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0.9.7.61 Update

Attention soldiers,

We're going to update the game today, expect server downtime between 12:00 - 15:00 CEST. Read about Known Issues on our web.

0.9.7.61 Changelog

Game
  • Added: EntitySlotInfo::OnAttachedEntity and EntitySlotInfo::OnDetachedEntity events
  • Fixed: Conflict - Reconnecting players should now always have the correct saved data applied
  • Fixed: BaseInventoryStorageComponent::GetOccupiedVolume is not taking additional volume into account (#T169255)
  • Fixed: GetClothByArea and IsAreaAvailable functions were not returning the correct slot when passing the parent type class as a parameter
  • Fixed: SetAdditionalWeight and SetAdditionalVolume were not reliable RPC
  • Fixed: Unable to switch items in both hands after mashing the number keys, caused by gadget show/hide animations getting stuck
  • Fixed: AI should no longer spawn inside a tent
  • Fixed: Removing an item from the quick slot with the gamepad resulted in an item slot stretched across the screen
  • Fixed: Spawning on bases with no reverse signal (cannot reach HQ back)
  • Fixed: Input: filter preset from/to combo user binding


Combat Ops
  • Added: ScenarioFramework - Trigger notifications, expanded logic, and implementation to CombatOps Exfil point
  • Added: Task Kill
  • Added: ScenarioFramework - Waypoints for Task Kill
  • Added: ScenarioFramework - Settings for the maximal number of tasks that can be generated
  • Added: Kill hvt task, with hvt soldier classname placeholder
  • Added: Music when extractions starts, some compositions into tents
  • Added: CombatOps - Task Kill to all viable areas
  • Added: Finished Tasks list
  • Added: ScenarioFramework - Proper end screen based on completed tasks and new logic counter features for easier workflow
  • Tweaked: SCR_PopupNotification refactor
  • Tweaked: ScenarioFramework - Minor fixes for the exfil trigger and addition of countdown to CharacterTriggerEntity
  • Tweaked: Exfil trigger countdown notifications, play sound during countdown and removed obsolete ALL_PLAYERS since we have a percentage slider for PLAYER activation
  • Tweaked: ScenarioFramework - Random Percent default value set to 100 as it caused improper spawning chance
  • Tweaked: ScenarioFramework - End screen formatting improvements
  • Fixed: Broken merge of CombatOps_Arland_Areas.layer causing some layers not to be created
  • Fixed: SCR_PopupNotification progress bar timer setup
  • Fixed: SCR_PopupNotification filter reset
  • Fixed: ScenarioFramework - Exfil trigger was not properly decreasing counter and tweaked notification spam
  • Fixed: ScenarioFramework - Edge case for delivering intel task trigger not being correctly assigned which prevented completing the task and icon relocation on the map
  • Fixed: ScenarioFramework - Seeking existing object could not properly retrieve ResourceName of the StaticModelEntity which caused Task Destroy not to register Antenna
  • Fixed: The turning animation keeps playing after turning right
  • Fixed: CombatOps - m_iExtractionCounter attribute was still present even though it was removed from the prefab
  • Fixed: Debug spheres in combat ops
  • Removed: ScenarioFramework - Obsolete extraction counter that is not utilized

Game Master
  • Fixed: Spawn occupants could still be called with shortcuts potentially causing a budget overflow
  • Fixed: When respawn menu was opened while the player list was visible, it prevented the player list from being opened in respawn menu


Multiplayer
  • Fixed: Excessive preload requests could lock the player on respawn loading screen
  • Fixed: Updating addons on the Linux server could fail due to the wrong path


Workshop
  • Fixed: Workshop deleting of local mods and mods from different backend environments
Backend
  • Added: Backend - Experimental feature allows us to fix issues with incorrect player counts in the Server Browser.
  • Fixed: Backend - Server Crash when player disappears during auth.


Stability
  • Added: Crash Reporter - Crash unique GUID being logged
  • Fixed: Crash when reading specific JSON files
  • Fixed: Crash when adding HierarchicalParametricMaterialInstanceComponent on an entity.
  • Fixed: Crash when starting ragdoll with a weapon in hand that doesn't have a physics component
  • Fixed: Crash in AIWeaponTargetSelector caused by a null pointer
  • Fixed: Crash in AIInventoryCache which was probably caused by dangling callback
  • Fixed: Crash on Game cleanup due to a missing null check.


Enfusion Blender Tools
  • Tweaked: The P3D import dialog now informs the user if Workbench with net API enabled is running, which is necessary for the proper P3D import process
  • Added: New properties to EBT -> Export -> FBX window


Reminder: If you misconfigured your BattlEye server configuration, players now might get kicked. Please follow the instructions on our wiki for proper settings.

COMRAD #7



Welcome to the latest Arma Reforger Community Radar, or as we also call it: #COMRAD. We've got another great selection of community content this month for everyone to enjoy!

Discover more here 👇
https://reforger.armaplatform.com/news/comrad-7

If you would like to suggest content for next month's #COMRAD, make sure you tag @ArmaPlatform or #ArmaReforger on Twitter, or submit your suggestions to:
Nillers on Twitter, Discord, or on our forums.

0.9.7.53 Update

Attention soldiers,

We're going to update the game today, expect server downtime between 12:00 - 15:00 CEST.

