 125 mm HEAT ammo did not have explosion effect, fixes #19034 [q1184]
* The weapon is properly selected after repacking magazines [q1184]
h2. 2011-04-18 18:33:28 +0200
Build 480
Updated to source:@00ea73fe0f4776ee16d6c5359322511882beba00
h3. Changed
* Bandages do not fully stop bleeding, but reduce bloodloss, resulting in more bandages needed to apply to fully stop a bleeding (alternative use the large bandages for more effect) [rocko]
* Configured AI engagement ranges and fire mode selection (small arms only) [Robalo]
* ReEnabled Crosshairs for FFAR / AH6 [Sickboy]
* WP effects on players [rocko]
h3. Fixed
* Disposal sys A2 Standalone dependency [Sickboy]
h3. Added
* Large bandages available in medical gear. They are more effective than bandages, refs #15931, refs #15880, refs #7995 [rocko]
h2. 2011-04-15 18:58:04 +0200
Build 479
Updated to source:@516c1b88c17f71949cfcff464d23b48c9d15dd9c
h2. 2011-04-15 18:02:32 +0200
Build 478
Updated to source:@31b6339b668863ec8daceac7e88887cea89ff4ce
h3. Changed
* ACE Userconfig identity error is now also logged to player commandChat. [Sickboy]
* Correct model for every dropped backpack (via gear dialog), fixes #16274 [rocko]
* Disabled Crosshair on FFARLAUNCHER - all vehicles using them have HUD. [Sickboy]
* Re-enabled sight adjustment for mounted grenade launchers. [q1184]
* Reduced AI rate of fire for small arms [Robalo]
* Showing vehicle name in the cargo menu [rocko]
* Updated HAT gunners with CLU, refs #18812, refs #18855 [rocko]
h3. Fixed
* Disarming M4 SLAM adds M2 SLAM to inventory, fixes #18899 [rocko]
* Disorienting Screen Shake no longer working, fixes #18735 [rocko]
* Load action was available for ships due to incorrect cargo handling, fixes #18880 [rocko]
* Player name missing from ACE Settings screen. [Sickboy]
* Removed autoReload from CannonCore weapons, fixes switching main gun ammo types in tanks, refs #18864 [Xeno]
* Spare Tire module not working for manned(tm) vehicles [rocko]
h3. Added
* Ability to repack used magazines into full ones, fixes #15631 (by q1184) [rocko]
* Automatic CM deployment mode to help pilots survive in possibly dangerous areas. Change CM launching mode to stop the deployment. [zGuba]
* Basic turret indicator for helicopters that don't utilize radar [zGuba]
* Faction terps, fixes #16587 [rocko]
* Radar warning system from Reezo [Xeno]
* Third bloodloss indicator screen, fixes #15847 [rocko]
* Visual impact FX for API bullets [q1184]
h3. Updated
* Russian translation for sys_interaction. thanks to HA Badger. [Sickboy]
h2. 2011-04-11 17:44:18 +0200
Build 477
Updated to source:@aa7cc90d6eac630b1fba21b4101193755d4742e0
h3. Changed
* M2/M4 SLAM sideattack simulation, hopefully fixes #18823 [rocko]
* M576 for M203 [rocko]
* New ACE Compass is now optional, #define ACE_COMPASS in ace_clientside_config.hpp. refs #18635 [Sickboy]
h3. Fixed
* IncomingMissile missileguidance error. [Sickboy]
* Javelin tube weight. Fixes #18817 [zGuba]
h3. Added
* Faces galore. Set/preview in player profile options, but also in ace_clientside_config.hpp to make them fully compatible with ACE head gear. [Robalo]
h2. 2011-04-08 18:12:55 +0200
Build 476
Updated to source:@b3af78b3f684943ed5af7a37a4eb870f82d1150b
h3. Changed
* Better workaround for disappearing RPG-7. Refs #18478 [zGuba]
* GSh-30 on aircraft now carries a mix of AP and HE ammo instead of just AP. [q1184]
* Increased effectiveness of SLAM mines, fixes #18659 [rocko]
* Revert back to maximum 6 digit map grids maintaining 8 digit coordinates on GPS. Fixes #16286 [Robalo]
h3. Fixed
* ManShred script error [Sickboy]
* Wounds stopBleeding script error upon using user action menu entry for bandaging. refs #18779 [Sickboy]
h3. Added
* Binocular key now also selects rangefinders, laser marker, MX2-A, Javelin CLU etc. in addition to binoculars, refs #16890 [Robalo]
h2. 2011-04-01 17:22:24 +0200
Build 475
Updated to source:@882a76d424724036999fa24629bf9b88e5a57eed
h3. Changed
* Disabled manual broadcast of HandSignal gestures; since patch 1.59 they are broadcasted by engine. [Sickboy]
* Explosives react to nearby explosions, see "daisy chain" change [rocko]
* It's harder to detonate explosives with small caliber rounds, explosives might explode when fired upon with high caliber rounds more easily, fixes #18362 [rocko]
