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ArmA: Armed Assault - aktualizacja do gry wersja - v.1.05 – v.1.08 Int/PL - Download

Uaktualnienie (patch) do gry ArmA: Armed Assault z gatunku Gry Akcji, wersja v.1.05 – v.1.08 Int/PL, data publikacji 12 czerwca 2007.

typ plikuAktualizacja do gry

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pobrań (7 dni)0

data aktualizacji12 czerwca 2007

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wersja: v.1.05 – v.1.08 Int/PL

Poprawka systemowa przeznaczona do wszystkich edycji gry Armed Assault (w tym polskiej), z wyłączeniem tej wydanej przez firmę 505 Games, dla której przygotowano osobny patch. Poniżej znajduje się szczegółowa lista zmian jakie wprowadza (w j. angielskim):

WHAT'S NEW

==========

CHANGELOG 1.08

==============

Version 1.08 is released as free patch to all existing editions of ArmA (updated to version 1.05 or US version 1.06).

===Main New Features===

* Improved clarity and reliability of Voice over net

* Increased contrast of light for all weather conditions

* Bullet impact is now visualised also on all objects and vehicles

* 2D optics now support wide screen aspect ratio correctly

* Various AI, UI, gameplay and stability improvements and tweaks

* New texture detail "Default" that autodetects the amount of VRAM. Recommended Texture Detail setting for users of cards with more than 512 VRAM.

* Reworked logic of teamswitch to make it more suitable for detailed manual squad command control

* Full support for multiple airports

* A bit faster and more fluent radio protocol

===Engine Change Log===

====Release Candidate 0====

- Fixed: Very long MP mission name could cause crashes or freezes

- Fixed: UI - Double click on listbox scrollbar does not launch the listbox action now

- Fixed: Optics were deformed when using other than 4:3 screen ratio

Fixed: Tanks were having troubles driving up the stones

- Fixed: Functions createGroup, createUnit now fully works in MP

- Fixed: AI now gets in vehicles on the positions where dead units are

- Fixed: Gear dialog is closed when player dies

- New: Weapons - optics camera can have a different direction than muzzle direction now

- Fixed: UI - Gear display - icons for empty slots

- Fixed: Mission loading screen - missing text given in onLoadMission

- Fixed: When failed to join to a locked server, the correct cause is shown now.

- New: Mission editor - year control in intel dialog

- Fixed: UI - Missing addons error message - show the list of missing addons

- Fixed: VoN sources management to prevent some sounds not audible in multiplayer

- Fixed: Tow missile weapons are guided after they are fired.

- Fixed: AI - gunners was sometimes unable to fire simultaneously

- Fixed: Functions getVariable, setVariable can be used for more object types now

- New: Improved support for X360 controller

- Fixed: MP crash sometimes happened after deleteVehicle on some person

- Fixed: Actions menu - drawing of arrows when scrolling is enabled

- Fixed: Tanks were thrown in the air when colliding with some destructed buildings

- Fixed: Gear action did not sometimes work in buildings (high over surface)

- Fixed: MP - multiplication of magazines when putting them into a full crate

- Fixed: UI - listboxes with texts of different color - color of selected text

- Fixed: Game running in full screen had invisible but clickable window areas (close, minimize)

- Fixed: Helicopters - state of hovering autopilot was not saved nor transferred in MP

- Fixed: Touch off action available also in vehicles now

- Fixed: Watch and GPS minimap forced not to be shown in cutscenes.

- Fixed: In-game UI - In wide-screen aspects, the aiming cursor disappeared outside the UI area of the screen

- Fixed: Dedicated server - ban.txt was locked for edit during the game

- Fixed: MP mission statistics can be written to the file given by command line argument -ranking=...

- Fixed: Invisible magazine when player get in vehicle during reloading and get out again.

- Added: function clearVehicleInit

- Fixed: Movement config - entry primaryActionMaps telling what action maps will be loaded first (and so used for initialization of movement)

- Fixed: RCtrl is no longer reserved for combos, it can be used as a separate key as well.

