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-GLT-Sarge

ArmA 2 OA Beta Build 83363

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Boo.

;)

:D

If you want the effect just use

this addEventHandler ["getin",{driver truck addrating -6000}]

crude but the effect is the same.

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Sweet. Good job, Suma!

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Been playing for a few hours with no problems on this build.

Was there anything done as far as crash fixes go because it seems more stable than 83261 [i Know that was a few beta's ago]. I was alt tabbing often doing some mission editing with no crashes yet.

Thanks again...looking good so far.

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Having a weird issue with this beta.

Both friendly and enemy units randomly switch "sides". They randomly seem to be identified as friendly/enemy or neutral. See this CIT ticket.

Can anybody reproduce this?

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Happens for me too. Units switching to unidentified (orange) in something like 2 second intervals.

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Strange. I have run the mission, switched to the map, and I can see our units blue, enemies appearing in read, our units fire at the enemy, enemy is soon killed and disappear, but no orange appeared to me even for a brief moment.

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I will check the example mission as well.

So far not noticed any weirdness. Thanks Suma for sticking with us. :)

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Strange. I have run the mission, switched to the map, and I can see our units blue, enemies appearing in read, our units fire at the enemy, enemy is soon killed and disappear, but no orange appeared to me even for a brief moment.

Tried it once more and seen the problem. It seems it is a bit random - sometimes it shows, sometimes not.

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*retracted* Seems I wasn't imagining things anyway :)

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I see it, I just placed a group of BLUFOR infantry on the map using the editor and then look at the map. After several seconds some of them change to orange and back to blue. No other units are on the map.

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I confirm this "blinking". BLUFOR units randomly change their "state" from blue to orange and back again. I check it when all OPFOR units was dead, but BLUFOR group still was in combat state.

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I confirm this "blinking". BLUFOR units randomly change their "state" from blue to orange

Maybe deserters ? ;)

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This may be the cause of my squad been reporting EVERY vehicle (even the empty ones) and units they see?

Besides that, I could order my men to attack friendly units, even the ones in my squad, but they don´t actually fire at them even when ordered to.

In combat with actual enemies the AI seems a little undecided to attack or not sometimes.

FPS are good and solid again but textures (mainly from trees and the ground) seems to switch\flick a lot often. But this could be only my system...

EDIT: At first, I can´t commando my squad to get in a vehicle just attack it, even if we just used it.

Edited by Smurf

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Maybe deserters ? ;)

So why they not want run away? Enemy's spies? :D

Back to topic: anyone test this beta with KnowsAbout command? Maybe it bugged too?

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I'm seeing a problem with vehicle mounted gunners.

AI don't seem to attack AI mounted gunners when they've mounted an empty vehicle as gunner.

They will attack the player if he mounts the gun or a driver gets in the vehicle.

Example.

Just observe the AI not attacking the vehicle gunner and then switch to that unit and the AI will target the vehicle, takes about 2 seconds for AI to react.

http://www.sendspace.com/file/bxj8kj

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this beta has good performance and seems stable.

One thing i noticed that was weird was flickering shadows on a cows head. In the counterattack mission run towards enemy positions - there's a few cows in the foreground and the shadows on the head of the first cow seems to switch on and off as you get closer. I've noticed something similar before when turning head view a degree can cause certain shadows to appear or disappear. but this was a very pronounced flicker effect on the cows head.

not an earth shattering bug - but worth mentioning

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this beta has good performance and seems stable.

One thing i noticed that was weird was flickering shadows on a cows head. In the counterattack mission run towards enemy positions - there's a few cows in the foreground and the shadows on the head of the first cow seems to switch on and off as you get closer. I've noticed something similar before when turning head view a degree can cause certain shadows to appear or disappear. but this was a very pronounced flicker effect on the cows head.

not an earth shattering bug - but worth mentioning

For flashing cows, check the beginning of Village Sweep. I reported this before in the forums for a previous beta, but I think it may be in 1.59 vanilla also. It's something about the sunlight being partially occluded by the tops of trees to the rear.

---------- Post added at 06:24 PM ---------- Previous post was at 06:18 PM ----------

I'm seeing a problem with vehicle mounted gunners.

AI don't seem to attack AI mounted gunners when they've mounted an empty vehicle as gunner.

They will attack the player if he mounts the gun or a driver gets in the vehicle.

Example.

Just observe the AI not attacking the vehicle gunner and then switch to that unit and the AI will target the vehicle, takes about 2 seconds for AI to react.

http://www.sendspace.com/file/bxj8kj

Confirmed.

---------- Post added at 07:02 PM ---------- Previous post was at 06:24 PM ----------

I saw this strange effect around leaves in Village Sweep:

http://tinyurl.com/3j9jxcn

AToC=7. ???

Edited by OMAC

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That certainly looks strange ... but on my System it looks different and I'm sure it's always been that way since the introduction of AToC: http://www.abload.de/img/arma2oabeta83363uu48.jpg

everything on high or very high except PP and AA which is both on low and HDR on normal, AToC=7

Edited by Derbysieger

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When i use latest beta i still have "stutters" when using the camera script (eg the admin spectate in doomi missions). Does any know, will this disapear if server also runs the latest beta, or is it the spectate script that needs changes?

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