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Re: FAQ THREAD FOR .95 CHANGES

Posted: 2010-10-11 17:18
by ZephyrDark
hyraclyon wrote:Maybe it's in the changelog somewhere but I couldn't find it. I wonder, are all kits when dropped now like the ones of the IDF? So not a bag anymore but a gun on the ground?
I believe some factions still have kit "bags" but others have the weapon model as the "bag", but this is just assumption. I do know however that the DEVs are trying to get all factions to have their kit bags replaced by weapon models, at least I remember reading it somewhere.

Re: FAQ THREAD FOR .95 CHANGES

Posted: 2010-10-11 17:27
by Bufl4x
[R-DEV]dbzao wrote:About the cache locations thing, here's what happens:
I love all the insurgency changes, will make it a lot more enjoyable for the opfor.

Re: FAQ THREAD FOR .95 CHANGES

Posted: 2010-10-11 17:33
by Silly_Savage
hyraclyon wrote:Maybe it's in the changelog somewhere but I couldn't find it. I wonder, are all kits when dropped now like the ones of the IDF? So not a bag anymore but a gun on the ground?
No, not all of them.

Re: FAQ THREAD FOR .95 CHANGES

Posted: 2010-10-11 18:09
by goguapsy
Celestial1 wrote: You're really asking for it lately, aren't you...
Sorry?

I was just clarifying the other guy's question...

Re: FAQ THREAD FOR .95 CHANGES

Posted: 2010-10-11 18:11
by goguapsy
Kill001 wrote:question (im a bit short on time right now so sorry if it's been posted): how does a downed pilot go about getting a rescue from a transport chopper? does he switch to an unarmed kit?
Yeah.
also I haven't seen info on the "raise hands" thing on the pilot kit but if it's still included, wouldn't the pistol make it redundant?
Maybe it's a trap!
thanks
np :)

Re: FAQ THREAD FOR .95 CHANGES

Posted: 2010-10-11 19:44
by Celestial1
[quote=""'[R-DEV"]dbzao;1463529']
  1. At round start the game gets all the cache locations possible.
  2. Shuffles them to make it random.
  3. Selects a cache and check if it's more than X meters away from all the previous selected ones (X varies by map size like mentioned in the changelog).
  4. If it reaches the end of the possible list of cache locations and it still didn't select all 8 cache locations needed for the game mode, it will lower X by 50m and try again.
[/quote]

Ah, okay. That makes more sense, I suppose.

I don't have experience with the nuances of game programming, just programming in general & web programming. We don't have to worry a whole lot about performing loops during runtime, so it makes much more sense this way when thinking about that fact. :)

[quote="goguapsy""]Sorry?

I was just clarifying the other guy's question...[/quote]

You've had a real attitude about your posts lately; in another post you told Sniperdog that he should "play the game [he's] developing more". Maybe it's the language barrier here, but somehow I really doubt that.

Re: FAQ THREAD FOR .95 CHANGES

Posted: 2010-10-12 03:21
by goguapsy
:mrgreen:
Celestial1 wrote:You've had a real attitude about your posts lately; in another post you told Sniperdog that he should "play the game [he's] developing more". Maybe it's the language barrier here, but somehow I really doubt that.
It's all fun and jokes, man! New release coming up, we are all a little high, right? :mrgreen:

Re: FAQ THREAD FOR .95 CHANGES

Posted: 2010-10-12 04:03
by dtacs
What shotgun do ze Germans use?

Can the MT-LB with the 80A cannon carry infantry at all? I looked on the intertube and couldn't find any details on whether or not it could.

Re: FAQ THREAD FOR .95 CHANGES

Posted: 2010-10-12 04:30
by Silly_Savage
dtacs wrote:What shotgun do ze Germans use?

Can the MT-LB with the 80A cannon carry infantry at all? I looked on the intertube and couldn't find any details on whether or not it could.
Remington 870.

Yes, two crew plus six passengers.

Re: FAQ THREAD FOR .95 CHANGES

Posted: 2010-10-12 05:04
by dtacs
Silly_Savage wrote: Yes, two crew plus six passengers.
Is that standard for the other models as well? (I would assume not for the AA/TOW versions)

Re: FAQ THREAD FOR .95 CHANGES

Posted: 2010-10-12 05:21
by Silly_Savage
dtacs wrote:Is that standard for the other models as well? (I would assume not for the AA/TOW versions)
Correct. All variants aside from the AT and AA variants can carry two crew plus six passengers.

Re: FAQ THREAD FOR .95 CHANGES

Posted: 2010-10-12 05:23
by Firepower01
Can slugs be used to arrest civillians like the buckshot? Will APCs get thermals?

