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Thread: ACE for OA 1.13

  1. #701
    For a TVT missions running ace wounds to get dead players to spectate mode after bleeding out. I also want JIPs to go straight into spectate until mission end.

    I have spectate mode while wounded on in the init field of the module. Respawn=1. I tried using an event handler to detect dead and launch the spectate mode and that did not work either.

    Right now, I get "Spectate Mode Initialized" and nothing happens when a player bleeds out. JIPs come in and the spectate screen will flash but then go black.

    I followed what I found from seraching in this thread but it didn't change a thing: http://forums.bistudio.com/showthrea...ectator-script

  2. #702
    First Lieutenant Tonci87's Avatar
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    Quote Originally Posted by NouberNou View Post
    The system is based on the configs for the ammo, mainly indirectHitRange and indirectHit values. They are used to determine how far out the system should look for "targets" and how fast the chunks should be moving initially. Individual ammo types can have the system disabled or forced on (if they dont meet the base criteria for the system to automatically track them). Each type of ammo can have its own array of fragmentation ammo types that are spawned. Right now its uses 5.56 and 7.62 as well as 12 gauge slugs. These are not that great, but for now work until I add something better in. Again these can be changed on a per-ammo basis or affecting an entire class of ammo.



    A multiplier value can increase or decrease the amount of fragmentation over all. The default value of 1 will throw around 0-3 pieces of fragmentation at a human sized target. A tank gets about 10 or so pieces. The amount is determined by the size of the object in cubic meters based off its bounding box. There is a hard limit of 10 per object. A random deviation is applied to the vector from the explosion to the target.

    AI and vehicles are targeted. An empty vehicle will have very little fragmentation thrown at it because there is no AI or human players that would be affected.

    There is a total hard limit right now of 120 pieces of fragmentation per explosion for performance reasons (and it is disabled on certain systems like FFAR and the Mk19/AGS-30, too much chance for desync).

    In addition to the target hits it takes 10% of the remaining number of pieces available and randomly distributes them for effect.

    Thin skinned vehicles are affected. The first time I tested it I was killed instantly in a BTR-70 at 120 some meters from one of the M109's 155mm shells going off. Thinking this was maybe too powerful I tried it a few more times and didn't get hit, so it seems like its pretty decent.

    Its in the ACE repo now, enabled by default, and should be in the next release.
    Doesn´t this mean that a fully loaded bus will get an insane amount of fragments thrown at it?

  3. #703
    Quote Originally Posted by Tonci87 View Post
    Doesn´t this mean that a fully loaded bus will get an insane amount of fragments thrown at it?
    Nope, because I ignore people that are inside a vehicle for that reason. Also as of last night it only does a certain number of fragments per 1 degree arc.

  4. #704
    First Lieutenant Tonci87's Avatar
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    OK that sounds nice.

  5. #705
    Noubernou may the new fragmentation style cause lag in large TvT games?

  6. #706
    Players in TvT generally know better than to shoot HEAT rounds everywhere, and grenades and FFARs are exempt, so it seems like you're only going to have one explosion to deal with at a time.
    My Chernarussian Civil War SP missions:
    Enfilade Ambush
    Autumn Siege

  7. #707
    Quote Originally Posted by Zio Sam View Post
    Noubernou may the new fragmentation style cause lag in large TvT games?
    There is the chance given some situations, but for the most part I have gone to every step to try and minimize it. While this current implementation is only a week old, I've been working on a good MP fragmentation system for a year or more now.

  8. #708

  9. #709
    i got this in my rpt, what does it mean ?
    Code:
    [52096,1605.07,0,"x\ace\addons\sys_wounds\XEH_preInit.sqf:8","WARNING: Enhanced Armor difficulty options enabled - this is not recommended in conjunction with ACE Wounds!"]

  10. #710
    It means you have Enhanced Armor ticked on in your difficulty options, just like the error says.

    You're on easy mode, giving your character extra hitpoints, and it isn't compatible with the Wounding system.

    Turn up to Regular or Veteran difficulty. Or go into the custom difficulty settings.

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