* Night vision maximum brightness increased a bit. [zGuba]
h3. Fixed
* Issues with new resource controls when using map [zGuba]
* Wrong type of explosion for M2/M4 SLAM, refs #18595 [rocko]
h3. Added
* Ability to stack explosives (sort of daisy chain) and have them detonate with a single initial explosion, fixes #18359 [rocko]
* Javelin CLU, the "Javelin" weapon is now just the missile tube. [zGuba]
* TK Militiamen with AKMs [VKing]
* VBS2 style compass by Nou [rocko]
h2. 2011-03-25 18:41:25 +0100
Build 474
Updated to source:@233b508e808f8f9de3c23195715bcfd4a45676a0
h3. Changed
* Burn light brightness is now the same again as in vanilla OA, refs #16881 [Xeno]
* Decreased helicopter crash lethal zone [zGuba]
* FastRoping positions can now be set on the vehicle with setVariable. "ACE_RopeAttachment". closes #18401 [Sickboy]
* You can now switch through various night vision modes (TI, etc) with the N key in spectating mode (sys spectator) [Xeno]
h3. Fixed
* AH64 MFD showing wrong firemodes, fixes #18241 [rocko]
* Bandage not removed from gear upon use from interaction menu. fixes #18361 [Sickboy]
* Bandages, Morph, EPI not properly taken from ruck. [Sickboy]
* RPG-7 dissappearing. Fixes #18195 [zGuba]
h2. Fri Mar 18 18:07:36 +0100 2011
Build 473
Updated to source:@355e297e30b46f6d50624069acd59589fd0aebd3
h3. Changed
* BAF type backpack textures updated (by Stagler) [rocko]
* Internal userconfig identity handling. fixes #18254 [Sickboy]
h3. Fixed
* Incompatibility with latest beta patch anim changes (MG reload prone/kneel), fixes #18268 [Xeno]
* Setvariable bug on M16A1, fixes #18189 [rocko]
h3. Added
* BAF type backpack with MTP camo (by Stagler) [rocko]
* Enhanced ACE Ammo Truck rearming. All vehicle's turrets are rearmed even if empty. [ViperMaul]
h2. Fri Mar 11 18:40:17 +0100 2011
Build 472
Updated to source:@bacc7a0f4f44fcc1f36f33e67221d5448d48be8c
h2. Fri Mar 11 18:31:28 +0100 2011
Build 471
Updated to source:@ba2867c75db8e09e02919817ad95e8864634bed1
h3. Changed
* Removed class Identity from ace_clientside_config.hpp. You now have to use #define ACE_IDENTITY your nick, the new Clippi version will handle it automatically. Be aware that you have to change it, otherwise OA won't start! [Xeno]
h3. Fixed
* Disappearing progressbar, fixes #18067 [rocko]
* Rangefinder Lasercode up and Lasercode down was eating up SHIFT-Left and SHIFT-Right even if the player currentWeapon was not a rangefinder [Xeno]
h3. Added
* IED burial delay, fixes #18119 [rocko]
* P168 RD90 backpack, fixes #18063 [rocko]
* Shoulder tapping, fixes #18061 [rocko]
h3. Changed
* Removed class Identity from ace_clientside_config.hpp. You now have to use #define ACE_IDENTITY your nick, the new Clippi version will handle it automatically. Be aware that you have to change it, otherwise OA won't start! [Xeno]
h2. Fri Mar 04 18:45:03 +0100 2011
Build 470
Updated to source:@6bb3378c9c73c3ad8be29c7a8837d3b9e3065cbf
h3. Changed
* IEDs can be submerged [rocko]
h3. Fixed
* Adjusting NVG through Interaction Menu. fixes #17904 [Sickboy]
* Broken dir/pitch offsets for KH29L missileguidance [Sickboy]
* FPS problems when firing M119, caused by isNull check on bool. refs #17982 [Sickboy]
h2. Sat Feb 26 11:55:24 +0100 2011
Build 469
Updated to source:@b24821f27bb2f14ed30ac44249ca4361e54ec2f9
h3. Fixed
* WindDeflection. fixes #17879 [Sickboy]
h2. Fri Feb 25 18:38:11 +0100 2011
Build 468
Updated to source:@1a9b3352bb81e502909939f2171df112d87aa2cc
h3. Changed
* Adjusted light for burning vehicles, fixes #16881 [rocko]
* Temporarily disabled sightadjustment for AGS30 and Mk19 due to local ammo bug [rocko]
* Tripwire ends are marked with a small stake, fixes #17743 [rocko]
* Workaround for grenades dummies dropping in front of barrel for non local units. [Sickboy]
h3. Fixed
* Missing broken weapon classes. fixes #17787 [Sickboy]
* Multiple safety off actions on pipebombs [rocko]
h3. Added
* Backwards compatibility class for ace_c_men_sounds. [Sickboy]
h2. Fri Feb 18 18:38:14 +0100 2011
Build 467
Updated to source:@3147a4d731b03adeee5001e9a06bdac2680c4de0
h3. Changed
* Disabled GL sightadjustment for smokeshells as an interim solution for deplaced smoke on other client machines [rocko]
* Set busy state on vehicle during repair/refuel/rearm actions. fixes #17665 [Sickboy]
h3. Fixed
* Incendiary grenades activating too soon, fixes #17467 [rocko]
