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dan9of9

Found a cheat :/

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Where do i post this cheat i found for a bug list.

i notice if you sprint (using something like shift)

you eventually run out of breath and stop sprinting and revert to just normal running.

however.

if you hold right or left with forward and the sprint key,

you run faster than sprint,4 ever. :/

needs to be addressed.

tbh,i found this in ofp,it never got addressed then :/

i tried it in arma,and it works still.

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The speed thing is an issue with many games and is down to Pythagoras. Press forward and you move one unit forward. Press to the side and you move one unit to the side. Press forward and to the side simultaneously and both actions are carried out simultaneously (one unit forward and to the side) Root of the square of the sum of the other two sides etc.etc... In essence, moving diagonally moves you 1.41 times faster than simply moving forward or sideways. Hence in a lot of the Half-Life speed runs and similar, guys are bunny hopping diagonally down the corridors.

Hooray for maths!

(doesn't explain the not running out of breath bit though...)

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I posted that here yesterday: demo troubleshooting thread

and yeah it's a phenomenon that occurs in a lot of games. it's a ridiculous issue though because it's very simple to fix as you should be moving with vectors and not by a distance applied by a key.

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OFP is somewhat better than most games, because a straight forward sprint is actually faster than strafe running for ~15 seconds, then diagonal is faster.

Not sure about ArmA cause I only have the demo.

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yeah its there for quite time good thing on multiple reports is that we may get it fixed sooner smile_o.gif

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Quote[/b] ]The speed thing is an issue with many games and is down to Pythagoras. Press forward and you move one unit forward. Press to the side and you move one unit to the side. Press forward and to the side simultaneously and both actions are carried out simultaneously (one unit forward and to the side)

No, that's not how it works in OFP.

Here are the numbers I got with the default animations:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">run = 4.92393

right = 2.47937

left = 2.72901

run + right = 3.42408

run + left = 2.94736

sprint + right = 6.13367

sprint + left = 6.03099

normal sprint start = approx 7.2

normal sprint after 30s = 5.10247

values as meters per second

Sprint + sideways just doesn't take stamina into account.

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I deliberately left OFP/ArmA/Stamina/actual values out to keep things simple and was referring to games in general. Was just making the point that running diagonally would not necessarily perform the way we would expect in many occasions.

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you can also run up steep hills that way instead of being forced to crawl

In OFP yes, in ArmA it doesn't work at least for me.

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you can also run up steep hills that way instead of being forced to crawl

In OFP yes, in ArmA it doesn't work at least for me.

Yea, that old OFP bug was fixed.

In the ArmA demo I find myself using the sprint cheat alot whistle.gif . Hopefully it will get fixed.

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Quote[/b] ]The speed thing is an issue with many games and is down to Pythagoras.  Press forward and you move one unit forward.  Press to the side and you move one unit to the side.  Press forward and to the side simultaneously and both actions are carried out simultaneously (one unit forward and to the side)

No, that's not how it works in OFP.

Yea Metal Heart's right, OFP/ArmA doesn't use such a method for character movement, but (in keeping with the spirit of OFP realism) rather the speed is determined by the animation (just like many other things, to keep it lifelike of course). You're right that in most other games it's set up so that forward, backwards, left strafe, and right strafe all use the same speed, and that diagonal movement is just a resultant vector of X and Y components. But in OFP at least (and thus it should be the same in ArmA) the diagonal movement has it's own speed. And I think Metal Heart's explaination for the diagonal speed increase is correct.

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Sprint + sideways just doesn't take stamina into account.

yes, indeed this the case.

you can see that when the sprint animation slows down

and the sidesprint does not.

