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May 10 2016

zorilya edited Steps To Reproduce on T73585: AI units get stuck when using playMove to move them with animation.
May 10 2016, 6:45 AM · Arma 3
zorilya edited Steps To Reproduce on T67537: access to engine Integrated action scripts..
May 10 2016, 3:24 AM · Arma 3
zorilya edited Steps To Reproduce on T66959: snakes open doors.
May 10 2016, 3:02 AM · Arma 3
zorilya edited Steps To Reproduce on T64806: adding a silencer doesn't change the flash at night.
May 10 2016, 1:37 AM · Arma 3
zorilya edited Steps To Reproduce on T64799: addAction command improvement.
May 10 2016, 1:37 AM · Arma 3
zorilya edited Steps To Reproduce on T64798: Hitpart EH no longer returns useful selection variable for use in selectionPosition command.
May 10 2016, 1:37 AM · Arma 3
zorilya added a comment to T62547: Light sources (except sun and moon) shine their light through objects / do not cast shadows.

This is a Major problem... from a immersion point of view and a technical point of view. dynamic lighting and shadows have been used for ages in lighting engines to cast realistic shadows creating a more immersive environment... what is the point of sticking to the shadows if the wall creating the shadow from the moon cares not if a torch shines on it inadvertantly... you get lit up by accident and are completely visible... Without this there really is no point in making a low-tech night mission... a severe limit in my opinion and easily in the scope of a decent developer like BI.

May 10 2016, 12:05 AM · Arma 3

May 9 2016

zorilya edited Steps To Reproduce on T60715: Inpenatrable/ non smashing glass windows..
May 9 2016, 9:55 PM · Arma 3
zorilya added a comment to T58646: AI not able to fight in CQB, AI unable to properly move around freely, AI unresponsive, AI Pathfinding Issues.

I would like to second this general problem with pathfinding and sluggish reaction indoors.

To add a little. I have noticed that using a direct lookAt command to is not quite as urgent as it could be to solve the issue. Most time using this command causes a timely change of direction, very useful indeed. However they occasionally seem to take their time in turning around to look making the lookAt command inconsistent. It's almost as if they are pre occupied with something else that stopping them from turning and making it take a goo 4 - 5 seconds to turn 180.

May 9 2016, 3:24 PM · Arma 3