FROM: Project Lead

TO: Arma 3 Users

UNIT: Main Branch

ACTIVITY: Game Update: 1.16 (Zeus)

SIZE: ~822 MB

CHANGELOG

DATA

ZEUS

Showcases Showcase Zeus

Multiplayer ZGM 48+2 Master Altis ZGM 16+2 Master Altis (NATO) ZGM 16+2 Master Altis (CSAT) ZGM 16+2 Master Altis (AAF) ZGM 48+2 Master Stratis ZGM 16+2 Master Stratis (NATO) ZGM 16+2 Master Stratis (CSAT) ZGM 16+2 Master Stratis (AAF) ZSC 32+2 Control Edessa ZvP 10+1 Defend Kamino ZvP 10+1 Defend Syrta ZvP 10+1 Seize Edoris ZvP 10+1 Seize Feres



Game Types

ZDM / Zeus - Death Match

ZCTF / Zeus - Capture The Flag

ZCoop / Zeus - Cooperative Mission

ZSC / Zeus - Sector Control

ZCTI / Zeus - Capture The Island

ZTDM / Zeus - Team Death Match

ZRPG / Zeus - Role Playing Game

ZGM / Zeus - Game Master

ZvZ / Zeus vs. Zeus

ZvP / Zeus vs. Players

Modules

Note: Some of the modules are available only in the 2D editor, some in the Zeus interface and some in both places.

Animals Sheep [ModuleAnimalsSheep] Butterflies [ModuleAnimalsButterflies] Goats [ModuleAnimalsGoats] Poultry [ModuleAnimalsPoultry] Seagulls [ModuleAnimalsSeagulls]

Audio Play Music [ModuleMusic_F] Play Radio Message [ModuleRadio_F] Play Sound [ModuleSound_F]

Chemlights Chemlight (Blue) [ModuleChemlightBlue_F] Chemlight (Green) [ModuleChemlightGreen_F] Chemlight (Red) [ModuleChemlightRed_F] Chemlight (Yellow) [ModuleChemlightYellow_F]

Effects Tracers [ModuleTracers_F]

Environment Post-Process [ModulePostprocess_F] Skip Time [ModuleSkiptime_F] Weather [ModuleWeather_F]

Fire Support Close Air Support (CAS) [ModuleCAS_F] CAS - Gun Run [ModuleCASGun_F] CAS - Missile Strike [ModuleCASMissile_F] CAS - Gun and Missiles [ModuleCASGunMissile_F] Ordnance [ModuleOrdnance_F] 82 mm Mortar [ModuleOrdnanceMortar_F] 155 mm Howitzer [ModuleOrdnanceHowitzer_F] 230 mm Rocket [ModuleOrdnanceRocket_F]

Flares Flare (Green) [ModuleFlareGreen_F] Flare (Red) [ModuleFlareRed_F] Flare (White) [ModuleFlareWhite_F] Flare (Yellow) [ModuleFlareYellow_F]

Misc Cover Map [ModuleCoverMap_F] Create Radio Channel [ModuleRadioChannelCreate_F]

Objectives Attack / Defend [ModuleObjectiveAttackDefend_F] Control Sector [ModuleObjectiveSector_F] Custom Objective [ModuleObjective_F] Get In [ModuleObjectiveGetIn_F] Move [ModuleObjectiveMove_F] Neutralize [ModuleObjectiveNeutralize_F] Protect [ModuleObjectiveProtect_F]

Scenario Flow Briefing [ModuleDiary_F] Countdown [ModuleCountdown_F] End Scenario [ModuleEndMission_F] Respawn Tickets [ModuleRespawnTickets_F]

Respawn Loadouts [ModuleRespawnInventory_F] Players (BLUFOR) [ModuleRespawnPositionWest_F] Players (Civilian) [ModuleRespawnPositionCiv_F] Players (Independent) [ModuleRespawnPositionGuer_F] Players (OPFOR) [ModuleRespawnPositionEast_F] Vehicles (BLUFOR) [ModuleVehicleRespawnPositionWest_F] Vehicles (Civilian) [ModuleVehicleRespawnPositionCiv_F] Vehicles (Independent) [ModuleVehicleRespawnPositionGuer_F] Vehicles (OPFOR) [ModuleVehicleRespawnPositionEast_F]

Smoke Shells Smoke (Blue) [ModuleSmokeBlue_F] Smoke (Green) [ModuleSmokeGreen_F] Smoke (Orange) [ModuleSmokeOrange_F] Smoke (Purple) [ModuleSmokePurple_F] Smoke (Red) [ModuleSmokeRed_F] Smoke (White) [ModuleSmokeWhite_F] Smoke (Yellow) [ModuleSmokeYellow_F]

