[~OMAR~] Posted May 13, 2023 Share Posted May 13, 2023 Bohemia Interactive rolled out a significant update for Arma Reforger on both PC via Steam and Xbox platforms. This game, beloved by fans of military simulations, is now equipped with game-changing features and an extensive list of improvements and fixes. The gateway to Arma 4 slowly comes to life… Arma Reforger 0.9.8.53 Update Notes Game Added: Mines feature Added: Gamecode support for per-projectile reloads for UGLs Added: Lowering/raising the weapon in time crucial moments is now faster Added: AI perception tracks occlusion (by smoke, trees) of each target aimpoint Added: Engine controls for engine start/stop action Added: Add dead character to the vicinity Added: Flattening of grass under weapon at lower stances Added: Add a way to preview worn model inside PreviewRenderAttributes Added: Notification shown to all players of the given side when a service is built Changed: Log files moved from the profile into separate directories with timestamps Changed: Position of weapon from head now only uses y coord. And changed the default values to prevent long hands Changed: Aim modifiers should apply aim modifiers locally even on remote proxies Changed: Having a focused gadget in hand does not stop the character from sprinting, LMB while sprinting permanently hides the gadget, pressing R with a hidden gadget does not block reload Changed: DamageManagerComponent memory optimizations Changed: Better dynamic stance handling Changed: Enabled Door type navlinks to be automatically opened by vehicles Changed: Unified way in which AIs climb to match the way players climb Changed: Replay part of character simulation split into multiple parts so it’s possible to parallelize it and do additional processing Changed: Allow the empty string to be set as a name, alias, or surname for character identity Changed: Animation updates changed so triggering of animation events happens on the main thread Changed: GameTriggerEntity queries will now use async results Changed: Reworked navlink directions to be consistent. Jump navlinks have single unit traversal by default Changed: Exposed used transceivers to VoN Changed: Remote vehicles start with their physics off Changed: Refactor of AI Movement Changed: AI aiming deathzone Changed: Aim input is not slowed when hands are far away from the body Changed: Prone roll compensation is no longer unstable and frame dependent, but is also less precise Changed: Player in building mode can no longer delete static guns with other players in them Changed: Fixed character doing 360 spins in lowered locomotion when changing direction along with moving the mouse (as well as wrong feet blending in demi adjusted stance) Changed: Optimize the activeness of entities Tweaked: Procedural animation system optimization Tweaked: Improved AI perception ambient light model Tweaked: Stamina can be drained even while jogging now Tweaked: AI perception: targets are now detected and identified not instantly but with delay. The delay depends on the target’s amount of exposed aim points, size, stance, speed, illumination, and the observer’s alertness Tweaked: 2dmap – changed the default “vertical flip” option on the rasterization export Tweaked: AI will not decide anymore to attack a target that is outside turret angular limits Tweaked: 2DMap – Powerlines and Grid are only recalculated when the frame changes Tweaked: 2DMap – Allow contour density set to 0 to hide specific portions Tweaked: Improved AI visual perception if only one enemy body part is exposed Tweaked: Don’t animate door physics in the resource browser Tweaked: The naming of some controller RPCs changed to meet our standards Fixed: Overlapping HDR/SMAA PP priorities causing HDR to flicker and SMAA not to work Fixed: Not simulating procedural animation on headless when not needed Fixed: Moving a weapon from one inventory slot to another causes it to be dropped and bugged Fixed: Character would rotate in random directions after exiting vehicles, sometimes also after climbing over objects Fixed: Optimize moving operation in inventory Fixed: Ragdoll’s handpose of holding a weapon Fixed: While reloading, the AI Weapon&Target selector didn’t detect the left-hand magazine, thus AI thought it was out of ammo Fixed: Character collision shape not set before changing stance. Fixed: Teleporting of vehicles was stretching particle