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unsobill

Can indoors movement be improved ? Can more enterable houses be added ?

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2 Question for devs, hopefully will be read.

1) Can ST_Collision and ST_Evasive be removed to greatly improve indoors combat ? Here is great example of this :

2) Once indoors gameplay improved can all houses become "enterable" ? And if its possible to barricade house doors somehow ?

Thanks

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Programming dynamics such as barricading and newly enter able house might be a little difficult to implement as they aren't a core element of Arma.

It would take a good while to integrate such features satisfactorily.

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1) That would have to be after alpha (maybe beta). Right now is the implementation of the core gameplay and bug fixes.

2) No. That's based on the engine limits

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Isn't ST_Movement mod just client side and should work together with DayZ?

Yes its client side and i think someone confirmed it to work with DayZ.

I was just curious if this change could be beneficial to gameplay mechanics or at least widely tested

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Programming dynamics such as barricading and newly enter able house might be a little difficult to implement as they aren't a core element of Arma.

Not true. Its just not a feature of this map.

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2) No. That's based on the engine limits

Source for this? 'cause, I mean, the textures already exist in the game for interiors so they're already being loaded. Using more of the same texture doesn't increase memory usage - only draw calls - so I fail to see how this could possibly be an engine limitation.

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AFAIK St_movement improves indoor movement, but rifle barrels clip through walls (can give your pos away)

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Please, rocket, I beg you. Implement the ST_Collision thing.

It would literally be the best addition ever. ArmA 2 CQB is just way too awful at the moment because of that.

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This would greatly reduce the wonkiness and disconnectedness that sometimes plague the feel of your character.

The only downside is probably the barrel of your gun clipping through thin walls -- I could live with that, personally. : )

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Yeah, this would be a dream if implemented into DayZ.

The gun clipping through wall issue could easily be fixed by going into third person and making sure your gun just doesn't clip through anything. Or just stay like half a foot back from a wall if you're in first person.

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If guns would clip trough walls, doesn't that mean that cameras will do the same? I'd hate to have people being able to see trough walls that way, it's already unfair that with 3D you can look over corners, fences and such.

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Any reason for this NOT to be implemented? And that's a real question! Would it fuck with something?

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Wouldn't the downside be that long rifles would be too nimble and easy to use in narrow spaces thus removing the benefits of choosing a close quarters combat edition like the M4 over an M16?

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I don't really see how that's a downside. They are not that clunky in real life. Games currently can't simulate how you'd use and position weapons IRL in CQB, so a solution like this is needed. Your gun in ArmA 2 is stuck to the middle of your screen, that's not how it'd be IRL.

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You can lower your gun in game. And to me it doesn't seem that the clunkiness is exaggerated, I think it's merely a case of players not being used to this effect being simulated in a game.

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... You can lower your gun and then it'll take a longer time to shoot. Lowering your gun in ArmA 2 is not a CQB move.

The clunkiness is horrid. If you're against a decent 'camper', room clearing is suicide.

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ive only ever dabbled with the quake and hammer world editors but from my knowledge of world design buildings are either static models made in a modelling program and imported or they are carved from blocks and textured afterwards.

dayz would probably benefit from some alterations to some of the buildings carving out the insides of the bigger currently non-enterable buildings could open up more looting options and places to hide. just depends on the time investment for such an undertaking. my guess is it would require a whole new map rework, then you have to obviously compensate some how for the players with computers that can't cope with so many interiors.

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Isn't it hard to bust a fortified position even in real life?

I see no problem here. This effect is there to remind the player that he's not out in the open field and thus he have to carry himself with this in mind.

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Personally, I do not mind how this works when room clearing, it makes shorter weapons more viable for CQB.

However, what I hate is getting stuck in a narrow corridor unable to turn around because my character is too dumb to adjust the position of his arms XD

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removing weapon collision will result in similar bullshit that happens in BF3. People can hide almost their entire bodies in rocks, walls, doors (etc) and have only the barrel of their gun poking over the other side. They're practically immune to enemy fire while racking up kills.

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Isn't it hard to bust a fortified position even in real life?

I see no problem here. This effect is there to remind the player that he's not out in the open field and thus he have to carry himself with this in mind.

It is, but not because you get stuck in doorways. If it was as hard IRL as it was in ArmA, no one would teach room clearing. You'd just throw grenades in to every single room. Or go in with your hands up, because you'll get shot if someone is in.

"Carry himself with this in mind"? It's poor game design. It a) doesn't make the game more enjoyable b) isn't realistic, so why is it there?

How it's done, how it's not possible to do it in ArmA2.

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removing weapon collision will result in similar bullshit that happens in BF3. People can hide almost their entire bodies in rocks' date=' walls, doors (etc) and have only the barrel of their gun poking over the other side. They're practically immune to enemy fire while racking up kills.

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Incorrect. As LOS has nothing to do with collision on gun models. Also, player collision would still be working. This effects guns only.

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