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Thread: ARMA 2: OA beta build 99515 (1.62 MP compatible build, post 1.62 release)

  1.   This is the last Developer post in this thread.   #1

    ARMA 2: OA beta build 99515 (1.62 MP compatible build, post 1.62 release)

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

    + some beta regressions fixed, shall hotfix some of the often crashes of client/server seen in past weeks
    suggested to be used for server hosting as it shall be noticeably stabler
    (if you still get any crashes, it's very important for us to get server's mdmp,bidmp,rpt files
    (compressed e.g. to my email (which is my nickname @ bistudio.com)with subject CRASH)

    BattlEye compatibility: ... SUPPORTED, enjoy ! ...
    note: also deployed on STEAM!

    +++

    Data fixes and improvements by the Community Config Project (CCP)

    Changelog: https://dev-heaven.net/versions/1391
    More info: http://forums.bistudio.com/showthrea...Project-(A2CCP)

  2. #2
    Nice one. Does this build address the initialization issues of missions caused by the network object initialization changes?
    http://forums.bistudio.com/showthrea...=1#post2258575

  3. #3
    yes it should

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  4. #4
    Quote Originally Posted by .kju [PvPscene] View Post
    yes it should
    Neat, thanks!

  5. #5
    Just curious what is so difficult to make AI AT units fire their AT on vehicles with turned out crew? Just place yourself in a AT team and let the opponent tanks drive around on "save"... Kinda silly if those AI AT units trying to kill a little target (heads/upper body of crew) with their rifles and only using their AT launchers if the vehicle crew is on "alert"/"danger" mode. Expected behaviour for AI equipped with AT launchers: open fire on armored vehicles with AT no matter if the vehicle crew is turned out or in. Plus - improved target selection within team/group = effective combat against multiple armored targets (no wasting two, three or more missiles on one enemy vehicle).

  6. #6
    Master Gunnery Sergeant GiorgyGR's Avatar
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    Quote Originally Posted by NoRailgunner View Post
    Just curious what is so difficult to make AI AT units fire their AT on vehicles with turned out crew? Just place yourself in a AT team and let the opponent tanks drive around on "save"... Kinda silly if those AI AT units trying to kill a little target (heads/upper body of crew) with their rifles and only using their AT launchers if the vehicle crew is on "alert"/"danger" mode. Expected behaviour for AI equipped with AT launchers: open fire on armored vehicles with AT no matter if the vehicle crew is turned out or in. Plus - improved target selection within team/group = effective combat against multiple armored targets (no wasting two, three or more missiles on one enemy vehicle).
    Totally right^
    Should we create "ticket"?

  7. #7
    Chief Warrant Officer Beagle's Avatar
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    Quote Originally Posted by NoRailgunner View Post
    Just curious what is so difficult to make AI AT units fire their AT on vehicles with turned out crew? Just place yourself in a AT team and let the opponent tanks drive around on "save"... Kinda silly if those AI AT units trying to kill a little target (heads/upper body of crew) with their rifles and only using their AT launchers if the vehicle crew is on "alert"/"danger" mode. Expected behaviour for AI equipped with AT launchers: open fire on armored vehicles with AT no matter if the vehicle crew is turned out or in. Plus - improved target selection within team/group = effective combat against multiple armored targets (no wasting two, three or more missiles on one enemy vehicle).
    This is used ad nauseum in MP when using the M2A2, you're safe in it from A.I. because the "loader" is always turned out...and reloads the main gun by using magic. btw. the download does not work, the server is down.

  8. #8
    Awesome that the community config changes are making it into the betas this quickly. Great job with that BIS and kju!

  9. #9
    Sergeant DanielV's Avatar
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    Even though this might not be entirely related to the latest tickets/fixes i guess its worth mentioning. I get pretty nice preformance when using this beta, using 20-30 ich ai i get some 1 or two 2 seconds low fps now and then but between that its really smooth 60fps+. Never seen that smooth gameplay when using alot of ai before.
    Spoiler:

  10. #10
    Might of been just me but Im getting this while testing some things in editor, after I shut down the game. Popup window with

    Warning Message: No entry 'ca\modules_e\Weather\data\fsms\postprocess.fsm.FS M'.
    And in rpt this

    Code:
    Warning Message: No entry 'ca\modules_e\Weather\data\fsms\postprocess.fsm.FSM'.
    Warning Message: No entry '.fsmName'.
    Warning Message: '/' is not a value
    Warning Message: No entry '.States'.
    Warning Message: No entry '.initState'.
    Warning Message: '/' is not a value
    Wrong init state
    Warning Message: No entry '.finalStates'.
    Warning Message: Size: '/' not an array
    Warning Message: No entry 'ca\modules_e\Weather\data\fsms\particle.fsm.FSM'.
    Warning Message: No entry '.fsmName'.
    Warning Message: '/' is not a value
    Warning Message: No entry '.States'.
    Warning Message: No entry '.initState'.
    Warning Message: '/' is not a value
    Wrong init state
    Warning Message: No entry '.finalStates'.
    Warning Message: Size: '/' not an array
    Not scripted in mission, its a simple random preview so I don't know how to repro in other way but this. Could be a typo somewhere?

    Just realised there is wrong init state there, yet Im not using anything in init line of vehicles, and especially not anything related to weather?

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