Zeus Game Master [ModuleCurator_F] Add Camera Area [ModuleCuratorAddCameraArea_F] Add Editable Objects [ModuleCuratorAddEditableObjects] Add Editing Area [ModuleCuratorAddEditingArea_F] Add Icon [ModuleCuratorAddIcon_F] Manage Addons [ModuleCuratorAddAddons_F] Manage Resources [ModuleCuratorAddPoints_F] Restrict Editing Around Players [ModuleCuratorAddEditingAreaPlayers_F] Set Attributes - Groups [ModuleCuratorSetAttributesGroup_F] Set Attributes - Markers [ModuleCuratorSetAttributesMarker_F] Set Attributes - Objects [ModuleCuratorSetAttributesObject_F] Set Attributes - Players [ModuleCuratorSetAttributesPlayer_F] Set Attributes - Waypoints [ModuleCuratorSetAttributesWaypoint_F] Set Camera Position [ModuleCuratorSetCamera_F] Set Costs - Modules [ModuleCuratorSetModuleCosts_F] Set Costs - Objects [ModuleCuratorSetObjectCosts_F] Set Costs - Soldiers & Vehicles [ModuleCuratorSetCosts_F] Set Costs (Default) [ModuleCuratorSetDefaultCosts_F] Set Costs (Side) [ModuleCuratorSetSideCosts_F] Set Editing Area Type [ModuleCuratorSetEditingAreaType_F] Set Editing Costs [ModuleCuratorSetCoefs_F]



Functions

Config BIS_fnc_crewCount

Curator BIS_fnc_addCuratorAreaFromTrigger BIS_fnc_addCuratorIcon BIS_fnc_curatorAttachObject BIS_fnc_curatorAttributes BIS_fnc_curatorAutomatic BIS_fnc_curatorAutomaticPositions BIS_fnc_curatorHint BIS_fnc_curatorObjectEdited BIS_fnc_curatorObjectPlaced BIS_fnc_curatorObjectRegistered BIS_fnc_curatorObjectRegisteredTable BIS_fnc_curatorPinged BIS_fnc_curatorRespawn BIS_fnc_curatorSayMessage BIS_fnc_curatorVisionModes BIS_fnc_curatorWaypointPlaced BIS_fnc_drawCuratorDeaths BIS_fnc_drawCuratorLocations BIS_fnc_drawCuratorRespawnMarkers BIS_fnc_exportCuratorCostTable BIS_fnc_forceCuratorInterface BIS_fnc_initCuratorAttribute BIS_fnc_isCurator BIS_fnc_isCuratorEditable BIS_fnc_isForcedCuratorInterface BIS_fnc_listCuratorPlayers BIS_fnc_manageCuratorAddons BIS_fnc_mirrorCuratorSettings BIS_fnc_registerCuratorObject BIS_fnc_removeCuratorIcon BIS_fnc_removeDestroyedCuratorEditableObjects BIS_fnc_setCuratorAttributes BIS_fnc_setCuratorCamera BIS_fnc_setCuratorVisionModes BIS_fnc_shakeCuratorCamera BIS_fnc_showCuratorAttributes BIS_fnc_showCuratorFeedbackMessage BIS_fnc_toggleCuratorVisionMode

CuratorChallenges BIS_fnc_addCuratorChallenge BIS_fnc_completedCuratorChallengesCount BIS_fnc_curatorChallengeDestroyVehicle BIS_fnc_curatorChallengeFindIntel BIS_fnc_curatorChallengeFireWeapon BIS_fnc_curatorChallengeGetInVehicle BIS_fnc_curatorChallengeIlluminate BIS_fnc_curatorChallengeSpawnLightning BIS_fnc_finishCuratorChallenge BIS_fnc_formatCuratorChallengeObjects BIS_fnc_manageCuratorChallenges

Environment BIS_fnc_setDate BIS_fnc_setFog BIS_fnc_setOvercast

Map BIS_fnc_drawAO BIS_fnc_drawMinefields BIS_fnc_drawRespawnPositions BIS_fnc_locationDescription

Misc BIS_fnc_activateAddons BIS_fnc_endMissionServer BIS_fnc_exportCfgGroups BIS_fnc_isLoading BIS_fnc_isUnitVirtual BIS_fnc_neutralizeUnit BIS_fnc_playEndMusic BIS_fnc_selectDiarySubject BIS_fnc_setPPeffectTemplate

MP BIS_fnc_sayMessage BIS_fnc_estimatedTimeLeft BIS_fnc_playMusic BIS_fnc_playSound BIS_fnc_setObjectTexture

Objects BIS_fnc_initIntelObject BIS_fnc_initVirtualUnit

Respawn BIS_fnc_initRespawnBackpack

Variables BIS_fnc_getServerVariable BIS_fnc_setServerVariable



Miscellaneous

Added: 2 Zeus music tracks

Added: Automatic initialization of mission parameters with "init" or "function" attribute present.