* Workaround added for a wounds animation problem. A healed player could switch on other clients back to death anim when entering a vehicle although he was already in the correct anim, #fixes 17241 [Xeno]
* Wounds PMR PRInitU function didn't call "rev" event. fixes #17504 [Sickboy]
h3. Added
* Satchels can be detonated individually, fixes #9587 [rocko]
h3. Removed
* C_men_sounds. Its sound values implemented to ACE SM, so it wont overwrite 3rd party soundmod's movementsounds. [tpM]
h2. Fri Feb 11 18:33:26 +0100 2011
Build 466
Updated to source:@4f75de4c35a6a98565e23ebc911b1909c2137ea5
h2. Fri Feb 11 17:21:09 +0100 2011
Build 465
Updated to source:@36a5dcc0a711e189778133843b4d495a3cb87c29
h2. Fri Feb 11 15:49:52 +0100 2011
Build 464
Updated to source:@6c07d3d8aafa250892d14ce8250f556e777f92a1
h3. Changed
* Add handleDamage EH only to player units if wounds is disabled, not to all units [Xeno]
* Handheld rangefinders now trigger laser-alarm every 40 seconds for vehicles targeted. refs #16532 [Sickboy]
* HuntIR IRStrobe scripts are now overhauled like the NVG IRStrobe scripts. refs #16885 [Sickboy]
* Shtora doesn't try to fire smoke with no commander due to fire command only working with (AI) commander unit in place. [Sickboy]
* Shtora doesn't try to fire smoke with player commander due to fire command only working with AI units. [Sickboy]
* Tracking Markers now also work if unit has no GPS, but vehicle he is in has GPS. Thanks to Robalo. [Sickboy]
h3. Fixed
* (arty) You sometimes wouldn't be able to pick up a shell someone else dropped [jaynus]
* ACE_blackoutAll function broken when wounds was enabled, fixes #17464 [Xeno]
* Added isNull check to target for shtora. FCS's send objNull laser, so this disables smoke for FCS lasers. Fixes #16532 [jaynus]
* Don't show stance indicator when wounds is enabled and the player is unconscious [Xeno]
* Don't show sys recognize overlays when the player is dead [Xeno]
* Don't show turret direction indicator when the player is dead, fixes #17446 [Xeno]
* Excessive smoke dispensing opportunity on T90 by Shtora. refs #16532 [Sickboy]
* IRStrobes not working properly. fixes #17325 [Sickboy]
* Locality check for shtora targeting, refs #16532 [jaynus]
* Player could be stuck in sys lademeister camera view when exiting a chopper and accidentally hitting a lademeister key [Xeno]
* SIX BC medics were given double amount of equipment [VKing]
* SIX BC now checks for ACRE before adding ACRE radios to units [VKing]
* Shtora failure caused by busy status left busy on abort. [Sickboy]
* Wounds warnings caused by text expression in config for e.g Hit property. fixes #17466 [Sickboy]
h3. Added
* Sight adjust to BAF L2 and GMG. Tripod and Jackal versions. fixes #17526 [VKing]
h2. Fri Feb 04 18:56:45 +0100 2011
Build 463
Updated to source:@e9f4b6b7eee24fc062ebf5eeb9a922a7f8dadfc5
h2. Fri Feb 04 17:49:55 +0100 2011
Build 462
Updated to source:@513b3542001152d5f7077cd4f42eb199a7612be7
h2. Fri Feb 04 16:59:13 +0100 2011
Build 461
Updated to source:@ad658530cfd816d120be64d8dcbd2b06d66b7e67
h2. Fri Feb 04 15:35:05 +0100 2011
Build 460
Updated to source:@20eeb45a78fca26fc7aa6433bbc07bc2a6d31157
h3. Changed
* Players and AI will now use Medical Gear in ACE Rucksacks when available. For buddy healing - only when the buddy is local. closes #17287 [Sickboy]
h3. Fixed
* AI Attend was not working if the medic didn't have the items, even though other units had items. [Sickboy]
* Aiming posts weren't globally visible when being placed [jaynus]
* All aiming post interactions working now [jaynus]
* Not able to recover 2B14 baseplate, fixes #17155 [rocko]
* Only remove the shell info if the player can actually load it. [jaynus]
* Removed wierd cart eject because of model geometry [jaynus]
* Smoke ViewBlock items when smoke fired by vehicles were multiplied times the amount of players (times the amount of smokeshells). refs #16532 [Sickboy]
* VehicleDamage enabled vehicles could still burn you after fire went out. fixes #16788 [Sickboy]
h3. Added
* ACR rucksacks in DPM/DDPM (Textures by Stagler) [rocko]
* Laser code designation and ACE keys for designation on SOFLAM. refs #15997 [jaynus]
h2. Fri Jan 28 18:24:03 +0100 2011
Build 459
Updated to source:@5f8eaf05c97c1feb5309e81ec948901767f21072
h2. Fri Jan 28 17:09:32 +0100 2011
Build 458
