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bioned

fixing zombie&wall bugs require complete new remodeling of the map right?

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Most likely it won't happen due to engine limitations. At least there probably won't be a large improvement.

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I very much doubt it, I was going to wait for someone with experience in this area to post but it seems it's ask an amateur, not the porn star kinda either folks.

 

Pathing and the like as far as I'm concerned is a matter of a. collision detection, oh I cant walk thru that and b. a suitable alternative route. 

 

Given that there are a number of buildings and fences are used in multiple places around the map once the settings where added to each object they would then be applied easily/automatically to all instances of the object in the world or on the map.  Or once they have completed adding in all the buildings they place an invisible mesh on the game world that says the infected can only walk on this mesh it would be clipped to the floor of building's and up the stairs etc.

 

I'm not sure how they handle glitching thru wall's for players and thats all the wild nonsense I can spurt out tonight.

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assuming its in progress....

 

how long would it take?

 

It took the ArmA 2 devs 2 or 3 years to create Chernarus.

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I can't say when or even if this will be fixed, but I personally hope it will be. Mostly for the sadistic side of me. I'm not one of these who goes killing bambi's without reason, and after spawning until recently I don't go back to the coast (My nephew started recently, and we decided to gear up and head back to help new spawns, maybe maim them if they are hostile to us).

 

However the idea of slowly rounding up, leading and eventually trapping zombies in a building (Especially around spawn points) entertains me. I generally wish I could of had the experience of opening a door only to be confronted by a horde of zombies, and trying to escape or kill them off. So hopefully this feature will be implemented eventually, but it will take time. I'm sure the developers are more focussed right now though on issues such as loot respawns, and better zombie A.I alongside their numbers.

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Note that I am not, and in no way ever expected to be regarded as, an expert int he field, nor am I intimately familiar with the game. I speak purely of knowledge gained through osmosis, mostly from reading/watching devblogs, interviews, etc.

 

That being said:

 

tl;dr It's a pain in the ass to fix.

 

The way zombies move "Naturally" (when wandering around, rather than running at a player) is an animation, rather than a movement, meaning that the model is misbehaving. This is an inherent flaw with the ArmA engine; movements that are not your normal walk, run, roll over, that are initiated as an animation that updates your position after the animation is over, causes "movement" done through animation to not check for collisions or work with physics very well. By example, think of when you vault over an object (hit V) or jump over an object (I don't know if jumping is in the SA; I haven't tried!); your character model slides forward, your camera lags behind for just a second, and then snaps back over your shoulder (in third person) or returns its focus to the center of the screen. You are able to vault into objects (through walls, rocks, etc) and sometimes remain stuck in there if the animation ends after your model is no longer conflicting with the object you vault into.

IE, if you vault into a thick wall, right before your character puts his leg down, a collision check is made and the game goes "Why the f are you in this wall?" and the wall spits you back out. If you, however, vault and step through a thin-enough wall (this is not a 100% occurrence!) that you have moved into the "dead space" between the interior/exterior or completely move through it, congratulations, you've just broken reality.

Zombie movement, like the vault, is an animation that isn't a "Normal movement" (I have no idea what the correct terms are used by the devs and the engine, but I'd love to know so I didn't feel like I was using vague or inaccurate terms). Because it isn't, zombies are able to move continuously without properly checking collisions like you or I. Their attack animations, like your vault, is the same; they can fly through walls when lunging because collision checking does not happen during the animation they way it should.

 

I hope that helps explain why it happens. I cannot fathom how much of a headache fixing the problem would be. 

Edited by Applejaxc

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