Bald_Maggot 0 Posted January 5, 2007 I just thought that i would start a post to swing an observation that i have had about ArmA to the community after playing with the new engine, just to get an idea about how people feel about it. After running about in the built up areas for a while with the ArmA Demo I found that I felt there was something missing, something that i feel for the player (and if possible the AI) could really benifit from. I think that what would really bring the enviroment together is an "elevate" function. Not too sure how to word it but quite simply a function for the player where by when he connects with an object; say a small flat wall, or fence, or building frame there is an option to "vault" or step up/down the object. The only thing that i can think that is similar is found on GTA San Andreas and it comes in so useful to escaping or getting to places quickly. Im not talking about a jump function as i am also the last person that wants to see soldiers on this war simulator boucing around! but i feel that in keeping with realism this would be a great addition to an already fine game! Basically i was wondering if; a) anyone else had thought of this. b) if it is at all possible with the game engine. c)If people think this is a sensible/good idea. d)would it be somthing that the AI could realistically do with ArmA Thanks for looking at my 2 cents! Share this post Link to post Share on other sites
Metal Heart 0 Posted January 5, 2007 a) Yes, it's already on the wishlist in the wiki. b) Yes, I can't see why not. It could even be easily scripted into missions without any changes to the engine. c) Of course. It's not realistic and it doesn't make the gameplay any better if you are powerless in front of a 30cm high obstacle. d) Don't think so but maybe if BIS would think it's important. Share this post Link to post Share on other sites
Big Dawg KS 6 Posted January 5, 2007 b) Yes, I can't see why not. It could even be easily scripted into missions without any changes to the engine. By easily do you mean impossibly? How are you going to detect when the player is near an object with enough room for him to clear it, how tall it is, what shape it is, and then play an animation that matches that height...? Unless maybe you meant using setpos, but that would be sorta less than half-assed, and still hard depending on how high you want the probability of it working to be. I guess you can tell I'm disagreeing with letter B, and my answer is something like "Not anytime soon." Oh, and my answer for D would have to be "No chance in hell, sorry." Well even if it was technically possible (which is very unlikely without massive change to the engine) it would likely require a very expensive set of hardware. Share this post Link to post Share on other sites
Espectro (DayZ) 0 Posted January 5, 2007 b) Yes, I can't see why not. It could even be easily scripted into missions without any changes to the engine. By easily do you mean impossibly? How are you going to detect when the player is near an object with enough room for him to clear it, how tall it is, what shape it is, and then play an animation that matches that height...? Unless maybe you meant using setpos, but that would be sorta less than half-assed, and still hard depending on how high you want the probability of it working to be. I guess you can tell I'm disagreeing with letter B, and my answer is something like "Not anytime soon." Oh, and my answer for D would have to be "No chance in hell, sorry." Well even if it was technically possible (which is very unlikely without massive change to the engine) it would likely require a very expensive set of hardware. If its a limited mission area, u could simply place the objects u want interactive and use triggers when near the obstacle with a simply addaction for the player. Share this post Link to post Share on other sites
Big Dawg KS 6 Posted January 5, 2007 b) Yes, I can't see why not. It could even be easily scripted into missions without any changes to the engine. By easily do you mean impossibly? How are you going to detect when the player is near an object with enough room for him to clear it, how tall it is, what shape it is, and then play an animation that matches that height...? Unless maybe you meant using setpos, but that would be sorta less than half-assed, and still hard depending on how high you want the probability of it working to be. I guess you can tell I'm disagreeing with letter B, and my answer is something like "Not anytime soon." Oh, and my answer for D would have to be "No chance in hell, sorry." Well even if it was technically possible (which is very unlikely without massive change to the engine) it would likely require a very expensive set of hardware. If its a limited mission area, u could simply place the objects u want interactive and use triggers when near the obstacle with a simply addaction for the player. Yes, very doable, but limited. I figured he meant like doing it with any object, not just special interactive objects, but a universal control/feature. Share this post Link to post Share on other sites
Heatseeker 0 Posted January 5, 2007 I honestly dont think it would add much to the gameplay, atleast i havent encountered many situations where i felt the need to use something like this . Making the a.i. use this would be tricky, i'd rather see them take cover behind the wall without being automatically triggered to perform a move/animation . Vietcong had something cool like that, you can roll or step over a tree log just like the a.i but not in MP... Share this post Link to post Share on other sites
