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klamacz

BI Developer
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Everything posted by klamacz

  1. Yes, they need to recalculate next path. You can shorten the time of waiting by shortening the route to next waypoint.
  2. Easiest way in: https://www.bistudio.com/company/careers
  3. Yes, indeed. It does what you expect :) Please discuss it in AI thread: https://forums.bistudio.com/topic/150499-ai-discussion-dev-branch/
  4. klamacz

    Firing from Vehicles feedback

    Exactly, in case of Huron, we just enable/disable FFV when animationSource ends, in case of tailgate we would have to modify the aiming limits, which is not supported.
  5. klamacz

    Firing from Vehicles feedback

    Everything apart from driver and co-driver (co-pilot) should be already possible. This is kind of tricky, as tailgate is random element and at the config level, we don't know if tailgate will be there or not.
  6. This is "as designed". I share the wish to see tracers on tank shells, but apparently they're used for training, not combat. Modders still can do tracers, and it should work splendidly.
  7. This problem should be gone already. Sorry for inconvenience
  8. klamacz

    AI Discussion (dev branch)

    Work and fixes in those FSM's is planned, some progress has been made. I ask you for a bit more patience, there are good things coming to AI in near future ;)
  9. That's a valid question. In this case we went with similarity to other, related commands, like: camUseNVG, ppEffectForceInNVG
  10. you need to define Level of Detail for those positions, in definition of turret add LODTurnedIn = X; LODTurnedOut = X; where X is a LOD resolution to find from p3d definitions, usually something like 1 or 900 for default shapes, 1000 and more for special LOD's like Gunner view etc.
  11. Basically you need three animations: gunnerInAction defines how gunner looks when inside the turret gunnerAction defines how character looks when turned out, idle pose personTurretAction defines what animation to play when turned out with weapon rised (assuming Firing from vehicles is enabled) Example from our configs: isPersonTurret = true; personTurretAction = "vehicle_turnout_2"; Let us know if how it looks
  12. Me likes. Good job guys, don't forget to do FFV ;) Powodzenia.
  13. klamacz

    AI Discussion (dev branch)

    Thanks for reporting, fixed. Tomorrow's dev branch should have the fix
  14. klamacz

    Firing from Vehicles feedback

    While minElev, maxElev, minTurn and maxTurn should work for turned-in limits, you have also new params for turned-out FFV (minOutElev, maxOutElev, initOutElev, minOutTurn, maxOutTurn, initOutTurn). Is this what you are looking for?
  15. klamacz

    Ukraine General

    Today: Shelling kills at least 11 civilians in eastern Ukraine.
  16. Please check the difficulty settings when starting MP match (as suggested above) and let us know, thanks!
  17. Just tested, and I been able to lower the MG accuracy drastically by using "(gunner tank) setSkill 0.2". Please check your difficulty settings, AI Level.
  18. klamacz

    Firing from Vehicles feedback

    FFV in turned out turret is currently not supported. As for crosshair, please confirm which version are you running (crosshair bug was fixed very recently).
  19. klamacz

    Firing from Vehicles feedback

    Each vehicle can have it's own custom order of cargo+FFV positions (mentioned here). In case of trucks its usually the FFV back positions being first in this ordered array, even if cargo index is not 1,2. And yes, everyone loves Generation Kill ;) Collision of bullets with the vehicle is just disabled, its actually more performance friendly than removing existing bullet after it hits the vehicle. Horizontal rotation of proxy was removed on purpose, the guy needs to sit in proper place. AI has no problems shooting wherever, the view limits are working the same for AI and players. Engine already supports animationSource checking for animating doors/windows/whatever you want. FFV position can be configured to be enabled only when animation state is finished.
  20. klamacz

    Firing from Vehicles feedback

    Basically, we have an custom array of proxyIndexes ordered, per vehicle, which consists of both cargo and personTurrets positions. cargoIndex is a index of this array, for Hummingbird I'm quite sure it will be 2, 3, 4, 5 (player moveInCargo [vehicle, 3]). GetIn, moveInCargo and assignAsCargo are currently in rather bad not-splendid state, expect it will be fixed soon. Also, guys, please provide your feedback with information if the issue is singleplayer/multiplayer, as some of those problems might originate in network code, thanks!
  21. klamacz

    Firing from Vehicles feedback

    Currently you can enable firing from vehicles ability on each position by using // enables/disables firing from vehicles on specified turret // params: vehicle, turret path, true or false vehicle enablePersonTurret [[1], true]; You can remove particular weapons by other functions. Thanks, we found it today, sneaky buggie. Engine already supports it using animation state ( config param enabledByAnimationSource). Having openable doors is another topic though. System is animation driven, no IK solutions for body position. You will be able to switch between cargo and personTurret position, but not to choose exact one. As mentioned, yes, going to be fixed. Yep, that's actually fun position, hoping for that too :) Thanks, will look into it. Aiming limits are rectangular, there is dynamicViewLimits for changing those according to other passengers, but some edge cases (like overhead in truck) are not possible currently.
  22. klamacz

    Firing from Vehicles feedback

    Don't worry guys :)
  23. Please continue discussion about FFV here: http://forums.bistudio.com/showthread.php?183549-Firing-from-Vehicles-feedback
  24. klamacz

    AI Discussion (dev branch)

    Indeed, this commit is a first iteration of AI aiming error being changed by those factors. Generally, aiming error is not increased by fatigue or damage itself (wounds already increases it, movement and rotation as well), but it slows down the recovery of the error, making AI less accurate for longer time than if it would be rested/healthy. Feel free to comment on your experiences, internally this is going to be tweaked and improved soon. Have fun!
  25. klamacz

    Ukraine General

    Personal opinion of mine: after downing civilian plane, the side which won't beg for immediate "cease-fire" is the side which should be held responsible for the shooting. (ITAR-TASS) No ceasefire needed to investigate Boeing case — Donetsk Defense Minister
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