Arma 3
TacBF
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Update: 14 Aug, 2016 @ 5:35am

With the release of v3.23 TacBF mod, here is the Change Log for it.

Log any new bugs to Bug Reports 3.23[www.tacticalbattlefield.net]

Change log:

    Kit Count bugs:
  • Fixed: Bug in ICE_gear_fnc_adjustMaxKitsAllowed. During start-up, it potentially initialised the role arrays with nil items.
  • Fixed: gear/kitInit timing bug

    S&D Game Mode:
    Much thanks to Harold for report & solution of most of these S&D bugs.
  • Fixed: caches considered to be Armaments box and were indestructible by hits.
  • Fixed: the "Take >" menu on caches.
  • Fixed: the caches composition mix-up
  • Fixed Bug #76670: S&D cache destroyed bug: new script error due to Arma v1.62 "Killed" EventH changes.
  • Added: marker for estimated cache position radius

    Auto-Balance:
  • Added: Auto-Balance checks: When joining a match, if it is imbalanced, it will notify you and return you back to the lobby, where you will need to switch sides to be able to join, or wait for other players.
  • Changed: Auto-Balance: It will now allow you to join the same side you were disconnected from, even if that causes further imbalance.
  • Menus: Added admin menu option: "Enable/Disable Auto-Balance".

    Eden Property Editors:
  • Added: Eden Property Editors: Most of the TacBF Initialization setVariable variables (about 14 of 18?) have now been integrated into Eden`s property editor dialogs,
    which includes: Vehicles for respawn variables, Armaments for camoNet, HO for tickets, TRP for tickets & life duration.
    This is not fully tested yet, so refrain from starting to use it until v3.24 is released.

    General bugs:
  • Fixed: Bug #76661: (Menu) Request map markers were white. Plus name was missing from request message.

    Trivial changes:
  • Fixed: Respawn position: (Minor) when respawning over water position, it will now place you inside a valid building position or on top of platform, if present. Previously, it placed you at water level under the buildings.
  • Added mission: Radical_exercises.
  • Changed: Player will now lower weapon whenever interacting with a base object.
  • Changed: Updated detected addons code for new cfgPatches configs, plus updated credits, under Map->TacBF Help->Version.
  • Changed: AO Boundary Border is now scaled in thickness and edge gap distance, based on the size of the box.

    Apex Config bugs
  • Fixed: Arma 3 Apex loading screen is now fixed. It now animates the 3 middle boxes and removes some garbage News text.
  • Fixed: various itemInfo class references
  • Fixed: model.cfg: Various model.cfg changes, in an attempt to fix log warnings, but unsure if warnings are even related to this mod or a 3rd party mod.
    It`s just trial and error. Bloody useless error messages in log, BIS! Which object/class has the error?
    The same error doesn`t even appear in the log when binarizing models.
  • Fixed: removed old "\CA\ui\..." ref`s
  • Fixed: Config start-up errors like: "Warning Message: No entry 'bin/config.bin/CfgWeapons/*.scope."
    Resolved. All @TacBF missing class warnings (since Apex changes) are now fixed.

    It included fixes for: * Warning Message: No entry 'bin/config.bin/CfgWeapons/ItemInfo.scope'. // Changed to ToolKitItem * Warning Message: No entry 'bin/config.bin/CfgWeapons/WeaponSlotsInfo.scope'. // Moved WeaponSlotsInfo local to each weapon class * Warning Message: No entry 'bin/config.bin/CfgWeapons/ItemInfo.scope'. * Warning Message: No entry 'bin/config.bin/CfgWeapons.Single'. * Warning Message: No entry 'bin/config.bin/CfgWeapons.FullAuto'. * Warning Message: No entry 'bin/config.bin/CfgWeapons.manual'. * Warning Message: No entry 'bin/config.bin/CfgModels.default'

