Releases: folkarps/F3
FA3.5.7
Welcome to FA3.5.7. This release contains some brand new features for missionmakers, and an assortment of fixes, including a long-awaited change to casCap.
NEW FEATURES
Enhanced FCS (#365)
Missionmakers can now equip vehicles with the FA3 Enhanced FCS. This feature provides the vehicle commander with a Commander's Override, allowing them to automatically aim the gun at the object they're looking at.
Enhanced FCS also adds simulation of minor damage to the FCS, which prevents the use of the laser rangefinder, weapon zeroing, and thermal/night vision systems.
This feature is enabled from init.sqf.
Long-Range Radio System (#357)
FA3 now provides support for up to 10 long-range radio channels, attached to vehicles, variables, and inventory items. Send and receive channel availability is detected on vehicle entry/exit/seat change, and on inventory changes.
The radio system has 2 modes, one where channels are split between different types of radio item/vehicle, and one where there is only a single channel which any radio can access.
A toggle is provided for vehicle occupants to turn off the radio if they don't want to hear it, allowing one member of a vehicle crew to take on radio duties without disrupting others.
The radio system is enabled by default in single-channel mode with a basic list of radio items. It can be configured in init.sqf and f\radio\f_channelsList.sqf.
Snowy Weather (#204)
The FA3 Mission Conditions Selector now supports snow weather! When set to either the Light or Heavy Snow settings in the Rain selector, genuine snowflakes will fall from the sky. Snow accumulation on the ground is not supported, due to engine limitations.
In addition, when snow is enabled or when temperatures are low, units will produce visible breath puffs at a rate dependent on their stamina level.
Grunt Birthday Party (surprise!)
A new mission parameter has been added to cheer up units who die during a mission. The parameter offers 2 modes. In Players Only mode, effects will play only for the deaths of player units. In All mode, effects will play whenever any unit dies.
Disable Brakes
Players driving vehicles now have an action to disable the vehicle's automatic low-speed brakes. This allows the vehicle to roll smoothly at speeds where the game would otherwise automatically bring it to a halt. The autobrakes are re-engaged by manually braking.
FEATURE CHANGES & FIXES
assignGear
- Weapons in vehicle inventory now come preloaded with magazines (#361)
- Faction checks are no longer case sensitive (#363)
- The debug message describing the selected role and loadout is now formatted correctly (#378)
- Helicopter loadouts no longer contain parachutes (#373)
- CTRG, FIA, and Syndikat factions now have default radio backpacks (#358)
- Spetsnaz snipers now have the correct colour of sniper rifle and ghillie (#354)
- Engineer classes now receive the Engineer and ExplosiveSpecialist traits even if their base unit type doesn't have them (#355)
Mission Conditions
- The date is no longer reset to a default 2035 day when using the Mission Conditions Selector (#376)
- The date is now controlled by a separate Time of Year mission parameter.
Casualties Cap
- Casualties Cap now properly detects reinforcements when operating in Side mode (#329)
Spectator
- Spectator units can no longer use Direct chat to haunt living players (#368)
UPDATING FROM FA3.5.6
See this guide to help update a mission from FA3.5.6 to this new version
FA3.5.6
This release contains an urgent fix for a critical issue with F3 Zeus slots.
FEATURE CHANGES
assignGear
- FIA and AAF automatic rifles have been changed to the LIM-85. (#346)
FIXES
[assignGear] Fixed Gendarmerie assignGear causing script errors due to undefined clothing classes. (#337)
[Zeus] Fixed a problem with the init that made F3 Zeus unable to place units after a BI change. (#342)
ZEUS ISSUE
The problem with Zeus slots is the result of a BI change that exposed a pre-existing but previously dormant flaw in the F3 Zeus init order. This caused F3 Zeus to be unable to place or modify units and modules.
This critical issue affects all existing F3 missions, with the possible exception of some using very old framework versions.