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you do move at the same speed diagonally (if its programmed a little more complex than X+Y, say X/2+X/2 smile_o.gif) but the problem is just you don't run out of breath as stated. And if running/sprinting is the same in ArmA as in OFP then why do people hold the button down? sprinting out of breath is EXACTLY the same speed as running, AI is a little smarter than you think as they sprint in bursts which is much faster if you do it properly

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Can someone enlighten me? i have the demo, and i don't see any fatigue at all. Correct me if im wrong, i can run, walk, and sit. How do you sprint? i cant find the key in the options, and i tried double tapping. I only see the walk and run keys

Also about the fatigue. Does your player ever tire? what is the purpose of sitting? Are you forced to walk after a certain period? Sometimes i cant run, it seems to be a bug, but i cant tell.

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There are 3 movement speeds: walk, run, sprint

Your character is in either walk or run mode (double left shift switches mode)

You can move in the other method by holding the left shift and pushing forward.

At any time and in any mode you may sprint by double tapping then hold forward key (W).

Fatigue is a short-term issue, you can only sprint at full speed for a short burst (10~15 seconds) before your character starts slowing down. Fatigue also makes aiming a lot harder due to random movements. It is suggested in game by heavy breathing. In OFP fatigue would not reduce below a certain level when running, and would drop more quickly when standing still, and quicker again when crouching or lying down.

Characters can run or walk indefinately. Sitting may reduce fatigue more quickly than standing, but since fatigue drops so quickly anyway there would be no point. Sitting is there to use in non-combat sequences and cutscenes.

The slope of terrain can restrict your movement options. An annoying bug is that when trying to sprint up a slight hill, your character will drop back to whichever movement mode you are in rather than moving at the next fastest mode.

The problem is that the strafe-sprinting animation is not slowed with fatigue, unlike the forward only sprint. So no matter how fatigued your character is, he will still be able to sprint. Strafe sprinting is slower than sprinting forward when unfatigued, but still faster than normal running. You can also overcome the effects of the slope of terrain be running up it sideways.

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You can also overcome the effects of the slope of terrain be running up it sideways.

Only in OFP, the ArmA demo doesn't have this bug. I don't know about the full version of ArmA.

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wow_o.gif What an interesting discussion resulted out of a

'one thread too much' smile_o.gif

I don't want put BF2 on a higher level than ArmA or OFP

but they seemed to have fixed this issue right from beginning

by disabling the sidewalk function in sprinting mode.

Maybe that's the way to go.

~S~ CD

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wow_o.gif What an interesting discussion resulted out of a

'one thread too much' smile_o.gif

I don't want put BF2 on a higher level than ArmA or OFP

but they seemed to have fixed this issue right from beginning

by disabling the sidewalk function in sprinting mode.

Maybe that's the way to go.

~S~ CD

So the fact that you can't spring diagonally in BF2 is a better solution? rofl.gif

Rather fix the diagonal sprinting than remove it.

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So the fact that you can't spring diagonally in BF2 is a better solution?  rofl.gif

Rather fix the diagonal sprinting than remove it.

So what is so funny to rofl about my post? I can't understand.  icon_rolleyes.gif

In real life everytime i tried diagonal sprinting, i've been:

a) not faster than with forward sprinting

and

b) sometimes very hurt on the leg which were in direction

i was heading to

On one hand you want realism but on the the other you

say fix the diagonal sprinting.  crazy_o.gif

~S~ CD

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So what is so funny to rofl about my post? I can't understand. icon_rolleyes.gif

In real life everytime i tried diagonal sprinting, i've been:

a) not faster than with forward sprinting

and

b) sometimes very hurt on the leg which were in direction

i was heading to

On one hand you want realism but on the the other you

say fix the diagonal sprinting. crazy_o.gif

~S~ CD

Well if you watch the soldier in ArmA when he sprints diagonally, he still turns his body in the direction he is running, but looks in a different direction. At least that's how I remember it.

In BF2 you can't look in a different direction while you are sprinting. Maybe ArmA would be fine if diagonal sprinting was removed, since you can still turn your head in another direction unlike other games.

And I don't recall trying diagonal sprinting in real life myself, so I wouldn't know about the leg hurting biggrin_o.gif .

I do realise that I contradicted myself by the way tounge2.gif .

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