Re: FAQ THREAD FOR .95 CHANGES

Posted: 2010-10-12 05:40
by TrueTypeSansSerif
I've read the answer about the 3d markers thing, now what I want to ask is about the decision to switch to this system.

Reason I'm asking this is, because since 0.95 is not on release yet and won't know how this will play out, is that I can easily imagine my squad getting lost, especially when trying to quickly find our gathering point without having to whip out the map.

Secondly, I'm imagining when directing attention to targets to attack or observe, that might be slightly farther than the markers range limit, my squadmates will probably have no idea what I am talking about as the icon won't display on their screen.

For example, let's say I'm in Muttrah City, and we happen to be taking shots from one of the multi story apartments that happen to be 400m away. They're taking clear shots at us, and I'm trying to direct them to the approximate position where the fire is coming from. Because most maps use statics that look the same, if I'm pointing to a T shape building, and theres another T shaped building right across from it, they might not direct supressive fire close enough or at the building I've designated.

Essentially the squad will be blind firing into the general direction until they catch on, and it might be too late for them as theyll probably be wiped out from the guys shooting at us.


So why the change?

Is it more realistic for squadmates to take a little more time finding and suppressing a target? Is target location supposed to be a little more of a guessing game in this new patch? Somehow I can only imagine extra frustration coming out of this, but I can't say for sure until I've already played 0.95.

Re: FAQ THREAD FOR .95 CHANGES

Posted: 2010-10-12 05:53
by Rissien
You have a chevron that points in the direction of the marker when your beyond 125 meters. If you cant follow an arrow on a compass somethings wrong. For Attack Choppers, this will stop BVR, will just have to get close enough to see the lases or use your thermal in the general area to find the bright spots. Even jets should still be relatively fine, I mean considering I do dive bomb tactics anyways, fly towards the chevron untill your almost over the marker on the minimap, go straight down untill you have a lock, bombs away and pull out.

Re: FAQ THREAD FOR .95 CHANGES

Posted: 2010-10-12 06:15
by dtacs
TrueTypeSansSerif wrote:I've read the answer about the 3d markers thing, now what I want to ask is about the decision to switch to this system.
Its a realistic alternative and means more strategic thinking and briefing.
Reason I'm asking this is, because since 0.95 is not on release yet and won't know how this will play out, is that I can easily imagine my squad getting lost, especially when trying to quickly find our gathering point without having to whip out the map.
It won't be necessary because this forces the squad to stay together in a singular group, keeping within mumble earshot or within visual range.
Secondly, I'm imagining when directing attention to targets to attack or observe, that might be slightly farther than the markers range limit, my squadmates will probably have no idea what I am talking about as the icon won't display on their screen.
The chevron appears at over 125m on the compass at the bottom, plus you can simply say 'X unit near Y landmark' in addition to the direction, for example 'RPG 345 right of the Mosque'
Is it more realistic for squadmates to take a little more time finding and suppressing a target? Is target location supposed to be a little more of a guessing game in this new patch? Somehow I can only imagine extra frustration coming out of this, but I can't say for sure until I've already played 0.95.
I can understand your frustration but the more you think about it the more this is going to require extra teamwork and critical thinking. Give it time to see how it goes, of course there is a fine line between realism and gameplay so if it doesn't work I trust the developers to make the changes adequate to ensure PR is still playable as infantry.

Re: FAQ THREAD FOR .95 CHANGES

Posted: 2010-10-12 07:14
by Silly_Savage
Firepower01 wrote:Can slugs be used to arrest civillians like the buckshot? Will APCs get thermals?
Yes.

Yes, where appropriate. If it has thermals in real life, it will have thermals in-game.

Re: FAQ THREAD FOR .95 CHANGES

Posted: 2010-10-12 20:12
by Airsoft
I read that renderer.drawhud 0 is removed. Will it still be able to use in a local server or battlerecorder? Such measures are necessary to remove the compass and markers.

Re: FAQ THREAD FOR .95 CHANGES

Posted: 2010-10-12 20:19
by Rissien
Airs0ft_S0ldier11 wrote:I read that renderer.drawhud 0 is removed. Will it still be able to use in a local server or battlerecorder? Such measures are necessary to remove the compass and markers.
Compass will not be present in BR files anymore.

Re: FAQ THREAD FOR .95 CHANGES

Posted: 2010-10-12 20:31
by cyberzomby
Also for the people who are somewhat afraid of the removal of the hud marker (I sometimes are as well... :P Really curious to see how that one plays out) this situation does provide for a very VALID time to shoot at the enemy and shout:

WATCH MY TRACERS!