    Mission Gear Config error handling improvements:
  • Mission gear config: Improved design error messages.
  • Mission gear config: Improved error handling: Added type checking for gear listed in mission gear sqf files,
    which is commonly either: string, array, random array of strings. Eg: _uniform = "U_B_abc";
  • Mission gear config: Improved error handling: It prevents repeating the same error 50 times for 50 units in SP.
  • Mission gear config: Improved error handling:
    If a mission includes civilian units, the loadout system does not yet cater for it, so it now gracefully handles empty loadouts for civilians.
  • Changed: When start-up loadout detects invalid gear (especially uniform/helmet), it now shows a clearer message for the reason and action to take.
    "Your current uniform (className, 'displayName') is not allowed/available in your faction's Inventory/Gear. Edit 'uniform[] ='. Providing default."

    Technical Code changes:
  • Fixed: various small fixes.
  • Changed: Eden Assets Browser: WIP:
    TacBF objects/classes are currently not being listed in Eden Assets Browser, due to having a `side` property.
    Objects belonging to TacBF mod, will now depend on new `TB_side` property to replace the BIS `side` property.
    The `side` property is is due for removal in TacBF v3.24, along with other related changes.

Update: 11 Jul, 2016 @ 9:55am

With the release of v3.22 TacBF mod, here is the Change Log for it.

Log any new bugs to Bug Reports 3.22 (plus A3 v1.62 Apex)[www.tacticalbattlefield.net]

Change log:

    (RHS) RPG & (CUP) SMAW Launcher Ammo:
  • Added: RPG & SMAW Ammo boxes have been created for each ammo type with 2 per box.
    These are available via "Take >" menu on Armaments boxes and Cache boxes. These supplies will resupply every 10 minutes.
  • Removed: RPG & SMAW rockets have been removed from Armaments Inventory. This prevents current ammo gathering exploit.
  • Changed: Cache box: now supports cargo (via "Take >" menu), similar to Armaments box, (eg: for ammo boxes, etc)

    Kit Count bugs
  • Major rewrite: The Kit Count Tracking code has been rewritten, to have counts fully controlled server-side.

    It should fix around 4 count related issues which can occur, relating to:
    • no access to a kit,
    • or double kit allocation resulting in counts of -1,
    • plus delayed count determination after a player disconnects with a kit,
    • plus instant kit allocations when not technically allowed (probably doesn't apply to TB yet)
    (Potential bug: Players who exit with a kit, might sometimes not return it. Requires check/fix. Probable work-around is to switch kits, then switch back.)

    UI:
    (Menus, general dialogs)
  • Added: Squad Management: Added ability to set up to 2 preferred languages (eg: "en/ru"), for VoN/TS3 radio communications.
    So you can now set preferred language codes, by clicking your name's popup menu and editing it, to allow you to set 1 or 2 preferred communications language codes, which are displayed to team beside your name. Tip: Input "--" to hide your language preference.

    General bugs:
  • Fixed: Resupply bug: (major) resupply checks were being done in seconds instead of minutes, causing rapid resupply.
  • Fixed: S&D: (major) removed a few AiA_Terrain enterable house positions, which were no longer valid, which caused cache to spawn inside non-enterable building
  • Fixed: Medic tags: removed medic HUD icons for non-medics. (reverted). Reduced icon sizes.
    (Removed server-side work-around, which fixed the same thing for v3.21)

    General changes:
  • Request marker messages are now shown as Messages (in upper left corner), instead of as chat messages.
    (Known bug: It seems to be missing the player name. Requires fix.)
  • Changed: Earplugs: If your role is pilot/crewman with a headset, the "Ear plugs >" menu is now replaced with "Active Noise Reduction Headset >", with a choice of reduction volumes.
  • Added: Boundary markers: Added menu option: "Change marker shading" for particular missions where zone boundaries markers heavily overlap, blocking the map view entirely (due to Arma's combining layers of marker opacity). Might need more work to be useful.
  • Added: map now shows a boundary box around the AO (area of operations), consisting of: the capturable zones (or cache design regions for S&D).

