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Pierrot

Propositions toward next patches

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I would like to see:

1. The Proxies and code that were persent in the original demo (and traces of which are still present, even in 1.90), that allow vehicles to be put in other vehciles as cargo.

2. Multiple gunner positions for all vehicle classes. Activated in a similar way to the displays in an aircraft, so you would have:

OtocHlaven

OtocVez

OtocHlaven2

OtocVez2

OtocHlaven3

OtocVez3

etc

3. The "Car" class able to support missiles.

4. Multiple types of proxy weapon.

5. The ability to add extra wepon proxies to soldiers, this will allow them to carry 2 types of rifle, carry 2 types of pistol etc...

6. Allowing the soldiers to carry more than 10 items...

7. Tracers: make every 5th round a tracer, more realistic...

8. Better AI vehicle useage... nothing more annoying than having your nicely organised convo got to pot when you order it to stop.... confused.gif

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (DeadMeatXM2 @ Jan. 22 2003,19:24)</td></tr><tr><td id="QUOTE">I would like to see:

1. The Proxies and code that were persent in the original demo (and traces of which are still present, even in 1.90), that allow vehicles to be put in other vehciles as cargo.<span id='postcolor'>

WHAT?! You mean the demo can do that? Are you sure?

WHY THE HELL WOULD THEY TAKE THAT OUT!!!!!!!!!!!!!! crazy.gif

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Hand guns fire sounds are too loud. Look, here is the definitions in config.bin;

sound[]={"Weapons\M16Single",1.000000,1};

sound[]={"\O\Guns\cz75_berreta.wss",10.000000,1};

The former is of M16 and the latter is of Beretta. Look at second parameter. It defines a radius of sounds to be heard. Beretta's radius is 10 times of M16. wow.gif

Another problem is in UZI. I guess UZI in ofp is silent version but Look at definition in config.bin;

sound[]={"\O\Guns\uzi_single.wss",1.000000,1};

UZI fire volume and M16 fire volume is completely same. This is why the enemy find you easily when you fire UZI.

I hope BIS fix this bug(?) in the next patch. tounge.gif

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Pierrot @ Jan. 22 2003,16:19)</td></tr><tr><td id="QUOTE">Hand guns fire sounds are too loud. Look, here is the definitions in config.bin;

sound[]={"Weapons\M16Single",1.000000,1};

sound[]={"\O\Guns\cz75_berreta.wss",10.000000,1};

The former is of M16 and the latter is of Beretta. Look at second parameter. It defines a radius of sounds to be heard. Beretta's radius is 10 times of M16. wow.gif

Another problem is in UZI. I guess UZI in ofp is silent version but Look at definition in config.bin;

sound[]={"\O\Guns\uzi_single.wss",1.000000,1};

UZI fire volume and M16 fire volume is completely same. This is why the enemy find you easily when you fire UZI.

I hope BIS fix this bug(?) in the next patch. tounge.gif<span id='postcolor'>

the silence of a weapon to the ai has nothing to do with that parameter

class BulletSilencedSingle: BulletSingle

{

hit=8;indirectHit=1;indirectHitRange=0.1;

visibleFire=0.035; // how much is visible when this weapon is fired

audibleFire=0.035;

visibleFireTime=2; // how long is it visible

TRACER_N_ALWAYS;

};

its in the audibleFire=0.035; parameter

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Mr B @ Jan. 22 2003,13:03)</td></tr><tr><td id="QUOTE">WHAT?! You mean the demo can do that? Are you sure?

WHY THE HELL WOULD THEY TAKE THAT OUT!!!!!!!!!!!!!!  crazy.gif<span id='postcolor'>

No the Demo CAN'T do that, but the infrastructure was there in the demo to be able to do that, it needed more codeing, and was droped due to time limits i believe confused.gif

parts of the code are still in the current cpp, but without the game coding to back it up, it is useless...

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Eviscerator @ Jan. 22 2003,17:03)</td></tr><tr><td id="QUOTE">the silence of a weapon to the ai has nothing to do with that parameter

its in the audibleFire=0.035; parameter<span id='postcolor'>

I see, thanks.

So AI is hard to hear UZI fire. wow.gif

By the way,

sound[]={"weapons\m16", 1, 1};

second parameter defines sound range within which human can hear it. Hand guns ,G3A4 and FN-FAL has "1" until ver 1.75, but patch 1.85 has changed it to "10". I guess you can hear these weapon's fire sounds far from source. Why did BIS changed it? Hand guns, G3A4 and FN-FAL's fire sounds are larger than M16 or AK47?

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It will be great if we have the fork functio  like in C

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">

argument fork script

Operand types:

   argument: Any Value

   script: String

Type of returned value:

   Nothing

Description:

   Execute script. Argument is passed to script as local variable _this. Script is first searched in mission folder, then in campaign scripts subfolder, last in global scripts folder.

   And this function don't stop current Script

Example:

   [player, jeepOne] fork "getIn.sqs"<span id='postcolor'>

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (MaxPower @ Jan. 26 2003,20:24)</td></tr><tr><td id="QUOTE">It will be great if we have the fork functio  like in C

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">

argument fork script

Operand types:

   argument: Any Value

   script: String

Type of returned value:

   Nothing

Description:

   Execute script. Argument is passed to script as local variable _this. Script is first searched in mission folder, then in campaign scripts subfolder, last in global scripts folder.

   And this function don't stop current Script

Example:

   [player, jeepOne] fork "getIn.sqs"<span id='postcolor'><span id='postcolor'>

Just use exec, it doesn't stop the current script...

i.e. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">;init.sqs

_i = 0

#loop

[_i] exec "subScript.sqs"

~1

if (_i < 5) then {goto "loop"}<span id='postcolor'>

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">;subScript.sqs

_i = _this select 0

hint format ["Number: %1", _i]<span id='postcolor'>

would count from zero to five in hint boxes, once a second...

If the exec command stopped the current script, then only one hint box would appear...

Um, I'd like to see setPitch and setBank commands: currently, if you setPos a jeep (or other ground vehicle) above the slope on a hill, the vehicle will tilt as if it's going up/down the hill...which isn't very helpful to realism when you're making an underslung cargo script...

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Liquid_Silence, you're right.

I'm make the test Yesterday and I'm realize that.

That's great because I'm thinking before that we must create in edifor a logic game object and it's trouble me to make dynamic game.

COOOOOL !!!!

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I hope they rewrite the addon memory management portion. I would like to be able to put unlimited number of addons in the addons folder and have it only load what is in the mission.

also, I'd like a patrol animation where the weapon is being carried leisurely, but not on the back.

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