buliwyf 4 Posted October 17, 2011 (edited) http://www.arma2.com/beta-patch.php [85497] Fixed: Remote units init event handle is no longer run before fully initialized (http://dev-heaven.net/issues/25225) [85489] Changed: Init handlers executed immediately, not queued for later execution like other events. [85488] Changed: MP: Units are no longer moved to a new group when they timeout getin (http://dev-heaven.net/issues/25095#note-75) :rolleyes: Edited October 17, 2011 by Dwarden Share this post Link to post Share on other sites
Varanon 892 Posted October 17, 2011 (edited) Retried "Hike in the Hills" and the problem with AI not wanting to board the car is still there. In addition, there's now an issue that pops up in that mission with replaying radio messages. On the host, the messages are normal, but on the client, they are replayed at a much slower speed (about four times as slow) which makes HQ sound like the devil. Opened a ticket: Issue #25591. Hopefully someone can verify/reproduce it Edited October 17, 2011 by Varanon typo Share this post Link to post Share on other sites
.kju 3245 Posted October 17, 2011 (edited) I am not sure yet but it seems AI (without WP) leaves their position on danger/enemy close by automatically now? > OA campaign 07 Eye of the Typhoon mission Normally the TK infantry in the mosque waits inside and on top the wall. Now it seems to move once a threat is close - can someone please test? Overall a very good change if true - however it might have severe impacts on existing missions and campaigns.. Edited October 17, 2011 by .kju [PvPscene] Share this post Link to post Share on other sites
Varanon 892 Posted October 17, 2011 PvPscene said: I am not sure yet but it seems AI (without WP) leaves their position on danger/enemy close by automatically now? Now that you mention it, I noticed something like that in a mission that I am doing right now, i.e. guarding AI would move towards the enemy as soon as they are detected (even if they are detected by, in this case, a helicopter flying by). ---------- Post added at 04:52 PM ---------- Previous post was at 04:50 PM ---------- It seems that the "UAV issue" (host player always controls the UAV) is fixed with the latest beta. I guess the assumption that it was related to the "Init vs EV handler" problem that was fixed in this beta. Share this post Link to post Share on other sites
maddogx 13 Posted October 17, 2011 Buliwyf said: [85497] Fixed: Remote units init event handle is no longer run before fully initialized (http://dev-heaven.net/issues/25225) [85489] Changed: Init handlers executed immediately, not queued for later execution like other events. [85488] Changed: MP: Units are no longer moved to a new group when they timeout getin (http://dev-heaven.net/issues/25095#note-75) :rolleyes: Man, even more fixes. When will it stop, ey? :rolleyes: Share this post Link to post Share on other sites
Undeceived 392 Posted October 17, 2011 Buliwyf said: :rolleyes: *Obligatory comment about Buliwyf using this smiley* :D Share this post Link to post Share on other sites
humvee28 10 Posted October 17, 2011 PvPscene said: I am not sure yet but it seems AI (without WP) leaves their position on danger/enemy close by automatically now? I´ve made a simple Test on Utes after i read this, and the Result was very impressive. :) Done it with a Delta Sniper, in prone Position on the Hill to the South of the Airfield. Then i´ve putted only a Russian Infantry Squad on the Runway, looking West to my 9. I´ve fired one Shot near the Leader, and the Squad started to spread out a little. Then a two man Team was send out by the Leader to observe. They´re moved in the opposite Direction of me, and checked out the Hill behind the Tower. In the Meantime another Team was sent out to cover the Advance of the first Team. The first Team holded the Position on the Hill and observed the Field in my Direction. Later the second Team too. After that, the Leader sent another two Teams up in my Direction. The first one checked the Field, the second moved slowly behind them with a good amount of Distance,covering the Observers. The first Time i saw this, i thought i was dreaming. But i´ve checked it twice. Very nice Behaviour! :D Share this post Link to post Share on other sites
buliwyf 4 Posted October 17, 2011 (edited) I got a standing infantry corpses on MP session today... :cool: Ah.. and this is definitly not fixed... http://dev-heaven.net/issues/16421 ;) Edited October 17, 2011 by Buliwyf Share this post Link to post Share on other sites