Updated to source:@5f6a4385ed2ee856ba24fa457ef5ddd8f89fe0e3
h3. Fixed
* G effects blackout stays permanent when dying in a plane, fixes #16994 [Xeno]
* GAZ Vodnik PKT had optics, fixes #17008 [rocko]
* Instant Javelin reload with mode change [zGuba]
* IrStrobe Error !: Type String, expected Bool [Sickboy]
* Javelin instant lock. Fixes #16358 [zGuba]
* MFD wasn't force-closing when exiting a vehicle [jaynus]
* RPG-7 texture quality in 1st person after loading rounds [zGuba]
* Russian Su-25 was erroneously labelled as Su-39 [VKing]
h2. Fri Jan 21 17:52:47 +0100 2011
Build 457
Updated to source:@6f909ce0b377bd03a6f7952ac7e102cf4969efaf
h3. Fixed
* Air FCS initialization reseting weapon choice to cannon, heading dir disabled on some gunships [zGuba]
h2. Fri Jan 21 16:22:29 +0100 2011
Build 456
Updated to source:@9071214534360dac08eeac9848443ad002fabb57
h3. Fixed
* Improved Longbow hellfire behaviour. fixes #16537 [Sickboy]
h2. Fri Jan 21 15:08:35 +0100 2011
Build 455
Updated to source:@497717b0c16fd07a7525b6432d0165acd802758e
h3. Changed
* SetVectorUp of a fastroping chopper where the chopper is local [Xeno]
h3. Fixed
* BAF/PMC AS50 didn't deafen [VKing]
* BAF/PMC AS50 took M107 magazines [VKing]
* CrewServed weapons for AI module was broken. fixes #16760 [Sickboy]
* Magicbox didn't work for USMC and Russian Desert factions, fixes #16765 [VKing]
* ProgressBar always assumes player, broke CSW for AI. fixes #16760 [Sickboy]
* RPG-7V blurry textures in 1st person view [zGuba]
h3. Added
* Mk17 M118LR magazine [VKing]
* Smoke launcher to GAZ Vodnik with BPPU turret [VKing]
* Wide FoV mode for AH-64 gunner optics [zGuba]
h2. Fri Jan 14 18:30:36 +0100 2011
Build 454
Updated to source:@3dec0a1d99e97884476abfe9d96f280762817a84
h2. Fri Jan 14 15:39:19 +0100 2011
Build 453
Updated to source:@b343146e22a088cafecf6b7c35448dc9f5d5667d
h3. Changed
* Looking at other players maps requires interaction menu [rocko]
* Specator free camera should be a little bit smoother now [Xeno]
* When wounds is enabled show IFAK contents (morphine, epi, bandages) in quick mag check too, refs #16609 [Xeno]
h3. Fixed
* AH1Z optics order. Fixes #16575 [VKing]
* Inconsistencies with deafening from static weapons, fixes #16675 [rocko]
* Locality issues when pushing boats for example in MP environment, fixes #16347 [Xeno]
* Medical equipment could be applied without waiting for the first medicine being successfully applied, fixes #16419 [rocko]
* Spectator mini map cannot be toggled off, fixes #16519 [Xeno]
* Vehicle Damage system would error on trying to get shooter direction when vehicle has no mainTurret weapon. fixes #16387 [Sickboy]
h3. Added
* Handsignals [rocko]
* Tracer magazine for L115, fixes #16583 [VKing]
* Weapon/magazine respawn module (MP only). Adds the weapons/mags plus backpacks and content, etc, a player had before dying back to the player after respawn. It also deletes the dead player body after 60 seconds (can be changed with ace_sys_playerhud_dead_unit_deltime, -1 = off), refs #16336 [Xeno]
h2. Fri Jan 07 18:07:26 +0100 2011
Build 452
Updated to source:@e864eaa169a37e57f54acf1495cbb0c54245591e
h3. Fixed
* Gunship laser precision [zGuba]
h2. Fri Jan 07 17:46:20 +0100 2011
Build 451
Updated to source:@2234bb1bad3d5e1317239770e9cd969f83b2c6d6
h3. Changed
* Epi/Morph MedicsOnly module still allows non medics to use the items at medical facilities. closes #16406 [Sickboy]
* Improved tire detection for models that are not conform to BIS naming standards in model.cfg or model itself, fixes #16412 [rocko]
* Longer delay and larger random factor for AI requesting medical assistance. refs #16346 [Sickboy]
* Longer delay and larger random factor for AI treating self. refs #16346 [Sickboy]
* Missile flight mode designation removed from action menu and now done in MFD. refs #16000 [jaynus]
* ROF on Apache's was set to realistic value, but did not exhibit realistic behavior in game. Doubled to emulate real rate of fire (slower). [jaynus]
h3. Fixed
* Changing key handlers only worked fine for keyDown handlers. keyUp handlers were left untouched. Fixes Afterburners after changing keys. fixes #16425 [Sickboy]
* Missing addons detected ace_sys_weaponsselect, when jipping. [Sickboy]
* NLAW changed to ACE damage values. [VKing]
* Tank FCS breakdown due to vehicle damage was not working. [Sickboy]