effects, now properly resets velocity Fixed: Stretched arms when aiming at horizontal limits. Fixed: Issue when moving items from/to storage that is not streamed in Fixed: Sprint is impossible while the weapon is raised Fixed: First few car inputs are not used on the server when getting in. Fixed: Switching weapons while reloading displays the magazine of the previous weapon on the new one Fixed: Clone preview in CharacterInventoryStorageComponent was not going over all storage components for creating previews Fixed: Don’t enable an event on DestructibleEntity when it is not needed. Fixed: Weapon can now be slung even if the character is inside a vehicle Fixed: One hand aim modifier not updating properly on obstruction changes Fixed: Character will not stop firing from the gun until he finishes the whole animation of getting into the vehicle Fixed: Moved the height raycast in turrets back a bit to make the character not sit on sandbags Fixed: RemoveEquipedWeaponTask now properly calls DropWeapon instead of trying to equip empty hands first. Fixes issue where Tab+X would teleport the weapon on the shoulder before dropping it on the ground Fixed: Budgeting for stationary nodes with per connection streaming disabled Fixed: PerceptionComponent wasn’t able to perceive large targets at short distances if the target’s origin is outside the view cone Fixed: Character canceled aiming if the target was too close, thus aiming request was never finished and the AI character didn’t fire Fixed: Character reconnected from the driver seat can’t control the vehicle properly and the physics of it break Fixed: Activeness of attachments on weapons Fixed: Weapon partial lower should now be synchronized again across all machines Fixed: It was possible for event handlers to be skipped after an event was fired Fixed: Replication for weapon inspection Fixed: Magazine now dropped correctly when a character is shot during reload (BaseWeaponManagerComponent refactor) Fixed: Animation graph attachments refresh on item removed not working Fixed: Inspection should be canceled by user-input ADS toggle as desired Fixed: Agents no longer overwalk when approaching doors sideways Fixed: Character can trigger climbing instead of jumping when running up slight (around 15 degrees) slopes, leading to freelook activation, which is inconsistent from the player’s POV Fixed: Broken ragdoll replication Fixed: Inspection state interpolation should no longer jitter at any intermediate value Fixed: Saving your loadout does not save UGL grenades Fixed: AI weapon selection was searching for InventoryStorageManagerComponent on the vehicle’s compartment slot entity, not on the vehicle root entity Fixed: several issues in AI character aiming: spinning when the aim target is too much up/down relative to the current rotation rotating backward when the aim target is closer than the weapon’s muzzle aiming up/down when the aim target is orthogonal to the left/right Fixed: ADS does not disable lean anymore Fixed: Sprint and toggle sprint buttons disable lean. Fixed: AI shouldn’t close doors after pass Fixed: Iron sights moved when zeroing scope attachments Fixed: Weapon obstruction is now updated during stance change too Fixed: Flying magazines by taking them from the crate Fixed: Explosions can now deal damage to slotted components Fixed: Left hand IK wasn’t affected by aim modifiers Fixed: Edge case where a child removed from a streamed-in hierarchy would remain streamed-in even though it might be irrelevant Fixed: Taking control of the character while inside the turret/vehicle would break the controls Fixed: Weapon inspection will no longer allow leaning Fixed: Muzzle smoke would vanish on the weapon switch Fixed: Fix comparison between local and world space transform in ladders Fixed: The volume validation in inventory wasn’t taking into account the total volume of the item Fixed: Obstruction will suppress ADS in certain cases as intended Fixed: Melee attack should now properly cancel ADS Fixed: Ik pose is now properly propagated to anim sys in PreviewAnimationComponent Fixed: Order of operations changed to ensure the correct navmesh will be set before resorting to simple double-point path generation Fixed: AI groups not using soldier navmesh after getting out of the vehicle Fixed: 2DMap elements adjusted with terrain offset Fixed: AI invulnerability and player invulnerability no