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

  1. #41
    Quote Originally Posted by Undeceived View Post
    You never know what others think.




    I think that the majority of the posters welcome these commands
    You never know what others think.

    @Maruk,

    Sorry man,but i'm not trying to be mean (i have no reason to do so)

    But ,there are many "important" bugs that are waiting for fixes and it seems that no one is spending some coffes cups on that.

    Adding new scripting commands while many major bugs are waiting to be fixed is like giving a bible to someone who is starving.

  2. #42
    Quote Originally Posted by Dwarden View Post
    disregard my previous post, that was just description,

    we think we can fix it, but what we need is SIMPLE reproduction mission (as we don't have yet youtube video debugging capability)

    so i'm calling to arms all who can make one and post on CIT (if it's there already then throw URL on me)

    the simpler it is and sooner available the faster we can try kill this issue
    Thanks Dwarden.

    I've given it a shot: #16004 note 23.

    I hope it's good enough.
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  3. #43
    Quote Originally Posted by Qazdar View Post
    You never know what others think.
    Nice one!

    But writing the second quote I just looked at the reactions the posters wrote - no big interpretation involved.

    Other than that I surely also support your concerns about the "more important" bugs. It's just that some people awaited for exact such commands - hence the joy.

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

  4. #44
    Quote Originally Posted by Varanon View Post
    How expensive are they ? I mean, would it be feasible to use them for, say, a group of AI's in the vicinity of the players each frame ? Or would that already be too much ?
    Yes, that's probably the kind of situation for which the warning is directed.
    Proud community admin/member of The Tour of Teamrespawn

  5. #45
    Each frame seems like too much for a visibility check. You can probably get away with doing it every 0.5 seconds, perhaps even less.

    You could also store the result and only update it if the objects have moved significantly.

  6.   Click here to go to the next Developer post in this thread.   #46
    BI Developer Dwarden's Avatar
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    Quote Originally Posted by MadDogX View Post
    Thanks Dwarden.

    I've given it a shot: #16004 note 23.

    I hope it's good enough.
    thanks a lot for repro, we will look into it

  7. #47
    Quote Originally Posted by Dwarden View Post
    disregard my previous post, that was just description,
    we think we can fix it, but what we need is SIMPLE reproduction mission (as we don't have yet youtube video debugging capability)
    so i'm calling to arms all who can make one and post on CIT (if it's there already then throw URL on me)
    the simpler it is and sooner available the faster we can try kill this issue
    Thanks for reply Dwarden, I'm sure its not really a complex fix and can improve the overall view a lot, by removing the flickering. Here are some simple steps to reproduce:
    - Windows 7 x64, nvidia geforce GTX560 2G, latest nVidia driver, 16G RAM, i7 3.4GHz.
    - Setting like here, please note the object details to minimum so the flickering is even more amplified: http://img.photobucket.com/albums/v3...0/b4bed929.jpg
    - atoc=0 in cfg.
    - Open Takistan map, put the Player somewhere on a hill, 2-300 m from a village, like in video.
    - Zoom toward village, slowlly move mouse right-left. Some buildings textures flicker.
    - This also occurs on many situations, they just cant figure what really happen, probally that's why this issue is not reported, and they confuse it with a low fps, stuttering or something.

  8. #48
    Quote Originally Posted by SaOk View Post
    I dont care some small the blinking, the game is much more important. These Line of Sight commands offer much for new custom AI functions. You can have now especially custom close range AI e.g. for sneaking missions (have anyone played thief-gameserie?). Make the guards to see things like bodies, suspisious changes in their enviroment. Before there was no good way to check if a civilian saw you or not, also for enemies the knowsabout command was quite limited. For us mission creators new commands like these are gifts from heaven (even I am not religious), keeping us even more interested of the game.
    Perfectly agree

  9. #49
    Some people spend much more time tunning, modding or talking about the game than playing it. But I think that overall there are more people less interested in game functions but in gameplay.

  10. #50
    Quote Originally Posted by SaOk View Post
    I dont care some small the blinking, the game is much more important. These Line of Sight commands offer much for new custom AI functions. You can have now especially custom close range AI e.g. for sneaking missions (have anyone played thief-gameserie?). Make the guards to see things like bodies, suspisious changes in their enviroment. Before there was no good way to check if a civilian saw you or not, also for enemies the knowsabout command was quite limited. For us mission creators new commands like these are gifts from heaven (even I am not religious), keeping us even more interested of the game.
    +1

    I think this is dead on. In addition to these recent betas making some great progress in terms of stability and look of the game, we are getting some critical tools to improve scripted response/reactions of AI. This is something that I expect will significantly increase opportunities for stealth oriented missions, and I appreciate the effort by BIS.

    Please keep up the great work.

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