* Vehicle Damage for WAPC used wrong damage information. refs #16387 [Sickboy]
h3. Added
* Ace_sys_wounds_no_medical_gear globalVariable, to disable the adding of medical gear globally. [Sickboy]
* Ace_sys_wounds_no_medical_gear objectVariable, to disable the adding of medical gear per unit. [Sickboy]
h2. Fri Dec 31 18:18:19 +0100 2010
Build 450
Updated to source:@26401402b70277b3ccbc080e39bf3f611ba6bda6
h2. Fri Dec 31 14:44:54 +0100 2010
Build 449
Updated to source:@cccba524561935057b75cb650bd2d5b5c0ae8f24
h2. Fri Dec 31 14:23:46 +0100 2010
Build 448
Updated to source:@ea766d8d8e8c68c68da6ada223074e28785350b7
h3. Changed
* Added ace_sys_spectator_no_one_alive variable, if used in combination with poor mans revive shows the spectator buttons if no unit is ace_sys_spectator_no_one_alive meters away, refs #16224 [Xeno]
* Laser code-based guidance for hellfire. refs #15999 [jaynus]
* New Flashbang, C4, Claymore and weapon deploying sounds [tpM]
* SOFLAM has NVG vision mode again untill optics attachment system is done [VKing]
* VisionMode change detection (NVG On/Off, TI On/Off). refs #16217 [Sickboy]
h3. Fixed
* ACE Repair not working for non-vehicle damage-enabled vehicles. fixes #16216 [Sickboy]
* Apache radar targetting circle only enables/disables when in gunner optic mode. [Sickboy]
* Cargo [Sickboy]
* Dagr was not detected as GPS device by tracking system. [Sickboy]
* Eye protected worked in reverse. [Sickboy]
* IRStrobe malfunction when inside vehicle. [Sickboy]
* Javelin knock down due to scripted systems deleting the projectile upon firing, like Mando Missile. fixes #16246 [Sickboy]
* Knockdown by firing weapons which script delete the projectile. refs #16246 [Sickboy]
* Reset g effects when player is not alive [Xeno]
* Sandbag deploy. [Sickboy]
* Shilka minimum burst length is 2 (ref videos) [zGuba]
* Workaround for ruck inventory weight undefined variable, refs #16206 [Xeno]
* Wounds handleNet __cardiactime error [Sickboy]
h3. Added
* Adjustable laser marker for Kh29L, by conKORD, fixes #11285 [rocko]
* Function ace_sys_wounds_fnc_MissionEndCheck. Call it from init.sqf and a mission will end automatically when either no players are alive or all are unconscious (END5 trigger), refs #16224 [Xeno]
* Laser-code based guidance for hellfires still defaulting to 1001 code for all lasers and guided munitions. refs #15999 [jaynus]
* MFD Intial code commit supporting codes and munitions. refs #16000 [jaynus]
* MFD Intial code commit supporting codes and munitions. refs #16000 [jaynus]
* MFD display for all air units which allows laser code designation and persistent munitions display. Refs #16000 [jaynus]
* More content for russian aircrafts to EASA, fixes #16185 [rocko]
* Optional switch to turn off healing at medical vehicles, making it only possible at tents/buildings. ace_sys_wounds_no_medical_vehicles = true; closes #16317 [Sickboy]
h2. Wed Dec 22 16:23:07 +0100 2010
Build 447
Updated to source:@6676cef8fa3bfb45b90eae40b69ead3a9324f264
h3. Fixed
* Do not spawn two used disposal tubes where the firing unit is local [Xeno]
* Missileguidance pos script error. [Sickboy]
h3. Added
* 75 Round 7.62x39 SD mag, closes #15954 [VKing]
h2. Mon Dec 20 18:11:04 +0100 2010
Build 446
Updated to source:@9b9ef53d4ce9498dce3e234b3c9a82994ff1d4d0
h2. Mon Dec 20 16:31:53 +0100 2010
Build 445
Updated to source:@c56441927bcafa63b6d8f24e8f34345c6b8bc177
h3. Changed
* All medics carry ACE backpacks [VKing]
h3. Fixed
* Error message when firing Javelin without target [zGuba]
* Full repair module only worked for vehicle damage enabled vehicles.. [Sickboy]
* Metis day vision mode, fixes #16058 [VKing]
* Script error with fire on load. fixes #16053 [Sickboy]
* Some objects (like MASH) were not properly detected as medical facilities anymore. [Sickboy]
* Sys_recognize not recognizing players in player's own group [zGuba]
h2. Fri Dec 17 17:34:29 +0100 2010
Build 444
Updated to source:@cacf38d55c7a4873cf4fd3e5c674e0b0be0c777a
h2. Fri Dec 17 14:25:23 +0100 2010
Build 443
Updated to source:@f8239ebfcb5b359d3ff7edd4e42743938a2942c1
h3. Changed
* AI Crew who's secondaryWeapon/WOB gear is placed in vehicle cargo, will get it back 5 seconds after exiting vehicle. refs #15762 [Sickboy]
* AI Medic healing; Players have higher priority than AI. [Sickboy]
