norsu 180 Posted July 15, 2009 (edited) Indeed LockDown but what if a vehicle had a ridiculous amount of static health points but HitPoints classes had a lot less. This way you could disable parts of a vehicle one by down and it wouldn't explode. And with penetration values it would be even better. A script that blows up the vehicle if ammo HitPoints class reaches zero or critical levels would compensate for the huge amount of static health points (these must reach zero in order to blow up the vehicle in vanilla ArmA2). I haven't tried any of this really but it's a nice concept :). EDIT: Here's a video demonstrating projectile penetration in game Edited July 15, 2009 by Norsu Share this post Link to post Share on other sites
arma2disapointed 10 Posted July 15, 2009 CAVS - Common Armor Value System (duh, if I'm not mistaken and me old brain didn't fail me :D ) Think thats it, find anything about it? Share this post Link to post Share on other sites
whisper 0 Posted July 16, 2009 Think thats it, find anything about it? I think it has been used as the armor design standard for WGL/ACE for example. It was "just" a standard for armor values calculation for addons so that they would be compatible with each others. With refined things to simulate some effects, but it was limited by engine capabilities @Norsu : I've not modded vehicles enough in ArmA to know, but in OFP you definitely could not make custom HitPoint classes and were limited to the predefined ones, which were few and had specific roles (wheel/tracks, turret, engine, hull, etc...) + their hitpoints were not defined independantly of the global hitpoints, but as a percentage of global hitpoints, setting global hitpoints to ridiculously high values would affect the "hittability" of the vehicle Share this post Link to post Share on other sites
Jimmy the Saint 10 Posted July 16, 2009 Joint Operations is already five years old? :eek: Share this post Link to post Share on other sites
arma2disapointed 10 Posted July 16, 2009 (edited) I think it has been used as the armor design standard for WGL/ACE for example.It was "just" a standard for armor values calculation for addons so that they would be compatible with each others. With refined things to simulate some effects, but it was limited by engine capabilities @Norsu : I've not modded vehicles enough in ArmA to know, but in OFP you definitely could not make custom HitPoint classes and were limited to the predefined ones, which were few and had specific roles (wheel/tracks, turret, engine, hull, etc...) + their hitpoints were not defined independantly of the global hitpoints, but as a percentage of global hitpoints, setting global hitpoints to ridiculously high values would affect the "hittability" of the vehicle Now i remember, that was the story. Those engine capabilities is still present, and really i expected somthing more with this third game and "compleatley new engine" That still if you remember was "engine 1,5" in arma1. And still was acceptable for that reasone. Bis chould be shamed like a dog. New engine!! Edited July 16, 2009 by arma2disapointed Share this post Link to post Share on other sites
whisper 0 Posted July 16, 2009 Now i remember, that was the story.Those engine capabilities is still present, and really i expected somthing more with this third game and "compleatley new engine" That still if you remember was "engine 1,5" in arma1. And still was acceptable for that reasone. Bis chould be shamed like a dog. New engine!! Tbh, I'm reading devheaven findings about the new scripting and engines capabilities... and in this area, it looks like things can be improved. Looks like there's now a very intersting new damage eventHandler that could permit some refined simulation, if you ask me Share this post Link to post Share on other sites
arma2disapointed 10 Posted July 16, 2009 Tbh, I'm reading devheaven findings about the new scripting and engines capabilities... and in this area, it looks like things can be improved. Looks like there's now a very intersting new damage eventHandler that could permit some refined simulation, if you ask me I would not expect to mutch, it just the experiance i have saying me that. Share this post Link to post Share on other sites
jw custom 56 Posted July 16, 2009 (edited) I would not expect to mutch, it just the experiance i have saying me that. I wonder why you waste your time in these forums when all you do is pestering us with all your negativity :confused: Edited July 17, 2009 by JW Custom typo...again :D Share this post Link to post Share on other sites
ProfTournesol 956 Posted July 16, 2009 I wonder why you waste your time in these forums when all you do is pestering us with all your nagativity :confused: Because he is arma2disapointed :icon_ohmygod: Share this post Link to post Share on other sites
arma2disapointed 10 Posted July 16, 2009 I wonder why you waste your time in these forums when all you do is pestering us with all your nagativity :confused: If there is things that are negative, it´s not a solution to pretend that they dont exist. And what it look like, im not the onlyone thinking Arma2 is going in wrong direction of what it could go. The other FPS games is locked to theire enginelimitations, what Arma2 is doing is to lock it self in that position and only use 20% of the possibilities. In some way it´s sad, and i dont want to see it happen. Share this post Link to post Share on other sites
