Jump to content

pettka

Former Developer
  • Content Count

    838
  • Joined

  • Last visited

  • Medals

  • Medals

Everything posted by pettka

  1. I am sorry, this is actually my mistake, the hotfix is ready, but it has not been published yet :icon_evil:
  2. pettka

    AI Discussion (dev branch)

    Thanks for all the valuable feedback, I'm sure we will try to address at least some of the issues. I would just add to this one that AI don't have any special kind of penetration for their shots, some thin objects are simply easy to shoot through and AI gives it a try as well as player would :icon_twisted:
  3. I would say that the SITREP hinted for some later release date of the CAS jet, but no promises even in this way :icon_twisted:
  4. pettka

    The Attachments rant

    Just beware, Alwarren had some good point in this post and I have tried to explain it in the answer - linkProxy shows where the attachment appears on the weapon, type inside the config of the attachment determines what inventory slot does it fit in :icon_twisted:
  5. class InventoryOpticsItem_Base_F: InventoryItem_Base_F { type = 201; }; I hope that does explain the questions enough :icon_twisted:
  6. pettka

    The Attachments rant

    You are right :icon_twisted: I have just tested this: class WeaponSlotsInfo: WeaponSlotsInfo { mass = 20; class OpticSlot { linkProxy = "\A3\data_f\proxies\weapon_slots\TOP"; displayName = $STR_A3_CowsSlot0; compatibleItems[] = {"optic_ACO"}; }; }; And it works fine - the weapon had the optic and it was working. Thanks a lot for reading the guidelines the way they were written :icon_twisted:
  7. There has been quite a huge change in the way weapon attachments are handled - in a way community seems to like according to Feedback tracker. japapatramtara has managed to implement the last proposed solution - to create a class compatibleItems with separate parameters for each attachment type and 0/1 value to deny/allow use of said attachment. To provide an example, this is how settings for PDW could look like: class WeaponSlotsInfo: WeaponSlotsInfo { class MuzzleSlot : SlotInfo { linkProxy = "\A3\data_f\proxies\weapon_slots\MUZZLE"; compatibleItems[] = { "muzzle_snds_L" }; }; class CowsSlot: CowsSlot { class compatibleItems { optic_Nightstalker = 1; optic_tws = 1; optic_tws_mg = 1; optic_NVS = 1; optic_DMS = 1; optic_SOS = 1; optic_MRCO = 1; optic_Arco = 1; optic_aco = 0; optic_ACO_grn = 0; optic_aco_smg = 1; optic_ACO_grn_smg = 1; optic_hamr = 1; optic_Holosight = 1; optic_Holosight_smg = 1; }; }; class PointerSlot {}; }; As you may see, both the old and the new solution works fine, only possible issue is in case there are both of them, the new one would take a precedence. I am just a messenger, the programmers are to be praised for this :icon_twisted:
  8. We are aware of the issue and are sorry for that. We decided to let it for today after considering the size of download and possible need of re-downloading today's change :icon_evil: Changelog is being processed by His Royaltyness, more info is inbound :icon_twisted:
  9. pettka

    Development Blog & Reveals

    Actually Bohemia Introllactive Simulations, which is a slight but important difference :icon_twisted:
  10. It is probably an issue with some of the colours being special in terms of RV Engine. Both Black and White are somehow transformed into something else during binarization / running of the game as far as I know when the class name starts with them. Could You, possibly try to change the class name? :icon_twisted:
  11. May I point all the new feature suggestions into the correct thread for them? We do read them and it could be easier to get back to them in their designated thread :icon_twisted:
  12. The ball of flame has been instead of muzzle flash for Vasruk for way too long, it mostly covers the new muzzle flash most of the time, both are work in progress. It is possible that you may even not see the change because of the particle effect, this is being addressed by DarkDruid :icon_twisted:
  13. Good try, but no, they aren't. I am sorry to inform you that there are different uniform classes for BLUFOR, OPFOR and Independent FIA soldiers :icon_twisted:
  14. Could You, please, be more specific? I have randomly tried some OPFOR FIA characters without any issue, maybe just bad luck on my side :icon_twisted:
  15. You are actually wrong, that was the fix with FIA uniforms all about :icon_twisted:
  16. As for the FIA uniforms - there has been an issue with FIA on OPFOR and Independent side that their soldier didn't have correct uniform in inventory. That is what has been fixed, there was no other change :icon_twisted:
  17. This actually isn't right, the bullet gets from the muzzle end but in an adjusted angle :icon_twisted:
  18. It was already stated by Master lord Joris that the changes was only regarding object without interaction (means no doors/windows/hatches, no light, no path lod and so on). That means cargo towers should not be affected by these changes, we are going to investigate them, but some repro would be better (I have probably missed feedback tracker entry for that) :icon_twisted:
  19. pettka

    Reality Check

    We have tried that and it would cost some 10-15 % of FPS drop in areas like Kavala. We have compromised on that for sake of game performance and still most of the buildings are destroyable - it just depends on the extent of allowed damage parts :icon_twisted:
  20. pettka

    Reality Check

    There is a specific simulation for the UAV pilot that does some specific stuff (eg. doesn't disembark, burn, suffocate, suffer damage from collisions and many other I don't know or forget about). I don't know why does it use names, but I suppose there is some reason deep in engine that has been taken by a shortcut as it isn't that important (at least that is my guess) :icon_twisted: One exception is for autonomous turrets, where it doesn't work as intended and creates invisible shape in place where gunner would be that has blood impact effects, but that is to be fixed soon-ish with additional love for static weapons :icon_twisted:
  21. pettka

    Reality Check

    That's right the reason why they have a separate simulation UAVPilot, nice try :icon_twisted:
  22. pettka

    Reality Check

    I would like to remind You that they actually are there, just not directly available in editor for several reasons (general confusion on possibly seeing the same soldier fighting on different sides being one of them) and it still may be subject of change (like changing them to visible in editor under certain circumstances, but no promises on that). You can simply use class I_G_Soldier_F instead of B_G_Soldier_F (or even O_G_Soldier_F for OPFOR version) and the same goes for the rest of classes for a mission, but this kind of relies on a mission maker knowing what he is doing - to somehow accept he knows that it may go wrong in some cases :icon_twisted:
  23. The change of FIA has some deeper meaning and I would like to remind you (general you, not specific you, just to be sure) that there are still all the classes for both Independent and OPFOR available. B_G_Soldier_F has his counterparts in O_G_Soldier_F and I_G_Soldier_F and so on. There are some specific reasons for them to be not displayed in editor, but that may be subject of change under some circumstances (do not count this as promise, please) :icon_twisted: /// Edit: Added examples
  24. You may see that it has completely changed engine, drive-train, 7-gear gearbox and stiffer suspension as well as for example much stronger beam lights. It was an experiment with possibilities of our technology at first but it became a full-fledged car in the end :icon_twisted:
×