Tom_48_97 523 Posted July 13, 2015 can anyone confirm that ... does not set units to speed "limited" and "safe" ? They are aware from the beginning of the mission and that was not the case before the last update.It does, the behavior is set to "SAFE" and the speed to "LIMITED". If they are aware at the beginning, I assume that something has been spotted by the group. Share this post Link to post Share on other sites
dr. hladik 231 Posted July 13, 2015 distance2D would be better suited if there was one ;) Added in 131510 Share this post Link to post Share on other sites
killzone_kid 1331 Posted July 13, 2015 Added in 131510 Share this post Link to post Share on other sites
h - 169 Posted July 13, 2015 ^ lol.. Quickly, we should start asking for all kinds of scripting commands as they seem to be on a roll.. Share this post Link to post Share on other sites
R3vo 2654 Posted July 13, 2015 It does, the behavior is set to "SAFE" and the speed to "LIMITED". If they are aware at the beginning, I assume that something has been spotted by the group. Yeh, my bad. The Ai was set to AWARE by one of my own scripts *facepalm* Share this post Link to post Share on other sites
pedro 10 Posted July 13, 2015 ^ lol..Quickly, we should start asking for all kinds of scripting commands as they seem to be on a roll.. Good idea. Please add flyInHeightASL, thanks. http://feedback.arma3.com/view.php?id=14955 Share this post Link to post Share on other sites
killzone_kid 1331 Posted July 13, 2015 Added in 131510 https://community.bistudio.com/wiki/distance2D Share this post Link to post Share on other sites
nikiforos 450 Posted July 13, 2015 Fixed: Time of day affected by low FPS So that means regardless if you play at night time or day light you get the same FPS? If so then great achievment. I will try this out later today :) Share this post Link to post Share on other sites
Fushko 59 Posted July 13, 2015 Fixed: Time of day affected by low FPSSo that means regardless if you play at night time or day light you get the same FPS? If so then great achievment. I will try this out later today :) No, that means that time of day doesn't slow down (?) when you have low FPS. Now, they only need to apply the same treatment to fire rate... Share this post Link to post Share on other sites
cyruz 103 Posted July 13, 2015 (edited) Fixed: Time of day affected by low FPSSo that means regardless if you play at night time or day light you get the same FPS? If so then great achievment. I will try this out later today :) I read that as low client FPS doesn't cause time slippage on the client vs server/non-low fps clients. Edit: Missed Frank's post Edited July 13, 2015 by Cyruz Share this post Link to post Share on other sites
gossamersolid 155 Posted July 13, 2015 Fixed: Time of day affected by low FPSSo that means regardless if you play at night time or day light you get the same FPS? If so then great achievment. I will try this out later today :) That's not what it said at all. It said time of day is being affected by low framerates, not low framerates are caused by time of day. What I'm understanding this to mean is that a client's time can be possibly behind others if their framerate is low. Share this post Link to post Share on other sites
nikiforos 450 Posted July 13, 2015 OK guys thanks for the clarification!! Share this post Link to post Share on other sites
R3vo 2654 Posted July 13, 2015 Added: New targetKnowledge command (better version of knowsAbout) Wow that was quick, we've just had a discussion about that in the AI developement thread. Share this post Link to post Share on other sites
enex 11 Posted July 13, 2015 I noticed that animation of switching to handgun has hand reaching for a handgun handle offseted too much forward. Share this post Link to post Share on other sites
x3kj 1247 Posted July 14, 2015 Arma 3 Diag EPEVehicles does not show the origin (as red crosses)of wheel contacts anymore when they collide with something. It doesn't show the arrows that indicate controll inputs and forces either. It only shows a red origin at the Center of Mass that flickers occasionally. Please revert this so we at least have a chance for debugging the mess that is physx. I don't know when this changed, i haven't dealt with physx alot lately Tanks accelerate on their own now without throttle input (e.g. T-100 after 30kph let go of throttle-> keeps accelerating to 40). Share this post Link to post Share on other sites
