bootleg soldier 2 Posted May 7, 2007 Could this not be done on the same lines as ladder climbing?, whereas it recognises your next to a ladder and gives you the option to climb, would it be possible to have it so your recognised as being next to certain types of the walls (i've seen them ALL in editor and there ain't that many) and if you want to climb over it plays the animation according to height, so a low, medium and high climb, similar to the "climb in" low, medium and high animations we have now, the difference in the heights of the walls is pretty much into these catagories already. And your right if you do it by recognising the certain wall you could make it so barbed wire fences cannot be climbed. All just conjecture and ideas with no clue whether it's possible but i feel it's something we really need in this particular game. (Well essential really) Share this post Link to post Share on other sites
max power 21 Posted May 7, 2007 This is really hard to do, but I vote for it.While running it should be possible to make a 20-40 cm jump. Climbing up a wall is much more difficult since for all objects it must be defined what could serve as a grip or otherwise you could use barb-wires to climb. And the stamina/weight must be known, with 50kg in a backpack you do not jump up to a 2,20m high grip and lift yourself up. It's not that difficult. You just add a walkmap to the top of whatever you want to walk on (I think). The reason why he couldn't walk on it, if it was indeed only 1.5 feet tall, was probably because it didn't have a walkmap on it. The original poster should get the coordinates and a screenshot of that wall and post it on the bug list. Share this post Link to post Share on other sites
bootleg soldier 2 Posted May 7, 2007 This is really hard to do, but I vote for it.While running it should be possible to make a 20-40 cm jump. Climbing up a wall is much more difficult since for all objects it must be defined what could serve as a grip or otherwise you could use barb-wires to climb. And the stamina/weight must be known, with 50kg in a backpack you do not jump up to a 2,20m high grip and lift yourself up. It's not that difficult.  You just add a walkmap to the top of whatever you want to walk on (I think).  The reason why he couldn't walk on it, if it was indeed only 1.5 feet tall, was probably because it didn't have a walkmap on it.  The original poster should get the coordinates and a screenshot of that wall and post it on the bug list. Sorry i put the original post on but i don't know what you mean?, i haven't said anything about a certain wall just the climing, scaling argument in general. I relayed a story about a wall that i should have been able to scale in this way,(well just flop even) as it would have enabled me to complete my objective in a more realistic and fun way. (well just to complete it at all really). Sorry if i am not getting you properly but just have a quick scan over the original post again and you'll see what i mean  Best regards Bootleg Share this post Link to post Share on other sites
max power 21 Posted May 7, 2007 This is really hard to do, but I vote for it.While running it should be possible to make a 20-40 cm jump. Climbing up a wall is much more difficult since for all objects it must be defined what could serve as a grip or otherwise you could use barb-wires to climb. And the stamina/weight must be known, with 50kg in a backpack you do not jump up to a 2,20m high grip and lift yourself up. It's not that difficult. You just add a walkmap to the top of whatever you want to walk on (I think). The reason why he couldn't walk on it, if it was indeed only 1.5 feet tall, was probably because it didn't have a walkmap on it. The original poster should get the coordinates and a screenshot of that wall and post it on the bug list. Sorry i put the original post on but i don't know what you mean?, i haven't said anything about a certain wall just the climing, scaling argument in general. I relayed a story about a wall that i should have been able to scale in this way,(well just flop even) as it would have enabled me to complete my objective in a more realistic and fun way. (well just to complete it at all really). Sorry if i am not getting you properly but just have a quick scan over the original post again and you'll see what i mean Best regards Bootleg I'm sorry, I was on the wrong page. I meant the poster at the top of this page (page 2, in case this post is on page 3)... B1shop. I thought I was on page 1 when I wrote that. Share this post Link to post Share on other sites