3.5.6 fixes this issue for new missions going forward. The files required to patch this problem in recent framework versions are attached to this release. You can compare them to the 3.5.5 release files to determine what changed, if your own copies of the files have been modified and need manual patching.
For missions from 3.5.1 and earlier, you MUST also replace the Zeus/Game Master modules with new 3.5.6 template modules. Pre-3.5.2 modules have different inits which do not work with the new files.
FA3.5.5
This release contains general improvements, fixes, and updates.
FEATURE CHANGES
assignGear
- Separate NVGs for helicrew: Helicrew assignGear classes can now receive a different NVG type to other units. Uses the faction standard type by default. (#247)
- New Officer clothing class: assignGear classes can now be added to an assignGear Clothes class designed for officers and VIP units. No classes use this by default. (#285)
- Removed Light assignGear loadouts: To reduce file size, the little-used Light loadout files were removed. Commented-out code remains to allow this feature to be manually re-enabled. (#309)
- Combat Life Saver class and functionality: A new "cls" class has been added with a custom trait and event handlers. This medic-lite can use FAKs to fully heal injured units, but receives no other medic benefits and cannot use medikits. (#323)
- Light vehicle crew class: Two new classes have been added, "lvc" and "lvd". These are like the "vc" and "vd" classes, except they get carbines and standard infantry uniforms/armour. These classes are designed for vehicles like technicals and LSVs, and are used by template technical crews. (#290)
- CSAT now use tac vests by default: For player balance reasons, CSAT factions now use tac vests instead of LBV rigs by default. This should be considered with caution when using assignGear on enemy units. (#301)
- New M2 HMG static added to appropriate factions: The future HMG statics have been replaced with the M2 static for HMG crews belonging to lower-tech factions. (#291)
- assignGear AI now recognises GM classes : assignGear AI can now be safely run in GM missions, as it will now detect GM unit types. (#316)
- Binoculars are now a variable like other equipment types instead of hardcoded: This allows the binocular type to be more easily changed, e.g. to switch between binocs and rangefinders. Faction defaults have not changed. (#288)
Briefing
- Mission Condition Notes: A new briefing tab that describes the weather, time, and other mission conditions. Preconfigured and runs automatically. (#222)
- Side letter prefixes were removed from the ORBAT: For aesthetic reasons. (#265)
setAISkill & Difficulty
- Default AI skill values changed: The configured skill values have been reduced, and the default setting is now Medium instead of High. This is for better stock compatibility with LAMBS Danger. (#296)
groupMarkers
- New AA marker type: AA units can now be marked with the _aa marker type, and template AA units use this type. (#302)
ws_fnc
- assignGear can be run on spawned units (ws_fnc_createGarrison): An argument has been added to let you choose to run assignGear on spawned units. This does not happen by default. (#321)
- Spawned units automatically added to Zeus (ws_fnc_createGarrison): Units spawned by createGarrison are automatically revealed to Zeus. Note that such units can appear as "empty" objects. This feature is on by default and can be turned off by an argument when calling the function. (#321)
- Added support for Contact factions and better default class distribution (ws_fnc_createGarrison): The LDF and Spetsnaz factions can now be handled automatically, and all factions now have more realistic default unit sets. (#321)
All Components
- References to the F3 wiki now link to the FA3 GitHub wiki: The old F3 wiki is critically outdated and its hosting status is uncertain. (#251)
FIXES
- [assignGear] Fixed LDF ARs having the wrong tracer colour (#292)
- [groupMarkers] Fixed some technicals being referred to as IFVs (#293)
- [template] Fixed technical crews being in the wrong order on the slotting screen (#327)
- [template] Fixed Marid gunners not being group leaders (#278)
- [missionConditions] Weather presets now have improved fog settings (#280)
- [briefing] ORBAT notes no longer require groups without a marker to have a marker colour defined (#279)