fabrizio_t 58 Posted October 17, 2011 Humvee28 said: I´ve made a simple Test on Utes after i read this, and the Result was very impressive. :) Done it with a Delta Sniper, in prone Position on the Hill to the South of the Airfield. Then i´ve putted only a Russian Infantry Squad on the Runway, looking West to my 9. I´ve fired one Shot near the Leader, and the Squad started to spread out a little. Then a two man Team was send out by the Leader to observe. They´re moved in the opposite Direction of me, and checked out the Hill behind the Tower. In the Meantime another Team was sent out to cover the Advance of the first Team. The firsot Team holded the Position on the Hill and observed the Field in my Direction. Later the second Team too. After that, the Leader sent another two Teams up in my Direction. The first one checked the Field, the second moved slowly behind them with a good amount of Distance,covering the Observers. The first Time i saw this, i thought i was dreaming. But i´ve checked it twice. Very nice Behaviour! :D i've posted a CIT ticket requesting this kind of behaviour yesterday. No info in build changelog, just a coincidence? Share this post Link to post Share on other sites
stk2008 14 Posted October 17, 2011 fabrizio_T said: i've posted a CIT ticket requesting this kind of behaviour yesterday.No info in build changelog, just a coincidence? Probably not this is just the magic BIS do for us fans :) I may be wrong but I am sure others will test further I would but unfortunately I have not got the time right now :( P.S I would have loved to have seen a video of that Humvee28. Share this post Link to post Share on other sites
twirly 11 Posted October 17, 2011 PvPscene said: I am not sure yet but it seems AI (without WP) leaves their position on danger/enemy close by automatically now? I have noticed this also. I have playable units placed at the start of the mission with no special "orders". When I switch into them they are miles away from the battle. Sometimes heading in the totally wrong direction away from the fight. As the Aussies say.... "they gone walkabout!" Share this post Link to post Share on other sites
twisted 128 Posted October 17, 2011 Humvee28 said: I´ve made a simple Test on Utes after i read this, and the Result was very impressive. :) Done it with a Delta Sniper, in prone Position on the Hill to the South of the Airfield. Then i´ve putted only a Russian Infantry Squad on the Runway, looking West to my 9. I´ve fired one Shot near the Leader, and the Squad started to spread out a little. Then a two man Team was send out by the Leader to observe. They´re moved in the opposite Direction of me, and checked out the Hill behind the Tower. In the Meantime another Team was sent out to cover the Advance of the first Team. The first Team holded the Position on the Hill and observed the Field in my Direction. Later the second Team too. After that, the Leader sent another two Teams up in my Direction. The first one checked the Field, the second moved slowly behind them with a good amount of Distance,covering the Observers. The first Time i saw this, i thought i was dreaming. But i´ve checked it twice. Very nice Behaviour! :D Really? only by putting down 2 squads and then playing. the splitting teams to recce positions while providing support for them sounds amazing. BIS AI really have made huge leaps forward if this is shown to be true. Share this post Link to post Share on other sites
metalcraze 290 Posted October 18, 2011 Yeah but what if you'll keep firing? They will still be running under bullets instead of getting out as fast as they can Share this post Link to post Share on other sites
OMAC 254 Posted October 18, 2011 PvPscene said: I am not sure yet but it seems AI (without WP) leaves their position on danger/enemy close by automatically now?> OA campaign 07 Eye of the Typhoon mission Normally the TK infantry in the mosque waits inside and on top the wall. Now it seems to move once a threat is close - can someone please test? Overall a very good change if true - however it might have severe impacts on existing missions and campaigns.. AI behavior at mosque seems much as before. There is no question in my mind that the damage increase at medium and long range makes the SP missions much easier. Things seem smoother now, and you're not wondering why it took so many hits to down someone. Overall excellent gameplay, but mission designers will definitely plan opposition differently than they did before. Share this post Link to post Share on other sites