    Trivial changes:
  • Changed: (tweak) "Push Vehicle" menu option for helicopters, was changed to be allowed to be used outside of safe zones too.
  • Added: Missions Voting: mission names and map images for: hill_266, mud_fight, Cache Zone in Chernarus, Deer Hunt, Ministry, Op Steel Rain, Saving Day, Unusual Operation, Zavod, colonial_unrest
  • Added: Missions Voting: Tanoa as terrain filter choice.
  • Changed: Missions Voting: (tweak) Added "1-25", "5-30" options to Players listBox.
  • Changed: Help pages: Main help page now shows version numbers of detected recently new addons: @CUP_terrains_*, @RHS*
  • Changed: Menus: Weather and View Distance menu & text tweaks.
  • Changed: Role request will no longer limit you to require 3 player squad size, if your team only has 1 or 2 players.
    (Known bug: It seems this still sometimes forces this requirement. Requires fix.)
  • Modifed: Carry object: carrying offset calculation now handles more object types. Still needs tweaking.

    Code changes & bug fixes:
  • Changed: (tweak) "Toggle processes list" menu option was only allowed for admin. Now allowed for anyone.
  • Fixed: trivial: round Tickets value on Bleedout screen
  • Fixed: editor: small bug: _averageZoneSpacing had problem in S&D game modes in SP
  • Fixed: Menus: Squad HUD menu was not showing if Squad HUD was turned off, preventing you from knowing how to turn it back on (except via Shift+Compass key). Rare problem.
  • Changed: Zones: Triggers: reverted code which duplicated triggers on dedicated servers (but not SP/hosted), to try to aid performance
  • Fixed: log spam: Schadler reported dead player spam in log, (caused by function ICE_TFAR_fnc_updateHUD)
  • Fixed: script bugs in function ICE_fnc_nearest
  • Fixed: script bugs in S&D in function ICE_squadHUD_fnc_calcNearestObjectives
  • Fixed: UI: Fixed bug where chat window disappears after using main menu.
    Replaced server-side workaround fix with looping mod fix. (Unknown cause; maybe Arma, RHS or other mod?)

Update: 10 Jul, 2016 @ 11:25am

v3.22a RC test build only - for private testing.

Update: 12 May, 2016 @ 7:13pm

This v3.21 update has a set of bug fixes, some rule changes, but mainly code optimisation improvements.
TacBF Team.

    New A&D Defender Spawning rules:
  • Added: Defender Respawns: Respawn dialog now shows the Defender Respawns boundaries on the map, while the dialog is open.

    Base Deployment/Respawn dialog:
  • Changed: In A&D, if defenders tickets reach zero, they normally cannot use any forward spawn point at all. It was intended to slow down the attacks by the defenders, which worked well for smaller missions. But in larger missions, it often meant travelling 2 km or more, sometimes by foot when no vehicles were left.
    Now it will allow you to use any spawn point which is further than the configured minimum distance to any active objective border.
    By default this is automatically scaled by mission size to be [300, 500, 600, 700, 900] in metres.

    Mission dev's:
    There is a new optional setting for mission dev's: ICE.respawn.infantry.minZoneRespawnDist_ifNoDefenderTickets[] = {300, 500, 600, 700, 900};

    Mission Voting:
  • Added: mission map names & images: Attack Time, Op Blackout, Op Trident, Witches Cauldron, "Priwet (wrong move)".
  • Removed: mission names: Steel Balls, Vacancy, Landing.
  • Changed: coloured lists with player counts, to highlight rows when suggested player count is far outside of current player count
  • Changed: Vote Missions: new player range scales used, plus new Automatic scale applied by default, to reduce players voting for missions which are too big/small.
  • Changed: Vote Missions: full mission details (name, type, size) shown over map image, not just name.
  • Added: new missions added plus map images, for: Sir Poundalot, Hills have Eyes. Removed: Sabotage (for now).

