OMAC 254 Posted November 12, 2011 The M240 is indeed bad-ass, but the MK 48 camo is also way cool, and powerful as hell. Share this post Link to post Share on other sites
CameronMcDonald 146 Posted November 12, 2011 The best weapon to do such job is a dude with M240 UltraM60. Share this post Link to post Share on other sites
-=seany=- 5 Posted November 12, 2011 And seany beats me with ~2 years for noticing this :)/KC heh heh almost forgot about this one :). Cheers for blowing the dust off :D Share this post Link to post Share on other sites
On_Sabbatical 11 Posted November 12, 2011 Tanks lack "turn out " action:i tested with t72 and TUSK Share this post Link to post Share on other sites
ffur2007slx2_5 11 Posted November 12, 2011 Ai steering still quite bad. They are affected too much by those objects aside the road. Share this post Link to post Share on other sites
Tonci87 163 Posted November 12, 2011 Ai steering still quite bad. They are affected too much by those objects aside the road. True, a Rabbit near the road can bring AI drivers to a complete halt until it goes away Share this post Link to post Share on other sites
Fireball 16 Posted November 12, 2011 Tanks lack "turn out " action:i tested with t72 and TUSK Are you sure, this isn't just an "effective commander" issue? I.e. when you're not the commander of the vehicle, you cannot "order" to "turn out". ---------- Post added at 12:51 PM ---------- Previous post was at 12:38 PM ---------- Ref. objects affecting AI steering; ticket with repro or it didn't happen. True, a Rabbit near the road can bring AI drivers to a complete halt until it goes away It's probably not what he meant with "objects aside the road", but we have a ticket for that: http://dev-heaven.net/issues/3450 Share this post Link to post Share on other sites
Undeceived 392 Posted November 12, 2011 True, a Rabbit near the road can bring AI drivers to a complete halt until it goes away Oh yes, those random rabbits really are a pain in the ass as they can destroy a whole cutscene (for example). The AI in vehicles really has a problem with situations like this. :( Thanks for the ticket link, Fireball. Share this post Link to post Share on other sites
Black Russian 10 Posted November 12, 2011 True, a Rabbit near the road can bring AI drivers to a complete halt until it goes away Of course he stops since animals are treated as civilians and who wants to run over a civilian? :D http://dev-heaven.net/issues/26243 Share this post Link to post Share on other sites
joey_45 0 Posted November 12, 2011 Damn those pesky Vegans...:D Share this post Link to post Share on other sites
gabe_ruckus 5 Posted November 12, 2011 I guess that's what they meant by a kinder, gentler army. Share this post Link to post Share on other sites
sickboy 13 Posted November 13, 2011 Posted the possible sig v2 issue to CIT: http://dev-heaven.net/issues/26323 Awaiting details/repro :) Share this post Link to post Share on other sites
That guy 10 Posted November 14, 2011 curious how a tank will come to a grinding halt for a rabbit, but if say, a friendly is in its way, it will happily grind him to a paste with out so much as blinking Share this post Link to post Share on other sites
SWAT_BigBear 0 Posted November 14, 2011 curious how a tank will come to a grinding halt for a rabbit, but if say, a friendly is in its way, it will happily grind him to a paste with out so much as blinking PETA came with this game, sympathy did not :D Seriously tho, those grunts groans and screams of bloody murder of ai being run down...is depressing. Share this post Link to post Share on other sites
msy 22 Posted November 14, 2011 curious how a tank will come to a grinding halt for a rabbit, but if say, a friendly is in its way, it will happily grind him to a paste with out so much as blinking In my opinion any AI on foot including man and animals should be aware of vehicles. If a man or an animal notices a vihecle coming to him\it, then him\it should quickly do some dodging amination just like GTA style. In ARMA series, AI on foot is too careless of incoming vehicles.:( Share this post Link to post Share on other sites
sickboy 13 Posted November 14, 2011 Put it in a ticket? Share this post Link to post Share on other sites
NoRailgunner 0 Posted November 14, 2011 IIRC there is or was a ticket about animals/civilians crossing roads and causing chaotic + strange reaction to AI drivers. This problem/bug exists since A2. Maybe its easier to stop any AI/animal/civilian from crossing roads if vehicles are driving within a certain range ~20m to them? Or something like "stop-walking" if vehicles are driving close by ~2m? Share this post Link to post Share on other sites
Tonci87 163 Posted November 14, 2011 Or something like "stop-walking" if vehicles are driving close by ~2m? This wouldn´t do anything good at all, the damn animal/NPC doesn´t need to move to make the AI come to a complete halt. One rabbit siting next to the road is enough Share this post Link to post Share on other sites
NoRailgunner 0 Posted November 14, 2011 If AI driving on road then delete all animals/civilians on roads and close by else AI drivers are free to kill them. :icon_twisted: Share this post Link to post Share on other sites
metalcraze 290 Posted November 14, 2011 If a man or an animal notices a vihecle coming to him\it, then him\it should quickly do some dodging amination just like GTA style. Hollywoodish diving will be too stupid in this game. They should just stay out of the way and not wait until vehicle is 10 cm away to do a KEWL MOVE. Considering that in ArmA you can see them coming a mile away. Share this post Link to post Share on other sites
humvee28 10 Posted November 14, 2011 This wouldn´t do anything good at all, the damn animal/NPC doesn´t need to move to make the AI come to a complete halt. One rabbit siting next to the road is enough Seems familiar to this : http://dev-heaven.net/issues/25642 ;) Share this post Link to post Share on other sites
OMAC 254 Posted November 14, 2011 Seems familiar to this :http://dev-heaven.net/issues/25642 ;) Excellent repro and ticket. IMO, this is the first issue that should be addressed for 1.61. Share this post Link to post Share on other sites
f2k sel 164 Posted November 14, 2011 A trigger set to civs will activate if an object such as a barrel is in the area but a vehicle won't try and avoid it when it's in the road. There must be some other parameter. Share this post Link to post Share on other sites
beton 2 Posted November 14, 2011 Excellent repro and ticket. IMO, this is the first issue that should be addressed for 1.61. +1 from me Share this post Link to post Share on other sites
metalcraze 290 Posted November 14, 2011 Driver pathfinding and AI kneeling instead of standing when shooting should be addressed first in 1.61 I did a test a few days ago. A battle between my fireteam and several enemy AI squads in the village. I was doing a massacre of AIs while standing AIs in my team couldn't hit anything. But as soon as I ordered them to crouch - "enemy down" "enemy down" "enemy down" "enemy down" Share this post Link to post Share on other sites