* AI will try to apply medical items after waking up from unconscious. [Sickboy]
* Added WeaponOnBack support to "Limit Crew Weapons" feature. refs #15762 [Sickboy]
* Adjusted CSW weapon equipment, refs #15854, refs #15852 [rocko]
* Bandaging also stops adding pain. But does not remove it. [Sickboy]
* Bloodloss by movement now also available for AI, optional; ace_sys_wounds_ai_movement_bloodloss = false to disable. refs #15956 [Sickboy]
* Disabled currently useless CPR action when PoorMansRevive is not enabled. [Sickboy]
* Disabled mortar autofire-on-load when there is crew inside the mortar. fixes #15585 [Sickboy]
* IMPROVED: Bloodloss from movement. [Sickboy]
* Improved multiple weapon variant support for sys_modelspecial [zGuba]
* Moved parachutepack to secondary weapon slot, fixes #14513 [rocko]
* Proper AH1 gunner optics, fixes #15426 [rocko]
* Self healing by medkits without being a medic or at a medical facility now also disabled in Single Player; AI Medics will heal you, or you can at a medical facility. Alternatively you can enable the ACE Setting: "SP Player Medic"; effectively allowing you to self-heal again with medkits. [Sickboy]
h3. Fixed
* AI applied medical items without delay, therefore immediately applying bandages etc long before finishing the heal animation. [Sickboy]
* BMP2 had no smokelauncher, fixes #15946 [rocko]
* Correct ctrl/alt/shift handling in ACE Options dialog for Interaction Menu keys [Xeno]
* Desert USMC Medic didn't have medic model when ruckless disabled. fixes #15897 [Sickboy]
* Double weapons when picking up M122 M240 tripods, fixes #15854 [rocko]
* M2/M4 SLAM not responsive enough, fixes #15968 [rocko]
* MIssing addons ace_anims_reload, when using M60E4 or other oA weaps. [Sickboy]
* Medical gear was removed in MP if playable unit was joined from the start, and pistol slots are full. Happened when going from Briefing into game. [Sickboy]
* RPG-7V mass (RPG-7D weights 7, RPG-7V weights 5.8) [zGuba]
* Showing "Reload Morphine" action when no primary weapon, fixes #15948 [rocko]
* Vehicle damage in the water was not properly handled for non-vehicle-damage enabled vehicles, sometimes resetting the damage. [Sickboy]
* When wounds is enabled, enemy AI medics do not heal non friendly unconscious units anymore, fixes #15902 [Xeno]
* Wounds PMR not working properly when getting unconscious from blood-loss instead of damage. fixes #15916 [Sickboy]
h3. Added
* (AE) Module to default spare tyres in vehicles [Rommel]
* AI units can optionally medical assist unconscious unit from any friendly group, enable with; ace_sys_wounds_auto_assist_any = true. refs #15979 [Sickboy]
* AI will automatically apply medical items, to unconscious units of his group near him in need of medical assistance, buddy healing supported. Can be disabled with ace_sys_wounds_auto_assist = false. closes #15979 [Sickboy]
* Get out prone for M122 tripod, fixes #15852 [rocko]
* Javelin Top Attack mode [zGuba]
* LGB guidance. Refs #15998 [zGuba]
* Option to enable limit crew weapons also for AI, ace_sys_vehicle_limit_crew_weapons_incl_ai = true. refs #15762 [Sickboy]
* Option to give back Gear to AI automatically upon getOut, default true. refs #15762 [Sickboy]
* Optional "Put SecondaryWeapon in vehicle cargo, upon entering crew positions of vehicles" feature. refs #15762 [Sickboy]
h3. Updated
* Sys_arty by sandiford. [Sickboy]
h2. Fri Dec 10 19:16:57 +0100 2010
Build 442
Updated to source:@5ba5db7d037896cd719676bc1ca4725a94603735
h2. Fri Dec 10 19:02:41 +0100 2010
Build 441
Updated to source:@be4fa91bbb621d7300c72712fee285f482adb24f
h2. Fri Dec 10 18:48:20 +0100 2010
Build 440
Updated to source:@a358c5c57a5543bc158e5a09aa3b17437d862d92
h2. Fri Dec 10 18:46:43 +0100 2010
Build 439
Updated to source:@478f3a492de2515718be8149c2f13c8ad311a458
h3. Fixed
* Dragging static cannons, fixes #15833 [rocko]
h3. Added
* Flecktarn backpacks by merc [rocko]
* Proxy variants of BIS rucksacks for ACE backpack system [rocko]
h2. Fri Dec 10 16:13:49 +0100 2010
Build 438
Updated to source:@fea5511dbb26b97a417b500d10e9dfe932a8dc11
h3. Changed
* AH64 TADS display, refs #11500 [rocko]
* AI will use medical gear like bandages on themselves when needed. closes #15661 [Sickboy]
* Autorotation converted to perFrame [zGuba]