pettka 694 Posted July 14, 2015 Arma 3 Diag EPEVehicles does not show the origin (as red crosses)of wheel contacts anymore when they collide with something. It doesn't show the arrows that indicate controll inputs and forces either. It only shows a red origin at the Center of Mass that flickers occasionally. Please revert this so we at least have a chance for debugging the mess that is physx. I don't know when this changed, i haven't dealt with physx alot latelyTanks accelerate on their own now without throttle input (e.g. T-100 after 30kph let go of throttle-> keeps accelerating to 40). You are using a wrong diag, "suspension" is the one with wheels :icon_twisted: Share this post Link to post Share on other sites
x3kj 1247 Posted July 14, 2015 (edited) You are using a wrong diag, "suspension" is the one with wheels :icon_twisted: No, suspension shows the forces and translation of the suspension, not the wheel contact with the ground - unless you talk about a version we don't get to have... The old EPEVehicle command showed the controll inputs as arrows, as well as force on center of mass and in case of contact with obstacles, also the contact points between wheel and the object. I'm wrestling with a vehicle where a wheel seems to be stuck in the ground for unknown reasons, "dragging" it with it therefore not exceeding 10+kph... Edited July 14, 2015 by X3KJ Share this post Link to post Share on other sites
alganthe 74 Posted July 14, 2015 I have the same issue as X3KJ, sometimes I see wheels "sinked" into the ground, the only way to unstuck them is to drive on top of small walls or any geometry that allow the wheels to go above the ground. Share this post Link to post Share on other sites
x3kj 1247 Posted July 14, 2015 sometimes I see wheels "sinked" into the ground No that's not the same, wheels that suddenly end up in the ground get intentionally deactivated by physx to prevent violent spazzing/glitching until they are above ground again. But this is not the case , since it's not a vanilla vehicle (note the colored arrows i described earlier that are now missing). The wheels don't sink but they blockade - I propably wasted 15+ hours on this problem already, soo frustrating. Only improvement achieved is that it now drives in reverse unimpeded. Share this post Link to post Share on other sites
CaptainAzimuth 714 Posted July 14, 2015 Added: New distance2D command Hmmm, what could it be? In another note, when will we see that improved walking animation with weapon? Share this post Link to post Share on other sites
Sniperwolf572 758 Posted July 14, 2015 Added: New distance2D commandHmmm, what could it be? In another note, when will we see that improved walking animation with weapon? A command to get the 2D distance between two points in space? Share this post Link to post Share on other sites
DancZer 65 Posted July 15, 2015 Feature or bug? When i go next to the enemy tank(or strider size vehicle and above) with my tank(eg.: T-100, M1A1) and i kill the tank with sabot(the tank explode) i will die inside the vehicle. Is this a feature or a bug? Shouldn't I survive it? Share this post Link to post Share on other sites
R3vo 2654 Posted July 15, 2015 Can anyone explain me what's new about targetKnowledge compared to knowsAbout? The documentation on the wiki page is not up yet, and I'm so excited to implement this into some of my stealth missions ;) Share this post Link to post Share on other sites
Imperator[TFD] 444 Posted July 15, 2015 Can anyone explain me what's new about targetKnowledge compared to knowsAbout? The documentation on the wiki page is not up yet, and I'm so excited to implement this into some of my stealth missions ;) It will also be wonderful for developing 'training' scenarios where players can learn the mechanics of AI detection and tracking skills which in turn should hopefully up-skill the player base. Share this post Link to post Share on other sites
rübe 127 Posted July 16, 2015 (edited) Can anyone explain me what's new about targetKnowledge compared to knowsAbout? Guess the main thing to note is that you no longer have to rely on and interpret that funny knowsAbout value (ranging from 0 to 4). That value probably should never have been exposed by the API in the first place, at least not in such a form, which smells of "engine internals" which better should be kept away in some black box. :cool: With the new targetKnowledge you now get a clear answer in the form of a bool. Further there's also some of nearTargets merged into it (position accuracy/target position error coef), which is nice. Not quite sure, if we can do some more things with this guy (didn't have time to play around with this yet). For example it could make sense to look at the difference between "last time target was seen by unit" and "last time target endangered unit", instead of considering the distance. Edited July 16, 2015 by ruebe Share this post Link to post Share on other sites