Dwarden 1125 Posted May 30, 2012 (edited) http://www.arma2.com/beta-patch.php [93294] Fixed: Multiple Object not found problems such as Server: Object 6:4 not found (message 124) [93276] New: terrainIntersect command [93273] New: lineIntersects, lineIntersectsWith commands and some crash fixes be aware that these commands below for LOS checking are computing extensive so use it with extreme caution and only when needed terrainIntersect [ pos1, pos2 ] Operand types: pos1: Array pos2: Array Type of returned value: bool Description: Checks for intersection of terrain between two positions. Returns true if intersects with terrain Example: _doesIntersect = terrainIntersect [ position player, position enemy1 ]; even sparse documentation for these two "lineIntersects", LineIntersects, GameArray, "array", "Returns true, if line intersect with any object." lineIntersects > [begPos, endPos, withObj, ignoreObj] "lineIntersectsWith", LineIntersectsWith, GameArray, "array", "Returns list of objects intersected by given line." lineIntersectsWith [begPos, endPos, withObj, ignoreObj, sortByDist] both also available in TOH since build 81021 too fresh to even find documentation :cool: Edited May 30, 2012 by Dwarden Share this post Link to post Share on other sites
xeno 234 Posted May 30, 2012 Dwarden, can you give us some more info on the intersect commands ? Xeno Share this post Link to post Share on other sites
themaster303 22 Posted May 30, 2012 is that version not suported by battleye ? Share this post Link to post Share on other sites
SaOk 112 Posted May 30, 2012 Are those line of sight commands? :D I have been waiting for those so long. Thanks if true. Share this post Link to post Share on other sites
Dwarden 1125 Posted May 30, 2012 Dwarden, can you give us some more info on the intersect commands ?Xeno updated first post, was quite hard to find the documentation be aware that this LOS checking is computing extensive so use it with extreme caution and only when needed Share this post Link to post Share on other sites
xeno 234 Posted May 30, 2012 updated first post, was quite hard to find the documentation Thanks! Xeno Share this post Link to post Share on other sites
Sephisto 1 Posted May 30, 2012 A friend and myself are getting "You were kicked off the game. (BattleEye: Unknown Game Version)" or something when we try to join servers now with the latest ArmA 2 Beta patch. How do we fix this?! Share this post Link to post Share on other sites
[kh]jman 49 Posted May 30, 2012 (edited) is that version not suported by battleye ? As of right now, no. A friend and myself are getting "You were kicked off the game. (BattleEye: Unknown Game Version)" or something when we try to join servers now with the latest ArmA 2 Beta patch. How do we fix this?! It's not supported by Battleye yet :j: Edit. It's being added right now. Edited May 30, 2012 by [KH]Jman Share this post Link to post Share on other sites
Sephisto 1 Posted May 30, 2012 Jman;2159785']As of right now' date=' no.It's not supported by Battleye yet :j:[/quote'] Alright thanks, no need to have an aneurysm. Share this post Link to post Share on other sites
[kh]jman 49 Posted May 30, 2012 Mentioned before many times ;) Share this post Link to post Share on other sites
SaOk 112 Posted May 30, 2012 Very nice addition! Thanks BIS :) I made a sample vid where the checking was made for toes (height ~0). Even the car tires block the view. :) I used these commands in trigger with repeatetly mode: Condition:!(lineIntersects [getposASL a,getposASL b,nearestObjects [player, ["all"], 200],[]]) On Act: hint "In sight"; Condition:(lineIntersects [getposASL a,getposASL b,nearestObjects [player, ["all"], 200],[]]) On Act: hint "Not In sight"; Share this post Link to post Share on other sites
columdrum 11 Posted May 30, 2012 Great!, new script commands are always welcome :D. Testing them right now :) Share this post Link to post Share on other sites
kuIoodporny 45 Posted May 30, 2012 Frigging awesome. Now, to the N++! Share this post Link to post Share on other sites
Rydygier 1317 Posted May 30, 2012 Great. Just, when I created my own amateurish sqf scanner, that doing something very similar. :) Of course is very crude and heavy. Curious, how it calculate, if/when given object is a view blocker or not? Share this post Link to post Share on other sites
KeyCat 131 Posted May 30, 2012 Great stuff, new possibilities arrise! /KC Share this post Link to post Share on other sites
JADO 1 Posted May 30, 2012 It's taken almost 2 hours to install this patch,is this normal?? Share this post Link to post Share on other sites
kremator 1065 Posted May 30, 2012 Click the OK button ! Share this post Link to post Share on other sites
noubernou 77 Posted May 30, 2012 New scripting functions are rather useless sadly... :( They require a list of objects to test the intersect with, when really this should be done with some sort of ray cast where it detects intercept with the cast ray, not sure why thats not done here, or if it is, its done in a really confusing manner. There should be no reason we have to supply a list of objects for the function to test against. This makes it extremely expensive if you want to say test for LOS in a forest or across a very large distance. Nice try guys, but this shot landed a bit aft. :( Prefer we see functions that act more like these from VBS2: http://resources.bisimulations.com/wiki/cylinderCollision http://resources.bisimulations.com/wiki/CollisionDetection Share this post Link to post Share on other sites
