x3kj 1247 Posted July 28, 2017 Quote New "drivingstickRight", "drivingstickLeft", "drivingWheel" animation sources for armored vehicles fack yes! Thank you so much. 5 hours ago, POLPOX said: Scripted steering wheels? Then, next up is scripted moving surface? No. It's 'just' the animation source that enables modellers to animate the steering wheel based on steering input- like we already have for cars. Now it works for tanks too. If you have gone through the pain and modelled tank interior, then this change makes all the difference... 1 Share this post Link to post Share on other sites
R3vo 2654 Posted July 28, 2017 5 minutes ago, x3kj said: fack yes! Thank you so much. No. It's 'just' the animation source that enables modellers to animate the steering wheel based on steering input- like we already have for cars. Now it works for tanks too. If you have gone through the pain and modelled tank interior, then this change makes all the difference... Tank interiors with tank dlc confirmed ;) 7 Share this post Link to post Share on other sites
lexx 1385 Posted July 28, 2017 If it really means that, then hopefully for all the tanks and not just the new ones. Also not to forget Turn Out function for the Kamysh. I sure as hell won't get tired of requesting that. :> Needs a fixed hatch on the model, I guess.. because the hinge(?) seems to be one block and not possible to animate this way. No idea how much work it would be to fix that? Share this post Link to post Share on other sites
x3kj 1247 Posted July 28, 2017 Now that the steering wheel animation works, i found that hand-IK on tanks only works when turned out. When turned in, it freezes and updates only when chaning to exterior or optic view. Is this possibly related to the issue/ "feature" that tank drivers are forced hidden for 'spectators' when turning in (https://feedback.bistudio.com/T83066)? Iirc a birdy told me that this has been looked at recently - any news on that front? Steeringwheel looks totally arkward when in reverse, because the sides are switched from game controller input side. Logically the side where you pull down should apply brake force. This doesnt apply currently. I guess this is one of those complicated ease of game controll <-> visual situations where everyone has their preference. 5 hours ago, lexx said: If it really means that No it doesn't. This fix has been requested since years, repeatedly. Doesn't disprove that there wouldnt be interiors, but it certainly doesnt prove that there will be. 4 Share this post Link to post Share on other sites
Imperator[TFD] 444 Posted July 29, 2017 6 hours ago, killzone_kid said: You could try BIS_fnc_fire (probably Monday) https://community.bistudio.com/wiki/BIS_fnc_fire Awwww yes! Share this post Link to post Share on other sites
Tankbuster 1746 Posted July 29, 2017 11 hours ago, killzone_kid said: You could try BIS_fnc_fire (probably Monday) https://community.bistudio.com/wiki/BIS_fnc_fire That's good work! Like the note about not putting it in init. :) Share this post Link to post Share on other sites
kllrt 154 Posted July 29, 2017 8 hours ago, x3kj said: Is this possibly related to the issue/ "feature" that tank drivers are forced hidden for 'spectators' when turning in (https://feedback.bistudio.com/T83066)? Iirc a birdy told me that this has been looked at recently - any news on that front? viewDriverInExternal should be already fixed and working for tanks 3 Share this post Link to post Share on other sites
x3kj 1247 Posted July 29, 2017 1 hour ago, kllrt said: viewDriverInExternal should be already fixed and working for tanks thanks, just tested it (visually only) and it works. But it does not solve the IK issue unfortunately Share this post Link to post Share on other sites
kllrt 154 Posted July 29, 2017 Okay, I will report that. 1 Share this post Link to post Share on other sites
lex__1 422 Posted July 31, 2017 https://feedback.bistudio.com/T126339 Fog (mist, haze, smoke, brume) interfere with blocking air targets on the active radar. Active radar is a good indicator of the presence of air targets in any area of poor visibility. Active radar allows you to give a command for the AI arrow - switch to the target on the radar (the next active target). But the AA missiles are not blocked by radar targets when the target is not visually present. Changing the range of general visibility corrects the problem of blocking AA missiles for aerial purposes. Such a blockage of targets for AA missiles works well for systems without radar, for systems blocking thermal radiation. On systems with a radar there must be missiles blocking the target on the radar, without visual contact with the target.https://youtu.be/9nf1SF18zQw I could not find a similar ticket, but I remember that there was a ticket where they reported about the problem of blocking air targets. Are there any plans to change this AA missile problem on radar systems? Share this post Link to post Share on other sites
R3vo 2654 Posted July 31, 2017 Just did some testing. A convoy of four Hunters GMG. Waypoint Settings: - Careless - Hold fire, unless fired upon - formation column - everything else default Convoy Settings: - convoy seperation 10m Convoy's Group Settings: - Same as Waypoint Settings Convoy's driver and commander settings - disableAI suppression - disableAI cover All three runs the convoy just shot when fired upon and stayed at the road. Maybe the reason why they leave the road with the vehicles is to search for cover? Oo 4 Share this post Link to post Share on other sites
lex__1 422 Posted July 31, 2017 https://feedback.bistudio.com/search/query/dBKDreUy4A.1/#R There are many tickets for waypoints. This is a drawback for the game and building a path for the AI, directly in the game. I would like to build a group of short waypoints, instead of one long way. This works well for UAV building drone waypoints. Why is this not available for AI determination of waypoints ? There is no possibility of setting in the waypoints for AI behavior (the nature of the battle, stay at the 0-60 minute point, climb to the altitude and so on). 2 Share this post Link to post Share on other sites