longer interfere with each other Fixed: Group movement completion doesn’t interrupt jump navigation links anymore. Fixed: Add decal flag to shot decals Fixed: Local driving assist mode synced to all machines as necessary Fixed: Typo in naming VehicleAction_AssitanceMode -> VehicleAction_AssistanceMode Fixed: Broken ADSHold and MP ADS replication. Also fixed ADSHold not being able to pause sprinting if triggered while sprinting Fixed: Safety does not work on weapons that do not have it. Safety now stays engaged if switching to a lowered weapon Fixed: Proper canceling of item actions by jump and stance change, code cleanup Fixed: Improper removal from the spatial map while replication is shut down Fixed: Magazines now go into inventory if a weapon is dropped during reload unexpectedly, instead of staying in the character’s hand Fixed: Manually loaded ammo does not appear on weapon storage in the inventory UI Fixed: Actions were not taking their VisibilityRange into account Fixed: AIs not following commander group and movement speed issues. Fixed: Switching input when driving off with the reverse gear engaged Fixed: BaseLightManagerComponent reading past its buffer boundaries (happens with wrecked vehicles) Fixed: Hand additive IK attributes resulting in hand item duplication on preview widgets Fixed: Muzzle flashlight could remain visible after the weapon was dropped Fixed: TaskMoveInFormation no longer finishing unless aborted. When finishing movement and formation are shifted, set the direction of the group correctly Fixed: The content of the blouse and trousers was not saved/loaded for player-saved loadouts Fixed: TestAimModifier now yields the same sight picture as zeroing would Fixed: Refactor of character heading angles and aiming angles. Fixed: Added a move settings parameter to control the speed of interpolating slope for animations Fixed: Turret animations height adjustment now does not change while on the turret. Sitting in a turret is supported. Added traces to prevent the character from clipping when aiming the turret left and right Fixed: Condition for preventing deletion of player ignored child entities (e.g., turret inside of a composition) Fixed: Player gets stuck in the tutorial because of the low rank to build a bunker Fixed: Player character effects in Armavision (e.g., a black bar on faces) was not restored after closing Armavision and opening it again Fixed: A building mode is removed when a player is in unconsciousness Fixed: Smoke particles of smoke grenades weren’t replicated for JIP players Fixed: Server/Single player exit from occluded seat would get the character stuck Fixed: HitzoneContainer – Damage for hitzones inside of slotted entities wasn’t properly replicated Fixed: Vehicles – A front right window of UAZ doesn’t appear broken when hit zone reaches 0 Fixed: HitZoneContainerComponent hierarchy IDs are no longer done on the frame, it broke damage overtime calculations Fixed: Disabled RPLcomponents on equipment box props causing ghost entities Fixed: Item dimensions are now checked when replacing items Fixed: Explosions not dealing damage to destructibles Fixed: Services UI didn’t support additional services Fixed: Missing Faction in vehicle depot prefab Fixed: Incorrectly shown notifications about disassembled services Fixed: Issue with Tutorial where the player could respawn with a weapon Fixed: Campaign/Freebuilding – Dead body can block vehicle deployment if it’s dropped within the vehicle depot composition slot Fixed: Wrong resource links in procedural animation projects Fixed: Campaign – Vehicle ready message contains the name of a different vehicle than spawned Fixed: Sometimes friendlies AI are detected as enemies Removed: Unnecessary transform assignment when lerping is finished Removed: Updating of weapon’s surface signal from character Modding Added: Attachments Compatibility addon was merged into the base game Added: Zeroing generator for rear-sight apertures (like M72) Added: Exposed method for getting default magazine or projectile of a muzzle Added: Exposed InventoryStorageManagerComponent::GetMagazineCountByMuzzle Added: It’s now possible to set the Z offset of the turret sidesteps raytrace for each turret compartment Added: It’s now possible to set the Z offset of the turret height adjustment raytrace for each turret compartment Added: PerceptionComponent.GetUpdateInterval script