celery 8 Posted March 17, 2011 How about switching to something shorter like a pistol?Then you have no problems at all. MP5 length is 22.5 cm, now try holding it in front of your eyes and strafing with it through a doorway that is not much wider than your body like in Takistani buildings Have you actually tried that yourself? A while ago BIS made primary guns so that they don't get stuck in doorways (regardless of the guns' dimensions), but you do get stuck with handguns. Share this post Link to post Share on other sites
duckmeister 10 Posted March 17, 2011 Your wrong, of course I have a right to complain as all others do. As long as its in a constructive manner and not being insulting etc, etc.That's the reason I haven't tested any other betas since the 1.58RC. You do not have any right to complain about something you have never tested yourself. Why can't you understand? They have significantly changed the animations since the RC. You are complaining about something that is no longer in existence. Share this post Link to post Share on other sites
metalcraze 290 Posted March 17, 2011 I don't stuck with handguns. In fact I don't stuck with rifles either if I move correctly And I really hope BIS won't remove this feature in favour of '/noclip' cheats Share this post Link to post Share on other sites
celery 8 Posted March 17, 2011 I don't stuck with handguns.In fact I don't stuck with rifles either if I move correctly And I really hope BIS won't remove this feature in favour of '/noclip' cheats Have you played any recent version of the game? You get stuck with handguns if you try to pass a door sideways but the "noclip" you fear is already true for rifles. Share this post Link to post Share on other sites
NeMeSiS 11 Posted March 18, 2011 the "noclip" you fear is already true for rifles. Which is actually pretty cool since it still tries to force your weapon out of the way if you try to point it straight through a wall. Easiest way to see this is to crouch in front of those small stone walls in Chernarus and just aim up and down, it will not really let you aim in positions where your weapon would clip 'too much', though using the sights may cancel that effect, not sure. Share this post Link to post Share on other sites
no use for a name 0 Posted March 18, 2011 I really don't think the anims are that bad...maybe the AT launcher equip/reload is a little fast, but other than that I don't mind. The controls/movement always felt a little sluggish; these help balance that out IMO Share this post Link to post Share on other sites
coopr 10 Posted March 18, 2011 I'm happy about the fact now your weapon doesn't get stuck. I seriously don't understand why people would like to undo this bug fix? So it should be difficult to enter a door? this makes the game more realistic? I know all the CQB procedures of entering a room lower your weapon move true door etc. and this is all possible if you have an A.I with the mind of a 1 year old in the room you are trying to enter. But try this procedure into a pvp server and before even entering try to lean into the door and see if there is anyone in the room. The moment you are lowering your weapon to try and look around the corner your dead.. Share this post Link to post Share on other sites
-=seany=- 5 Posted March 18, 2011 I'm happy about the fact now your weapon doesn't get stuck.I seriously don't understand why people would like to undo this bug fix? So it should be difficult to enter a door? this makes the game more realistic? You would be surprised how many people seem to enjoy annoying things like this, feeling that its' removal will suddenly make Arma into BF2 or COD some how. Share this post Link to post Share on other sites
celery 8 Posted March 18, 2011 You would be surprised how many people seem to enjoy annoying things like this, feeling that its' removal will suddenly make Arma into BF2 or COD some how. Judging by the discussions at the time (Arma 1), we're playing a CoD clone right now thanks to animation improvements compared to A1 (waiting for animation loop to stop was a realistic simulation of inertia and the avatar's stress levels) and reloading on the move. Share this post Link to post Share on other sites
