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Thread: ARMA 2: OA beta build 88738 (1.60 MP compatible build, post 1.60 release)

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    ARMA 2: OA beta build 88738 (1.60 MP compatible build, post 1.60 release)

    http://www.arma2.com/beta-patch.php

    [88726] Fixed: Frequent client/server crashes in MP (when merging multipacket messages)
    + FXAAsharpen is now disabled for TI/NV views

    step closer to stability

  2. #2
    Gunnery Sergeant armatech's Avatar
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    as soon as BE supports ill give it ago mate

  3. #3

  4. #4
    Just curious if its impossible to improve AI trigger discipline using light/heavy machineguns? Still they keep on firing when turning around or moving away which results often in friendly kills. If skill/accuracy is set higher they use single shots... Weapon bug or AI issue or both?
    Imo default AI MG/LMG fire mode should be a longer burst on target and definitely stop if AI moves/turns around.

  5. #5
    Master Gunnery Sergeant
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    Quote Originally Posted by metalcraze View Post
    Hmm almost 500 builds and that's it?
    Hmmm, over 2,000 posts and that's it?
    Seems you'd have more constructive things to say but every time I see one of your posts it's pointless and demeaning.

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  6. #6
    If me asking what else is there but one fix in the log is pointless and demeaning why are you getting upset?

  7. #7
    Master Gunnery Sergeant twirly's Avatar
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    Just noticed that when in the airport tower on Utes and looking through the glass... no smoke or explosions are visible. Just checked some other buildings and the same result....no smoke, fire or explosions visible when looking through window glass.

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  8. #8
    First Lieutenant CameronMcDonald's Avatar
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    Quote Originally Posted by NoRailgunner View Post
    Just curious if its impossible to improve AI trigger discipline using light/heavy machineguns? Still they keep on firing when turning around or moving away which results often in friendly kills. If skill/accuracy is set higher they use single shots... Weapon bug or AI issue or both?
    Imo default AI MG/LMG fire mode should be a longer burst on target and definitely stop if AI moves/turns around.
    It's a problem caused by the burst mode implementation. Bursts can be interrupted by animations (try it yourself - the burst will complete when the interrupting animation is complete), and AI will similarly complete their bursts (which are hidden from the player, and are often > 3 rounds to simulate MG burst fire) after the target has been neutralised.

    This means that your AI might be halfway through a 10-round burst when it kills or loses sight of the enemy. "Great," thinks the AI, "Imma just gonna turn around and move to cover." Needless to say, you aren't happy when the remaining 5 or so rounds of the burst issue forth in your general direction.

    Everyone tempted to post another inane/useless/whogivesatoss topic in the A3 forum - here.

  9. #9
    Good stuff.

    EDIT: Never mind. Was mistaken. The beta builds have been around much longer than I remembered.
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  10. #10
    Quote Originally Posted by CameronMcDonald View Post
    It's a problem caused by the burst mode implementation. Bursts can be interrupted by animations (try it yourself - the burst will complete when the interrupting animation is complete), and AI will similarly complete their bursts (which are hidden from the player, and are often > 3 rounds to simulate MG burst fire) after the target has been neutralised.

    This means that your AI might be halfway through a 10-round burst when it kills or loses sight of the enemy. "Great," thinks the AI, "Imma just gonna turn around and move to cover." Needless to say, you aren't happy when the remaining 5 or so rounds of the burst issue forth in your general direction.
    If long burst causes the issue, changing the number of ai burst round will minimize the occurance of it and might also improve their accuracy as well right?

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