- [assignGear] Syndikat and Livonian factions now have appropriate ghillie suits (#282)
- [assignGear] Fixed 3IFB NVGs and laser pointers not being defined. They are now defined but not assigned by default. (#295)
- [assignGear] Fixed 3IFB and NPR ARs having insufficient magazines (#297)
- [assignGear] Fixed Spetsnaz having mismatched UAVs and terminals (#315)
- [assignGear] Fixed CSAT suppressor options being unhelpful (#315)
- [assignGear] Fixed some bipods being mismatched faction/colour types (#315)
- [assignGear] Fixed some attachments being described incorrectly in comments (#315)
- [assignGear] Fixed a typo in a 3IFB suppressor definition (#315)
- [ws_fnc_taskDefend] Expanded the list of buildings prioritised by taskDefend to include more recent military buildings (#313)
- [assignGear] Changed assignGear's handling of secondary weapon items to use a newly-added command, removeAllSecondaryWeaponItems (#312)
- [assignGear] Fixed a CTD caused by improperly removing unused assignGear loadout files by using the new __has_include preprocessor command (#331)
- [groupMarkers] Fixed specialist markers only working properly if the unit had "Unit" in their variable name. It now checks type to see if something is a group. (#333)
- [assignGear] Fixed CSAT Pacific vehicle crew having Mediterranean helmets (#336)
- [template] Fixed AAF transport helos having reduced fuel (#327)
- [misc] Added type checks to various functions' params (#139)
- [assignGear] Fixed CTRG HAT and SAM classes having their launcher types reversed (#271)
- [briefing] Fixed ORBAT notes not properly handling some special marker colours (#267)
- Updated readme.md
- Updated version information
FA3.5.4
FA3.5.4 is mostly support for the Contact DLC. Sees the addition of the LDF, NPR, and Spetsnaz factions.
Release Notes
Bugs Fixed
None, because there is obviously no bugs to fix ;)
Improvements/Changes
Assign Gear
- Support for LDF, NPR, and Spetsnaz added (#254)
- Support for launcher attachments added. Primarily for future GM support, but can be used with vanilla (IR pointers on MAAWS, if for some reason you want that) (#239)
Briefing
- Added LDF, NDP, and Spetsnaz briefing support (#254)
- More shiny icons in the ORBAT, this time for specialists and cargo in vehicles (#262)
Template
- Added LDF and NPR to template. NPR have Spetsnaz leads, similar to FIA having CTRG leads (#254)
Misc
- Minor improvements to assignInsignia (#261)
- Virtual faction aliases (e.g. "aaf" instead of "ind_f") are now supported in components other than assignGear (#259)
- Civilians have been added to groupData to make it easier for missionmakers to add their own (#248)
Commits since the last release
Thanks to @shadow-fa, @NikkoJT, and @costno for their help with this release.
FA3.5.3
FA3.5.3 "The Third". Biggest change is the addition of 3IFB!
Release Notes
Bugs Fixed
- [assignGear] HSAM used to use HMGs bag, and HMG wanted it back! (#210)
- [assignGear] Some variables were not pre-defined in the gear files (#211)
- [Template] Fixed inconsistent spacing in CSAT IFV role (#225)
Improvements/Changes
Virtual Faction (#234)
- Units (and objects) can now be assigned a virtual faction with
f_fnc_setVirtualFaction
. This allows the overriding of a unit's default faction for faction-aware components (assignGear, briefing, etc.). - A units virtual faction can be fetched with
f_fnc_virtualFaction
. If no virtual faction has been assigned to that unit,faction
will be returned instead. - All faction-aware components updated to recognised 3IFB
Assign Gear
- FIA AK gear files removed (superseded by 3IFB) (#228)
- Gear classes updated to use new coloured magazines from 1.92 (#233)
- Bags were added to the inventory of ground vehicles to match helo gear (#203)
- Moved selectRandom in FIA gear files to more sensible location (#214)
- Loadout differences between factions reviewed and reduced to minimum sensible (#213)
Template
- Added 3IFB! (#212)
- Data link send enabled on all infantry and vehicles with laser designators. Data link receive enabled on all aircraft with pylons capable of loading laser-guided munitions. (#184)
- Changed CAS1 pilots to use BIS pilot classes rather than helo crew (#216)
Commits since the last release
FA3.5.3 (RC2)
FA3.5.3 (RC1)
First Release Candidate for FA3.5.3 "The Third". Biggest change is the addition of 3IFB!