    Processes Lists:
  • Added: Debug: view active processes list (via menu option: Config->Debug->Processes List).
  • Changed: processes list: Temporarily show TB PFH CPU duration usage of every PFH call.
  • Added: Processes debug lists now includes a perFrameHandlers list too. Lists are sorted and color coded.
  • Added: Processes: Upon toggling it off, it will dump the current lists to the RPT log.

    Vehicles:
  • Changed: Vehicle respawn: Reduced the deserted distance for most vehicles,
    eg: for cars from [10, 10, 25, 40, 60] to [10, 10, 15, 15, 20] for [T,S,M,L,H] sizes.

    BattlePrep:
  • Fixed: BattlePrep: For defenders, the Base Deployment options were still disabled after their BattlePrep had ended. (A new separate 'start time' was required for them.)

    General Changes:
  • Fixed: Gear: SL kit: Override squad size requirements in missions for taking a SL kit, since it interferes with the automatic allocation of the SL kit during creation of a squad.
  • Fixed: Damage Engine Parts: script delays fixed to be non-instant.
  • Changed: Models: MG ammo box for vehicle mounted MGs (eg: M2 on pickup) changed from ammo pallet to standard ammo box (containing multiple MG magazines).
  • Changed: Tried to enable "Navigation" menu while using rangeFinder or laserDesignator, but does not seem be working yet, but try it.
  • Changed: Mines: added Gunther's mine config's. It reduces the blast range and damage for AP mines, to make them more of an incapacitating effect rather than instant kill.

    UI Changes:
  • Fixed: Admin menu options should now work again.
  • Fixed: crew names: "Boarded" message now shown via vehicle chat, with name and seat included. Crew names HUD will also auto appear upon each person boarding.
  • Added: Base Deployment dialog: displayed current tickets in header. Useful to know when deploying often.
  • Added: Team tickets are now shown on Bleedout screen. This helps you to decide whether to respawn or not if tickets are low or zero.
  • Fixed: Bleedout screen: nearest team member was not always found.
  • Changed: Missions: Map: in editor, all zone markers now show their average radius and all links show their distance.
  • Changed: Missions: in editor, upon mission start, average objective distances stats are shown in a message.

    Menus:
  • Added: New menu option "Fix hidden chat window" for anyone who finds their chat window disappears during the game. Unsure what is causing it, since TacBF does not do it.
  • Added: "Hide respawn counter bug" to "Configuration.More" menu.
    This is a workaround for now, since sometimes the bleedout screen leaves the respawn counter visible after respawn.
  • Added: New menu option "Bury" for dead people. Hides body in 6 seconds.

    Medic tags HUD:
  • Added: when a player requests a revive or treatment, all nearby players will see the injury icons over them, not just medics.
  • Fixed: the injury icons medics see over people are now more accurately drawn and hidden properly. The icons are more vibrant for visual clarity too.
  • Fixed: the Identify key to show player names is now always synchronised with showing/hiding the injury icons (for medics) too. Before it would sometimes show the opposite.

    Trivial changes:
  • Changed: Fixed: "request capture progress" caller marker was not placed on caller, but player.
  • Changed: Difficulty: New Arma 3 mission difficulty commands applied.
    If difficulty settings are unsuitable, it will still warn players, but it will not terminate the mission any more (for now).
  • Fixed: minor script error upon capturing a zone.
  • Fixed: Scoreboard showed Mission Voting captions, but it shouldn't.
  • Changed: Tasks List: something is causing the (briefing) Tasks List to put the active objectives at the top, even though we don't want that!
    I am trying to use 'priority' to fix it, but I think Arma 3 is just using a silly unwanted new sort method.

