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Quote[/b] ]I'm sure the British Army don't go 10 miles down the road because of a 10cm wall

Well, we just call up our engineers to blow up the 10cm high wall while the rest of  the section make a brew.

LMAO :P

And i think its confirmed that climbing over obstacles will occur in an upcoming patch...

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I think that will be great. Whatever they do I hope it's context sensitive. I do not want stupid jumping at all in this game. It's too hard to police. Using a stamina system where you tire from it isn't any good either because it's not realistic for someone to, say, attempt the hurdle a fense, miss, and then have to wait 30 seconds until they have the energy again.

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In 1.04 one can walk over short obstacles, like the short brick walls. I guess owners of the cz/de versions get to wait for 1.05, but I imagine it will be there too wink_o.gif

I guess this message just got unnoticed.

The "go over obstacles" feature is already present in 505 release edition.

Helps alot when you're parachuted on top of a house. Well, could help, if it was not such a high building that you die after falling, but... nice feature anyway tounge2.gif

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But did they just add roadway LODs or is it an actual animation of sorts where the soldier steps over the obstacle?

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Yeah, roadway lods. No real climbing or jumping, people just made that up...

Good enough for me smile_o.gif .

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Why would jumping have to be a real jump?  The real value of jumping in combat is to get over short obstacles and across narrow depressions such as ditches.  That kind of jumping doesn't emphasize height.  Rather, it emphasizes a rapid push forward, while raising the feet enough to clear low obstacles.  A jump intended for crossing over obstacles would give you a bit of a forward boost(if done while walking) since you need to be moving fast enough to get your weight back over your lead foot at the other side of the obstacle.  Also, since you're trying to move forward over an obstacle, your jump doesn't cause you to launch in the air.  Instead, your feet raise up enough to clear the obstacle while your head remains close to its original height.  Remember, you're not jumping up--you're jumping forward.  An exaggerated version of this can be seen when watching Olympic hurdlers.  They do everything they can to get their feet high enough to clear obstacles, but they don't propel their upper body skyward.  For a more modest example of this make an bostacle on the ground that's about 1 meter wide and about 30 centimeters tall and jump over it.  Your jump will resemble an exaggerated step, which is all the jump needs to be.  It gets the feet farther apart and higher up than running, and for gameplay purposes, also sets the timing of the jump so that a player doesn't step into a ditch as opposed to over it.

Now, to avoid bunny-hopping exploits the proposed jump has the following natural features:  The effort needed to recover from a jump at the other end would cause a brief slowdown in speed (needed to recover balance) when compared to a run.  Repeated jumps will produce something of a stutter effect as the player has to recover from each jump, with the net effect being slower movement compared to simply running.  Also, since the jump doesn't propel the person upward, jumping will not affect anyone's ability to shoot at a target's upper body.  Shooting someone in the legs might be somewhat more difficult from certain angles, but this is where location-specific damage could come in handy.  Imagine that if a bunny-hopping player is shot in the leg (or legs) while in midair, the result of landing on the injured leg will immediately result in the player falling flat onto the ground.  At that point, the would-be bunny-hopper has suddenly discovered a very compromising tactical position.  Perhaps any injury taken while in midair could result in a hard landing that at the very least results in anything form a significant stumble all the way up to an unscheduled transition to the prone position.

Such a jump would only be useful for its intended purpose of clearing obstacles.  Attempts to exploit the jump for unrealistic evasion purposes would result in slower forward movement, no significant change in target profile, and increased effect from injuries received while in midair.

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Quote[/b] ]I'm sure the British Army don't go 10 miles down the road because of a 10cm wall

Well, we just call up our engineers to blow up the 10cm high wall while the rest of the section make a brew.

Brilliant tounge2.gif

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That's what I had in mind. I find it stupid that a whole army can get stopped if you put a 10cm wall infront of them.

"OH NO! A wall! HQ, our whole platoon cannot advance, we are facing a 10cm wall which we cannot pass, please advise!"

"Step over it"

"What? We have not been trained in jumping, only walking, running and sprinting, we did not cover jumping in basic training!"

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That's what I had in mind. I find it stupid that a whole army can get stopped if you put a 10cm wall infront of them.

"OH NO! A wall! HQ, our whole platoon cannot advance, we are facing a 10cm wall which we cannot pass, please advise!"

"Step over it"

"What? We have not been trained in jumping, only walking, running and sprinting, we did not cover jumping in basic training!"

And like I said, in 1.04 ArmA, you are NOT stopped anymore by 10cm wall in front of you. A better world, isn't it? wink_o.gif

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Good for those who own 1.04, will be good for 1.02 users once 1.05 gets released. But what about 50 cm fences, I guess we still won't be able to cross those (by jumping etc).

But think of the advantages of this, because if we would be able to do this without some kind of an action it would be quite dangerous to stand on the roof of a building near the edge. Most of the times there's a 30 cm concrete wall to stop you from falling down.. with jumpning, we could just jump over.. oops.

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The limit is quite high actually, higher than I first though, and yup, now you must be carefull to not fall down smile_o.gif

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I'm just throwing out this idea to foster some creativity. Would it now be possible to configure the fences as a type of empty vehicle, set the entry point on one side, and the exit on the other...then when someone gets in, immediately disembark them? It'd simulate crossing over a fence.

Sure, it's not perfect...but like I said - to foster creativity.

Abs

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All it needs is an action icon like when you aproach a ladder. Anything within a reasonable height (say 7ft or so) and pressing your action button will get you over when the icon shows. Anything over the maximimum height and you will be left scrabbling at the base of the wall. Just like real life there would be walls you can get over and walls you cant. It could also be made dependant on injury or extent of injury.

Cheers,

Stewart.

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