Bald_Maggot 0 Posted January 5, 2007 I honestly dont think it would add much to the gameplay, atleast i havent encountered many situations where i felt the need to use something like this . well its your opinion, however i feel that with the new "urban" feel to ArmA, there are many buildings surrounded by fences and/or walls, the new eastern style of housing displayed in the demo too is a good example of this. A few times ive played i have got caught in these "mazes" and had to turn around come out where i have gone in, as you cannot get over a wall and there is no other way out. Being able to hop over small walls would give you the option of having more than one route, however i understand in open warfare this would be useless. Plus i just feel that it would give you a greater sense of interaction with the enviroment without compromising realism! Share this post Link to post Share on other sites
Metal Heart 0 Posted January 6, 2007 b) Yes, I can't see why not. It could even be easily scripted into missions without any changes to the engine. By easily do you mean impossibly? How are you going to detect when the player is near an object with enough room for him to clear it, how tall it is, what shape it is, and then play an animation that matches that height...? Unless maybe you meant using setpos, but that would be sorta less than half-assed, and still hard depending on how high you want the probability of it working to be. Perhaps I should've mentioned half-assed addaction/setpos/switchmove mess in a limited area Sorry, I thought it was obvious. But now that I think of it, it would be possible full-assed too, with a custom island, objects and animations for each different type of object that can be jumped/climbed over. Share this post Link to post Share on other sites
Big Dawg KS 6 Posted January 6, 2007 b) Yes, I can't see why not. It could even be easily scripted into missions without any changes to the engine. By easily do you mean impossibly? How are you going to detect when the player is near an object with enough room for him to clear it, how tall it is, what shape it is, and then play an animation that matches that height...? Unless maybe you meant using setpos, but that would be sorta less than half-assed, and still hard depending on how high you want the probability of it working to be. Perhaps I should've mentioned half-assed addaction/setpos/switchmove mess in a limited area Sorry, I thought it was obvious. But now that I think of it, it would be possible full-assed too, with a custom island, objects and animations for each different type of object that can be jumped/climbed over. Hence why it would be very impractical. It just can't be done. Share this post Link to post Share on other sites
Metal Heart 0 Posted January 6, 2007 I find your lack of faith... disturbing. Of course it can be done. Some folks who make object packs could make a couple of obstacles that can be jumped over with animation(s) and then all the island makers can use them on their islands. It would work just like the ladder. Will somebody with the skills think it's worth the work, I don't think so but then again, I didn't think that of the pink pony and a lot of other stuff that was made either. Share this post Link to post Share on other sites
Col. Faulkner 0 Posted January 6, 2007 As well as being able to get over low obstacles, ideally I'd like to be able to do <a href="http://www.youtube.com/watch?v=pCMImh_LcnU" target="_blank">this sort of thing </a> in ArmA [link to YouTube video] Share this post Link to post Share on other sites
rmpc 0 Posted January 6, 2007 b) Yes, I can't see why not. It could even be easily scripted into missions without any changes to the engine. I might be missing something but isn't there already an attempt at a jumping animation scripted into the game, or at least into the demo. In the CTF mission if you are playing as Op for, to the north of the town from your starting position is a vineyard with fences between the vines their is also a block of fences with no vines in between. If your character or the AI run or walk up to them they jump over them. It's not very convincing in fact it looks quite comical, but it's definitely there. If this has been mentioned before please accept my apologies. Share this post Link to post Share on other sites
Bald_Maggot 0 Posted January 6, 2007 b) Yes, I can't see why not. It could even be easily scripted into missions without any changes to the engine. I might be missing something but isn't there already an attempt at a jumping animation scripted into the game, or at least into the demo. In the CTF mission if you are playing as Op for, to the north of the town from your starting position is a vineyard with fences between the vines their is also a block of fences with no vines in between. If your character or the AI run or walk up to them they jump over them. It's not very convincing in fact it looks quite comical, but it's definitely there. If this has been mentioned before please accept my apologies. do you know what i was playing the demo last night and i found this too!! how strange! yes this is the sort of thing im talking about, although the vines are quite high up and your right, it does look quite strange as there is no animation to it. Im sure that this can be done, im just not sure how much work it will take to get it done! Again i agree, people who say say that this or that are impossible either havent played or experienced OFP's whole range of "impossible" busting addons (eg DXDLL or Ninja addon)or they are just very stupid......as with ARMA anything is possible! you just have to find the time to do it! peace Share this post Link to post Share on other sites