- Fixed: Keys with dik code greater than 128 (numpad, some special keys) can now serve as combos.

- Fixed: AI no longer starts firing in Hold fire unless the enemy is really threatening it.

- Fixed: Helicopter center of rotation is now center of mass, not rotor mast.

- Fixed: Improved AI and autohover hovering stability.

- Fixed: XInput handling of input devices disabled because of missing configuration options

- Fixed: Position of Present call in the frame changed to improve Alt-Tab stability and work around possible driver errors.

- Fixed: Reduced texture memory requirements for little varied parts of the terrain.

- Fixed: M1A1 was never turning out in safe or careless mode.

- Added: function nearTargets

- Fixed: MP - Helicopter could appear as destroyed when in fact it was unharmed.

- Fixed: MP - more reliable transfer of damage status of vehicles to other clients.

- Fixed: Better VRAM allocation estimations for nVidia 8800 card, resulting in less frequent missing textures.

- New: Cheat Shift+Minus FLUSH to allow to manually flushing all VRAM allocations to restore performance if needed.

- Fixed: AI no longer uses RPG/LAW for looking at unknown enemies.

- Fixed: AI target position accuracy sometimes was fluctuating a little bit for distant targets.

- Fixed: AI Commander no longer commands individual targets when using weapons which gunner can operate autonomously, like machine guns.

- Fixed: AI could be stuck on Seek and Destroyed waypoint when group consisted of one vehicle with multiple crew positions.

- Fixed: Some Joystick buttons have fixed function in UI and game.

- Fixed: Improved radio protocol fluency by binding words together.

- New: VoN 2D voice volume is now controlled by radio volume.

- New: Console output of dedicated servers can be logged to file specified in the server config entry logFile.

- Fixed: Reduced occurrences where AI characters walked through each other.

- New: MP Statistics table now indicate who is speaking over VoN by flashing given players name.

- Optimized: Text rendering optimized, should make situations where a lot of UI text is rendered faster.

- Added: functions isKindOf, sizeOf

- Optimized: Terrain rendering uses less CPU.

- Fixed: Improved VRAM managment for ATI cards with Catalyst 7.3 or newer.

- New: Support for larger texture cache with new Texture Detail level "Default", useful for cards with over 512 MB VRAM.

- Fixed: Flare disappearing is now smooth near screen edges.

- Fixed: Wall and other obstacles now provide better shielding against explosions

- Fixed: Voice over net was not working when DS and client was running on a single PC

- Fixed: VoN connection established by retranslation through server Game socket when NAT negotiation fails

- Fixed: Memory manager sometimes flushed caches too deeply, causing short intensive disk activity.

- Fixed: VoN peer to peer connections are kept alive by sending special packets

- Fixed: Voice over IP direct speak is made louder now.

- Fixed: Improved Voice codec quality, bandwidth for voice increased from 6 kbps to 8 kbps

- New: Speex1.2 beta 2 used as VoN codec

- Fixed: VoN voice clipping is reduced now.

- Fixed: Dedicated server crashes when retranslating VoN packets through Game Socket.

- Fixed: Increased rudder authority for airplanes, improved AI using rudder while engaging.

- Fixed: Briefing was sometimes cut on the right edge.

- Fixed: MP: Crash when ammo created via createVehicle killed the player.

- Fixed: Overall quality indication in the options changed for large view distances.

- Fixed: Laser target acquire distance for AI was limited by rendering distance.

- Fixed: Removed delay between target creation and its line of sight being tested. Should help laser targets and dynamically created vehicles.

- New: Config entry vonCodecQuality to set VoN codec quality on dedicated servers (default value is 3, can be value from 1..10).

- Fixed: AI subordinates now follow leader orders even when was stopped before by the Team switch

- Fixed: Team switch shortcuts (previous / next unit) accessible also when map is shown

- Fixed: Flap actions no longer present in the action menu for plane with no flaps.