Added: Predefined mission parameters: Admin debug console Hour Independents are friendly to Time limit Time of day Respawn tickets Weather

Added: MenuPosition and MenuInventory respawn templates will now automatically respawn the player when he / she joins the game, letting him / her select a position and loadout.

Added: Height is no longer ignored in respawn positions added using BIS_fnc_addRespawnPosition. When on building floors, players will respawn on the exact spot instead of around the building. When in the air, players will respawn parachuting down.

Added: Calling BIS_fnc_endMission will now play a victory / loss music cue. This can be disabled using a new optional function parameter.

Fixed: Align left and align center texts in HUDs for A-164 and To-199 planes

Fixed: The smoke module is not visible to clients on MP (http://feedback.arma3.com/view.php?id=18000)

Fixed: Splendid camera didn't work well with UAVs and remotely controlled units

Fixed: Localization issues in GUI editor

Fixed: Deleting a task didn't remove its variable completely

Fixed: Research House yellow arrow was floating in the air

Fixed: Bug in the shadows of the concrete ramp

Fixed: 'Supports' menu in High Command lead to the wrong class

Fixed: Overall angle of lights for To-199 'Neophron'

Fixed: Left and center aligns in HUDs of helicopters

Fixed: Position of rockets on the Greyhawk / Ababil

Fixed: Rate of fire for the cannon of A-143 'Buzzard'

Fixed: Sector flags were based on the faction of players' vehicles, not players themselves (e.g. a BLUFOR player capturing a sector in a stolen OPFOR vehicle resulted in the flag being OPFOR)

Fixed: Camera of the Greyhawk / Ababil CAS variants

Fixed: Range Officer moved to Men (Story) category

Fixed: Zero divisor error in particle hit effects

Fixed: An issue with rocket launchers locking MRAPs incorrectly

Fixed: An issue where players were unable to get into the gunner position of an armed Offroad

Fixed: Position of zeroing in the gunner's position of the Offroad

Fixed: Kajman helicopters no longer shoot rockets in pairs

Fixed: Small and cropped texts in armor optics

Fixed: Stadium offset glitches

Added: New get in and get out animation for the To-199 Neophron

Added: Stall, lights and anti-collision light indicators in the HUDs for A-164 and To-199 planes

Added: Opening cockpit and new instruments for To-199 'Neophron'

Added: Details to the commander gun of the Slammer UP

Added: Debug console can now be made available for admins using new "DebugConsole" mission param (see https://community.bistudio.com/wiki/Arma_3_Mission_Parameters for more details)

Added: When a respawn point at an altitude larger than 20m is added using BIS_fnc_addRespawnPosition, players will respawn in a parachute

Added: Locking sounds for PCML so it is no longer muted

Added: BIS_fnc_loop for code / function looping with timing and conditional control

Added: BIS_fnc_runLater for code / function executing later, with timing and conditional control

Added: Specific holders for NVG, binoculars and laser designator

Updated: Offroad PhysX - lowered inertia, strengthened clutch, changed gearbox and engine

Updated: Ghost Hotel Gazebo visuals

Updated: Roadways and AI path-finding around the Stadium

Updated: Penetration materials on the small radar building

Updated: Cannons of BLUFOR and OPFOR CAS planes should now be stronger

Updated: Wipeout flight model with new parameters and reduced nose-drop issues

Adjusted scripts for animal color randomization to be more MP-friendly

Moved air intake switch threshold for Neophron from 50-70m to 10-25m

Optimization of various particle effects

BIS_fnc_establishingShot: fixed viewing angle dependency on direction of camera movement

BIS_fnc_establishingShot: Formatting of SITREP made consistent with campaign presentation

BIS_fnc_addStackedEventHandler now supports custom parameters to be used as suggested: http://forums.bistudio.com/showthread.php?167822-Stacked-event-handlers-OnEachFrame-OnPlayerConnected-etc&p=2617251&viewfull=1#post2617251

Increased the limit for the Strider's speed indicator (http://feedback.arma3.com/view.php?id=16472)

Adjusted AoA of both CAS planes

The hint for flares is now correct for standard flare launchers

The Stadium has a new tower for commentators

New version of lamps have been added to the Stadium

Jet exhaust effects optimization

The damage of various parts of vehicles has been made more distinguishable and dependent on the damage source (explosion vs shots)

Increased indirect range radius of rocket launchers to increase the lethal radius of blasts around point of impact. This change improves especially the lethality of Anti-Personnel rockets (RPG HE, Titan AP).