Big Dawg KS 6 Posted January 6, 2007 b) Yes, I can't see why not. It could even be easily scripted into missions without any changes to the engine. I might be missing something but isn't there already an attempt at a jumping animation scripted into the game, or at least into the demo. In the CTF mission if you are playing as Op for, to the north of the town from your starting position is a vineyard with fences between the vines their is also a block of fences with no vines in between. If your character or the AI run or walk up to them they jump over them. It's not very convincing in fact it looks quite comical, but it's definitely there. If this has been mentioned before please accept my apologies. No, it has nothing to do with scripting or jumping, it's just a buggy roadway LOD that allows you to litterally walk over it like it was a (rather steep) ramp. Share this post Link to post Share on other sites
Jack-UK 0 Posted January 6, 2007 This really needs to be implemented, a great idea... About 30 mins ago i climbed onto a roof (after going up one of those wooden scaffold things) only to realise that i couldnt GET OFF the roof as BIS didnt think about adding a gap to get back on the scaffold and i couldnt climb up 20 cm of wall to get back... Very useful, and almost necessary.... Share this post Link to post Share on other sites
blackdog~ 0 Posted January 6, 2007 b) Yes, I can't see why not. It could even be easily scripted into missions without any changes to the engine. By easily do you mean impossibly? How are you going to detect when the player is near an object with enough room for him to clear it, how tall it is, what shape it is, and then play an animation that matches that height...? Unless maybe you meant using setpos, but that would be sorta less than half-assed, and still hard depending on how high you want the probability of it working to be. I guess you can tell I'm disagreeing with letter B, and my answer is something like "Not anytime soon." Oh, and my answer for D would have to be "No chance in hell, sorry." Well even if it was technically possible (which is very unlikely without massive change to the engine) it would likely require a very expensive set of hardware. Couldn't it be made so the script could detect what object it is and then adjust to some pre-set parameters? Share this post Link to post Share on other sites
Second 0 Posted January 7, 2007 This really needs to be implemented, a great idea... About 30 mins ago i climbed onto a roof (after going up one of those wooden scaffold things) only to realise that i couldnt GET OFF the roof as BIS didnt think about adding a gap to get back on the scaffold and i couldnt climb up 20 cm of wall to get back...Very useful, and almost necessary.... I noticed the same. Collosion detection is too good . No more running and dashing thru fences or other not-so-tall/strudy-obstacles. Bit shame really as it "simulated" jumpping/climbing over obstacles. Share this post Link to post Share on other sites
Jack-UK 0 Posted January 7, 2007 Yep, i was thinking it was OFP.. so the obvious 'side ways sprint' was the choice.. and i realised the walls were solid. so i ran around like a madman while one of my team mates bragged :P Though to get off the roof i sprinted to one of the corners and i flew off about 20 metres Climbing would stop people having to do this.. especially new players who wont know about solutions to getting stuck on roofs etc pretty please BIS Share this post Link to post Share on other sites
NeMeSiS 11 Posted January 7, 2007 Some kind of invisible ladder could be used i guess, however, a ladder for a 30cm wall is quite strange, so maybe we should be able to mod different 'ladder types' (<50cm/<1m/<2m?) with different animations (dont know if ladders are currently hardcoded), that way it would already be present on .wrp placed objects too (I guess this is one of the things that deserves to be hardcoded, after all, what kind of mission editor would use 30cm walls to prevent someone from going somewhere? ) Share this post Link to post Share on other sites
Jack-UK 0 Posted January 7, 2007 "ArmA has a massive landscape to explore... The only limitation is a 30 cm wall" Some of these walls are really low though... like 20 cm or something like that.. i think maybe an invisible ladder wouldnt work... also it would have to go around EVERY wall in the game, and some of these walls are really long or go around the tops of the whole building... So i dont think that is viable.. Best bet is to allow you to climb a certain object if the height is not too high.. at the press of a button.. But i have no idea how difficult this would be to code... Share this post Link to post Share on other sites
Bald_Maggot 0 Posted January 20, 2007 Here is a snippet from AAZ's interview with ArmA Markus: Im sure you will be interested in the comments... "Seeing as it is impossible to get off the roofs of certain buildings in the game without falling to your death, BIS are planning on adding ladders to the game as separate objects that can be put in missions so that building roofs can be used as sentry positions wherever the mission-maker feels is appropriate. New collision detection brought into the 505 release and latest build of the demo means that certain low objects can now be hopped over easily, instead of having to make your way round them which could be annoying. This will be fine-tuned further in the future and added to many more objects." WOOOOOOO! YEAH! Share this post Link to post Share on other sites