dunedain 48 Posted July 4, 2009 Since they've released it. How you do ? Share this post Link to post Share on other sites
LJF 0 Posted July 4, 2009 All I can say is I can't wait for ACE2 :D Share this post Link to post Share on other sites
frederf 0 Posted July 4, 2009 Since they've released it. How you do ? Evasive left or evasive right and during the animation you have quick mouse control. Share this post Link to post Share on other sites
Maddmatt 1 Posted July 4, 2009 I must say i'm suprised to see the diversity of opinions here on a subject such as this. Somehow i expected ARMA2 forum goers to agree that in-game prone turning should not ridicule it's real life counterpart. :P But i'm biased, coming from a very realistic infantry gaming background. Yea everyone has their own ideas on what's realistic and how realistic the game should be. If you browse the forums you can see some very long and in-depth debates over all kinds of details. Some even consider themselves to be the authority on how it should be and anyone who disagrees should go play CS or Call of Duty :rolleyes: In the end, it's still a game :) Personally I was against the ACE implementation at the start, but at this point I'm indifferent to it. Don't care either way, they both have valid reasons for being that way. Share this post Link to post Share on other sites
BeerHunter 0 Posted July 5, 2009 Why prone turn if you don't have to? That's what the free look key and float zone are for. Noticed in the video it looks like you're prone turning to search etc. No wonder the AI can pick you off , especially when you open fire lying exposed out in the middle of a field. Share this post Link to post Share on other sites
ACF 0 Posted July 5, 2009 Brings back memories... The following issue has been CLOSED ====================================================================== http://bugs.armed-assault.net/view.php?id=2272 ====================================================================== Reported By: ACF Assigned To: ====================================================================== Project: Armed Assault Issue ID: 2272 Category: Units/Vehicles Reproducibility: always Severity: minor Priority: normal Status: closed Metabug?: no Resolution: open Fixed in Version: ====================================================================== Date Submitted: 03-19-2007 00:14 CET Last Modified: 03-19-2007 10:41 CET ====================================================================== Summary: Infantry turning anims not used in ironsight/optics mode Description: In 3rd person view, infantry turn using appropriate animations in standing, kneeling & prone positions. When this is done with the crosshair on, the point of aim can be seen to move relative to the point of view. In 1st person - whether head-up, ironsights or optics - the point of aim is practically locked to the point of view. Can the turning anims be implemented in 1st person so the unit has to 'shuffle' round (maybe as an uber-realism difficulty option)? ====================================================================== ---------------------------------------------------------------------- ACF - 03-19-07 09:35 ---------------------------------------------------------------------- Re-post of 002248 which has 'disappeared'! ---------------------------------------------------------------------- boecko - 03-19-07 10:41 ---------------------------------------------------------------------- open your eyes and search ... nothing dissapeared http://bugs.armed-assault.net/my_view_page.php it's in the Features project ... Issue History Date Modified Username Field Change ====================================================================== 03-19-07 00:14 ACF New Issue 03-19-07 09:35 ACF Note Added: 0001617 03-19-07 10:41 boecko Status new => closed 03-19-07 10:41 boecko Note Added: 0001619 ====================================================================== The most important point, IMHO, is that if AI are forced to turn realistically, it breaks their aim. Nothing worse than running round a corner behind a prone AI only to have him spin round and get you. Building on Murphe's line of thought, surely the spin rate should be the same as the shuffle round rate? Collision detection is also important, AI laying hard up agains the wall shouldn't be able to trun anywhere. Share this post Link to post Share on other sites