* CSW magazines spawned directly at the remaining tripod if unload or unmount action is selected to avoid spilling magazines all over the place and into possible other objects, refs #15680 [rocko]
* Enabled tire replacement also for wheeled APCs [rocko]
* Exclude A10 from shortflyby sounds, lowered speed for A10 flyby trigger [rocko]
* Lowered the chance of unconsciousness from damage, relying more on bloodloss over time. [Sickboy]
* Removed animations for most of the CSW actions, refs #15703 [rocko]
h3. Fixed
* "Fire on Load" exploit, fixes #15628 [rocko]
* Attaching satchels to vehicles broken. fixes #15669 [Sickboy]
* DAGR and Vector range measurement divergence [q1184]
* G-effects blackout while parachuting. fixes #15819 [Sickboy]
* Obsolete heal useraction entry for unconscious units. [Sickboy]
* Parachutes missing from many OA aircraft. [VKing]
* Reset aperture when the player drops a NV weapon, fixes #15681 [Xeno]
* Reset fire for respawned units on all computers. fixes #15670 [Sickboy]
* Unable to heal, even when some parts can still be healed. [Sickboy]
* Wounds Head/Body damage while only hitting legs/arms. [Sickboy]
* Wrong function in drop body called leaving carried or dragged units in the wrong animation (no error message), fixes #15345 [Xeno]
h3. Added
* CSW Support for BAF static weapons, fixes #15534 [rocko]
* Missing medic units for TK_CIV, UN_CDF, CZ factions and Spetznas (Vking), refs #15645 [rocko]
* Role icons for vehicle recognize [Xeno]
* Wounds - Everyone Medic module, and Full heal (even in the field) Module. refs #15650 [Sickboy]
h2. Sat Dec 04 15:15:49 +0100 2010
Build 437
Updated to source:@4f65ba02831630c387b1607f43fdd1a2687b8151
h3. Changed
* Lowered stamina impact when throwing grenades when staying static, fixes #15597 [rocko]
* Players can conduct assistance carrying only when the wounded player/unit has been treated before, refs #15588 [rocko]
* XM8 Sharpshooter has bipod, fixes #15589 [rocko]
h3. Fixed
* 2B14 couldn't load WP or ILLUM rounds [VKing]
* Error during jumpOut. fixes #15605 [Sickboy]
* Experiencing earringing with earplugs when "FIRE ON LOAD" is enabled for mortars, fixes #15572 [rocko]
* Gasmask effects persistent after respawn, fixes #15592 [rocko]
* MK19 Vehicle MagXchange broken. fixes #15586 [Sickboy]
* Mk48 could be mounted on M122 tripod, converting it to a M240 [rocko]
* Optic on M224 was not attached to mortar in View-Pilot lod [rocko]
* Rangefinder broken. fixes #15580 [Sickboy]
* Vehicle Damage simulation for Wheeled_APC's. fixes #15593 [Sickboy]
h3. Added
* L7A2 tripod [VKing]
h2. Fri Dec 03 19:14:24 +0100 2010
Build 436
Updated to source:@9a53029bb6c6be1d7df79f28f0fce0eedce14a75
h3. Fixed
* Mainmenu poroblems with combatdeaf [Sickboy]
h2. Fri Dec 03 18:53:46 +0100 2010
Build 435
Updated to source:@783944f71426d852f0eea304fb074f648bad73e9
h3. Changed
* Former ace_wounds_rcode1 can now be multiplexed by using "ace_sys_wounds_rev2" event. [Sickboy]
h3. Added
* "ace_sys_wounds_rev" event when wounds PMR is enabled. Triggers when killed and countdown starts. closes #11270 [Sickboy]
h2. Fri Dec 03 15:48:47 +0100 2010
Build 434
Updated to source:@8ec1dbd1492ff612bb7300e72b3afecb46c597a3
h3. Changed
* Added CSW Support for Primary Weapons [Sickboy]
* All ACE Logics (modules etc) now have simulation disabled. [Sickboy]
* Fastroping now accessible via Interaction Menu for passengers, refs #14673 [rocko]
* MedicalGear also added after respawn. [Sickboy]
* NVGs can't be used with binoculars [VKing]
* Slightly lowered unconscious chance from medium damage to the legs/arms. [Sickboy]
* Vector 21 magnification changed to 7x day and 4.5 night (by Robalo) [rocko]
* When fastropes are deployed the JUMP OUT actions are replaced with FASTROPE action to avoid wrong actions being performed, refs #14673 [rocko]
h3. Fixed
* AI Medic handling didn't support 'buddy healing'. refs #15508 [Sickboy]
* AI Wounds attending doesn't waste medical items anymore on local units, when they don't require them. [Sickboy]
* AI Wounds attending now supports healing by medkit, for local units. refs #15508 [Sickboy]
* Magnitude calculations in rocket_ballistics and stamina [Sickboy]
* Metis CSW couldn't load ammo [VKing]
* Only players received medical gear. refs #15508 [Sickboy]
* PMC IED Muzzles. fixes #15489 [Sickboy]
* Player retained deafness after switching units [Rommel_has_big_sausage]