- New: Event handlers LandedTouchDown and LandedStopped

- Added: functions id setAirportSide side, airportSide id, plane landAt id, plane assignToAirport id

- Fixed: Group leader left by team switch no longer orders some commands

- Optimized: Reduced amount of data transferred when JIP into a complex and long running mission.

- Fixed: Bugs in VoN OpenAL source management.

- New: Animation controllers gmeterx, gmetery, gmeterz

- Fixed: Connection to GameSpy during dedicated server reporting was sometimes lost (Windows 2000 SP2 or newer are required now)

- Fixed: Scripting function soldier moveInCargo [vehicle,position] was not implemented.

- Fixed: Tanks now slow down when destroying a tree or other big objects.

- Fixed: Scripting function person moveInTurret [vehicle,[x,y,z]] crashed when [x,y,z] was invalid.

- Fixed: External camera was sometimes forced close to the person when some tree or bush was behind it.

- Fixed: Changing audio options while playing MP could cause VoN not working or crash the game.

- Fixed: MP: setPos and setDir effects are now transferred across the network.

- Fixed: In some situations, Rearm / Repair / Refuel did not fill all

===Data Change Log===

==Version 1.07==

===A10.pbo===

* config.cpp

**fixed Maverick rocket indirect hit range (to match other rockets)

**set damageResistance

**only one Maverick per target is used now.

===Air.pbo===

* Ah1Z fire geometry fix

* 2D optics models enlarged for 16:9 aspect

*config.cpp

**set damageResistance

**balanced helicopter armor and hitzones, so they survive emergency landing but remain vulnerable to AA gunfire

* Tweeked texture of 2D optics

===Air3.pbo===

*config.cpp

**set armor and damageResistance

===Anims.pbo===

*Fixed wrong "stand" links in several action maps

*introduced primaryActionMaps

*Ladder moves reworked (rifle moves introduced)

*Transition erc rfl low to pne added

*Interpolation for AI movement erc stp ras rfl to erc spr low rfl added

===Animals.pbo===

*fixed shadow problems with small insects

===Buildigs.pbo===

* fixed maping in 1st LOD of castle\helfenburg.p3d

* fixed "empty or no skeleton" errors for hotel and kostel_mexico

* fixed Z-fight flickering on misc\zidka03

* fixed shadow volume at brana02nodoor.p3d

* fixed top roof ladder in Tovarna2

* misc\runway_papi* increased shining flare

===Ca.pbo===

*Getting rid of hardcoded strings

*Fixing turret errors on some of the library objects

*Bouys are not reported by AI anymore

===Desert.pbo===

*Map repacked to lower VRAM usage

*Updated ilsTaxiIn for Rahmadi strip,

*Added drawTaxiway value

===Characters.pbo===

* Fixed clan for all civilian

* deleted faulty last lod of np_soldier_pilot

===Misc.pbo===

*config.cpp

** increased armor of sanbags fence to 800 (equal to fortress)

** decreased arnmor of barrels and pallettes to 20 (equal to civil car)

** empty skeleton error on armored target fixed

* paletaA, paletyC, paletyD fixed fire geometry

* Bilboard_Revolucion_bez_noh.p3d changed damage settings

* drevena_bedna.p3d changed damage settings

===Sara.pbo===

Map repacked to lower texture usage

*sara.wrp

**Bush moved from gate.

**Terrain adjusted, pavement accessible.

**Rock moved, scaled, rotated.

**Terrain of Pita runwaz flattened.

*config.cpp

**Added class SecondaryAirfields, 3 more ILS definitions in it.

**Updated ilsTaxiIn for Rahmadi strip

**Added drawTaxiway value.

===Sounds.pbo===

*Church bell sounds had wrong paths

===Tracked.pbo===

*2D optics models enlarged for 16:9 aspect

*T72, M1A1 changed comander_out view + improved hitpoints

*T72, ZSU, M1A1 fixed fire geometry

*config.cpp

**set damageResistance

**HUD reworked for M113 variants

**HUD removed for ambulances

**set real T72 and M1A1 main turret elevation

*Tank commanders have new 2D square optics, some optics models cleaned

*tweaked 2D optics of brdm

===Ui.pbo===

*Introducing class RscInGameUI.RscUnitInfoNoHUD as default no hud class

*Introducing class RscInGameUI.RscUnitVehicle, that works together with compass hud

