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Thread: ARMA 2: OA beta build 93296 (1.60 MP compatible build, post 1.60 release)

  1. #21
    Quote Originally Posted by Make Love Not War View Post
    Note that SaOk's script can be optimized. If we move the position passed to nearestObjects so that it is equidistant between spotter and target and pass 1/2 distance between spotter and target as the radius, then our search area is reduced exponentially.

    Also, there are numerous possible culls we could implement. For instance, I imagine the test for intersection with terrain is much cheaper, so we should probably start there. If it returns true, then we test for intersection with objects. Another possibility is if we are testing whether soldier A can spot soldier B. In such case we can scale the frequency of our intersection tests in relation to the distance between the two. The greater the separation, the less frequent the checks.



    Regardless of the above suggestions, I agree that a simple ray cast would be much easier. Perhaps a little known fact, but this is possible to script in ARMA 2. Seeing as there is some interest, I'll post my solution within the next couple of days. I wrote the script quite some time ago, but if memory serves it is based off something the ACE boys did. They were very close to a reliable, working solution, but they made a key error or two within their code. After a few changes it worked beautifully.
    We actually do that in ACE for our missile guidance and laser spot LOS checks. We use terrain profiling then we "ray cast" a bullet that does no damage to do object checking. It works rather well, but it just feels hacky.

  2. #22
    Quote Originally Posted by NouberNou View Post
    We actually do that in ACE for our missile guidance and laser spot LOS checks. We use terrain profiling then we "ray cast" a bullet that does no damage to do object checking. It works rather well, but it just feels hacky.
    Yup, that's the technique I was thinking of. It was quite some time ago, but I recall the original ACE script could be unreliable in certain conditions? Issues with nearby targets perhaps? Anyway, I recall that after making some changes I had a very robust and very accurate LOS checker. And, yes, it most definitely feels hacky, but, honestly, most times I play around with sqf scripting things feel super-hacky. In any case, it most certainly would be nice to have an official ray-caster.

  3. #23
    Great to have new commands !

    But i am not sure that it's really what people need for now !

  4. #24
    It could be quite unreliable in low script performance situations, but once it was moved to the per-frame handler that guarantees execution every frame it became much more reliable. Still it takes multiple frames (at least two) to get a result.

  5. #25

  6.   Click here to go to the next Developer post in this thread.   #26
    BI, CEO Maruk's Avatar
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    Our apologies for adding the new "useless scripting commands" that seems to bother so many users in this topic. I will make sure this is never going to happen again and please understand that it was not our intention to make you any troubles by including these commands (note that it is generally quite easy and in development time absolutely insignificant, these were already present in TKOH anyway so really no big deal porting it to OA code branch).

    Main reason for this beta are not these command but significant fixes in MP (esp. of some issues newly created by the previous beta) which may not be too clear from the change log as we do not include there fixes of issues introduced by betas.
    Marek Spanel - CEO www.bistudio.com

  7. #27
    Quote Originally Posted by Qazdar View Post
    Great to have new commands !

    But i am not sure that it's really what people need for now !
    You never know what others think.


    Quote Originally Posted by Maruk View Post
    Our apologies for adding the new "useless scripting commands" that seems to bother so many users in this topic. I will make sure this is never going to happen again and please understand that it was not our intention to make you any troubles by including these commands (note that it is generally quite easy and in development time absolutely insignificant, these were already present in TKOH anyway so really no big deal porting it to OA code branch).

    Main reason for this beta are not these command but significant fixes in MP (esp. of some issues newly created by the previous beta) which may not be too clear from the change log as we do not include there fixes of issues introduced by betas.
    I think that the majority of the posters welcome these commands, Maruk. And them being developed without loss of time or effort is still better - I don't see any problem there!

    The community really can't complain about BI's general update policy, IMO.

    >>>For The Life Of A Friend | SP scenario for Arma 2: CO
    Tags: civilians, friendship, mafia, assassination, revenge

  8. #28
    Quote Originally Posted by Maruk View Post
    Our apologies for adding the new "useless scripting commands" that seems to bother so many users in this topic. I will make sure this is never going to happen again and please understand that it was not our intention to make you any troubles by including these commands (note that it is generally quite easy and in development time absolutely insignificant, these were already present in TKOH anyway so really no big deal porting it to OA code branch).

    Main reason for this beta are not these command but significant fixes in MP (esp. of some issues newly created by the previous beta) which may not be too clear from the change log as we do not include there fixes of issues introduced by betas.
    Love, love, LOVE to you and your team, gentlemen , "useless scripting commands" always find a use as some people won't find it any use either ; keep the game growing and don't forget your love-share from your love-community of love. (enough love or should I add moar ?)
    would it be possible to have another format for the beta log, like TOH with beta # to seperate properly ? and to shut some mouths, an advanced version with all the tiny fixes (if you log them somewhere of course)

    Btw please, lock this topic with all the never-satisfied guys inside

  9. #29
    These commands may not be optimal, but they're far from being useless.
    So thanks for a welcome addition and give us more "useless" stuff like this.

  10.   Click here to go to the next Developer post in this thread.   #30
    BI Developer Dwarden's Avatar
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    Quote Originally Posted by afp View Post
    There is a very nice addition of those useless functions but after several new beta patches the issue reported here is still present.
    That flickering is more visible when you play with high textures and settings and low object details. Its one of the main reason the game still doesnt look like running smooth for me. Every time you look around or zoom there is this barely perceptible flickering making the game looking unfinished.

    http://www.youtube.com/watch_popup?v...35e2w&vq=hd720
    i was told that what You see there is actually not lod / mipap bug but engines behaviour which adjusts lods based on scene complexity ...

    as you move the view the scene complexity is changing and engine lowers/increase the lod

    but i do agree it's not optimal and hope it can be tweaked

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