Jump to content

suma

BI Developer
  • Content Count

    3202
  • Joined

  • Last visited

  • Medals

  • Medals

Everything posted by suma

  1. Near targets visibility is checked very frequently, therefore I doubt this is the cause. Most likely there is some reaction to the situation missing or handled improperly. There are reaction like this in Danger FSM for events "EnemyNear" or "CanFire", perhaps some tuning for them would be enough. Exactly. If you are able to create a good repro (esp. if the repro is short, located on Utes or Desert, and full automated, not requiring any interactions from the player), I can check the cause and we shell then see if it is fixable easily or not. Posting in a CIT is preferred, but if you feel that too clumsy, you can also post it here and somebody else can create the ticket later.
  2. While the fix itself can be considered minor, it was done in quite sensitive area of code (it can affect what targets does or does not AI engage anywhere in the game), if the fix is to stay in the game, extensive testing is needed now, especially in campaign missions and other complex missions, to confirm some key aspect of the AI target selection is not broken by the fix. The fix consists of: - changed conditions when an enemy vehicle is considered as "finished" - changed criteria when AI engages a target - changed criteria when AI stops firing at a target
  3. I have to admit I do not find it that ironic. I have analysed the cause, fixed what I could and recorded other observations in case they may become usefull later for anyone, esp. for content creators in general. I do not assume it is worth fixing at this point, and I find it understandable with the huge amounts of content there are various values which are not tuned as good as they could be.
  4. They should have been always this smart in Arma 2. The fix improves the situation when the killzone is downhill from the enemy covering the killzone. (Sigh: Is it really that hard to read and understand what you read?)
  5. No. It means AI will better consider which places are covered by a possible enemy fire, when the said enemy is higher than the place in question (i.e. uphill), and should be more inclined to avoid such enemy covered downhill places.
  6. I admit I do not understand everything about A2Free (I was not involved personally in its design), but as I understand it, A2Free player can join ordinary A2 server. I do not see what would be preventing the server in question to run server side mods. If you have some particular example, provide it - perhaps there is something wrong in the design of the mod (server side mod, if designed carefully, should be invisible to the client).
  7. While related, those are different issues. The issue described here is AI are reporting targets which are only seen by other units in the same group. I was not able to reproduce. Providing repro for other problems does not help, even if they may seem related.
  8. http://www.arma2.com/beta-patch.php + fixes as mentioned directly in the previous beta feedback topics.
  9. No, he does not (at least I was not able to reproduce it). If you see it, please describe step by step what you do, so that I can see it as well. ---------- Post added at 09:01 ---------- Previous post was at 08:59 ---------- No, it was not. I have just launched CWC to verify and in CWC main gun was a default weapon (with SABOT ammo loaded by default). The first step (switching the weapon) was therefore not necessary in CWC. I think making the main gun a default weapon would make sense for ArmA 2 as well (after all you have the commanders MG if you need to engage small targets quickly).
  10. To summarize: the servers are flooded with incoming packets which look like a Gamespy query. They respond by sending back their complete details. Can you confirm my understanding of the problem is correct? What I miss: How does the incoming packet look like? What kind of query it is?
  11. Finally fixed in 83101. The Engage / Fire now appears only when pointing to an enemy which is already targeted / engaged by some selected unit.
  12. Fixed in 83100 I was unable to replicate this on any difficulty setting.
  13. I am sorry to disappoint you, but the list is already way too long. We may be able to fix approximately 10-20 bugs for Arma 2 OA, depending on a fix complexity. If you will choose about 5 bugs from the list above, it may help me prioritizing, but in current form I am unsure how do you expect this list to be helpful. As for having the bugs sorted by votes, there is no need to have it maintained manually here, CIT provides custom views which are already capable of showing such things, and I use one such view (open bugs, sorted descending by vote count).
  14. You, as a commander, need to tell the gunner to switch the weapon (LCtrl+F), you need to decide which target he should aim to (Tab), and you need to tell him when to fire (LCtrl+mouse button). Based on what was told to me by people having experience with real life tanks, this is how it works in real life tanks. The AI should be more or less the same, what has changed is the UI (keys) used to command the AI, which is a result of the fact you as a commander are now also equipped with your weapons, therefore the primary weapon keys cannot be used for commanding. Another difference might be in OFP was perhaps the main gun the default weapon, while now machine gun is default.
  15. You may be playing with a different difficulty, where you have enabled "AI" messages for the player. I think I can imagine what is causing the problem, but I am not sure, and even if I am correct, the fix is not trivial, which is why I would prefer to have the issue reported properly, with a repro, and let community to judge its important by voting. Yes, I understand from a side of how the problem shows itself it is related. What I wanted to say is the underlying cause is different and the fix I have made does not affect this in any way.
  16. What you describe is not related in any way. If you want it fixed, prepare a repro and gather enough votes for it on CIT so that it is visible there.
  17. I tried, but I did not see it. It is most likely linked to some particular overcast value, or perhaps to some HW configuration. Repro (and maybe some more details) are needed.
  18. Should be fixed as of 83018
  19. Actually it is not dandelion (those would have seed handing under the "parachute"). Technically speaking it is UFO, as it was not identified, and it was flying. :) It was flying around, captured by a UFO hunter and 2D scanned. It is most likely a thistle seed, but with the seed itself already missing, only the feathers left. The movement issue is fixed in 83035
  20. I have tried creating a similar situation in the editor, but I was unable to see the issue. If you have a mission which shows it often, can you attach it here?
  21. While we are not yet sure if it is a config or engine issue, it is definitely not a data issue. The animations are there, as you can see when you hold the shift - you walk a little slower then, with rifle still in front of you. Once you release the shift, you speed up a little bit a the rifle swings to your back.
  22. I do not remember seeing that one. What exactly do you mean?
  23. Great, those are exactly the issues I need reported - anything obviously wrong in animation continuity is a hot candidate to be caused by interpolation and could indicate a deeper problem, even if it seems trivial on its own. Fixed in 83006
×