===Water.pbo===

*config.cpp

**zoom for ironsights on turrets set equal to other weapons

===Wheeled.pbo===

*Enabled landrover police version

*Increased magazine loads on ammo trucks

*HUDs for armed vehicles changed to work with compass

===Weapons.pbo===

*2D optics models enlarged for 16:9 aspect

** G36 fixed after 1.07 beta

*cfgAmmo.hpp

**redesigned indirect hit and ranges for HE ammo and explosive hit

**small arms amo now has tracers only in arcade, reduced visible fire too

**changed ammo audible/visible settings

**defined Vickers mgun tracers

**all SD ammo defined as subsonic

**reduced GBU12 bomb indirect hit to not harm that much distant tanks

*cfgMagazines.hpp

**M24 uses traceless ammo

*AmmoBoxes.hpp + cfgVehicles.hpp

**ammocrates destruction

*VehicleWeapons.hpp - PKT 100rnd mags introduced, mag.reload times balanced for all MGuns

*MP5 magazines have names now.

*M16 GL, AK GL and M4 ACOG+GL have new grenadelauncher ironsights

add in readme: Grenadelauncher ironsights can be now used for aiming on 150m distance, in case M4 it is 200m

* GP-25 set to correct 40mm ammo

** tweeked textures of 2D optics of acog, ags and soflam

===Weapons3.pbo===

*2D optics models enlarged for 16:9 aspect

*M16A4 GL and M16A4 ACOG+GL have added ironsights for grenade launcher and new view axis

*Burst rate of fire for M16A4 changed, required cahnges in config.cpp of all 4 versions. |

*config.cpp

**changed ammo audible/visible settings

*ammo B_25mm_HE indirectHitValue fixed

===Wheeled.pbo===

*2D optics models enlarged for 16:9 aspect

*config.cpp

**set damageResistance

**zoom for ironsights on turrets set equal to other weapons

*Tweeking 2D sights

*Humers and Landrover with turret no more injures gunner while getting out.

CHANGELOG 1.06

==============

===Summary===

Version 1.06 is released in the US as ArmA: Combat Operations.

===Main New Features===

* The Armory

* A10

* Various AI, UI, gameplay and stability improvements and tweaks

===Engine Change Log===

- Fixed: Increased thrust when hovering stable in VTOL mode.

- New: Player can use Eject to disembark the vehicle while leaving engine on.

- Fixed: AI Strykers were not firing when player was not using iron sights / optics.

- Fixed: Haze was too strong with large viewdistance.

- Fixed: Reduced shadowing caused by the terrain.

- Fixed: setTerrainGrid was not reset when a new mission was started.

- Fixed: Dedicated server - after #reassign two players could control a single avatar

- Fixed: In-game UI: RMB now sends target also to the units selected in the menu (when SPACE is holding)

- Fixed: AI - Cars now can plan path through bushes (but tries to avoid them in Stealth mode)

- Fixed: AI getting into player driven ship or helicopter was sometimes going to wrong position

- Fixed: AI Ships now can reach shallow water (but very carefully)

- Fixed: Ships - searching a place where to go for get in / get out improved

- Fixed: MP - Type of remote objects was not sometimes recognized correctly (for example in function nearestObjects)

- Fixed: head movement not visible on players in vehicle

- Fixed: Freelook still forced when changing from cargo to secondary turret

- Fixed: AI sometimes did not take off NVG after skipTime was used.

- Changed: Less strict color coding for ping values.

- Fixed: Explosions no longer cause any objects flying high.

- Fixed: Some vehicles were not damaged when satchel charges exploded near them on the bridge.

