1.2.0.124 Update

Arma Reforger

Experience authentic Cold War combat and join the struggle for the sprawling, mid-Atlantic island of Everon and its smaller, offshore territory, Arland – or take on the role of Game Master and create your very own scenarios for others to enjoy.

[url=https://reforger.armaplatform.com/news/update-august-22-2024][img]{STEAM_CLAN_IMAGE}/42399725/0a884702bade5afb93827cce556a73f272bed19b.jpg[/img][/url] [h1]Attention Soldiers,[/h1] We updated the Steam and Xbox versions of Arma Reforger. Visit our Dev Hub to read about [url=https://reforger.armaplatform.com/known-issues]Known Issues[/url]. You can help us to further improve the game by posting your feedback on the [url=https://reforger.armaplatform.com/feedback]Feedback Tracker[/url]. [h2][url=https://reforger.armaplatform.com/news/update-august-22-2024]1.2.0.124 Changelog[/url][/h2] [h3]General[/h3] [list] [*] Added: Holding movement input after exiting a vehicle now stops the character from performing the close door action, speeding the process up [*] Added: Teleporting character now adjusts replicated position on server [*] Changed: Character server replication system now holds position instead of velocity [*] Changed: Disallowed weapon reload through inventory unless the weapon is equipped [*] Changed: Disabled AI switching from gunner position to driver seat until retreat behavior is available to fix AI doing nothing after switching seats [*] Tweaked: Various vehicle door animations [*] Tweaked: Dead/injured characters stuck inside the vehicle during remove casualty action [*] Fixed: Several problems with killing player while getting in/out [*] Fixed: Car light was disabled when player left driver seat [*] Fixed: Player got stuck if they opened the front doors from the back compartment and vice versa [*] Fixed: Switching seat in quick succession made character stuck [*] Fixed: Open/close door action was not available from inside of some vehicles [*] Fixed: Restore removing of [i]CanFinishVehicleAction[/i] event in the Begin of vehicle actions [*] Fixed: Open/Close door user action was not available from outside [*] Fixed: Map - It was impossible to draw lines to the point that had a marker on it [*] Fixed: Map - It was impossible to pan and zoom in or out while drawing the line [*] Fixed: Map - It was impossible to cancel drawing of a line - now it can be done with RMB or X on Xbox gamepad [*] Fixed: Map - When using gamepad, any input would focus random deletion button for drawn line and make it impossible to draw a new line without deleting some other line [*] Fixed: Map - When using gamepad, user was unable to use the cursor to select which line was meant to be deleted [*] Fixed: Map - When player would hover over the toolbar, then the crosshair that points to cursor position, it would disappear until map was opened again [*] Fixed: Map - Cursor would become invisible when using gamepad [*] Fixed: Map - Map toolbar would never lose focus [*] Fixed: Drawing on top of some markers would open their respective menus [*] Fixed: Drawn lines on the map would scale improperly when zooming in or out [/list] [h3]Stability[/h3] [list] [*] Fixed: Possible crash when generating terrain icons for Terrain Editor tool due to missing texture format detection [*] Fixed: Multiple possible crashes when entering vehicles [*] Fixed: Server crash when opening door on a vehicle with hierarchy changes [*] Fixed: Crash related to Character Controller [*] Fixed: Crash caused by deleted consumable calling [i]SetAlternativeModel[/i] [*] Fixed: Possible crash after streaming in a vehicle with occupant. [*] Fixed: Crash when loading a vehicle while character is doing a Get Out action [*] Fixed: VME in [i]SCR_Flashlightcomponent[/i] [*] Fixed: VME when truck was set on fire [*] Fixed: VME in callsign manager [*] Fixed: [i]LoiterType NONE[/i] error [*] Fixed: Crash when opening [i]ProcAnimEditor[/i] [*] Fixed: VME in [i]SCR_AIGroupPerception.AddOrUpdateGunshot[/i] if [i]PerceivableComponent[/i] was not found [*] Fixed: VME when detaching UGL grenade [/list] [h3]Playable Content[/h3] [list] [*] Fixed: Losing a base would sometimes not affect the victory countdown [*] Fixed: Displaying correct base name in Conflict [/list] [h3]Modding[/h3] [list] [*] Added: Reporting script compilation error when someone attempts to mark static variable as a replicated property [*] Fixed: Added additional anim events [i]Event_Vehicle_CanFinishAction[/i] to the [i]OpenDoorOut[/i] animations [*] Changed: Dependent mods info in workshop UI changed to show only downloaded mods [*] Changed: Default [i]SpawnDecalEffect[/i] lifetime is changed from infinite to 10 minutes [*] Changed: Snapshot initialized as wrapper around external buffer can now be reallocated and become owner of new buffer, removing write size limitations - except running out of memory [*] Changed: Lifted 4 KiB size limit of single RPC argument. [*] Changed: Second argument of [i]RplNode.SetParent()[/i] renamed to [i]unusedAndDeprecated[/i] to indicate that it should not be used and will be removed in the future [*] Changed: Switched from error to warning to make transition easier [*] Fixed: Integer overflow when parsing size of addons [*] Fixed: Displaying of dependencies to download size properly fallbacks to dependency reference [*] Removed: Removed unnecessary vtable pointer from [i]SnapSerializer[/i] [*] Removed: Removed tests checking snapshot write failures when wrapped buffer is not large enough [*] Removed: References of [i]roadnetwork[/i] file [/list] [h3]Audio[/h3] [list] [*] Changed: Footscape sound at end of get out anim exchanged for regular footstep sound [*] Fixed: Wrong sound event name for doors in Ural [*] Fixed: Detonator animation and sound played while placing charges [*] Fixed: Open door finish SFX [*] Fixed: Missing seat creak SFX when getting out of co-driver seat [*] Fixed: Weapon handgrab sound does not play when switching gadgets [/list]