- User Since
- Aug 16 2013, 12:29 AM (550 w, 1 d)
May 10 2016
Just as a tip, you can set the elevation of wrecks to something extreme like -2000 and they'll always appear on the seabed.
I think there is a common problem at the base of this, which is that the animations for entering a vehicle are just for show and you can start interacting with the vehicle almost the second you click "Get in as___"
I noticed the same with the Blackfoot. I have a joystick with a throttle lever which I use to control elevation. If I leave that in the up position, it's like holding down the Q button. I then get in the Blackfoot, and the rotors are already whirling away before I've even got both legs inside the cockpit.
And it looks a bit daft.
So to compare with the ticket about adding delayed starts to certain vehicles, I think that's a really good idea but at the very least should be inbuilt into vehicles so the engine cannot start until the getting-in animation has finished playing through.
Or maybe just say vehicles cannot start by simply pressing the movement buttons, and instead the player must go through the action menu to start the engine.
Well I don't actually see anything about this ticket being a game-breaking problem as we've all been working around it for 12 years or so, but while the gist of the ticket is that we should declutter the action menu and thereby improve the flow of gameplay, having a system where you can rely on being able to have your medic treat anyone in need, with a combination of 3 buttons, without having to trawl through a location-dependant list of options and without having to take the time to order him there to begin with, has to be an improvement?
That said, a) it's a mute point and b) this is not really related to this particular ticket anymore.
And c) why am I not playing the game right now!?!
To be honest, I don't think it should be removed, but as with tarciop's link, these sort of commands should be made of low priority. I guess sort of like when you issue targets to squad members, and you have the option to choose a less apparent target and then you have the list of anything and everything else to scroll through.
While the priority issue has more to do with the other ticket - I feel that there are some commands that should always take priority. There is plenty opportunity for you and the medic to be quite some distance from a wounded squadmate.
I've been trying it with the CSAT Paratrooper units just now. Problem still remains for me: They don't use free-fall animations except for the very first second and when they deploy the parachute it's like they themselves get deleted.
Still unresolved as of 0.76 - just thought I'd bump this because it's both a significant problem and an easy fix.
(Apologies if I shouldn't be bumping things like this!)
Strikes me that when a character is killed, the ragdoll physics apply until he comes to a final rest, and then effectively the character is frozen in time and space. Having the body constantly affected by ragdoll physics would probably be hugely demanding on CPU but if that issue would be successfully bypassed then it would be a significant gameplay feature - not only would dead bodies then react to the building beneath them disappearing, but also they remain as obstacles, for instance if a dead body blocks a staircase then it can be a bother trying to get past, as it would be in real life. Might also help with realistic dragging-bodies-away mechanics.