- Fixed: Man state was not updated frequently enough on some conditions (for instance two players in the same vehicle)

- Fixed: Different selection of points where to get in / get out the ship

- Fixed: Gear action, when inside vehicle, gear action use this vehicle as an items container

- Fixed: Measures implemented to avoid textures being placed in AGP, which often caused degraded performance after prolonged playing.

- Optimized: Grass depth of field is now performed only with Postprocess set to Very high.

- Fixed: Muzzle flash texture is preloaded now

- Fixed: Wounded player is stuck in the water.

- Fixed: Getting into vehicles - both player and AI now handle correctly exact cargo position

- Fixed: Fixed performance issue when using Postprocess Effect High (related to grass blurring)

- Fixed: Ships - faster movement in shallow water

- Fixed: Separate get in point can be defined for each cargo position

- Fixed: function "selectWeapon" now switches character pose when launcher is selected

- Fixed: function setMousePosition is working correctly again (broken when HW cursors was introduced)

- Fixed: Releasing Alt in a vehicle should center view vertically

- Fixed: Zoom out and initial zoom settings for infantry 3D optics and 1st person view

- Fixed: Vehicles did not rearm when no ammo was remaining

- Fixed: Mission editor - objects which cannot float are placed underwater now

- Fixed: All input ignored after MP session left while chat window still open.

- Fixed: UI - selector active row highlighting was clipped to controls group

- Fixed: UI - wrong focus switching from expanded combo box (through click on the other control)

- Fixed: Improved AI path following when moving slow.

- Fixed: Improved AI car path planning in combat mode near roads.

- Fixed: Multiple dedicated servers on a single PC - wrong port was shown in the title and reported to GameSpy

- Fixed: Exhaust particle original position and speed improved

- Fixed: VoN issues with server behind firewall fixed

- Fixed: AI - heavy wheeled vehicles now can drive through bushes

- Fixed: AI cars avoided water even when canFloat = true was given in the config

- Added: function createMissionDisplay

- Added: function joinSilent

- Fixed: Vehicle commanding - after player switched to driver and then to commander, driver did not follow orders sometimes

- Fixed: External camera of the soldier was placed inside objects sometimes

- Fixed: Tracks were drawn under the bridge

- Fixed: Salute and SitDown should work as toggle actions (also their radio protocol sentence fixed)

- Fixed: MP - handling / reporting the current and maximum number of players was wrong sometimes

- Fixed: UI - Gear dialog - weapon overview improved

- Fixed: functions commandGetOut, doGetOut - units returns to formation when finished

- Improved: Moving of external camera of the soldier is much smoother now

- Fixed: AI - path planning improved (more smooth transition between plans)

- Fixed: Improved helicopters engaging targets.

- New: Helicopter animation controllers cyclicForward and cyclicAside added.

- New: User action ZoomOutToggle. Mapped to 2xNumpadMinus as default.

- Fixed: Config entry predictSpeedCoef no longer needed - speed prediction now based on looped/nonlooped. This should help AI predicting solider movement in transitions like when seeing someone going prone.

- Fixed: Improved target scanning for fast moving units.

- Fixed: In-game UI - vehicle position icons in the status bar and commanding menu

- Fixed: Map info (commands, friendly and enemy units) is now saving into game save

- Fixed: On "Cannot create system memory surface: 8007000e" error, some memory is flushed to allow game continuing.

- Fixed: scripting function "magazines" ignore empty (virtual) magazines

- Fixed: Buldozer crash - non-streaming landscapes not supported.

- Fixed: Reduced virtual address space usage on computers with 1 GB or more of RAM.

- Fixed: Eye adaption was reset when getting in/out of the vehicle (most visible with NVG)

- Fixed: AI boat movement precision and path finding improved.

- Fixed: AI vehicle braking now smoother.

- Fixed: Slightly improved AI pathfinding in a non-uniform environment.

- Fixed: Tides are now considered for AI path finding.

