hey mate.. Could u please make a soldier go prone in the grass and then move away from him so far that the grass is not in the lod anymore. What happends then?Originally Posted by (Shadak @ Nov. 13 2006,15:28)
hey mate.. Could u please make a soldier go prone in the grass and then move away from him so far that the grass is not in the lod anymore. What happends then?Originally Posted by (Shadak @ Nov. 13 2006,15:28)
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\"A man without religion, is like a fish without a bicycle\"
Moreso OFP:E,for those that had trouble distinguishing enemies from allies they had a red,green or white circle that was visible from a good distance and up close. Luckily on the veteran mode they didn't have this.
the subject was:Originally Posted by (BergHoff @ Nov. 13 2006,14:38)
we could see the tag in cadete mode but remember that soldier is behind that fence. so it shouldnt appear. it will be a cheat mode while using cadete mode.
im sure you will be able to track enemys (while leader) behind fences.
anyway: im glad that options can be disabled as the pic proved.![]()
Thats a good idea, i also curious.Originally Posted by (Espectro @ Nov. 13 2006,15:43)
Oh that,well if they made it so you could only see friendly tags up close that would solve that real quick.Originally Posted by (bravo 6 @ Nov. 13 2006,15:46)
Provided its even needed,I don't know about you guys but I like playing without tags,learning to recognize the enemy and allied vehicles and soldiers by visuals and knowledge of appearence rather than having its name tagged.
Infact I'm so into it that I personally train myself ofline to identify friend from foe from a distance incase I find myself in a helicopter or tank,I like to engage in distance,not up close. Its great because sometimes they think your hacking if they can't see you right infront of them.
maybe who have the game should try the other way arround..Originally Posted by (meyamoti @ Nov. 13 2006,14:54)
order ai to fire at you and lets see if ai can see through the fence or not.![]()
Yes i have always wanted a game sound like that, just listen to this "Battlefield 2 Supersonic bullet crack sound mod", im not a BF2 fan but i like this soundmod.. I also want that "echo" sound from all firing weapons.. sounds very good in my ears http://video.google.com/videopl....c+crackOriginally Posted by (Shadak @ Nov. 13 2006,15:28)
I hear you there Espectro.Originally Posted by (Espectro @ Nov. 13 2006,15:43)
Myself and Frantic have both expressed a wish to see this in previous posts. Though I don't think I made myself as clear as Frantic and Yourself have as I was pretty Mullered when I wrote the request.
I'm very curious to see what this would be like.
Shadak or anyone else involved in making INFO-FILMS I think there are few people who would love to see what this is like. How does it look in 1st, 3rd person view and through scopes of varying kinds, as well as through the tactical commander view?
Thanks in advance
Uff, AI uses binocular in urban areas.![]()
Few videos would be appreciated to see if the AI downfalls from OFP have been corrected. I will explain what I'm trying to find out with these scenarios.
Place player character near (50m) an elite squad of enemy AI so that there is a broad line of bushes between player and the enemy squad. Bushes shouldn't be near the player (so that he doesn't get any possible OFP style concealment bonus) but situated atleast 10 meters from player. Sidestep so you can see the enemy squad and shoot at them (probably killing few of them) so they clearly notice you (taking out their weapons, aiming you and/or lying down. Then run back behind the bushes, lie down and shoot all enemies that reveal themself from behind the bushes if you are still alive.
Why:
To see if the OFP targetting system is still in use. In OFP you would be killed with one accurate shot trough the bushes. This is because their "knowsabout" value would turn to maximum after player started shooting and the bush in between would not bring any consealment help to player. Knowsabout value seems to decrease too slowly when line of sight is lost.
Position yourself with a sniper rifle on a hill about 300 meters from the enemy squad. Equip the enemy with sniper rifles and machine guns so they have the ability to engage you in such distances. Move inside a bush so that you can still see the enemies. Now send your AI teammates running towards the enemies. The terrain should be very open between you and the enemy. Let your teammates close in the enemy and make sure they are not detected (observing enemies trough the scope). When teammates are about halfway to the enemies and still undetected reveal yourself by killing few of the enemies and observe how they react (who they target, you, concealed in the bush, or the squad close to them running in open terrain).
Why:
Again to see how the targetting system works. In OFP player would be targeted first over the AI teammates.
Make few friendly AI's engage twice as large enemy AI group. Enemy AI should be in safe mode (weapons on back) and at the beginning of firefight on plain view to all friendly AI."Camera" should be aimed mainly to the enemy AI.
Why:
To find out how AI seeks cover and responds and how well and fast AI can pick next target. In OFP AI didn't use cover all that well and usually took too much time to engage next target after a kill (even if there were other possible targets right next to the previous one in plain view).