Guest Posted March 31, 2016 I just think that it's about compilation, are data transfers between all their studios. Share this post Link to post Share on other sites
2nd ranger 282 Posted March 31, 2016 Ragdoll has been alot better recently. Much more realistic death poses, hardly any broken legs or spines. Haven't noticed any backflipping in a while. Share this post Link to post Share on other sites
Guest Posted March 31, 2016 i just had some weird head spinning around the backbone, by shooting at elbow/arm. How many years ago did they talk about Kart as April Fool ? I can't remember if it was last year, or older. Share this post Link to post Share on other sites
pettka 694 Posted March 31, 2016 As for the logistic issues, there are some troubles in update pipeline that prevent us from delivering data to Steam. We have just managed to create some temporary workarounds as You may see with the newest SECREP, but we are still working on fixing the main issue :icon_twisted: 4 Share this post Link to post Share on other sites
bars91 956 Posted March 31, 2016 Too much Kozel in that update pipeline? ;) Share this post Link to post Share on other sites
Freghar 73 Posted March 31, 2016 Too much Kozel in that update pipeline? ;)If anything, too much Starobahno. :P (You can never completely get rid of it.) Share this post Link to post Share on other sites
R3vo 2654 Posted March 31, 2016 Am I supposed to have the improved debug console already? I thought no update has made it through for the last few days Share this post Link to post Share on other sites
en3x 209 Posted March 31, 2016 As for the logistic issues, there are some troubles in update pipeline that prevent us from delivering data to Steam. We have just managed to create some temporary workarounds as You may see with the newest SECREP, but we are still working on fixing the main issue :icon_twisted: Sharing is caring.Keep up! Share this post Link to post Share on other sites
NorX Aengell 23 Posted April 1, 2016 Hi, don't know if it's a bug or not, but actually pods of the Taru aren't in the Eden editor :s. At this moment, you can't add them to the game if you're not Zeus... Share this post Link to post Share on other sites
froggyluv 2136 Posted April 1, 2016 Added: Weapon switching on the move :627: 2 Share this post Link to post Share on other sites
killzone_kid 1331 Posted April 1, 2016 :627: :cc: 1 Share this post Link to post Share on other sites
R3vo 2654 Posted April 1, 2016 That's and awesome changelog, was definitely worth the waiting. My favorites: Tweaked: The Suppression command was overhauled Added: New commandSuppressiveFire and doSuppressiveFire script commands ( Guess suppressive fire command will soon work ?) Works already, awesome! Added: A new getTerrainGrid script command (returns the current size of the terrain grid) (Finally) Added: Weapon switching on the move Added: Support for setting up an area inside objects and logics (e.g. modules) Share this post Link to post Share on other sites
Brisse 78 Posted April 1, 2016 Nice to finally be able to switch weapon on the move, but perhaps the new way gives a bit too much freedom? I always expected this to force walk if it was ever implemented. Now you can even do it while sprinting, without slowing down one bit. I don't find that very realistic. Share this post Link to post Share on other sites
Electricleash 133 Posted April 1, 2016 Added: Weapon switching on the move Checking off another biggie from the FT top ten! Great job guys! 2 Share this post Link to post Share on other sites
CaptainObvious 95 Posted April 1, 2016 Good heavens, I might need a new keyboard after spitting my beer all over the desk :don3: I love you bohemiapeople :wub: Share this post Link to post Share on other sites
fn_Quiksilver 1636 Posted April 1, 2016 Added: A new getTerrainGrid script command (returns the current size of the terrain grid)Added: New setTaskMarkerOffset and taskMarkerOffset script commands Added: Weapon switching on the move Added: A new userInputDisabled script command (returns true when the user input is disabled) Added: New commandSuppressiveFire and doSuppressiveFire script commands Tweaked: The Suppression command was overhauled ... 4 Share this post Link to post Share on other sites
gippo 38 Posted April 1, 2016 Added: Support for creating 3D areas in objects and a possibility to change their shape (e.g. from a rectangle to an ellipse)Any info on this? :rolleyes: Share this post Link to post Share on other sites
Neviothr 102 Posted April 1, 2016 *Fixed: A code execution from the Debug Console would not work after a scenario save. *Added: Additional reporting of ErrorMessages to the RPT file to help solve crashes. *Tweaked: The Suppression command was overhauled. *Added: New commandSuppressiveFire and doSuppressiveFire script commands. *Added: Weapon switching on the move. Yes yes yes! Thank you! All of the above are extremely useful, needed, and much appreciated additions! Share this post Link to post Share on other sites
en3x 209 Posted April 1, 2016 Amazing work of programmers.It's amazing how I haven't spotted any preparation for weapon switch on the logs. One must wonder how long it took to solve or overcome the problem. Share this post Link to post Share on other sites
da12thMonkey 1943 Posted April 1, 2016 ENGINE Added: New slingLoading and slingLoaded animation sources I'm always happy to see new animation sources. I assume that in a sling-loading scenario, the slingLoading state for the entity that is lifting (i.e. the helicopter) and slingLoaded state is for the object that is being lifted (e.g. a truck, an ammo box, SDV etc. etc.)? Sounds useful anyway: can see it being implemented for things like cargo nets that un-hide around ammo boxes and other small objects when they're being sling-loaded. At least in community addons. 1 Share this post Link to post Share on other sites
commy2 188 Posted April 1, 2016 Tweaked: The PlayerDisconnected mission Event Handler is now called even when the OnPlayerDisconnected command is not usedI'm having the exact same problem with PlayerConnected. It does not fire unless the onPlayerConnected CODE SQF command was used once. I guess that's on the TODO list? Share this post Link to post Share on other sites
killzone_kid 1331 Posted April 1, 2016 Tweaked: The PlayerDisconnected mission Event Handler is now called even when the OnPlayerDisconnected command is not usedI'm having the exact same problem with PlayerConnected. It does not fire unless the onPlayerConnected CODE SQF command was used once. I guess that's on the TODO list? It is now, thanks for reporting it. 2 Share this post Link to post Share on other sites
Defunkt 431 Posted April 1, 2016 Great work BIS, super to have weapon switching while moving. Just one small thing I've noticed; it appears I can't use SPACE for the new editor Up key binding. Instead SPACE (not bound) appears to cycle a highlight through the widgets on the toolbar but not to any obvious effect. Share this post Link to post Share on other sites