- Fixed: Possible server crash during NAT negotiation

- Fixed: Assigning roles display - clipping of enable / disable AI icon in list of roles

- Fixed: Better movement of convoys on roads

- Fixed: NV goggles eye accommodation was reset, when returning to a paused game

- Fixed: Gear screen in briefing - magazines was multiplied sometimes

- Fixed: Clipping of some briefings on the right edge

- Fixed: Distant grass layer follows roads more closely.

- New: New config value soundBurst to allow playing sound for each bullet in a burst

- Fixed: Brightness limits were too benevolent - cheating was possible

- Fixed: UI - during low frame rate, double click on some item in listbox was sometimes handled as double click on different item

- Fixed: UI - when two controls are drawn over, mouse events are now received by the one in the front

- Fixed: When running windowed, on some systems the image was slightly blurred.

- Fixed: Improved text output kerning.

- Fixed: HW acceleration used only when sound card offers at least 60 simultaneous sources. This fixes missing sounds while playing MP.

- Fixed: Airplanes were firing rockets even when not aimed properly.

- Fixed: UI - double clicks detected better during low frame rate

- New: UI - control event handler ButtonClick now can return true to avoid default reaction

- Fixed: AI planes not engaging targets.

- Fixed: Airplane gears now fixed when aircraft is repaired.

- Fixed: New animation controller noseWheelTurn.

- Added: functions lbSort, lbSortByValue

- Improved: UI - Chat log text border

- Fixed: Improved target Tab locking prioritization for aircraft.

- Fixed: Faint radar/IR contacts (distant targets) now rendered as unknown (yellow).

- Fixed: The ingame progress bar showed up for a little while when the game was loading and was supposed to use the splash screens instead

- Fixed: Progress bar was too bright at the end of the loading for a little while

- Fixed: UI - text cursor in edit control was on wrong position

- Fixed: AI planes unable to land on Sahrani airport.

- Fixed: AI - car drivers sometimes ignored commands from player in cargo

- New: function isServer to check if given machine is the server.

- Fixed: Tanks were not jumping over the concrete ramp

- Fixed: Get In waypoint - group leader sometimes did not get in when assigned to gunner position

- Fixed: Improved laser target detection and engaging by AI.

- Fixed: Improved AI plane reaching waypoints.

- Fixed: Retail version doesn't try to compile shaders now unless being specifically asked to generate them

- Fixed: Crash when trying to use HW without possibility to use shadow buffer technique (observed on Intel on board graphics card)

- Fixed: Debriefing - in campaign, objectives was not properly marked

- Added: Heading source to HUD's

===Air.pbo===

* Defined camel pilot for camels config.cpp (5.3.2007)

* Added clan signs and logos to Harriers and Littlebirds

* fixed pilot position in Harrier bomber , deleted unnecessary properties

* changed blink lights to still lights on harrier airplanes

* repositioned landing light on Cobra

* model.cfg

** fixed compass rotation for Mi17

*config.cpp

**Changed values of harrier flight envelope

**HIT values and armor changed for all models

*Harrier bomber has now 6 bombs

*Removed erroneous rotor tilting from helicopter config.

*Cobra glass textures changed, also material for night instruments

*UH60 with machinegun second turret definition fixed.

*KA-50 missile and rocket firing points inversed

*Mi-17 rocket firing points inversed

*soundInsideCoef reduced to 0.2 for AV-8B

*UH60mg fire geometry and memory fix

===Air3.pbo===

*modeled landing lights to SU34

*config.cpp

**Changed values of SU flight envelope

**Added landing lights to Su34

**Changed Armor setting

===Anims.pbo===

* Fixed Reload collision capsules

* Player can sit with pistol

* Fixed interpolations to dead in all transition animations

* Increased death bounding spheres to 1.5

===Buildings.pbo===

* materials update

* config.cpp

** placement=vertical; added for RADAR station

** tweaked markerLights values

* dum_zboreny.p3d

** Collision geometry & Roadway modifications

* Tent_east.p3d - changed geometry

* Added new marker lights to runway navilight, edgelight and trafic stoplights

* fixed LOD bug in podesta_1_stairs3.p3d

* fixed collision Plot_Ohrada_zlomena

===Ca.pbo===

* added markerlight to small road barrier

* fixed buoys floating

===characters.pbo===

* Defined camel pilot config.cpp, model.cfg (5.3.2007)

