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Arma 3 Patch 1.90




  • Added: Improved multiplayer security*
  • Added: Additional olive reskins for NATO Pacific vehicles**


  • Added: A new variant of the Dragon Teeth (old looking)
  • Added: Small animation for raising the engine of Assault Boats when they are transported in other vehicles
  • Added: Gorgon commander now has a settle-in animation
  • Tweaked: All supply trucks now have a consistent supply radius, resource capacity, and destruction explosion
  • Tweaked: Durability of vehicle wheels - the damage required for a flat tire and a fully destroyed wheel
  • Tweaked: Added a wheel_x_x_damage selection in visual LODs for visual damage representation
  • Tweaked: Static AA and AT now use the Titan AT and AA FM descriptions
  • Tweaked: Improved the syntax of the power line wire destruction script
  • Fixed: Assault Boat was missing a vehicle transport class and it did not use memory point defined bounding boxes
  • Fixed: AI can now walk inside of Castle Tower
  • Fixed: Gendarmerie Commander Uniform was not displaying insignia
  • Fixed: Cloth_plate.bisurf was missing the thickness parameter for a proper plate-like behavior
  • Fixed: AAF crewmen were respawning with a wrong vest
  • Fixed: The ADR-97 magazine name did not mention the caliber
  • Fixed: It should be easier to interact with the Infostand (2-leg) (
  • Fixed: Xi'an FFV seat view when in optics mode (
  • Fixed: The VR Training Placeables Course would not finish properly due to a tank not running over a mine (fix iteration)
  • Fixed: T-100 Varsuk & 2S9 Sochor driver PiP camera views were obstructed by their cannon (
  • Fixed: It was not possible to open the compass in vehicles (
  • Fixed: Hatchback fuel & engine hitpoints


  • Added: Unique Virtual Garage icons to Mk41 VLS / Mk45 Hammer
  • Changed: MH-9 no longer has a crosshair. A new section was added: aiming_dot. Now it can be retextured or removed using setObjectTexture (index 1).
  • Changed: Enabled retexturing of the FV-720 Mora exterior pilot view
  • Tweaked: The RPG-42 sight cover is now closed when the weapon is not being used
  • Tweaked: A bullet gets hidden now when reloading the Protector 9mm
  • Tweaked: Adjusted the occluder shape for BluntRock_wallH (
  • Fixed: SPAR-16S pistol grip textures
  • Fixed: Camo nets shadow flickering when the model switched to the second shadow LOD
  • Fixed: Shading issues of the UAV Terminal models
  • Fixed: Some Titan launcher icons were using wrong icons or missed the rear caps
  • Fixed: HEMTT wrecks (NATO Pacific variants) now have the correct camo applied
  • Fixed: White edges on the icons of some of the accessories
  • Fixed: High variants of HMG / GMG were using wrong icons in Virtual Garage
  • Fixed: Camo selections for AK12 and added a third camo selection to the AK12 with grenade launcher