    Major Coding and Optimisation Changes:
  • Changed: Squad HUD: major: refactor code. Watch for any issues.
  • Changed: Medic tags HUD: major: refactor code. Watch for any issues.
  • Changed: Optimisation: Suppression: major: (tried to) optimised by ignoring all bullets which do not pass within certain angles of your body, since they will not land near you.
    This should help the client a lot, especially with many players and many bullets, such as heli MGs and general MGs - potentially reducing up to 400,000 loops, assuming 80 players were firing an MG at 5 bullets/second.
  • Changed: Optimisation: Suppression: stop monitoring bullets, if they go past you.
  • Fixed: Removed 100 of 150 unnecessary debug processes in attachInit.

    Minor Coding and Optimisation Changes:
  • Changed: PerFrameHandler: Temporarily forced usage of TB PFH code, in order to track CPU duration usage of every PFH call. Will try to find a way to track CBA PFH code calls too somehow.
  • Changed: PerFrameHandler: changes to make new system work for first major usage.
  • Changed: Vehicle respawn: refactor code. Watch for any issues.
  • Changed: Respawn dialog: refactor code. Watch for any issues.
  • Changed: Voting options: refactor code. Watch for any issues.
  • Changed: Zone capture: refactor code. Watch for any issues.
  • Changed: Code: Voting: modified voting system to allow parameters for same voting option. Eg: to allow a choice of durations to extend game time. New options to be added in next release.
  • Changed: Code: added debug messages to diagnose why "Report capture progress" menu option does not become enabled sometimes.
  • Changed: Optimisation: respawnTrailer monitoring
  • Changed: Optimisation: monitorSupply & replenishCargoQuantities
  • Removed: attempted RDS fix removed, for RDS error message: Cannot open object rds_staticw\spg9\og9.p3d & pg9.p3d

  • attempt to speed up high player count loops
  • attempt to speed up marker drawing
  • reduce frequency of some addPerFrameHandler calls by extending periods

Update: 25 Mar, 2016 @ 5:03pm

v3.20

Update: 4 Mar, 2016 @ 2:19am

This update is primarily a hot-fix for the bugs found yesterday in v3.18.0.

  • Fixed: vehicle initialisation was not being performed properly on each client,
    resulting in various vehicle related bugs, like vehicle markers, getIn event handlers, etc.
  • Fixed: player markers: I could not reproduce the invisible player markers with the vehicle fix added, so hopefully it was all related and fixes that too.
  • Fixed: first aid: medic message tags were not parsed.
  • Fixed: first aid: medic message highlights were accidentally removed.
  • Fixed: zoneList.hpp validation was reporting false problems for last index.
  • Added: messages: show a vehicle chat to all crew, when someone boards vehicle.

Update: 3 Mar, 2016 @ 5:03am

Change log for TacBF v3.18.0


    Task System:
  • Added: New task display system added for the 3 game modes.
    • It shows the required objectives to be completed, plus Logistics which can be performed to assist the team.
    • Tasks now show all deployed FOs/HOs/SRPs or a task to deploy each one.
    • S&D tasks includes "Search bodies", as reminder.
    • Each task or parent task has instructions or advice on what to do with task.
    • Tip: Press J (default Arma 3 key) to quickly show the Tasks list, without opening the map. Also works on map.
    • Known problems: Setting a task as active probably won't work fully in this release. It will need to be improved to handle this.


    S&D game mode:
  • Fixed: S&D: Search for intel: repeated intel searches are now prevented.


    Squad Management:
  • Fixed: Request to join squad, was sometimes sent to wrong squad member.
  • Fixed: Squad size was sometimes limited to 3 players even when SL had the SL kit. It was not recognizing the new SL properly.