Make Love Not War 10 Posted May 31, 2012 New scripting functions ... require a list of objects to test the intersect with, Note that SaOk's script can be optimized. If we move the position passed to nearestObjects so that it is equidistant between spotter and target and pass 1/2 distance between spotter and target as the radius, then our search area is reduced exponentially. Also, there are numerous possible culls we could implement. For instance, I imagine the test for intersection with terrain is much cheaper, so we should probably start there. If it returns true, then we test for intersection with objects. Another possibility is if we are testing whether soldier A can spot soldier B. In such case we can scale the frequency of our intersection tests in relation to the distance between the two. The greater the separation, the less frequent the checks. ... when really this should be done with some sort of ray cast where it detects intercept with the cast ray, Regardless of the above suggestions, I agree that a simple ray cast would be much easier. Perhaps a little known fact, but this is possible to script in ARMA 2. Seeing as there is some interest, I'll post my solution within the next couple of days. I wrote the script quite some time ago, but if memory serves it is based off something the ACE boys did. They were very close to a reliable, working solution, but they made a key error or two within their code. After a few changes it worked beautifully. Share this post Link to post Share on other sites
afp 1 Posted May 31, 2012 (edited) There is a very nice addition of those useless functions but after several new beta patches the issue reported here is still present. That flickering is more visible when you play with high textures and settings and low object details. Its one of the main reason the game still doesnt look like running smooth for me. Every time you look around or zoom there is this barely perceptible flickering making the game looking unfinished. http://www.youtube.com/watch_popup?v=YuBtYM35e2w&vq=hd720 Edited May 31, 2012 by afp Share this post Link to post Share on other sites
noubernou 77 Posted May 31, 2012 Note that SaOk's script can be optimized. If we move the position passed to nearestObjects so that it is equidistant between spotter and target and pass 1/2 distance between spotter and target as the radius, then our search area is reduced exponentially.Also, there are numerous possible culls we could implement. For instance, I imagine the test for intersection with terrain is much cheaper, so we should probably start there. If it returns true, then we test for intersection with objects. Another possibility is if we are testing whether soldier A can spot soldier B. In such case we can scale the frequency of our intersection tests in relation to the distance between the two. The greater the separation, the less frequent the checks. Regardless of the above suggestions, I agree that a simple ray cast would be much easier. Perhaps a little known fact, but this is possible to script in ARMA 2. Seeing as there is some interest, I'll post my solution within the next couple of days. I wrote the script quite some time ago, but if memory serves it is based off something the ACE boys did. They were very close to a reliable, working solution, but they made a key error or two within their code. After a few changes it worked beautifully. We actually do that in ACE for our missile guidance and laser spot LOS checks. We use terrain profiling then we "ray cast" a bullet that does no damage to do object checking. It works rather well, but it just feels hacky. Share this post Link to post Share on other sites
Make Love Not War 10 Posted May 31, 2012 We actually do that in ACE for our missile guidance and laser spot LOS checks. We use terrain profiling then we "ray cast" a bullet that does no damage to do object checking. It works rather well, but it just feels hacky. Yup, that's the technique I was thinking of. It was quite some time ago, but I recall the original ACE script could be unreliable in certain conditions? Issues with nearby targets perhaps? Anyway, I recall that after making some changes I had a very robust and very accurate LOS checker. And, yes, it most definitely feels hacky, but, honestly, most times I play around with sqf scripting things feel super-hacky. ;) In any case, it most certainly would be nice to have an official ray-caster. Share this post Link to post Share on other sites
On_Sabbatical 11 Posted May 31, 2012 Great to have new commands ! But i am not sure that it's really what people need for now ! Share this post Link to post Share on other sites
noubernou 77 Posted May 31, 2012 It could be quite unreliable in low script performance situations, but once it was moved to the per-frame handler that guarantees execution every frame it became much more reliable. Still it takes multiple frames (at least two) to get a result. Share this post Link to post Share on other sites
Lou Montana 101 Posted May 31, 2012 http://community.bistudio.com/wiki/terrainIntersect http://community.bistudio.com/wiki/lineIntersects http://community.bistudio.com/wiki/lineIntersectsWith to be tested and populated Share this post Link to post Share on other sites