landdon 0 Posted May 7, 2007 I concur with your idea, I would like to be able to do that as well. Â I not trying to hijack your thread, but could we add to the list the ability to cut throught a chainlink fence and barbed wire as well, and how about them cliffs too. Hard to be covert without such abilities in my point of view. Share this post Link to post Share on other sites
OrLoK 20 Posted May 8, 2007 Hello The (i think) 1.4 did enable up to climb over some low walls, still many arn't fixed. For eg: There is a "destroyed building" model with crumbling walls anywhere from 1 foot high to almost ground level. Can you scale em? nope Also if you crawl near to a low wall (ie using it as cover) you will automatically go into a standing position if you get a little too close as the game thinks you want to climb it, rather than use it as cover (you can try it near the Blue building in Paradiso) Very annoying. Still, im glad i can climb over some small obstacles, although why some you can and others you cant, mystifies me. I'm sure there's a good reason though. Back OT: I too would love to be able to scale fences/walls etc. that one could in real life. This would be a little unfair to the AI, but i dont like em anyway so sod em. The same feelings from me towards enabling this from the menu bar and a definate NO to the bunnyhop. But however it would be implemented its got to be simple and not get in the way of standard controls. 6th sense's map (for me) was a fantastic idea but unfortunatly got in the way. Kept calling up the map at the most inoportune moments. Although thats Arma's fault not 6th sense's (before i'm flamed ) Point is: keep it simple and i'll love it, and that's the most important thing.....isnt it? rgds LoK Share this post Link to post Share on other sites
shataan 1 Posted May 8, 2007 Vietcong as well had a very limited jump. You could still jump, but no way would it allow bunny hopping. lol Very cool how Pterodon did that. Kept the Quakers at bay. It was just good for jumping up on a ledge or tree stump. It was a good midway solution that I think hasn`t been bettered. I mean most devs either allow a freaking outragous jump that ruins the game... or they just don`t allow a jump at all. And in alot of cases some sort of jump would be preferable, cause it is after all a natural movement function. Too bad that some peeps tend to bring totally moronic bad habits into tactical games from the quakers. Share this post Link to post Share on other sites
kestrel7e7 0 Posted May 8, 2007 Too bad that some peeps tend to bring totally moronic bad habits into tactical games from the quakers. You can't blame people for using all tactical possibilities in a game to improve their chances of a kill. If a game lets you bunnyhop, and doing so gives you an advantage, then you have no choice but to bunnyhop. ArmA is just a pretty version of OFP, only a completely new game engine could solve these fundamental issues. Here's to hoping that Game 2 or OFP 2 will deliver the goods. Share this post Link to post Share on other sites
4 IN 1 0 Posted May 8, 2007 climbing over object/ jumping forward for short distance is doable and very useful, adding jumping for bunnyhoppers are not what i want to be in OFP/ArmA/Game 2 style of play if they have to make the bunnyhopping possible inorder to add jump, i'd dont want that stupid jump in the game Share this post Link to post Share on other sites
opteryx 1562 Posted May 8, 2007 Climb = Yes. Jump = I will sell my computer alongside with ArmA and give up all hope for ever seeing a hardcore tactical realism shooter. Share this post Link to post Share on other sites
4 IN 1 0 Posted May 8, 2007 Climb = Yes.Jump = I will sell my computer alongside with ArmA and give up all hope for ever seeing a hardcore tactical realism shooter. dont need to be so extrem about the jumping thing i guess, same as the reload thing, give it a (fairly) realistic touch, then i dont think it would be unrealistic(might as well give a bit more of it, but who knows if we dont try) Share this post Link to post Share on other sites