function Added: A method BaseMuzzleComponent::ClearChamber(int i) and fixed a bug that prevented loading an unchambered weapon if no magazines were available Added: Added AttachmentSlotComponent::CanSetAttachment API Added: API to directly set animation variables and to call animation commands. Added: ApplyControls checkbox on BaseControllerComponent, ability to disable controls processing per controller Added: PerceptionManager.RequestUpdateAllTargetsFactions scripted method for cases when faction friendliness changes dynamically Added: Enable/Disable property and script API for BaseProjectileEffect Added: Extended system for sights zeroing generators Added: Public API for occluder destruction Added: EntitySlotInfo::IsEnabled function to the script Added: Rotation and Fire functions into TurretController for scripters Added: BaseTriggerComponent::GetProjectileEffects function Added: Scripted Triggers can now run the default query before the script query Added: DecalMaterial property that replaces the DecalMaterials array automatically copies data to the new property Added: Exposed dynamic speed limits to attributes Added: TurretComponent::GetAimingAngleExcess method. Also exposed it to the script Added: SpawnDecalEffect class, this can be used to create decals at the projectile position Added: Script API for reserved by on Compartment Slot Added: VehicleProcAnimComponent that will replace CarProcAnimComponent Added: WeaponAttachmentAttributes::GetAttachmentType function to the script Added: Under barrel RIS attachments slots Added: Two more magazine wells for 5.45×39 and 5.56×45 STANAG weapons which don’t accept drum magazines Tweaked: Inheritance of attachment classes so they work as intended Tweaked: EyesSensor constants were exposed as properties Tweaked: Modified BaseZeroingGenerator to cope with entities that have no muzzle Changed: Bones provided in ProcAnimParams are now simple overrides of bones in the resource Changed: Refactored ScriptApi FileHandle Changed: Renamed boneIndices to boneSlotIndices to clarify the meaning Changed: VehicleSignalType is now common for all vehicles Changed: VoN SetCapture API returns if the capture state was changed Changed: TimeAndWeatherManagerEntity: Exposed UpdateWeather method to manually update the weather Changed: PlayerManager will always assign PlayerID=1 in SP scenarios Changed: Rework some of the script API of BaseLoadoutManagerComponent and EquipedLoadoutStorageComponent Changed: CharacterIdentity API for script Changed: Setup of Maxspeed limiters to penalize walking/sprinting speed from a script Fixed: Removed Get/Set Heading/Aiming/LookAt angles functions on CharacterControllerComponent. Get/Set Heading/Aiming/LookAt Angles functions on CharacterInputContext all use radians, with the yaw angle being in a clockwise direction (turning right = increase and vice versa) Fixed: Invalid pointers to physics components on custom-made contact Fixed: ScriptedDamageManager::OnDamage would get called even when a default hitzone is destroyed, and there would be no data for OnDamage Fixed: OnActionStart script executed twice when beginning interaction Fixed: Manager registration no longer interferes with unrelated worlds/edit mode Fixed: OnCompartmentLeft was not called when switching seats in a vehicle Fixed: OnProjectileShot event should now fire if the character is seated in a turret Fixed: ComputeEffectiveDamage had a const inout parameter for both HitZones and DestructibleEntities. Because of it, the variable was read as 0 Fixed: InventorySearchPredicate would not work correctly if there is no definition Fixed: PrettyJsonSaveContainer::SetIndent was not working correctly Removed: DecalMaterials property (no longer used) Removed: TurretComponent aiming limits Scenario Framework Added: New Actions (Delete and teleport entity, wait and execute, end scenario override screen) Added: Serialization for scenarios created by ScenarioFramework Added: Add Visualization content of Slots using selected asset prefab in World Editor Added: Intel task map marker delay option Tweaked: Faction inheritance for Areas, Layers, and Slots Tweaked: Teleport action renamed to Set Entity Position and it utilizes getters to obtain entity rather than just the entity name Tweaked: Task Defend tweaks, bug fixes, and improvements Fixed: AI handling and waypoint bugs Fixed: Spawnpoint was accidentally removed from the