ProfTournesol 956 Posted September 8, 2014 "Fixed: Unused story characters have been removed from the editor (they are still available in scenarios)"Do we know which have been removed? thanks I fail to understand the need to remove them from the editor... Share this post Link to post Share on other sites
petek 62 Posted September 8, 2014 I fail to understand the need to remove them from the editor... I'd tend to agree. Although I don't know what's been removed I really can't see the point in removing stuff that apparently works..... Share this post Link to post Share on other sites
miketim 20 Posted September 8, 2014 Yeah what the fuck, did someone get too much OCD over seeing an unused character... :confused: Lets be real guys, who here wouldve gotten pissed, if in arma 2, they removed all unused characters.. obviously there were many things that were pretty much unused.. that was what made it good... for mission makers/modders etc. Not even sure who felt the need to do this, I can maybe understand some UNITS being removed, there are a few that are just like.... "Soldier" in FIA and I have no clue what they are for.. but characters, no need to touch that. Share this post Link to post Share on other sites
Wiki 1558 Posted September 8, 2014 (edited) Can the damn tanks be fixed? In Altis, a small wall (30 cm) can stop a goddamn tank of 45 tons!!! Edited September 8, 2014 by Wiki Share this post Link to post Share on other sites
Maio 293 Posted September 8, 2014 Please stop using the word "fuck" and its abbreviations in such an aggressive manner... you are scaring the children :( Share this post Link to post Share on other sites
2nd ranger 282 Posted September 8, 2014 Can the damn tanks be fixed?In Altis, a small wall (30 cm) can stop a goddamn tank of 45 tons!!! This actually broke the progression of Resurgent West for me once, because a T-100 got stuck on a wall out in a field, and I couldn't even see it through Titan thermals because it was behind some trees (the final objective was to destroy all tanks). Share this post Link to post Share on other sites
Wiki 1558 Posted September 8, 2014 It totally sucks: this + horrible AI pathfinding break the missions. Tanks in ArmA suck so much Share this post Link to post Share on other sites
Bouben 3 Posted September 8, 2014 It totally sucks: this + horrible AI pathfinding break the missions. Tanks in ArmA suck so much Man, take your pills, please. We know that the AI issues are serious but your mental health seems even more serious. Share this post Link to post Share on other sites
gliptal 25 Posted September 8, 2014 Guys, I'm sure if you ask politely the devs will put the charachters back in the editor if they feel the community wants them. :D Yay! Share this post Link to post Share on other sites
neodammerung 8 Posted September 8, 2014 Guys, I'm sure if you ask politely the devs will put the charachters back in the editor if they feel the community wants them. :DOr they'll find an excuse to explain why too much choice confuse players... like they did when they merged the friendly/enemy AI difficulty sliders Share this post Link to post Share on other sites
martin_lee 33 Posted September 9, 2014 I was playing the campaign on dev branch lately, and I came across a slight problem in Supply Network. In that mission, I think there is a script that will put/teleport the convoy back on course every few while. But when it was about to arrive, they move rather slowly through that last town, and keep getting "put back on course". They will start moving again, slowly, only to once again got put back on course. I am thinking you can reduce the polling rate of that script, so the convoy could move through without getting teleported Share this post Link to post Share on other sites
TSAndrey 1 Posted September 9, 2014 Since always? It does calculate some pathfinding but only of units local to the client. Typically this is only the group directly under the player's control.All other AI calculations are done on the server or other clients if the AI is local there. Hence why a Headless Client local to the server helps with server fps, the AI calculations are offloaded to seperate threads on different cores leaving the server with game related operations. Then why does server lagg cause low FPS? Share this post Link to post Share on other sites
DnA 5143 Posted September 9, 2014 @DNAIs there going to be some work put into what happens visually when players/ai receive damage? As it stands practically nothing happens apart from rag doll trying to initiate for a fraction of a second then deactivating. It's something we're also not satisfied with. Attempts in the recent past did not work out well (e.g. leaving the ragdoll on for longer meant the character spasms wildly). Our animation tech has limitations that makes it not easy to address. I hope we can at some point. Share this post Link to post Share on other sites
zozo 104 Posted September 9, 2014 Hello, we have removed the following story characters: * Grover * Hutchinson * Novak These characters have never been used in the campaign or any official content. They had been planned for the campaign, but never used or fully finished. They were missing identities as well, thus we decided to remove them. However you can use them, just using the class name as parameter. Also they won't be removed from your missions if you already use them. Share this post Link to post Share on other sites