    Vehicles:
  • Added: rearm: you can now rearm basic ammo and medic gear off any car/truck vehicle periodically, similar to RPs.
  • Added: damage engine: you can now damage the engine parts of enemy cars, to immobilise them, without it being obvious.
  • Changed: Fast ropes: Deploying helicopter winch to lower fast ropes, now shows a chat message to all inside helicopter too.
  • Changed: Menus: cargo and similar sub-menus can now be viewed whilst inside a vehicle too, in order to be able to list and view the options, but they will still be disabled preventing access.
  • Fixed: Vehicle respawn: fixed execution of local/global/server functions.
  • Fixed: Vehicle Respawn: _newVeh variable undefined for UAV crew init.
  • Fixed: Vehicle Respawn: "getout" event called vehicleRespawn on client instead of server, for dragOutWounded & setDead functions.


    UI: Map markers, waypoint (WP) lines:
  • Added: Markers: You can now delete Spot/Request markers, which were placed by yourself, via the same menus.
  • Added: Markers: RP/FO markers now show the block radius circle
  • Changed: Markers: spot/request marker text size increased, plus markers flash for a few seconds initially.
  • Changed: Markers: Waypoints which are not common "move" commands, will now show caption with waypoint marker.
  • Changed: Waypoint/Nav map lines will now draw clearly instead of disappearing, even when map is zoomed out.
    Arma seems to now draw clearly visible lines with pixels precision and light/dark edges, even when zoomed out, for thickness = 1. Nice.
  • Changed: Removed unneeded menu option "Set Line Thickness = 2"
  • Changed: Some boundary marker colour/brush tweaks.
  • Changed: Trying to prevent waypoint changing unless SL explicitly changes it or SL arrives at waypoint. Seems to still change at 10m, unsure.
    Currently waypoints can change whenever a stray squad member enters it, even dead ones.


    UI:
  • Fixed: Upon accessing Arma main menu, a script error occurred when calling BIS_fnc_initDisplay.
  • Fixed: minor bug: when TRP tickets ran out, it would show message "Hideout tickets depleted."
  • Changed: many countdown timers are now displayed as "1m 59s" instead of "1:59 mins".
  • Changed: Flags: Flags list shown on the map/score/messages, is now sorted (according to links), plus ordered from your base.
  • Changed: localization: completed more message localization (for messages which were previously being sent using sender's language). Localized some "FO/HO/SRP deployed" and "Score added: reason" messages.
  • Changed: Menus: tweaked various menus and menu icons
  • Changed: Squad HUD: increased brightness of red WP (waypoint) line and white completed WP line.


    Respawning:
  • Changed: respawn dialog: spawn list will now show all possible undeployed FO/HO assets, (to help encourage and remind players to utilise them all).
  • Fixed: Respawn Dialog: Minor: List will no longer show "FO - not deployed" if your side is Resistance, since RES do not use FOs. Avoids confusion.
  • Changed: Changed: Respawn duration adjustments:
    - scaling is now auto scaled if mission setting is missing.
    - duration is now capped for each mission size [T/S/M/L/H].
    - duration is now capped for very low player numbers, (otherwise the battlefield is empty for too long).


    First Aid:
  • Fixed: First aid/diagnose: the bleeding message was always saying that you/he does not need a field dressing, rather than saying how badly wounded you are.
  • Changed: Bleedout: max times reduced from 5 to 4mins, plus mission validation.
  • Changed: Bleedout timer screen: modified nearest member/medic searches to include team, not just squad.


    Armaments:
  • Changed: Gear: AP mines are now excluded from player's gear after accessing Armaments (and so when player respawns and saved gear is added).
    Otherwise this leads to mine exploit, since AP mines are a limited resource now, via AP mine ammo boxes.
  • Fixed: Save gear: it will now not save your gear, when simply closing Inventory for normal gear check, i.e. when not at Armaments.


    BattlePrep:
  • Added: voting: options to increase or decrease BattlePrep duration, by 2 mins or down to 30 seconds, respectively.
  • Added: WIP - BattlePrep: if side is Defending, then halve the BattlePrep time for them, to allow them to deploy sooner than Attacking side. (completed?)
  • Changed: BattlePrep: duration message at top becomes bolder as time nears zero.
  • Changed: (tweaked) BattlePrep duration scaling is now gradually lower for lower player numbers.