base sample world Fixed: Task Defend test scenario LastStand had duplicate GUID Fixed: Unknown keyword/data in slot prefabs and outdated class name of PlayerPenaltyComponent Fixed: Task Defend samples got invalid faction values set Fixed: Missing satellite texture for sample world Fixed: Removed notnull from method parameter that was not supposed to be there Fixed: Wrong condition and value -1 caused improper evaluation of Task Defend Fixed: Getter returns a wrong entity Fixed: Default values for new actions were wrongly set Fixed: Passing the wrong entity caused by overlooking Fixed: Tasks are not properly spawning after a restart Xbox Changed: Speed up & fix downloading on Xbox Fixed: Input: virtual mouse on Xbox fix Added: Enable BE headless client support Stability Changed: Added upper limit when computing offset to light cluster structure to avoid possible GPU crash Fixed: BaseEventHandler leaks memory Fixed: SoundComponent – ECS Multithread crash upon activation Fixed: Crash when a vehicle is getting wrecked Fixed: Crash in Anim Editor Properties Fixed: Crash when addon loading fails Fixed: Crash in colliders debug rendering Fixed: Server crashes when unable to communicate with the backend Fixed: WorldEditor: split spline crash fix Fixed: Crash when closing ANM property grid Fixed: Lack of setting could cause a crash Fixed: Crash when upload fails Fixed: Potential crash by providing incorrect geometry element ID Fixed: Workshop crash when pausing and unpausing the download Fixed: Workbench: WorldEditor: current tool & reload scripts crash fix Fixed: Crash in graphical options when running on the adapter without outputs Fixed: Possible crash when on a limit of debug shapes in navmesh debugging Fixed: Possible crash in probe when trying to get volume info from the entity Fixed: Workbench options crash when the path to the addon is too long Fixed: Cinematic tool crashes when some user track script is missing Fixed: World editor – Crash after reimport XOB Fixed: Config editor – Crash after unsuccessful loading Fixed: Clouds: Fixed 2 crashes when Atmosphere is not present in World, but Clouds are. Fixed: Peak limiter SFX audio node crash Fixed: JSON – Crash with certain script object/array inheritance and loading of data upon a such object Fixed: Crash on quitting World Editor play mode while downloading Fixed: Workbench – crash by setup physics settings Fixed: GodRays: Fixed crash when generating thumbnail in Workbench Fixed: Fixed crash when a connection is disconnected at the same time (same tick) as ownership was given or taken Fixed: VectorEntityTool::OnActivate can crash WB upon opening the tool if the map contains a ShapeEntity with corrupted data Fixed: Clouds: fix crash caused by clouds history (temporal buffer is null) Fixed: Audio Editor – Selector crash upon loading a config file with ports that already exist, now gives an error instead and ignores the port Fixed: Audio/ProcAnim Editor – Crash when trying to modify signal simulation values with no opened project, clearing the signal simulations window now upon no tab opened Fixed: ScriptCompiler: protected method call crash Fixed: Property grid – crash when a variable is missing in ancestor due to different class Fixed: Crash when playing sound in the audio editor from non-Sound node Fixed: Crash when playing .wav file via audio editor resource browser Fixed: Material editor – Crash after changing material class of modded material Fixed: Crash and layout issue in Mesh Preview “Colliders” page Fixed: Ragdoll crashes when the bone index is invalid or the number of bones is zero. Fixed: Crash in PlayerManager due to missing PlayerManagerNode Fixed: Particles – Crash on vehicle explosion Fixed: Crash when changing character ownership of pilot while there is no pilot compartment setup Fixed: Crash on switching from turret to cargo compartment. Fixed: Crash when entering copilot in a helicopter Fixed: Group Movement crash for commanding when the commander disconnects. Fixed: Crash when explosion effects (not explosion damage) would fail to spawn a prefab Fixed: Crash when streaming in the vehicle which is destroyed Fixed: Possible crashes when deploying a weapon Fixed: Possible bit buffer crash if inspection state input action value is out of bounds Fixed: Crash if a vehicle collides with the surface with null SurfaceProperties Fixed: Possible crash on CharacterControllerComponent