* Removed radar from UH-1H [zGuba]
* Removed radar from AN-2 [VKing]
* Repair not working for vehicle damage enabled vehicles. fixes #13912 [Sickboy]
* T55 and BMP3 muzzle recoil and shockwave. refs #15350 [Sickboy]
* Tripwires didn't work when set up in buildings, fixes #14182 [rocko]
h3. Added
* 9M131F Thermobaric missile for the Metis, values by Zach, closes #13127 [VKing]
* A10 bomb loadout variants [VKing]
* Ability to help wounded but conscious players that cannot walk anymore with walking (Carrying) [rocko]
* Ability to replace tyres on damaged wheels with new editor object "Spare Tyre" [Daniel Cousens]
* Config support for PMC [rocko]
* Cycle to the gear of AI in your squad from within gear dialog. [tcp]
* Exchange magazines for Konkurs Missiles [VKing]
* Konkurs-M ammo for konkurs CSW [VKing]
* Option to make the player a medic by default with medical supplies, SinglePlayer only. refs #15508 [Sickboy]
* Parachutes in BAF helicopters, ref #13192 [VKing]
* Takistani Army Konkurs team [VKing]
* Thermobaric ammo simulation [q1184]
* Tracer magazines for SKS, FAL, G3, HK417, Mk.17 [q1184]
* Wounds knock down on hit feature, depending on energy. By Jaynus. closes #15529 [Sickboy]
h2. Fri Nov 26 18:37:57 +0100 2010
Build 433
Updated to source:@9e27e81576b0b66c177ac0478dee254af3dc6bc5
h2. Fri Nov 26 18:18:31 +0100 2010
Build 432
Updated to source:@35edf472fb1858b8751fa2e426417e3d7590fa6c
h2. Fri Nov 26 16:38:06 +0100 2010
Build 431
Updated to source:@21b8da387434b7185fccc608bca201fb3e474386
h2. Fri Nov 26 16:03:47 +0100 2010
Build 430
Updated to source:@3523126e78ade1c1f2ddbcfdc19bd8fdaf398a62
h3. Changed
* Added CSW dissassemble override, object variable: "ace_sys_crewserved_disableDisassemble", by Sandiford. closes #15042 [Sickboy]
* Added ace_hasAfterburner object variable to allow mission makers to add afterburner to custom planes. [Sickboy]
* Applied shotShell simulation to Tank Shells, restoring physical recoil and dustwave. Thanks to PvPScene for "RevertedTankWeaponsToShotShellSimulation". closes #15350 [Sickboy]
* Backwards compatibility classes are now tagged with: ace_bwc = 1;, so they can be filtered in classlists etc. [Sickboy]
* CSW Mortars now have option 'Fire on Load', to operate the Mortar like a real mortar (first set elev+dir, then just throw in mortars that fire immediately). [Sickboy]
* CSW Mortars now use non-ARTY_ magazines by default. Hopefully fixes issues with aiming using BIS' artillery computer [VKing]
* Do not magic heal (reset damage) after applying a Bandage. refs #14578 [Sickboy]
* Fire does not do immediate damage, first warning, damage after ~2 seconds. fixes #15379 [Sickboy]
* Healing by medic now possible at medical vehicles/objects. [Sickboy]
* Markers created by Nuclear Weapons System are now also persisted to JIP players. closes #15298 [Sickboy]
* Prevented strange combinations when towing vehicles, refs #14625 [rocko]
* Rucksack item picture moved in front of display name [Xeno]
h3. Fixed
* Able to tow/pull vehicles with crew already in them. refs #15396 [Sickboy]
* BloodDrips when bleeding when wounds system is enabled. [Sickboy]
* CSW not reloadable after first load. fixes #15311 [Sickboy]
* CombatDeaf reset after respawn. [Sickboy]
* Don't play vehicle radio for disabled vehicles (sys vehicledamage) [Xeno]
* Gear dialog CTDs caused by unnecessary dialog onKeyDown event which could be executed while the dialog is loading (not good), fixes #15348 [Xeno]
* Gear dialog weight calculation [Xeno]
* Gear dialog, jumping / flashy gear pages, fixes #15348 [Xeno]
* IFAK items behaviour [Xeno]
* Interaction Menu still open after respawn. fixes #15378 [Sickboy]
* Magicbox. [Sickboy]
* Mortars cause knockdown when firing. fixes #15375 [Sickboy]
* No CSW Menu on Tripods. fixes #15276 [Sickboy]
* Small chance of sys_aitalk script error [Sickboy]
* Towing for non cars [Sickboy]
* Tunguska SAM guidance issue [VKing]
* Undocumented features of FFAR fix [zGuba]
* Unlimited mortar unloading on BIS mortars with 8 round magazines. [Sickboy]
h3. Added
* Ability to use CBA events triggered when a setting is saved. [Sickboy]
* Ace_sys_arty, by Sandiford. closes #15010 [Sickboy]
* Alternative round tracer models (enable via clientside config). [q1184]
* M576 Buckshot round for M79 [rocko]
* US and TK mortar teams [VKing]
h3. Added
*