langgis08 10 Posted March 18, 2011 (edited) sry if this has been posted already, but sometimes it's hard to keep up with all the new fixes and betas ;) ok: just recognized that "shift + function key" won't select my assigned team (red, green, etc) members together (running 78967, no mods atm) didnt change my key-assignments since months what did I miss ? EDIT: this is what I missed ---- [78153] New: Ctrl+F1..Ctrl+F5 assigns unit to team red/green/blue/yellow/white. [78150] Changed: Shift-F1..Shift-F5 select corresponding color team (red/green/blue/yellow/white) ---- :) Edited March 18, 2011 by langgis08 solved Share this post Link to post Share on other sites
ziiip 1 Posted March 19, 2011 It would be great if vehicles that had their health set to 0 by the setdamage command were spawning as wrecks again and not explode on mission start. This was the case until the latest non-beta patch. Share this post Link to post Share on other sites
Lonestar 11 Posted March 19, 2011 (edited) Did you try it in SP or MP editor? With setdamage 1 the vehicle explodes on mission startup? I hope normal behavior was restored: Note that fully damaged units will begin the mission alive, then be instantaneously damaged. This means fully damaged soldiers will display a death animation, and vehicles will generally explode within 10 seconds of the mission starting. http://community.bistudio.com/wiki/ArmA_2:_Mission_Editor#Health.2FArmor Edited March 19, 2011 by Lonestar Share this post Link to post Share on other sites
ziiip 1 Posted March 19, 2011 With setdamage 1 the vehicle explodes on mission startup? Exactly. Before the latest patch, vehicles would spawn as wreck. Share this post Link to post Share on other sites
eosteric 10 Posted March 19, 2011 (edited) DEVS, PLEASE TAKE NOTE: The vram issue, the latest stable patch (non-beta) detects VRAM wrong for me, on my 5870, as it does with many other ATI users. It detects lower than it should and it screws up LOD of textures, and messes with performance. NOTE that going into my ArmA2OA.cfg and setting LocalVram to 0 and starting the beta detects the correct amount of LocalVram and LOD texture issue is gone. If I fire up non-beta again it will detect LocalVram wrong again, and the issue is back. Everything is fine as long as I keep playing the beta. So please note this beta corrects this and detects LocalVram properly for ATI users, and include this fix in your official, regular, non-beta patch. The beta patch I'm talking about is 78927, so make sure whatever fix included there is included in upcoming patches as well. I guess it might have been fixed since this beta: [76930] Fixed: More reliable VRAM detection on Vista/Win7 (using DXGI). (http://dev-heaven.net/issues/16163) But just make sure to include this in regular patch, really important fix for ATI users. Edited March 19, 2011 by eosteric Share this post Link to post Share on other sites
Lonestar 11 Posted March 19, 2011 Note that fully damaged units will begin the mission alive, then be instantaneously damaged. This means fully damaged soldiers will display a death animation, and vehicles will generally explode within 10 seconds of the mission starting. http://community.bistudio.com/wiki/ArmA_2:_Mission_Editor#Health.2FArmor Exactly. Before the latest patch, vehicles would spawn as wreck. According to what you said, normal behavior seems to have been restored. It's a good news! :smile: Share this post Link to post Share on other sites
ziiip 1 Posted March 19, 2011 According to what you said, normal behavior seems to have been restored. It's a good news! :smile: Umm...now they explode on mission start. What I want is wrecs spawned on mission start, which was the case before the latest patch. Share this post Link to post Share on other sites
Defunkt 431 Posted March 19, 2011 For me they've always (as long as OA has been around) burst into flames at mission start. Though I can see you'd quite often want them not to it can be immensely valuable in terms of setting the scene of a recent battle. Share this post Link to post Share on other sites
ziiip 1 Posted March 19, 2011 Though I can see you'd quite often want them not to it can be immensely valuable in terms of setting the scene of a recent battle. Exactly. Plus, I was a little surprised when I ran self-made mission in which we started near a chopper wreck. Share this post Link to post Share on other sites
suma 8 Posted July 26, 2011 Related to these changes. Shouldn't 'Move to' still stay the default action in quick command menu when not pointing to an enemy? After giving 'target' command I'm much more likely to give a 'move' than 'engage' command when I'm pointing to empty area. Finally fixed in 83101. The Engage / Fire now appears only when pointing to an enemy which is already targeted / engaged by some selected unit. Share this post Link to post Share on other sites