Jimmy the Saint 10 Posted July 16, 2009 :raisebrow: ...seriously... :raisebrow: Share this post Link to post Share on other sites
Uziyahu--IDF 0 Posted July 20, 2009 I remember that ghillied snipers were hidden at distance in Delta Force 2. It worked extremely well. Share this post Link to post Share on other sites
frederf 0 Posted July 21, 2009 DF2 used voxels and was in fact the last in the DF line to do so. Not terribly applicable to the ArmA engine. Share this post Link to post Share on other sites
LockDOwn 0 Posted July 22, 2009 I remember that ghillied snipers were hidden at distance in Delta Force 2. It worked extremely well. Exactly. ---------- Post added at 08:53 PM ---------- Previous post was at 08:51 PM ---------- DF2 used voxels and was in fact the last in the DF line to do so. Not terribly applicable to the ArmA engine. Same to say an far advanced engine could do what an outdated engine could do, if not better. Share this post Link to post Share on other sites
LJF 0 Posted July 23, 2009 It needs an armour system, tanks are just pathetic at the moment. If you can't kill a tank you can't kill a tank, punching tank won't kill it no matter how many times you hit it, you'll just break your hand :D Share this post Link to post Share on other sites
Vandrel 10 Posted July 27, 2009 (edited) /5char Edited September 10, 2011 by Vandrel Share this post Link to post Share on other sites
LockDOwn 0 Posted July 27, 2009 This is laughable, WWIIOL is not accurate by any means. Doc (Geoff Evans) is one of the most biased people on the WWIIOL developer team, to the point that EVERYTHING in the game has to have a equivalent and as such the Allies always have the upper hand over the Axis. I played that game for many years and was even a key player on the Axis HC before I quit the game so I can say this from experienceTo sum it up, that game is a joke and is light years behind ArmA2. I remember you and your point about ballistics adding much needed realism to ARMA 2 has nothing to do with our discussion to better this game, but instead with a bone you want to pick with DOC. Share this post Link to post Share on other sites
Vandrel 10 Posted July 28, 2009 (edited) /5char Edited September 10, 2011 by Vandrel Share this post Link to post Share on other sites
LockDOwn 0 Posted July 29, 2009 Now what I wouldn't mind seeing is a new WWIIOL using a engine such as ArmA2 and be able to hold a massive amount of players and such. A patch coming out in a few weeks is bringing just that. Supposed to be massive! Share this post Link to post Share on other sites
Michael_Wittman 0 Posted July 29, 2009 I totally agree the hitpoints system turns the armor aspect of the game completely arcade. It also happens when it comes into what regards aircrafts... the missile tab and fire take us away from a LOMAC/BLACK SHARK game alike and put us closer of a HALO game alike. Given the size of the map its also ridicolous that they included the JSF-35 and the SU-35 in the game as the engaging ranges of these aircrafts are on more than 50km for long range engagements, more than 30 for medium range and more than 10 for short range. I think that the problem of armor ballistics in this game is related to the phisics of the game (still poor) and the decission BIS made of not taking advantage of the PhyshX or Havoc technology. Share this post Link to post Share on other sites
DJH 10 Posted July 29, 2009 My first thought was that the penetration system [snigger] would be an absolute nightmare for people adding new vehicles to the game, but then again, there are some incredibly talented modders in the community, so I think they'd learn pretty fast... Share this post Link to post Share on other sites
kremator 1065 Posted July 29, 2009 I want to be wearing a suit made of leaves ..... seems that these buggers are impenetrable ! Share this post Link to post Share on other sites
LockDOwn 0 Posted July 31, 2009 My first thought was that the penetration system [snigger] would be an absolute nightmare for people adding new vehicles to the game, but then again, there are some incredibly talented modders in the community, so I think they'd learn pretty fast... agreed Share this post Link to post Share on other sites
lockie1976 0 Posted July 31, 2009 It would be nice to see a response from the boys upstairs... especially about the "Distance blurring for infantry that kneel or lay down" its a major flaw imo and makes the ghillie suit completely useless. Share this post Link to post Share on other sites
nyran125 10 Posted July 31, 2009 (edited) in real life if you look over a field with grass on it and trees it only takes a glint of something shiny or a small movement of something and you know EXACTLY where your opponent is. Did you not play war games with your friends in forests as a kid? because you can often see your enemy quite easy over a bit of shrub UNLESS that shrub was massively covering your body. I remember playing tag in deep thinkets of hedges and if somebody lied down in the grass you could see them from a mile away. They had to be completely covered or behind a big bush to not be seen. I think this is quite realistic as far as vision goes. Unless your enemy is amongst MASSIVE vegetation its really easy to see people lying down in grass. Unless the grass is overly long. Edited July 31, 2009 by nyran125 Share this post Link to post Share on other sites