Dust effect while shooting handguns while prone added

Smoke effects for Blackfoot when heavily damaged added

Unified the amount of First Aid Kits available in support vehicles

Redesigned the AVTerminal UI

Fixed: Random flickering of rolling credits

The camo pattern of the Neophron has been tweaked to be more suited for low-level flight

Repaired glass sorting and window damaging for the Tempest

Set up proper hit values for 12.7mm APDS and SLAP ammunition to maintain their effectiveness against lightly armored targets. Also added proper costs for them.

The Stadium decals are now properly covered by shadows

Adjusted pathways for the Stadium

Some particle lights tweaked (mainly missiles)

Greyhawk / Ababil UAVs have missiles / bomb controlled by the gunner

Altis has been tweaked http://feedback.arma3.com/view.php?id=17591 http://feedback.arma3.com/view.php?id=18102 http://feedback.arma3.com/view.php?id=17591 http://feedback.arma3.com/view.php?id=18102

Fuel signs on gas stations have been fixed in distant LODs

Geometry of VTOL wreck has been fixed

The shadow of the cap with headphones has been fixed

AT mine clusters for artillery have been loaded with proper AT mines

Potential campaign spoilers:

Handled the transition of gear from a scenario that is connected to more then one other scenario (e.g. Paradise Found > Status Quo and Game Over)

Longer delays between music tracks in Jukeboxes

Fixed: In Preventive Diplomacy there was a chance CAS support would engage the enemy without the player requesting its support

Fixed: Moral Fiber: Failed Misison even though enemy armor was destroyed (http://feedback.arma3.com/view.php?id=18005)

Fixed: In Moral Fiber point X-ray is considered cleared, even though enemy soldiers that can shoot the player are still present

Fixed: Bingo Fuel: Cistern was being attacked by an armored vehicle while diverting fuel

Removed unnecessary briefingName definition for Showcase Fixed-wings

Status Quo The FPS in Athira was improved by trimming the composition and separating it into 2 compositions The car accident composition is now handled by FPS optimization routines as well Shouting ambient units were silenced Empty groups are now correctly deleted when compositions are despawned The date and time in mission Intel fixed to be on par with cfgTimeline The airport main doors are now opened and disabled, to prevent player closing the doors, which resulted in the reporter walking through closed doors

Game Over Player and his team made to be immortal when the scenario is finished (they could crash in their helicopter during the black out) Unused conversation deleted Changed channel from direct to side as Kerry can already be in a vehicle (and won't hear himself if in 3rd person view) Friendly and enemy aerial vehicles added (no ATGMs for enemies) AA launchers / AA teams at key points added



ENGINE

ZEUS

Scripting Commands

activatedAddons

addCuratorEditableObjects

addCuratorAddons

addCuratorCameraArea

addCuratorEditingArea

addCuratorPoints

allCurators

allowCuratorLogicIgnoreAreas

assignCurator

curatorAddons

curatorCamera

curatorCameraArea

curatorCameraAreaCeiling

curatorCoef

curatorEditableObjects

curatorEditingArea

curatorEditingAreaType

curatorPoints

curatorRegisteredObjects

curatorRegisteredObjects

curatorSelected

curatorWaypointCost

getAssignedCuratorLogic

getAssignedCuratorUnit

objectCurators

openCuratorInterface

removeAllCuratorAddons

removeAllCuratorCameraAreas

removeAllCuratorEditingAreas

removeCuratorAddons

removeCuratorCameraArea

removeCuratorEditableObjects

removeCuratorEditingArea

setCuratorCameraAreaCeiling

setCuratorCoef

setCuratorEditingAreaType

setCuratorWaypointCost

showCuratorCompass

shownCuratorCompass

unassignCurator

Event Handlers

curatorFeedbackMessage

curatorGroupDoubleClicked

curatorGroupPlaced

curatorGroupSelectionChanged

curatorMarkerDeleted

curatorMarkerDoubleClicked

curatorMarkerEdited

curatorMarkerPlaced

curatorMarkerSelectionChanged

curatorObjectDeleted

curatorObjectDoubleClicked

curatorObjectEdited

curatorObjectPlaced

curatorObjectRegistered

curatorObjectSelectionChanged

curatorPinged

curatorWaypointDeleted

curatorWaypointDoubleClicked

curatorWaypointEdited

curatorWaypointPlaced

curatorWaypointSelectionChanged