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miller

ArmA 2 OA Beta Build 82948

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I remember somebody said camera scripts don't seem to work anymore. I can confirm this. COIN (Construction interface BIS made) doesn't work with this beta. You can't move the camera around in it (Via the mouse)

Also:

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I can confirm Gossamer's observation. I tried to play War Welcome earlier today, no mods, and could not move the COIN camera around to place buildings.

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Seems like we need to do some in-depth testing of all major features, to make sure the next patch doesn't get released with some serious new bug. (Like the camera thing.)

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I remember somebody said camera scripts don't seem to work anymore. I can confirm this. COIN (Construction interface BIS made) doesn't work with this beta. You can't move the camera around in it (Via the mouse)

Fixed in 82982

---------- Post added at 09:35 ---------- Previous post was at 09:16 ----------

When you use a flashlight and turn it off, the light cone stays put:

Fixed in 82985

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Thanks Suma. Will make playing with VTS much more enjoyable again!

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Door opening animation looks "laggy" with this build.

Edited by Danil-ch

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Personally I see nothing wrong.

Animations are skipping frames.

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Oh well that seems a picky problem compared to other issues but meh.

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Door opening animation looks "laggy".

Great, those are exactly the issues I need reported - anything obviously wrong in animation continuity is a hot candidate to be caused by interpolation and could indicate a deeper problem, even if it seems trivial on its own.

Fixed in 83006

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When you use a flashlight and turn it off, the light cone stays put:

should be fixed, next beta

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Any news about the odd gun movement when using Binoculars or night vision goggles?

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Any news about the odd gun movement when using Binoculars or night vision goggles?

I do not remember seeing that one. What exactly do you mean?

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I encountered a bug with attachTo where the attached object moves back and forth. In this case the attached crates are also making the AI driver drive very slowly and fail horribly at turning.

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I do not remember seeing that one. What exactly do you mean?

This one which is still present in the latest beta.

Not really a beta issue but while working on animations it may be worth a look.

Edited by F2k Sel

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This one which is still present in the latest beta.

Not really a beta issue but while working on animations it may be worth a look.

Yea, it's not a beta issue (and not an engine issue at all). There are simply missing animations for walking with binoculars and thus the wrong anims are currently used (civil walking anims where rifle is on back).

Unless the BI artists get some time (off from working on ArmA 3 & TakOH I presume) to produce some new anims I doubt it'll ever get fixed. Sadly, art-related fixes seem to be extremely rare in ArmA 2 updates. This case even less likely since it requires completely new assets. :(

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Yea, it's not a beta issue (and not an engine issue at all). There are simply missing animations for walking with binoculars and thus the wrong anims are currently used (civil walking anims where rifle is on back).

While we are not yet sure if it is a config or engine issue, it is definitely not a data issue. The animations are there, as you can see when you hold the shift - you walk a little slower then, with rifle still in front of you. Once you release the shift, you speed up a little bit a the rifle swings to your back.

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While we are not yet sure if it is a config or engine issue, it is definitely not a data issue. The animations are there, as you can see when you hold the shift - you walk a little slower then, with rifle still in front of you. Once you release the shift, you speed up a little bit a the rifle swings to your back.

I just checked and you are right; the walking animations are there and work. However I cannot see any running animations for that stance (rifle slung in front) in the ArmA 2 Anim PBO (or referenced in the allIneOne config). As you have described, when you move at running speed is when the problem occurs.

A look at the config reveals that the running animation states for binoculars, for example state "AmovPercMrunSnonWbinDf_rfl", use the same files for civil running anims (in the example's case "AmovPercMrunSnonWnonDf.rtm"). These anims have the rifle proxy on the back.

If those anim files do exist, they aren't where they should be and aren't configured properly...

Edited by Big Dawg KS

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I encountered a bug with attachTo where the attached object moves back and forth. In this case the attached crates are also making the AI driver drive very slowly and fail horribly at turning.

Yeah, this is killing my user-made missions. :)

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