Version 5.4 fix 2 Release Notes
WARNING: THIS IS AN ALPHA VERSION AND THERE ARE BUGS. USE AT YOUR OWN RISK
You can also download a version with Altis and Stratis maps bundled (90MB)
This version is the last "Alpha" version and should represent the finalised mission data structure. Version 5.4 introduces a new "Windows 8" look and feel, as well as a lot of new editor features including a dialog for specifying your own included scripts and a briefing editor. It also includes a new approach to bundled scripts, key objective victories, random objective order mode, improved mission validity checks and some other UI improvements.
In addition a new sample mission was released - "Angel Fire" - which is the prologue to the campaign on Altis and demonstrates the "random objective mode" across the entire map of Stratis. Find this mission using the downloads link above or on the Steam collection page.
KEY CHANGE: A key change in this version is that "included script" folders are no longer included with Anvil. When exporting, if Anvil detects that an included script is missing, it will prompt you to open up the download page in a web browser. It will also open the folder where you should extract the included scripts.
FrameworkRemoving a previously included script could possibly cause issues as it doesn't clean out the old init code
FIXEDLong standing issue with incomplete mission.sqm generation (Thanks to |r| Santa from the BI forums for helping debug)
FIXEDError when parsing some mission.sqm formats (caused by missing sections or use of scientific notation)
ADDEDLine numbers and syntax highlighting to SQM Browser
FIXEDIncorrect reporting of version number in update checker where new framework version has breaking changes
FIXEDError on startup with no maps in folder AND first time loaded
CHANGEDIncluded scripts no longer bundled - Anvil will prompt to download if they are missing
FIXEDProperty grid was overlapping the status bar
FIXEDLinks could be made between ambient zones and objective markers
ADDED"Clear" objective type, an alias for "capture" objectives
ADDED"Destroy Ammo" objective type
ADDED"Destroy Helo" objective type
ADDED"Destroy UAV" objective type
ADDED"Helo Crash Intel" objective type
ADDED"Move through" objective type for convoy type missions
ADDED"Move to" objective type for convoy / RTB objectives
ADDEDRandomise placement option, which if "true" places a destroy or intel objective randomly within the objective radius.
ADDED"Random objective order" mode which gives objectives in a different order each play through (see Angel Fire sample mission)
ADDEDDialog for adding new included scripts
ADDEDParameter on missions to manage your own
ADDEDDialog to edit
ADDEDCheck for valid ArmA 3 folder names on save
ADDEDTacticalGamer's TaskForceRadio autodetect script
ADDEDSet mission author
ADDEDAdd some default loadouts with a single click as an "included script"
ADDEDAbility to ignore "over-occupation" LINT check on an objective
ADDEDLint Check for unoccupied ambient zones
ADDEDKey objective captured victory trigger and ability to mark an unlimited number of objectives as "key"
ADDEDWindows 8 look and feel
ADDEDA whole new bunch of icons for objectives
IMPROVEDIncreased maximum zoom in level by 50%
IMPROVEDIncluded scripts can be init line only (i.e. no bundled files)
IMPROVEDIncluded scripts now sorted by name
FIXEDIntel mission was not JIP compatible
FIXEDTwo AA vehicles spawn for destroy AA objective type
ADDEDSupport for randomising objective placement within the given readius (destroy and intel type missions)
ADDEDA script to create and populate an ammobox,
ADDEDSupport for a number of new objective types (Destroy Heli, Destroy UAV, Destroy Ammo, Move to, Move through, Crashed Heli Intel)
ADDEDOptional random objective order on mission load
ADDEDA set of
cfgRespawnInventoryloadouts which can be included with one click (WEST ONLY)
ADDEDAbility to set "and" and "or" prerequisities in mission description - undocumented and not supported by the editor
IMPROVEDChanged the way infantry is spawned - now the strength number is allocated randomly between "buildings" and "patrols"
IMPROVEDComplete refactor of Anvil codebase, new folders and function prefix changed from FW to AFW
AFW_fnc_createAmmoboxfunction now sets the global variable
AFW_last_user_ammoboxto the created ammobox
IMPROVEDOptionally specify the type of ammobox created by
IMPROVEDIntel briefcase now spawns in a randomly selected nearby building, if one is available (otherwise spawns on the marker)