@jonpas jonpas released this Jun 20, 2017

Assets 3

Requires CBA Version 3.3.1 or later and Arma 3 Version 1.70 or later.

This release adds many new features, overhauls others, adds rearm compatibility for Jets pylons and more!

If you're looking to chat with us be sure to join our public Slack group!

Change Log Summary

ADDED:

  • Setting for refuel to be able to set the hose length, because sometimes size matters. (#5224)
  • Ability to change repair times of vehicles by script or config which allows your funny kart races to remain fun and your realistic convoy operations to remain realistic. (#5205)
  • Ability to only add a certain amount of ammunition to a munitions truck because artificial shortage isn't only a thing in marketing. (#5182)
  • Support for the Arma 3 1.70 pylon vehicle loadouts and supply actions are now dynamically added. (#5183)
  • More objects now support refueling and showing a fuel hose where it wasn't possible before (Fuel barrels, bladders, Huron containers). (#5151)
  • Ability to toggle the interaction menu with a keybind (default unbound). Special request by a very cool, one handed ACE3 user. ACE3 becoming more accessible. (#5095)
  • Setting to tweak the time of how long a paradrop takes. (#5116)
  • Code handlers for detonations (script based triggers) that can be fashionably used to e.g. block an explosive from ... exploding. (#5115)
  • New latitude entry for the map Lythium. (#5109)
  • Advanced Throwing now uses setShotParents (sad Batman) to set the "shooter" and instigator of the scripted grenade throw. (#5052)
  • New Zeus Module that adds the ability to direct AI suppression fire to a certain position or unit. (#4977)
  • Keybind for quickly mounting a vehicle. (#4931)
  • Predicted Line Of Sight Guidance and Overfly Attack Mode for the NLAW launcher. (#4791)
  • Eden attributes for cargo vehicles to easily modify vehicle capabilities directly in the editor. (#4780)
  • Laser guided Hellfire missiles (K version) - finally. (#4679)
  • Ability to add Virtual Arsenal to an object using a Zeus module. (#4576)
  • Italian translations (#5193, #5198, #5243, #5268)
  • French translations (#5017, #5032, #5040, #5041, #5043, #5079, #5217)
  • Japanese translations (#5011, #5133)
  • Polish translations (#5008, #5018)

CHANGED:

  • Use getUnitTrait for medics, engineers and explosive specialists for more compatibility and easier changes. (#5246)
  • Use correct TransportX type for items, because categorizing is important. (#5168)
  • Disabled custom aircraft flight model changes. (#5167)
  • Lowered minimum speed limiter speed to 5 km/h because slow is smooth. (#5065)
  • Expanded Cargo load menu with a list of vehicles to load into so you don't have to play trial and error with the boxes anymore. (#4871)

IMPROVED:

  • Glass doors and CUP doors can now be open in a stealthy way. (#5226)
  • Belt linking now has less duplicated code. (#5206, #5213)
  • Update helmet hearing protection with standardized values. (#5146)
  • Aircraft configs are now clean. (#5197)
  • New cook-off sound effects for more glorious cook-offs and explosions. (#5179)
  • Switched 2 permanent PFEH's to EachFrame's. (#5140)
  • Map now closes on getting hit. (#5099)
  • Spectator Improvements. (#5083)
  • Tweaked ACE3 main menu info box. (#5073)
  • Use getPosASLVisual for icons and camera position. (#5067)
  • Frag cleanup and performance improvements. (#5010)
  • Updated Sandbags surfaces so you can now deploy them where you couldn't before. (#4971)
  • Slightly tweaked overheating for more realistic jam chance and barrel temperature. (#4969)
  • Increased maximum distance of attach to vehicle action so you can attach things to big vehicles as well. (#5262)
  • Following advice from top tier marketing experts, "Repair Specialists" re-branded themselves into "Advanced Engineers". (#5248)
  • 3rd party mods compatibility. (#4713, #5096, #5097, #5145, #5201, #5204)
  • Advanced Fatigue minor performance enhancements. (#4887)

FIXED:

  • Large IEDs didn't like being defused so we forced them to increase the max defuse distance. (#5261)
  • 1.70 AA Turrets caused a lot of medical issues. It is now forbidden to drag them. (#5251)
  • Pylon weapon is now a valid weapon on Orca/Kasatka (#5250)
  • Non-local objects didn't like being raised or lowered, now they do. (#5234)
  • IVs being shamefully ignored in patient display. (#5230)
  • Ammo count hiding in UAVs. (#5222)
  • Zeus remotely controlled units thinking they were players and using player's damage threshold. (#5219)
  • currentThrowable is not always what it is expected to be, Advanced Throwing now handles that. (#5216)
  • Zeus unit and group interactions didn't conform to locality. (#5214)
  • Laser pointer unit list now removes the unit when the laser pointer is removed for increased performance. (#5190)
  • Zeus teleport players module did not like non-local players either. (#5175)
  • Map gestures and map tools properly separated. (#5154)
  • Spotting Scope interaction point is no longer elusive. (#5132)
  • Refuel nozzle was ignoring objects when being dropped to ground. (#5119)
  • Jerry can liked telling about itself to everyone connected, now only tells the server. (#5131)
  • Jerry can refuel interactions were fighting each other over priority. (#5107)
  • UAV AI no longer cares about G-forces. (#5094)
  • Headless Clients liked the idea of teleportation, they are now filtered from the Zeus module. (#5070)
  • .338LM API526 now has correct BC G1 value in ATragMX. (#5069)
  • FCS vehicles hated initialization and didn't inform other clients about it. (#5063)
  • Tagging model cache's numerous disorders. (#5055)
  • Weapon on back and holster for large modsets. (#5054)
  • Smuggling cargo in locked vehicles no longer possible. (#5049)
  • DAGR not showing bearing in mils. (#5047)
  • MicroDAGR movement by adding custom CfgUIGrids after 1.70. (#5014)
  • Advanced Ballistics water vaporisation pressure calculation. (#4956)
  • Unarmed sprint to prone animation for Advanced Fatigue. (#4887)

REMOVED:

  • Custom CfgAiSkill config changes. (#5091)
  • Custom MFD additions for Comanche. (#5197)

DOCUMENTATION:

  • Conformed function headers to coding guidelines. (#5255)