twisted 128 Posted September 9, 2014 It's something we're also not satisfied with. Attempts in the recent past did not work out well (e.g. leaving the ragdoll on for longer meant the character spasms wildly). Our animation tech has limitations that makes it not easy to address. I hope we can at some point. It's good that you guys are looking at it. The positive feedback if your shots actually doing something to targets makes a huge difference. Blood/clothing particles on impact. The ragdoll in tpw mod is pretty good. It just falls down reflecting loss of conscious control Share this post Link to post Share on other sites
DancZer 65 Posted September 9, 2014 It's something we're also not satisfied with. Attempts in the recent past did not work out well (e.g. leaving the ragdoll on for longer meant the character spasms wildly). Our animation tech has limitations that makes it not easy to address. I hope we can at some point. , but maybe it is too late to bring in another middleware for it. Share this post Link to post Share on other sites
das attorney 858 Posted September 9, 2014 I think the price to use the licence puts a lot of potential buyers off. Share this post Link to post Share on other sites
Fushko 59 Posted September 9, 2014 (edited) It's something we're also not satisfied with. Attempts in the recent past did not work out well (e.g. leaving the ragdoll on for longer meant the character spasms wildly). Our animation tech has limitations that makes it not easy to address. I hope we can at some point. A "simple" way to greatly improve feedback when shooting and getting shot is adding a clear scream of pain. Right now it doesn't play reliably and it's too quiet for it to sound like it comes from the player. Loud screams would be heard from an appropriate distance, not just if you stand very close to the unit that is getting shot. For instance, if I'm in the field and I shoot/kill a CSAT unit from a couple dozens metres I should be able to hear its screams of pain. And please, the flinch really needs improvement. In my opinion you should have made a proper flinch animation instead of this ragdoll/animation hybrid flinch thing. Edited September 9, 2014 by FrankHH Share this post Link to post Share on other sites
petek 62 Posted September 9, 2014 Hello,we have removed the following story characters: * Grover * Hutchinson * Novak These characters have never been used in the campaign or any official content. They had been planned for the campaign, but never used or fully finished. They were missing identities as well, thus we decided to remove them. However you can use them, just using the class name as parameter. Also they won't be removed from your missions if you already use them. Thanks for the reply zozo Share this post Link to post Share on other sites
das attorney 858 Posted September 9, 2014 •Added: Enabled Sling Loading for helicopters (this technology is still work-in-progress) Exciting times - looking forward to trying this later :) Share this post Link to post Share on other sites
ProfTournesol 956 Posted September 9, 2014 Exciting times - looking forward to trying this later :) Yes indeed. Share this post Link to post Share on other sites
tpw 2315 Posted September 9, 2014 getposatl for buildings appears to be completely borked with the latest dev release, and always returns 0 for y. hint format ["ASL:%1 ATL:%2",getposasl nearestbuilding player,getposatl nearestbuilding player]; This has killed a few addons of mine. Share this post Link to post Share on other sites
DancZer 65 Posted September 9, 2014 A "simple" way to greatly improve feedback when shooting and getting shot is adding a clear scream of pain. Right now it doesn't play reliably and it's too quiet for it to sound like it comes from the player. Loud screams would be heard from an appropriate distance, not just if you stand very close to the unit that is getting shot.For instance, if I'm in the field and I shoot/kill a CSAT unit from a couple dozens metres I should be able to hear its screams of pain. And please, the flinch really needs improvement. In my opinion you should have made a proper flinch animation instead of this ragdoll/animation hybrid flinch thing. You are right. I can imagine even longer screaming, loud talk. Like: "Fu*k im hit, i'm hit, f*k aghhh, sssss" and variation of these. Share this post Link to post Share on other sites
blackpixxel 53 Posted September 9, 2014 Yeah, slingloading is working fine after some first tests. Much better than the other scripted attachto solutions, since the rope and the object on the rope seem to use physx. I am impressed so far! Good work BI! Share this post Link to post Share on other sites
aluc4rd 47 Posted September 9, 2014 Hi everyone, as you already noticed we deployed sling loading to dev branch and I've just created new thread for feedback so would you kindly share your experience with sling loading there? Share this post Link to post Share on other sites