lexx 1385 Posted July 31, 2017 On 28.7.2017 at 9:31 PM, killzone_kid said: You could try BIS_fnc_fire (probably Monday) https://community.bistudio.com/wiki/BIS_fnc_fire Tried it, appears to work again. Thanks. 1 Share this post Link to post Share on other sites
R3vo 2654 Posted July 31, 2017 Quote Tweaked: Current function view in Functions Viewer is now auto-refreshed after recompiling Tweaked: Double slash comments in code in the Debug Console are now ignored Thanks for those tweaks, especially the latter one. 2 Share this post Link to post Share on other sites
Gnashes 0 Posted July 31, 2017 25 minutes ago, R3vo said: Thanks for those tweaks, especially the latter one. Ditto. The latter was always infuriating when trying to do things like test modifications to large eventHandlers in a live environment. Share this post Link to post Share on other sites
fn_Quiksilver 1636 Posted August 1, 2017 7 hours ago, R3vo said: Thanks for those tweaks, especially the latter one. i can finally stop using the "comment" command :) Share this post Link to post Share on other sites
Larrow 2822 Posted August 1, 2017 With some of the current tweaks happening to the functions viewer, may I suggest a needed improvement. With the heavy usage of macros appearing in a lot of BI script nowadays some way to view included files - revive for example I'm looking at you. The functions viewer is current useless for reading some of these heavily macro'ed files, if you wish to know what is happening like all the namespace variables used etc. Currently the only way to make sense of these functions is to unpack the game PBOs. 2 Share this post Link to post Share on other sites
das attorney 858 Posted August 1, 2017 You could copyToClipboard str "bis_fnc_whatever" and the text is compiled. But yes, it would be nice to see it on screen Share this post Link to post Share on other sites
Larrow 2822 Posted August 1, 2017 1 hour ago, das attorney said: You could copyToClipboard str "bis_fnc_whatever" and the text is compiled. Thats extremely messy way though due to the macro whitespace. Try BIS_fnc_reviveInit and paste in IDE of choice. I always unpack the whole game so i can grep through the files, just though its a missing feature that would be extremely useful. What would be handy is having the files path selectable so you could then copyToClipboards loadfile "\a3\functions_f_mp_mark\revive\defines.inc" Or pass top 20 lines of file for #include's and add buttons to viewer title area that open a moveable text panel with included doc, then you could browse both the script and defines at the same time. 2 Share this post Link to post Share on other sites
das attorney 858 Posted August 1, 2017 57 minutes ago, Larrow said: Thats extremely messy way though due to the macro whitespace. Yeah it's not ideal but gets the job jone - agreed though that something prettier would be better. Share this post Link to post Share on other sites
kremator 1065 Posted August 1, 2017 Is it just me or are the changelogs a little sparse these days ? Perhaps it is the LARGE build up to OrangeDLC (Orange is Swahili for FIXING ALL AI ISSUES - in case anyone asks) 4 Share this post Link to post Share on other sites
lexx 1385 Posted August 1, 2017 I guess so too, especially because they are working on a new devlog video. 1 Share this post Link to post Share on other sites
haleks 8212 Posted August 2, 2017 Call me stubborn, but I would very very much like an answer on what this gentleman is asking below : On 24/07/2017 at 10:29 PM, Evil Organ said: Hi, have the Art devs looked into this yet?....https://feedback.bistudio.com/T124606 I appreciate most users either don't notice it or just try and ignore it, but for those of us that can't see past this, it requires a mod to make it acceptable. It's worth making the point that these are the same clutter assets on offer to the equally talented community terrain developers, so every map that's made is affected. Even if this is an engine based issue that can't be fixed, it be nice to be given an insight from a Developer as to why these clutter models render in as they do. The clutter on Tanoa doesn't suffer from the issue as much, and the other models weren't always so painfull to look at, so I guess it is possible to improve the clutter pop-in. I understand that there is a big focus on tanks right now, but the forte of this game remains infantry combat. Wich is annoying when simply walking around in the wilderness gives you eye fatigue. 4 Share this post Link to post Share on other sites
Greenfist 1863 Posted August 2, 2017 20 hours ago, kremator said: Is it just me or are the changelogs a little sparse these days ? Perhaps it is the LARGE build up to OrangeDLC (Orange is Swahili for FIXING ALL AI ISSUES - in case anyone asks) Slim changes because of a data lock? And it looks like they're building something in there; I see movement on the staging area: https://steamdb.info/app/107410/history/ This tends to foreshadow a release candidate or something big on the dev branch... _____ edit.Jay Crowe @jaycroweuk 1m1 minute ago Emergency @A3_Melle supplies are cracked - Orange DLC has officially entered (soft) datalock! https://twitter.com/jaycroweuk/status/892767464395857920 4 Share this post Link to post Share on other sites
Maio 293 Posted August 2, 2017 1 hour ago, Greenfist said: Slim changes because of a data lock? And it looks like they're building something in there; I see movement on the staging area: https://steamdb.info/app/107410/history/ This tends to foreshadow a release candidate or something big on the dev branch... _____ edit.Jay Crowe @jaycroweuk 1m1 minute ago Emergency @A3_Melle supplies are cracked - Orange DLC has officially entered (soft) datalock! https://twitter.com/jaycroweuk/status/892767464395857920 UHm... that left orange looks pretty low poly... 16 Years and this is what we get? FIX YOUR LOW POLY ORANGES BIS! THE COMMUNITY IS OWED HIGH POLLY ORANGES! AMIRITEGUYS?! GET BEHIND MY ARGUMENT GUYS! If any of the devs writes a mean comment I'll just warn him/her It's ok, I'm a forum moderator, they have to listen to me! 8 Share this post Link to post Share on other sites