  • Added: 64 player version of the Whole Altis scenario
  • Added: 32 player version of the Malden scenario
  • Added: 32 player version of the Stratis scenario
  • Added: Individual asset lists
  • Added: The sector zone restriction border width is now customizable for each sector in the module window
  • Added: The maximum group size is now defined in the Warlords Init module
  • Added: You can now further customize various classes for dynamically spawned assets (
  • Added: Unless their base is under attack, all playable units are now invulnerable after respawn until they leave the base (60 seconds maximum)
  • Tweaked: Asset requesting routines for AI
  • Tweaked: Path planning routines for AI
  • Tweaked: Dead unit deleting procedures
  • Tweaked: Arming mines in your own base is no longer allowed unless the base is under attack
  • Tweaked: The team killing penalty duration is now increased progressively up to 5 minutes for each 3 player kills or 6 AI kills
  • Tweaked: Various sector and zone border sizes were adjusted to avoid pointless zone restriction triggering
  • Fixed: Vehicle descriptions in some languages were too long
  • Fixed: Some airdropped assets could fall too abruptly
  • Fixed: Respawn locations far away from the base when it's targeted would not be selected on safe spots
  • Fixed: Some modded airplanes would crash upon landing
  • Fixed: Ejection seats and canopies from fighter jets no longer block runways
  • Fixed: Some airplanes would need to double-take a landing
  • Fixed: The mode would not work properly in a singleplayer environment
  • Fixed: It is now possible to get rid of vehicles purchased by AI (via the action menu) before a player took control over that AI
  • Fixed: Static defenses are now properly calculated towards the maximum amount of assets
  • Fixed: Sector voting is now handled properly even if the only player who voted disconnects before the voting has finished
  • Fixed: Fast travel to a contested sector no longer lands you in water if there is land somewhere around the sector
  • Fixed: Helicopters would land on inconvenient locations when ordered from the airstrip in the Tanoa (South) scenario
  • Fixed: Various script errors
  • Fixed: The "Starting CP" parameter in the Warlords Init module would set up incorrect values for some settings
  • Fixed: Several misleading Spanish translations
  • Fixed: It's no longer possible to obtain mortar bags in Warlords through an exploit in Arsenal
  • Fixed: Some independent garrison units would occasionally still carry mortar bags

Eden Editor

  • Added: Reference to the spawned airplane in the CAS module (_module getVariable "plane")
  • Added: "Combo" attribute in Eden Editor is now capable of showing a "tooltip" property defined in class Values of the attribute itself
  • Fixed: Keyframe Animation module texts have been localized


  • Added: BIS_fnc_mapGridSize (returns the current size of the map grid square)
  • Added: Parameter for the number of steps (animation frames) in BIS_fnc_resizeMarker
  • Fixed: Eden Editor export to SQF now executes init code in a non-scheduled environment to simulate regular scenarios better
  • Fixed: Eden Editor export to SQF now preserves the group of drone crews, so group settings and waypoints are not lost
  • Fixed: Eden Editor export to SQF was sometimes not assigning the group leader correctly
  • Fixed: Eden Editor export to SQF was not initializing vehicles in vehicles
  • Fixed: Eden Editor export to SQF accidentally exported virtual UAV crews to the layers list
  • Fixed: Eden Editor export to SQF was not creating mines and explosives correctly
  • Fixed: Eden Editor export to SQF did not preserve trigger altitude correctly
  • Fixed: Eden Editor export to SQF got corrupted when exporting attribute expressions longer than 8096 characters
  • Fixed: Eden Editor export to SQF returned incorrect entity ID values when autonomous drones were present in the scenario
  • Fixed: Pushing items of the same priority in the Priority Queue function
  • Fixed: DateTime function calculation for when the date goes over the actual year


  • Fixed: A typo in the UH-80 Ghosthawk gun initElev elevation parameter (kudos Kju!)




  • Fixed: Various issues with the improved MP security measures (cache handling, v2 signature compatibility, -serverMod, etc.)


  • Added: say3D command extension to exclude speech category sounds from the filtering




  • Fixed: The game could freeze on startup with the file system thread turned off (e.g. -exThreads=6)
  • Fixed: Some achievements couldn't be completed (Model Student, Puppeteer, Dressing Doll, Get Arrested, Punch Out)
  • Fixed: Proxies were not considered for object actions, only the parent object
  • Fixed: Removed compile caching that was responsible for memory issues (







  • Updated: Stand-alone Windows Dedicated Server (1.90)
  • Updated: Stand-alone Linux Dedicated Server (1.90)
    • Known issue: Steam client modifies the steam_appid.txt file incorrectly. In case of issues, verify its content is: 107410
    • Known issue: Sometimes the add-ons are loaded from the wrong installation (e.g. main game)
    • Try adding -mod=curator;kart;heli;mark;expansion;jets;argo;orange;tacops;tank;dlcbundle;dlcbundle2 to your arma3server.exe shortcut



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