if used without a RplComponent Fixed: Crash when changing zeroing and there are no sights anymore Fixed: SwitchNextSights & SwitchPrevSights crash if there are no sights Fixed: Crash in BaseRadioComponent when streaming it in (broken string sync) Fixed: Crash when animating a door with BoneAnimated animation type without an animated mesh object Fixed: Crash when interrupting weapon switching Fixed: Crash in vehicle destruction Fixed: GenerateWindowsPrefabsTool’s World Editor potential crash Fixed: ScenarioFramework – Server crashes after finishing a combat ops mission Fixed: Crash when attempting to save a mission without save struct defined. Fixed: Crash in destruction from non-collision damage dealt asynchronously/from physics step Fixed: Crash in destructibles Fixed: Persistent loading widget in deploy menu for reconnecting a crashed client Fixed: Crash in respawn handler Fixed: Audio – Removed call queue calls for respawn and spawn music, which caused a crash when the player quickly disconnects or gets kicked Fixed: Possible crash in respawn menu handler Fixed: Another crash when computing a very small angle Fixed: Assertion/crash during portal volume loading Fixed: JSON – Crash during the processing of missing script object (non-intended Api use) Fixed: Crash on game cleanup while backend communication with workshop is pending Fixed: Crash on deleted Resource name of Behavior tree that was stored in BTmanager Fixed: Possible crash in water caustic when the texture wasn’t defined Fixed: GPU crash when river mesh was not correctly added to underwater surface mesh rendering Fixed: Crash on navmesh rebuild when entities got deleted before query and generation Fixed: Crash where if a DestructibleEntity had less than 2 destruction phases it would crash Fixed: Crash when reading ragdoll init data when there is no physics controller Fixed: Crash when entering turret compartment without turret controller/component Fixed: Crash when shooting a character Fixed: Explosions – Crash when an entity would be destroyed by multiple explosions in the same frame Fixed: Crash without BaseWeaponManagerComponent on a turret Fixed: Passing unverified text as a format string to print, leading to crashes and errors when there are references to non-existent format string arguments Audio Added: Audio – SoundMap API to get basic map values at a certain position Added: Audio – New callback to indicate when a SoundEvent has ended in CommunicationSoundComponent Added: Audio – New sound event SOUND_BODYFALL_TERMINAL for terminal fall damage on character Added: Frequency_Base config. Changed: MusicManager – Added custom fading parameters on musicmanager when terminating sounds for interruption or forceplay Changed: Audio – RadioBroadcast full rework to use MS instead of S, optimized entire networking part, way fewer calls over the network, and better synchronization Changed: Audio – Moved binding BaseItemAnimationComponent events from WeaponSoundComponent to SoundComponent Changed: RadioBroadcastManager.et – Modified timings to correctly portray the new system using milliseconds instead of seconds Changed: Update samples for inventory open/close Changed: Update banks volumes for inventory open/close Changed: Weapon reloads use a maximum 15-10 attenuation curve. Changed: Custom curve for reloads. Changed: LP frequency on exterior reverb Changed: Direct VON less audible over distance Changed: Audio – Removed unnecessary check in SpawnMusic causing it not to play on clients Changed: Audio – SoundSource, BaseSoundComponent and AudioSystem destruction now supports custom FadeOut time Changed: Audio – SoundEvents replaced with SoundEventTransform where necessary in scripts to support new activeness changes Changed: Audio – Removed including inactive on UGL and Throw Base, should not be needed anymore due to activeness changes Tweaked: Added weapon handgrab sounds when unequipping left-hand gadgets (via animation graph) Tweaked: Added 100ms NoRepeat time to weapon handgrab sounds Tweaked: Distance attenuation. Tweaked: Hum loudness. Tweaked: Distance attenuation. Tweaked: Samples are a bit darker Tweaked: Exterior reverb Tweaked: Removed 40-35 curve Tweaked: Sinking and leaking sounds Tweaked: Distance attenuation curves Tweaked: Exterior reverb reduced Tweaked: Character attenuation curves Tweaked: WaterEnter improvements added Tweaked: Grenade