pathetic_berserker 4 Posted May 8, 2007 the general consesus looks positive for some sort of climb. I suppose there are a few people about (sadly I'm not one of them) who could animate the moves but i see a few hurdles (pardon the pun) 1. Its not possible to get the action to recognise when you've approached a scaleable wall. And adding the action freestyle will have nutters vaulting on invisible poles. 6th sense went part of the way but as already pointed out, only goes so far. 2. At what height do you limit the scale, waist hight or head hight. Both could be resonably done but providing both would start to clutter the menu. Which leaves people either still frustrated that they can't climb high enough or (I imagine) players will appear to do ninja style leaps over waist high fences. Personaly I hope that someone finds the courage to make a waist high vault, legs out to side and landing a bit forward. and have it as a freestyle acton in the menu. Between using it as an menu action, and animation time (esp as weapons might have to be shouldered), I cant see any advantage to it other than getting you where you should resonably be able to go. Will look okay over 3-4ft fences, help with other obstacles and make easy targets of any nutters who fancy it as a mode of movement. jm2c Share this post Link to post Share on other sites
twisted 128 Posted May 8, 2007 maybe if we push the jump/climb/scale wall button many times we can get a bunnyhop type action going on PVP. Mucking with the hit boxes or whatever ArmA uses so as to get that fun BF2 feeling in ArmA. just joking. in fact a moderate climb over obstacle would be nice, but at real life speed so it's a matter of movement not dodging bullets. a jump button would suck arse unless it really is the small height people can jump when lumping a m249, 800 rounds of ammo, and more. edit - and unless it's climbing over just a few inches height it should only be able to be done from standing pos, and if prone no auto climbing. Share this post Link to post Share on other sites
4 IN 1 0 Posted May 8, 2007 in fact for the fence case i would want to have a "break the fence" or a use "wirecutter", maybe even with that tube like bomb they used to clear wires?*addon hint* Share this post Link to post Share on other sites
INNOCENT&CLUELESS 0 Posted May 8, 2007 "break the fence" should work today, maybe BI needs to tweak something, but if a jeep could crack a fence, a body should be able to do the same if running against (with being hurt). But if I run against a wall of let`s say 30cm height, I want to be able to jump over/on it. Share this post Link to post Share on other sites
4 IN 1 0 Posted May 8, 2007 "break the fence" should work today, maybe BI needs to tweak something, but if a jeep could crack a fence, a body should be able to do the same if running against (with being hurt).But if I run against a wall of let`s say 30cm height, I want to be able to jump over/on it. aint its more realistic to simply "walk" or "cross" over it with reducted speed? Share this post Link to post Share on other sites
Easy_tiger 0 Posted May 8, 2007 Jumping NO Being able to hop/ negotiate small obsticales (fences walls etc....) YES It can be infuriating sometimes having to sprint the full length of a wooden fence under fire because you cant jump over it JUST PLAIN STUPID! Share this post Link to post Share on other sites
4 IN 1 0 Posted May 8, 2007 Jumping NO Being able to hop/ negotiate small obsticales (fences walls etc....) YES It can be infuriating sometimes having to sprint the full length of a wooden fence under fire because you cant jump over it JUST PLAIN STUPID! in that case i think directly kick down the fence, take some damage, into the cover would be nice and a fair trade off Share this post Link to post Share on other sites
Crush.lv 0 Posted May 8, 2007 I would also like the ability for a soldier to step over a 2-foot fence. There's a function in the game that supposedly lets you close doors. I've never seen it work though. Why would they make a function like that instead of climbing over said fences? Share this post Link to post Share on other sites
4 IN 1 0 Posted May 8, 2007 I would also like the ability for a soldier to step over a 2-foot fence. There's a function in the game that supposedly lets you close doors. I've never seen it work though. Why would they make a function like that instead of climbing over said fences? closing doors, like the one you see in the building, is 1 single simple anime Share this post Link to post Share on other sites
NeMeSiS 11 Posted May 8, 2007 Theoretically it wouldnt be very hard to implement/mod something like this (climbing over fences), but it seems like fences are always returning <null>, which isnt really helpful... (Although my tests may be wrong..) Share this post Link to post Share on other sites
-ZG-BUZZARD 0 Posted May 8, 2007 Limited jumping / climbing was already done in OFP by talented itweas, see what his ninja could pull off in these videos (click on both each word to go to a video on ofp.info) - he also seems to have done an amazing job with a wolf which is real cute - unlike the first canine being in OFP, this one actually even bites! (check the latest headlines on ofp.info for the wolf video) Share this post Link to post Share on other sites