* Added model of camel pilot, textures and materials (5.3.2007)

* Added clan for civilians and soldiers

* Added new Helmets for us_sodier_sabass.p3d, us_sodier_sabot.p3d, us_sodier_sabmark.p3d (8.3.2007)

* Pilots and Crewman now have smokeshells and one more magazine to avoid "ammo low" messages.

* Zombies do not use dangerFSM anymore.

===Misc.pbo===

*pytle_palety.p3d fixed collision

*drevtank added supply point

*BVP1T fixed alphasorting

*fixed Ladder Half roadway

===Plants.pbo===

*str_fikovnik fixed n

===Roads.pbo===

*Material change on bridges to fit visually to roads

===Sara.pbo===

sara.wrp

* moved some rocks, poles, bus stop sign and shelter around Tlaloc

* adjusted terrain at El Gordo and Ic79

* several objects moved from road at Gj19

===Tracked.pbo===

** m113.p3d

** selections in model

** config.cpp and model.cfg modifications

* T72 and Abrams turret elevation and depression modified to match realistic values

* Shilka,BMP2 recieved a higher damageResistance to force tankcommanders to use maingun on it, instead of M2.

* soundInsideCoef lowered to 0.2 for M1A1

===Water.pbo===

* deleted unnecessary properties from both RHIB models

** RHIB.p3d, RHIB_gunboat.p3d

** still lights properly positioned

** selections in model

* config.cpp and model.cfg modifications

** changed ship class precision when following path

** RHIB2Turret rear turret definition updated

===Weapons.pbo===

* M249 - texture modification

* DShKM - texture modification

* Increased indirectHitRange for all rockets from 0.2 to 2 meters

* Increased costs for RPG and M136 to avoid AI shooting at soldiers

* VehicleWeapons magazines maxLeadSpeed fixed

* Increased artillery ammo strength

* Increased AV-8 GBU loadout to 6 bombs

* Javelin model hotfix. Model modified to fire horizontal. Number of mags limited.

* NVG 2D optics improved

* 3 round burst ammo introduced for M134

* Burst mode introduced for MP5s

* Firing sound of the 57mm launcher changed

* Rebalancing of all bullet ammotypes

* adjusted firing rate of M134

* static weapons can zoom now

* TOW rocket center of gravity fixed, stabilising the flight

* Weapons used on aircrafts are always lockable

===Weapons3.pbo===

* m16 ViewPilot update -

* weapons used on aircraft are now always lockable

===Wheeled.pbo===

* config.cpp

**fixed amount of Pick-up cargo

**changed max speed settings for civil cars

**Fixed 5t truck co-driver settings

**Gunner of UAZ with machinegun casts shadow now.

**HIT values and armor changed for all models

* model.cfg

**fixed gauges to show proper speed values

* hilux*, datsun*, tractor - fixed exhaust points

* fixed steering wheel rotation in all hilux* models

* Humer, 5T truck, LandRover, Stryker, Tractor and Uaz - deleted unnecessary properties n

* Humer config - viewGunnerInExternal to prevent sound muffling for gunner

* Humer has now penetrable glass

* fix Stryker TOW kolize

* fix model center on Strykers for AI pathfinding

* fix damageHide selection on all UAZ*.p3d

* Strykers, BRDM - 2 received a higher damageResistance to force tankcommanders to use maingun on it, instead of M2.

===Wheeled3.pbo===

* added clan signs on the TT650 and M1030, deleted unnecessary properties

  • data aktualizacji: 12 czerwca 2007
  • kategoria gry: Akcji
  • rozmiar pliku: 564,7 MB

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