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Arma Reforger News

Modding Update 0.9.9

Attention soldiers,

Make sure your mods will be optimized for the next major update. We are bringing you a tutorial on how to ensure they won’t break or malfunction. There's an experimental version of the tools available for you to download and test your mods before the next major update goes live.

Read more πŸ‘‡
https://reforger.armaplatform.com/news/modding-update-july-14

COMRAD #10



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

Discover more here πŸ‘‡
https://reforger.armaplatform.com/news/comrad-10

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.

Update 0.9.8.73



Attention soldiers, you will find the changelog below.

0.9.8.73 Changelog

Game
  • Added: It's now possible to set the Z-offset of the turret sidesteps ray trace for each turret compartment
  • Fixed: Entering a turret while moving displaces the character from it
  • Fixed: Animation of the bipod not playing during weapon inspection reload
  • Fixed: No longer possible to manipulate with supplies or start build mode using a destroyed supply truck
  • Fixed: OwnerOnly and NoOwner properties should no longer incorrectly attempt to read their value from the baseline
  • Fixed: Mines are now not allowed to be dropped while being placed.
  • Fixed: Group menu selection doesn't change when a player respawns
  • Fixed: Seize and Defend tasks were not working due to a faulty trigger
  • Fixed: Download manager version displaying
  • Fixed: Rivers flow map
  • Fixed: A case where MovementSwayAimModifier would not update because of premature caching and validation of unused variable


Workbench
  • Added: World Editor - Menu actions for prefab inheritance moved under the generic "Inherit" interface of every resource browser


Stability
  • Fixed: UI - Image set loading crash fix


Server Hosting


COMRAD #9



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

Discover more here πŸ‘‡
https://reforger.armaplatform.com/news/comrad-9

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.

Update 0.9.8.64

Attention soldiers,

we updated the game today. You will find changelog below.


0.9.8.64 Changelog

Game
  • Added: InventoryItemComponent::PlaceOnGround method to be able to place on-ground items from a script
  • Added: New spawner logic to non-slot vehicle depots in Conflict
  • Added: EntitySlotInfo::GetSourceName Script API
  • Added: SlotManagerComponent::GetSlotByName Script API
  • Added: CharacterIdentityComponent::SetIdentity is now multiplayer-compatible and can be used to change head and body models during gameplay
  • Added: TurretComponent::GetOwner script API
  • Added: AimingComponent::GetInitAiming script API
  • Added: OnAttachedEntity/OnDetachedEntity events on EntitySlotInfo
  • Changed: General art vegetation, clutter, and surfaces cleanup and polishing
  • Tweaked: MPD of WoodenFence_02
  • Tweaked: MPD of BridgeRailingConcrete_01 prefabs
  • Fixed: Teamkill bans
  • Fixed: Mine can be placed on characters (kinematic bodies)
  • Fixed: Data errors in Brick Gate 01
  • Fixed: Settings freeze fix
  • Fixed: Small refactor of item changing replication should fix situations where mine arming animations wouldn't start or interrupt correctly
  • Fixed: It was possible to equip a mine with a gadget if the mine was equipped from the ground
  • Fixed: The player would exit the vehicle through the roof at low server FPS
  • Fixed: 2D sights adjustment didn't match PIP properly
  • Fixed: Bug with forbidden gadget equipping if a weapon isn't unequipped
  • Fixed: Updating playerInfo first, and only then registering player, used to cause missing playerInfo on client
  • Fixed: Trying to pull out a gadget while hiding a gadget after pressing F to get in a turret/vehicle causes the character to hold the new gadget even if it's not allowed, possibly allowing them to walk around and then teleport to the turret
  • Fixed: dying with scoped binos doesn't clear the ADS state
  • Fixed: missing file after reverting
  • Fixed: remove weapon deployment from key-binding menu
  • Fixed: Clearing under barrel grenade launchers via BaseMuzzleComponent::ClearChamber wasn't working
  • Fixed: Player presence isn't registered when switching seats in the turret
  • Fixed: Infinite loop during deleting of EntitySlotInfo
  • Fixed: Weapon script invokers not being called when a character enters a ladder or vehicle or starts swimming
  • Fixed: MPD of WoodenFence_02
  • Fixed: MPD of BenchStreet_01
  • Fixed: wrong GUIDs in destruction prefabs
  • Fixed: Material errors of WoodenFence_02
  • Fixed: MPD issues of SurveyMarker_E_01
  • Fixed: MPD of some prefabsSurveyMarker_E_01
  • Fixed: colliders layer preset
  • Fixed: Campaign - Pre-built living quarters will spawn AIs according to faction allegiance of the building
  • Fixed: Prebuild services not having set correct faction in Conflict
  • Fixed: Fix for the character getting desynced on teleporting out of a flipped vehicle.
  • Fixed: Character doesn't reequip the weapon after bandaging (whether completed or interrupted or performed on other humans)
  • Fixed: Campaign/Freebuilding - Vehicle deployment preview can get stuck if the vehicle depot is deleted when the preview is on the player's screen
  • Fixed: Campaign: Vehicle previews don't show properly
  • Fixed: ScenarioFramework - Tutorial world improperly inherited navmesh
  • Fixed: Pre-spawned vehicle maintenance services not consuming supplies
  • Removed: ReconnectComponent turned off again. It's still unfinished and may cause several issues
  • Removed: PlayerMailboxComponent from PlayerAIAgent, which is part of AICommanding



Stability
  • Fixed: GPU crash in clutter instance processing
  • Fixed: Linux DS crash on bleeding particle FX
  • Fixed: Crash with infinite OnUnused on entity
  • Fixed: Crash when closing the game and an AI was using a ladder with a hatch on top
  • Fixed: Crash due to recursive call of Flush requests in cases of connection loss during a shutdown sequence



Server Hosting
  • Added: Param "#/operating/aiLimit" to server config