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buliwyf

ARMA 2: OA beta build 85510

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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 by Dwarden

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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 by Varanon
typo

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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 by .kju [PvPscene]

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  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.

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  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:

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  Buliwyf said:
:rolleyes:

*Obligatory comment about Buliwyf using this smiley*

:D

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  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

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  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?

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  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.

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  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!"

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  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.

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Yeah but what if you'll keep firing? They will still be running under bullets instead of getting out as fast as they can

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  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.

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  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?

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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

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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 ...

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- 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

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  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.

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Yeah I've noticed sliding units too. Can't reproduce it reliably but it happens from time to time.

Edited by metalcraze

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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.

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