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On 11/7/2020 at 3:41 PM, 1212PDMCDMPPM said:

Hello,

I don't quite understand how getAttackTarget is working. When is it reseted ? If I make an AI flee the area, it's still giving me the same result. If I use forgetTarget to make sure the attacker is forgetting what unit he was engaging, getAttackTarget is still returning the same result.

 

Thx !

 

getAttackTarget just directly forwards a value that was shown in diagnostic overlay on dev branch. I don't actually know how it works, it was just requested that we expose this value via a script command and thats what was done.

I also have a active report about that value not properly updating, but it currently does exactly what was requested, any further improvements/fixes on that currently have low priority sadly. I will get around to it someday, the ticket is there.

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On 11/1/2020 at 2:24 PM, samatra said:

Wrapped this up into a ticket, also added issues with 7.62 suppressors: https://feedback.bistudio.com/T154769

Thanks, most of those issues should be fixed in upcoming dev branch patch.

 

Here is also small sneak peak what was added to both UH-80 & CH-67 😉

https://imgur.com/a/solywo0

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50 minutes ago, reyhard said:

Thanks, most of those issues should be fixed in upcoming dev branch patch.

 

Here is also small sneak peak what was added to both UH-80 & CH-67 😉

https://imgur.com/a/solywo0

 

Amazing 😃

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10 minutes ago, lexx said:

Nice. UGV wheels are still broken, tho. : >

I looked it up on the tracker and wow, it turns out this bug is old as hell. Weird how I never noticed before.

If I recall correctly it's by design and you can notice that there is no axle to rotate wheels at all.

Here you have example of such design

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1 hour ago, reyhard said:

Thanks, most of those issues should be fixed in upcoming dev branch patch.

 

Here is also small sneak peak what was added to both UH-80 & CH-67 😉

https://imgur.com/a/solywo0

Wow thanks reyhard! Anyway you could add the neat little feature of ducking down on turrets as you did with the RHS turrets? 

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16 minutes ago, reyhard said:

If I recall correctly it's by design and you can notice that there is no axle to rotate wheels at all.

Here you have example of such design


Hm ok, but then the vehicle simulation is still not 100% correct. In the video you can see the vehicle turning on the spot, but that's not possible in arma. Basically, it should behave more like a tank than a car.

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Just now, lexx said:


Hm ok, but then the vehicle simulation is still not 100% correct. In the video you can see the vehicle turning on the spot, but that's not possible in arma. Basically, it should behave more like a tank than a car.

Thing on video is not the same thing as on video as you probably noticed. UGV in Arma has quite good turning angle and I think real life counter part wasn't able to turn on spot too

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Ok, I concede defeat. Still think it feels a bit odd ingame, because the wheels look so stiff. Though I guess it's just how it is.

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Sorry for doing this here, have done it in community wishes & suggestions too, but no chance of answer there and I don't know how to plan my further works, due to a problem with game limitations.
The question is: is there any resonable chance having the animated bones limit in model.cfg rised (doubled maybe)? I'm slightly aware of dangers it poses to the game, but I am talking about Pilot-View in a plane/helo only. Is that possible and easy to implement somehow?

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Just wanted to say thanks to whomever is responsible for Firing Drills documentation. That alone made me happy, but information about making this process even easier in 2.02 simply made my day!

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