0.9.7.53 Changelog

Game
  • Added: Conflict - Client data can now be re-applied after server restart
  • Fixed: ScenarioFramework - Title and description for task notifications are not properly updated when overriding default values
  • Fixed: Conflict - Wrong capture point count when resuming a scenario
  • Fixed: Conflict - No longer possible to build already built structures when resuming a scenario
  • Fixed: Conflict - Wrong faction variants of buildings spawned when resuming a scenario
  • Fixed: Scenario menu inputs - double click = Play or Continue, Join and Restart has now different actions on the controller
  • Fixed: Conflict - When resuming a scenario, the HQ composition would be spawned on a random starting point as well as on the proper HQ
  • Fixed: Conflict - Incorrect amount of supplies restored in bases with supply depots
  • Fixed: When possessing AI in GameMaster, the head of AI would not always disappear in first person
  • Fixed: Missing structures when resuming a scenario with prebuilt compositions
  • Fixed: ScenarioFramework - The message about finishing the objective is shown incorrectly
  • Fixed: Conflict - Missing spawnpoints in small scenarios
  • Changed: Disabled spawn occupants in the vehicle (context action in GM) until a proper fix can be made
  • Tweaked: Fragmentation damage


Stability
  • Fixed: Crash when saving loadout
  • Fixed: Make loadouts area type safer and not crash when not setup
  • Fixed: Race condition causing crash on aborting download
  • Fixed: Potential crash in WeaponComponent::GetSightsTransformation
  • Fixed: Possible crash in AI abort defend waypoint
  • Fixed: Possible AI Crash in RequestAction


Multiplayer
  • Fixed: If a player tries to reconnect during their ban duration they won’t be able to rejoin the server even after the ban expires resulting in a connection failure.
  • Fixed: Backend - Crash related to auth fail and kick during player reconnect
  • Fixed: Possible stall and kick when streaming of replicated objects merges multiple hierarchies
  • Fixed: Possible stall during JIP if some nodes didn’t have a parent on the server
  • Fixed: Possible continuous Room removal process
  • Fixed: Marking BEServer_x64.cfg as userconfig, so Steam won’t redownload it

0.9.7.48 Update

Attention soldiers,

We're going to update the game today, expect server downtime between 12:00 - 15:00 CEST.

0.9.7.48 Changelog

Game
  • Added: Custom arsenal into Combat Ops and the possibility to save loadout and spawn with it
  • Added: Conflict - MP serialization, client data (stored faction & rank)
  • Fixed: Login dialog password obfuscation
  • Fixed: Explosions are now traced against the center of mass, not the origin
  • Fixed: Explosions would not be blocked by walls
  • Tweaked: Damage computation for explosions
  • Tweaked: 2D Map - Update default values on Rasterization export
  • Fixed: Avoid swapping AI movement components if the controlled entity is a player
  • Fixed: Gamepad usage of GadgetMap (DPad Right + B) does not prevent GetOut action
  • Fixed: ScenarioFramework - Task notification pop-up duplication when someone assigns/unassigns task
  • Fixed: Missing penalty component to CombatOps
  • Fixed: Weapon unequippable after being slung and then moved in inventory to a different slot
  • Fixed: ScenarioFramework Deliver Intel glitch can cause the Exfil task to appear
  • Fixed: Game slowdown caused by shooting into water bodies (ponds, lakes, rivers), fixes incorrect behavior of water impact particles
  • Fixed: Script error when entering a turret compartment with an empty weapon slot
  • Fixed: Conflict: Wrong assets spawned around relay towers
  • Fixed: Leaning not replicated properly
  • Fixed: Character state stayed modified even after the item in hand was deleted


Stability
  • Fixed: Backend Crash when the player is removed during authentication
  • Fixed: Crash when the inheritance of unrelated classes, fixes crash on modded loadouts
  • Fixed: Crash when there is a type mismatch in BTNode inputs
  • Fixed: Crash on ResetVehicle not handling missing entity
  • Fixed: Memory leak in the scripted camera
  • Fixed: Crash in audio caused by delays
  • Fixed: Crash when BaseLoadoutClothComponent's area type is not set
  • Fixed: Memory leak when server shutdowns immediately after creation
  • Fixed: Crash because HelicopterControllerComponent doesn't perform validity check when running simulation


Enfusion Blender Tools
  • Changed: Any game data processing is now done via Workbench Bridge, following are the features that require running a version of Workbench (Operator's/Property's description contains a warning too):
  • TXA export
  • Enfusion materials import(Enfusion Tools → Import → FBX)
  • FBX export(Enfusion Tools → Export→ FBX)
  • Colliders Setup
  • Model Quality Assurance(only if " 'usage' Property " is checked)
  • Changed: Model Quality Assurance now uses Geometry Nodes setup to visually indicate invalid geometry(see "Invalid Topology" Collection)
  • Changed: New TXA export interface
  • Better general look - no longer need to expand the right panel to see parameters
  • Export profiles & diff poses are reliably stored in the file itself
  • Ability to search through export profiles and diff poses
  • Tweaked: Significant improvement to TXA exporter speed while exporting more complex actions
  • Fixed: Exporting of weapon IK poses

COMRAD #6



Welcome to the latest Arma Reforger Community Radar, or as we also call it: #COMRAD. We've got another great selection of community content this month for everyone to enjoy!

Discover more here 👇
https://reforger.armaplatform.com/news/comrad-6

If you would like to suggest content for next month's #COMRAD, make sure you tag @ArmaPlatform or #ArmaReforger on Twitter, or submit your suggestions to:
Nillers on Twitter, Discord, or on our forums.