Smurf 12 Posted October 18, 2011 Humvee28 said: I´ve made a simple Test on Utes after i read this, and the Result was very impressive. :) Done it with a Delta Sniper, in prone Position on the Hill to the South of the Airfield. Then i´ve putted only a Russian Infantry Squad on the Runway, looking West to my 9. I´ve fired one Shot near the Leader, and the Squad started to spread out a little. Then a two man Team was send out by the Leader to observe. They´re moved in the opposite Direction of me, and checked out the Hill behind the Tower. In the Meantime another Team was sent out to cover the Advance of the first Team. The first Team holded the Position on the Hill and observed the Field in my Direction. Later the second Team too. After that, the Leader sent another two Teams up in my Direction. The first one checked the Field, the second moved slowly behind them with a good amount of Distance,covering the Observers. The first Time i saw this, i thought i was dreaming. But i´ve checked it twice. Very nice Behaviour! :D This isn´t something new, but I admit that I don´t remember seeing it again in the last patch. Maybe they re-intruduced this? Share this post Link to post Share on other sites
HeinBloed 0 Posted October 18, 2011 Standing dead AI http://dev-heaven.net/issues/24683 reappears with 85510. Share this post Link to post Share on other sites
old_painless 183 Posted October 18, 2011 These changes to the damage of prone OPFOR - are you saying that 1) we will now inflict damage to soldiers even if we do not hit them precisely? 2) Or are you saying that it is easier to hit them now due to larger hitbox? 3) Or that we still need to hit them precisely, but that they will now take more damage? If it's 3) I can't see the problem really, seems more realistic. 1 or 2 would be more troublesome -OP Share this post Link to post Share on other sites
domokun 515 Posted October 19, 2011 HeinBloed said: Standing dead AI http://dev-heaven.net/issues/24683 reappears with 85510. I can confirm this. Share this post Link to post Share on other sites
sickboy 13 Posted October 19, 2011 There's still an issue with scripted grenade throwing since the betas; http://dev-heaven.net/issues/25639 Ticket is still WIP. Share this post Link to post Share on other sites
On_Sabbatical 11 Posted October 19, 2011 SU34 plane autolanding causes damage to the plane i(tested on this last beta) even with low damage (yellow hull). The landing is to harsh ... Share this post Link to post Share on other sites
NoRailgunner 0 Posted October 19, 2011 - AI is not aware of enemy/opponent units within clear line of sight + weapon range >>> AI should be forced to check and reveal static/non-moving or "unknown" units/objects asap - AI with machineguns are still able to hit with a single shot at a range of 500m or more >>> instead of single shots AI should use machinguns in burst + auto mode - sliding/jumping units are still there even visible in default missions (eg Hike in the Hills) and editor, its decreased than in other betabuilds but its still there Share this post Link to post Share on other sites
domokun 515 Posted October 19, 2011 NoRailgunner said: - sliding/jumping units are still there even visible in default missions (eg Hike in the Hills) and editor, its decreased than in other betabuilds but its still there I can confirm this too. Share this post Link to post Share on other sites
metalcraze 290 Posted October 19, 2011 (edited) Yeah I've noticed sliding units too. Can't reproduce it reliably but it happens from time to time. Edited October 19, 2011 by metalcraze Share this post Link to post Share on other sites
stk2008 14 Posted October 19, 2011 I was playing MP last night and noticed that the far away units was smooth as hell but the ones closer to me was sliding. I assume this is to do with the new system BIS has put in place. I was looking through an M110 scope and normally before this fix the units far away would warp. This is better but I wonder if the sliding units can be improved none the less this is fantastic work so far really is I never thought I would see the day that warping units would be fixed sniping now is much better. Share this post Link to post Share on other sites