    TFAR/VoN/TS3:
  • Added: warn player if VOIP channel is global, via an on screen message. For now, it only shows in your TFR 'speaking players' list on right hand side, while you/others are speaking.
  • Added: warn player if SL channel does not match your channel, via an on screen message. Same limitations as 'global channel' change above.


    Rule changes, exploit fixes:
  • Changed: Base: weapon firing is now prohibited/blocked in main base, at all times.
  • Changed: IED: You will now be automatically booted from the mission if you attempt to detonate an IED/VBIED in main base, with the IED being prevented.


    General:
  • Fixed: config texture paths: Fighter jet "L-159 ALCA (CAS/AA varieties) (Urban/Hex varieties)" had wrong texture paths.
  • Fixed: Start up mission message about missing recommendedTotalPlayers setting, is not a required setting any more (yet).
  • Changed: Added more time left hints and tickets left hints, towards zero.
  • Changed: Insufficient players nearby, when deploying a FO/RP, will now also show the matching 'request' message and marker, for others.
  • Changed: View Distance (VD): affects VD hot keys (Ctrl+Shift+1, etc). Now, only 'Object VD' is changed via these keys. 'Max VD' will remain at the max allowable for all cases, resulting in distant hills/landscape being always visible.


    AI:
  • Added: AI units will now continuously patrol the destination zone/cache objective area, upon arrival, (rather than standing still until intercepted).
  • Added: Admin menu "AI Sides Ratios" now allows you to specify some AI infantry ratio values for each side.


    Supplies:
  • Fixed: Some Weapon Supply containers never resupplied. They were of type "Empty" (no cargo), which were not handled properly.

Update: 31 Dec, 2015 @ 3:55am

v3.17.0

Bug fixes:
  • TBA

Update: 16 Dec, 2015 @ 3:32pm

First Aid:
  • Changed: Reworked incap system completely
  • Fixed: Low damage received as infantry
  • Fixed: Kill tracking for scoreboard
  • Fixed: Unit spawned in base before selecting actual spawn location
  • Fixed: Unit standing up when incapped
  • Fixed: Unit model going invisible during treatment after a while and markers disappearing
  • Fixed: Drag out wounded menu option, to get incap player out of vehicle
  • Fixed: Starting dragging while in 'combat pace' mode no longer gets you stuck in place (Thanks Bad Benson)
  • Added: Pressing Crouch or Prone while dragging will make sure you go to prone right away

First Aid UI & map:
  • Changed: Reworked some of the medic effects. Less DOOM style
  • Added: Incap column to scoreboard
  • Fixed: Player marker disappearing off map when incapped
  • Fixed: Players going AWOL when incapped in a vehicle (End up in bottom left corner of the map)
  • Changed: Removed some elements of the bleedout timer, (since map now actually works/remains)
  • Changed: Bleedout timer now replaced by vanilla respawn counter
  • Fixed: Both the 'Treatment' & 'Revive' markers and text overlap each other, when both requested.

Vehicles:
  • Fixed: Taking long time to spawn in vehicle when enough players connected to make it spawn
  • Changed: Rewrote vehicle init completely. Less loops, more speed.
  • Fixed: Some problems with setting max vehicle respawn limit (Especially when there was a chance vehicle didn't spawn at start)
  • Added: Menu option "Vehicle Ammo List" on VSP, to get list of supported ammo for any of the armed vehicles on your team (Mostly useful for delivering appropriate ammo as pilot)