collisions, unpin, throw use config for frequency weapon handling. Fixed: Audio – SOUND_HIT changes to stop current SOUND_HIT from playing and restarting it after consciousness was set Fixed: Multiple UI sounds being played in the Hotkey menu Fixed: Radio static final mix routing. Fixed: Audio – Activeness fix for WeaponSoundComponent to only assume weapon range if the weapon is active Fixed: Audio – SoundComponent Activating/Deactivating causing an infinite loop in sound system Removed: Audio – SOUND_WPN_TOUGL sound event Backend, Workshop, Server Hosting Added: Check of file size and resolution of uploaded images with addons Added: Unlisted visibility option for addons Added: SessionStorage Scheduler for periodic saves Added: Configurable period of automatic player save “operating.playerSaveTime” in the server config Added: ownerToken.bin file for dedicated servers (replacement for dedicatedServerId) Changed: Server max player limit to 128 player Changed: Server default player limit to 64 player Changed: Use server name instead of dedicatedServerId in A2S_INFO Name (T171463) Fixed: Addon delta patching when downloading updates Fixed: Addon updates on Linux servers Removed: dedicatedServerId from server config Known Issues Server performance can be greatly reduced when replicating a high number of characters (players + AIs), and this issue becomes more prominent with increased limits, making it difficult to handle 128 players and 200+ AIs. Playing Everon Conflict with 128 players is not recommended, while Arland might be more feasible due to its smaller size and fewer AI spawns. Pure PvP without AIs could be a potential alternative for larger player counts. Initiating PiP scope during weapon-switching animation results in the scope view being blacked out. PiP scope turns black when switching between prone and crouched stance while aiming down sights (ADS). Visual and audio effects of shooting might not be replicated for other players after picking up a dropped weapon. Problems with looting dead bodies were encountered during testing and require investigation. Players clip into the roof of a vehicle when exiting it if the server has low FPS. In the event of a kick, the player returns to their previous character, potentially causing replication issues with shooting until they reconnect. Base callsigns may be missing after reconnecting. Issues with an inability to respawn at a specific base after death were encountered during testing and require investigation. The spawn point of the radio operator may disappear from the deploy screen when they switch seats in vehicles. Passengers in a vehicle may be invisible to other players after switching seats until they exit the vehicle. Vehicle previews in the vehicle depot do not display properly while selecting a vehicle. The game window briefly switches to full screen during loading screen transitions. Attempting to unbind the “Rest Weapon” action in keybindings causes a crash. The filter for modded entities in the Editor Entity browser is not functioning. After enabling a previously disabled add-on, included missions are not displayed in the “Scenarios” tab until the game is restarted Add-ons required for joining a modded server may be incorrectly displayed after opening the server browser for the first time after disconnecting Modding: Community assets using TCModFuncs are not fully functional Addon downloading gets sometimes stuck or fails when connecting to a server. Addon download might get stuck if you try to download an older version of an addon you already have downloaded If you are certain your download got stuck: First try to restart the game and connect to the server again. If it doesn’t help, cancel the download/connection process. Try to initiate the connection to the same server again → You will see a list of addons that need to be downloaded/updated → Those are likely the addons causing the problem. Go to Workshop and find the addons from the previous step and delete them. Restart the game and connect to the same server again. The download should finish successfully. After vaulting weapon inspection is not available Motor pools are missing interaction. Workaround is to just build a vehicle depot. [https://www.futuregamereleases.com/2023/05/arma-reforgers-major-0-9-8-53-update-fixes-plenty-of-issues/] Link to comment Share on other sites More sharing options...
Recommended Posts