Release Notes
Bugs Fixed
- [assignGear] HSAM used to use HMGs bag, and HMG wanted it back! (#210)
- [assignGear] Some variables were not pre-defined in the gear files (#211)
- [Template] Fixed inconsistent spacing in CSAT IFV role (#225)
Improvements/Changes
Virtual Faction (#234)
- Units (and objects) can now be assigned a virtual faction with
f_fnc_setVirtualFaction
. This allows the overriding of a unit's default faction for faction-aware components (assignGear, briefing, etc.). - A units virtual faction can be fetched with
f_fnc_virtualFaction
. If no virtual faction has been assigned to that unit,faction
will be returned instead. - All faction-aware components updated to recognised 3IFB
Assign Gear
- FIA AK gear files removed (superseded by 3IFB) (#228)
- Gear classes updated to use new coloured magazines from 1.92 (#233)
- Bags were added to the inventory of ground vehicles to match helo gear (#203)
- Moved selectRandom in FIA gear files to more sensible location (#214)
- Loadout differences between factions reviewed and reduced to minimum sensible (#213)
Template
- Added 3IFB! (#212)
- Data link send enabled on all infantry and vehicles with laser designators. Data link receive enabled on all aircraft with pylons capable of loading laser-guided munitions. (#184)
- Changed CAS1 pilots to use BIS pilot classes rather than helo crew (#216)
Commits since the last release
FA3.5.2
Release Notes
Bugs Fixed
- Error when using ws_fnc_createGarrison with an an array of classes #148
- Various JIP issues related to Fireteam Member Markers, Fireteam Colours, and Group Markers fixed. #142
- Removed old unused JIP notification from CfgNotifications #169
- Useless modules (such as FTMemberMarkers, and Fireteam Colours) are now disabled for virtual units #152
- Fixed bug in f_fnc_setAISkill related to
param
usage #175 - Fixed unit markers disappearing in free-cam spectator after dying #114
- Bags are readded to medium and heavy helicopter assignGear (they were missing in recent versions due to a bug) #191
- Others: #192 #199 #200 #201 #202 #208 #217
Removed Modules
- f/bodyRemoval has been removed in favour of the in-engine body removal functionality. This is pre-configured in the template (init.sqf) #51
Improvements/Changes
Assign Gear
- [AI] Use "r" as the default soldier (not necessarily the default class) #194
- Jet loadout now contains a backpack and toolkit to allow jet pilots to repair #191
- Helicopter crew classes ("pc", "pcc", "pp") consolidated into the single "pc" class (old ones are aliased to this for backwards compatibility). #165
- Updated default RAT, MAT and HAT launchers with new launchers from Tanks #136
- Light gear made the same as current standard. New standard included extra AT and HE rounds in each FT. #191
- Extra FAKs (re)added to every class #154
Briefing
- Virtual spectators no longer see the Zeus briefing #151
- Credits now show FA3 version and is no longer split across factions #145
- Extra Loadout page added showing summary of group loadout #185
- Item images added to Loadout pages #185
- ORBAT now shows group marker images #185
disableThermals
- When enabled, thermals are also disabled on Zeus placed vehicles. #135
Map-Click-Teleport #130
- General cleanup and optimization
- Added briefing page when doing HALO jump
- Added functionality to teleport and HALO jump vehicles
Revive
Safe Start #60
- Now doesn't delete fired bullets, but still protects the player from damage. (To prevent disappearing mines)
- The time mission parameter in the template is now in 30 second increments.