Menus & UI (user interface):
  • Added: AFK (away from keyboard) checking.
    Shows AFK status on Scoreboard. If > 5 mins, shows AFK in olive. If > 10 mins, shows AFK in orange.
  • Added: 'Weapon on back' option under Equipment menu
  • Added: "Show crew names" to vehicle interaction menu.
  • Removed: TacBF Fatigue bar disabled now, since vanilla Arma has it's own Fatigue bar
  • Fixed: map line markers: line links between non-circular markers were not drawn accurately to the exact edge.
  • Fixed: Parachuting players didn't show on map
  • Fixed: Some "Request" menu options would not show a message. Eg: "Report capture progress" menu option.
  • Fixed: Menu option "Capture progress?" didn't work for position of map click. Also now it prevents requesting progress of the zone you are in.
  • Tweaked: Respawn dialog: Show penalty duration numbers as rounded numbers, not long decimals.
  • Tweaked: Scoreboard: added Author name to tooltip of Mission Name.
  • Tweaked: UI: Added Kunduz to use TB world hints.
  • Changed: Menu option "Report capture progress" now distinguishes between: capturing a zone down to 0% and securing a zone up to 100%, (unless neutral).

Voting:
  • Changed: Now 65% Yes votes is required to pass most votes
  • Fixed: Increase ticket votes also increased the caches by 30
  • Fixed: Voting: Choosing a reason to change mission sometimes displayed wrong reason.

General:
  • Added: ram_core.pbo - Thanks to Olds and Bakerman for allowing us to use Real Armor Mod.
  • Added: tb_particles.pbo
  • Added: tb_respawn.pbo
  • Deleted: tb_missions.pbo
  • Changed: Updated carrying code.
  • Fixed: You could build FOs inside most restricted boundary areas (since v3.13 due to bug), like inside/near zones.
  • Tweaked: In A&D, attacking side can build FOs inside captured zones.
  • Changed: Reverted 'zone capture' 'soldier limit' back to 4 players, rather than recent unlimited count.
  • Changed: Ear plugs: For pilots/crewmen, earplugs now further reduces volume from 40% to 20% by simulating wearing a cuffed headset/helmet.
  • Changed: Attempted 1 fix to solve blank names appearing

Configs - general: (mostly Gunther)
  • Added: Ammo: added laser guided rounds to mortars & more flares and smoke rounds
  • Changed: Infantry: Tweaked some running speeds
  • Changed: Damage: Reduced mortar damage drastically & increased splash damage (EDIT: Not for 3.16)
  • Changed: Damage: reduced CUP AT mine damage. Will disable vehicles but not destroy them
  • Fixed: SMAW and MAAWS trajectory & Zerod MAAWS optic scope to use the built in rangefinder
  • Changed: dust size increased, will linger longer but generally less particle counts

Configs - Particle Effects: (mostly Gunther)
  • Changed: effects for primarily mortar and smoke (Gunther)
  • Changed: reduced IED particle count significantly & changed colors, to make it more realistic
  • Changed: reduced hand grenade smoke, slightly increased smoke size (more effective with better FPS)
  • Changed: buffed mortar smoke
  • Changed: buffed helo brownout smoke effects, without adding particle count

Mission Developer Changes:
  • Added: Menus: Under Debug menu, added "Count editor objects" to output 2 sorted lists of object types and their count to the RPT log file & screen.
    Intended to help identify: heavily used object types, excessive object usage.
  • Fixed: Vehicle respawn vars: Default respawn time for APCs, Tanks and Helis wasn't set properly (Instant respawn in some missions)
  • Fixed: LHD: Script error when respawning on LHD (Also missions shouldn't need marker setPos for LHD spawns anymore)
  • Changed: Default Russian faction flag now comes with an eagle

Update: 26 Oct, 2015 @ 6:48am

v3.15.1 Change Log:

  • Fixed: Nearby players were not detected when deploying RPs
  • Fixed: Deaths after incap are not registered properly (Does not show as kill and no reporting for friendly incaps)
  • Change: Magazine / ammo count limitations for some vehicles included into the mod (Less endless HE spam)