- User Since
- Mar 6 2013, 10:15 PM (438 w, 5 d)
May 10 2016
And for future: if the method of appliyng detail textures will be the same for mid and close range... It allows us to add more distinct ranges, thus levels of details: extreme close, close, mid, far, extreme far... So the transitions between 5 ranges will look more smoothly then between 3.
May 9 2016
Also, we NEED to be able to climb into the building through a window. Many older games do have this essential feature (Red Orcestra, Hidden & Dangerous, ...) But Arma does not, although it pretends to be the most free combat experience game.
The best looking death animation would be the combined method. Upon being killed, the character can start to play some prepared short death animation. For example, drop his weapon and touch his chest with a hand, or fall to the knees. Such animation can prepare character's body for better ragdoll (bend or step a little forward or aside). After 0,5-1 seconds ragdoll is engaged, so the animation is smoothly continued to its unique state. This is applicable only for a death from bullets. Explosion, vehicle impact or fall damage should switch the ragdoll immedietly.
If its too complex, we still need to tune up the ragdoll as it is now...
Autoflip for vehicles should be removed at all. Seems it works the same ugly way for choppers when landing.
Very annoying. just remove this sound, if cant replace it with some "shshshshrrr" for mud and gravel