reported by Joris-Jan van 't Land on May 29, 2014

FROM: Project Lead

TO: Arma 3 Users

UNIT: Main Branch

ACTIVITY: Game Update: 1.20 (Karts DLC)

SIZE: ~655 MB

CHANGELOG

DATA

Added: Kart vehicle (4 liveries and 1 random color variant)*

Added: Racer character (with overalls and helmets matching the kart liveries / colors)*

Added: Marshal character*

Added: Starter pistol*

Added: Race objects (racetrack barriers and more)

Added: Time Trials Challenge mode

Added: 5 Kart Time Trials**

Added: Zeus Race modules

Added: 2 pre-set Zeus Race Kart multiplayer races

Added: 16 Steam Achievements (for Firing Drills, Time Trials and Zeus)

* Restrictions apply for those who don't own Arma 3 Karts DLC. Read our blog for more information.

** 1 Time Trial is available to everyone, the remaining 4 require ownership of Arma 3 Karts DLC.

Added: Selection for damage materials in the cockpit of the UH-80

Added: Animation of fingers in ragdoll

Added: Particle effect modules can be synchronized with triggers

Added: New parameter noImage (bool) for CfgHints classes. You can use no image in context hint even if an image is configured (and used in Field Manual).

Added: Sound occlude and obstruct parameters for vehicles

Added: Correct hit effects for mini-gun sub-munition ammo

Fixed: A visual issue with the SDV's lights

Fixed: Suit packs now have textures according to uniforms

Fixed: Backpacks with some pre-defined content have an empty backpack of the same type as parent (used e.g. in campaign hubs)

Fixed: An issue where dropping Kerry's diving uniform spawned a headless body

Fixed: BIS_fnc_itemType didn't recognize UAV terminal

Fixed: Some interior textures of a Tempest heavy truck variant (http://feedback.arma3.com/view.php?id=18533)

Fixed: BIS_fnc_getCfgDataArray now returns [] if the value cannot be found

Fixed: Wrong backpacks used for static weapon disassembling

Fixed: Bullet penetrability on some parts of the trucks

Fixed: saveVar issue work-around for campaign persistency

Fixed: Weapon disappears when taken through context menu on Dedicated Servers

Firing Drills: Added: Firing Drills - visibility of 3D icons is now linked to the difficulty option controlling waypoint indicators Added: Firing Drills - extra debriefing section with results (medal times, your personal best and all times this session) Fixed: Firing Drills - result times were sometimes incorrectly colored (when setting a non-medal time following a run rewarded with a medal time) Fixed: Firing Drills - missing localization for 2 strings Fixed: Firing Drills - 3D icons did not work after restart Fixed: CoF Green - parked SUV was colliding with ambient objects Fixed: CoF Red 2 - CP 9 targets could be placed inside a rock Fixed: CoF Red 2 - CP 11 could be encountered without any hostile targets Updated: Firing Drills - Immediately quitting the drill now fails the primary task Updated: CoF Orange 2 - CP 6 disappearing target time made a little more relaxed to allow spotting it

Zeus Added: Proper logo, tooltip, name and Field Manual link to Zeus DLC Fixed: Players in ZGM missions can now have combat life saver / repair specialist / explosive specialist abilities Fixed: Running Game Master or Seize modules without proper configuration froze the game in loading screen instead of showing an error Fixed: Enemy units were not spawned automatically when no Zeus was present in Defend missions Tweaked: Zeus onHover logo Added: Zeus icon to icon-less FM records



ENGINE