- Ending message changed from "Mission starting now" to "Safe start ended"
Template
- "Use Mission Default" is now the default for all mission condition parameters and improved naming consistency of parameter values #170
- Add all units to Zeus by default #179
- New Marid and dynamic loadout classes are used were appropriate. #181
- CAS1 element added to all factions #166
- Additional role (Assistant) added to some attachments teams (MMG, MAT, HAT, and MSAM) #167
ws_fnc
- ws_fnc_createGarrison can now take a list of specific buildings to garrison, and a minimum radius can be specified when garrisoning based on a position (marker, location, object, etc.) #148
Commits since the last release
Stats (from the changes since the last release)
- 28 Issues closed
- 30 pull requests
- 59 commits
- 103 files changed
- 5675 additions and 4578 deletions
- 2 contributors
FA3.5.2 (RC2)
Second Release Candidate for FA3.5.2.
Changes from RC1
Bugs Fixed
- FT colours now work if the leader is an AI (#201)
Improvements/Changes
- 'Loadout' and 'Loadout Team' reordered in briefing (#200)
- mapClickTeleport HALO briefing (when enabled) now runs locally and shows to everyone (not just those that might be jumping) (#208)
Template
- NATO Gendarme Alpha Team is now in the correct order in slotting (#202)
Commits since the last RC
FA3.5.2 (RC1)
First Release Candidate for FA3.5.2.
Release Notes
Bugs Fixed
- Error when using ws_fnc_createGarrison with an an array of classes
- Various JIP issues related to Fireteam Member Markers, Fireteam Colours, and Group Markers fixed.
- Removed old unused JIP notification from CfgNotifications
- Useless modules (such as FTMemberMarkers, and Fireteam Colours) are now disabled for virtual units
- Fixed bug in f_fnc_setAISkill related to
param
usage - Fixed unit markers disappearing in free-cam spectator after dying
- Bags are readded to medium and heavy helicopter assignGear (they were missing in recent versions due to a bug)
Removed Modules
- f/bodyRemoval has been removed in favour of the in-engine body removal functionality. This is pre-configured in the template (init.sqf)
Improvements/Changes
Assign Gear
- [AI] Use "r" as the default soldier (not necessarily the default class)
- Jet loadout now contains a backpack and toolkit to allow jet pilots to repair
- Helicopter crew classes ("pc", "pcc", "pp") consolidated into the single "pc" class (old ones are aliased to this for backwards compatibility).
- Updated default RAT, MAT and HAT launchers with new launchers from Tanks
- Light gear made the same as current standard. New standard included extra AT and HE rounds in each FT.
- Extra FAKs (re)added to every class
Briefing
- Virtual spectators no longer see the Zeus briefing
- Credits now show FA3 version and is no longer split across factions
- Extra Loudout page added showing summary of group loadout
- Item images added to Loadout pages
- ORBAT now shows group marker images
disableThermals
- When enabled, thermals are also disabled on Zeus placed vehicles.
Map-Click-Teleport
- General cleanup and optimization
- Added briefing page when doing HALO jump
- Added functionality to teleport and HALO jump vehicles
Revive
- Removed custom "downed in vehicle" functionality as now handled by BIS Revive itself
Safe Start
- Now doesn't delete fired bullets, but still protects the player from damage. (To prevent disappearing mines)
- The time mission parameter in the template is now in 30 second increments.
- Ending message changed from "Mission starting now" to "Safe start ended"
Template
- "Use Mission Default" is now the default for all mission condition parameters and improved naming consistency of parameter values
- Add all units to Zeus by default
- New Marid and dynamic loadout classes are used were appropriate.
- CAS1 element added to all factions
- Additional role (Assistant) added to some attachments teams (MMG, MAT, HAT, and MSAM)
ws_fnc
- ws_fnc_createGarrison can now take a list of specific buildings to garrison, and a minimum radius can be specified when garrisoning based on a position (marker, location, object, etc.)