Shadows of boonie hats and caps have been improved.Neophron has correct descriptions in its interior.Previously they inherited only in backpack policy from AT mine. Allowed anti-personnel mines to be stored in vests.Added proper tracer color for M200 machine gun after description change.Optimized load out for urban camouflage ammo bearer backpack.Since the BLUFOR counterpart has better personal protection and more durable armored vehicles, there is a nice balance. Decreased weight of PCML (NLAW) rocket allowing Independent Rifleman (AT) to carry one more rocket of this type in his backpack.Previous values did not considered used models (generally too small) Set up proper mass values for all optics.
Increased weight of 30 round 6.5mm magazine to 10 mass, for it should be heavier than 30 round 5.56mm STANAG magazine (which has 8 mass).Minor optimization of explosive parameters to better scale explosive damage capabilities amongst various ammo types.Adjusted maximum vertical angle of static weapons.IR laser intensity over distances has been tweaked.Further optimization of animals randomization using call instead of execVM.
Header of BIS_fnc_advHint corrected: (_this select 3) and (_this select 4) parameters (condition and duration for full version of hint) were already implemented.Now you have parameter for it and you can set if hint will be shown when tutorial hints are disabled or not (_this select 5). You weren't able to show hints when tutorial hints were disabled.Adjusted geometry of the cargo deck and decreased roadway levitation of Trawler.Animals should have textures even when not local in MP.Fixed: Casings from Ghosthawk's left gun are no longer ejected from the right gun ( ).Fixed: Players should now be able to distinguish AH-99 'Blackfoot' as itself, not just as a 'Helicopter'.Fixed: Offroad braking on its own too much.Fixed: RPT spam of "weapon:"?" with ? modes needs weapon mode with index ?, but given silencer ( ? ) has only ? modes" by adding a specific suppressor for MX SW.Fixed: Flipping static GMG when firing by decreasing Hit and indirectHit parameter while increasing explosive parameter above and beyond 1 to maintain ammo destructive potential at the same level.Fixed: When respawning into vehicles, player was sometimes stuck inside and couldn't get out (often being switched through multiple vehicle positions as well).Fixed: MBT-52 Kuma retexture issue with spawned vehicle.Fixed: UH-80 radar animation mirrored for fancy looks.Fixed: Excessive side sliding collision damage for Pawnee.Fixed: Selections in flag models and changed flag simulation.Fixed: COOP 12 Tanks: Random tank destruction when starting mission without all crewmen.Fixed: Artillery fire sometimes didn't resume after reloading a magazine.Fixed: Artillery vehicles moved to FIRE MISSION waypoint after running out of ammo.Fixed: Get in / get out points of fuel and box version of Zamak.Fixed: Escape from Altis - Forced wait for respawn causes a mission failure.Fixed: Damaging of Tempest with the device.Fixed: Stadium model position and roadways.Fixed: Unified chem-light color of BLUFOR helicopter pilots and helicopter crew.Fixed: Unified re-spawn weapon for BLUFOR AT specialist.Fixed: Levitating missiles on helicopter gunships.Fixed: Invalid string for gatling cannon in HUD of AH-99 'Blackfoot'.Fixed: Shapes of batteries and duct tape objects.Fixed: Looking up or down while operating a raised static weapon in the bunker ( ).Added: Support of variables (%#) in arguments array of advanced hints.Added: New parameter with ability to disable sound of advanced hint in BIS_fnc_advHint function.Added: LAND waypoint (can be found under "Scripted" category).
If the number is out of range, the skin is still randomized.