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Prevents vehicles from exploding (3.7.0 feature) creating some problems of gameplay. #4416

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ZeusWrath opened this issue Sep 16, 2016 · 13 comments
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@ZeusWrath
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ZeusWrath commented Sep 16, 2016

Arma 3 Version: 1.62 (stable)
CBA Version: 3.0.0 (stable)
ACE3 Version: 3.7.0 (stable)

Mods:

  • @CBA_A3
  • @ace

Description:
Hi guys! In patch 3.7.0 has been added to the prevent of explosions for light vehicles, when hit with armor-piercing bullets. At least @commy2 reports about it here: #4116

As it turned out, this feature has a negative impact. At least I have a two not small problems for gameplay:

  1. After this, some of missions have stopped working, because they had the task to destroy the vehicles by means tanks. Triggers completed the tasks of this missions only if the given vehicles of the enemy destroyed. In this cases the Tanks shoots at the UAV Stomper or Armored Fennek, which belong to the enemy, but are unable to destroy them even after 20-30 hits! For this reason, the triggers of mission completion don't work, because the vehicle the enemy can't be fully destroyed.
  2. The AI perceives destroyed (but not exploded) of the vehicle as the still active enemy units and for this reason continues to shoot at the already destroyed vehicles, until run out of ammunition! At least from tank-HMG. It looks not good and spends the ammunition of the AI.

Please return the ability to the vehicles explode when hit with armor-piercing bullets.
The explosion may be after multiple hits, but in the end, such vehicle should be exploded,
This will save the game from at least two of the above problems.

Steps to reproduce:
Create a trigger that will be responsible for the destruction of enemy MRAPs. And use the several allied tanks against it. After destroying vehicle, triggers will not work, because vehicle can not be exploded and fully destroyed. Also the AI will continue to attack enemy vehicle from HMG, which did not explode.

Where did the issue occur?
Editor (Singleplayer)

Placed Modules:
None

RPT log file:
Not required

@ZeusWrath ZeusWrath changed the title Prevents cars from exploding (3.7.0 feature) creating some problems of gameplay. Prevents vehicles from exploding (3.7.0 feature) creating some problems of gameplay. Sep 16, 2016
@commy2
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commy2 commented Sep 17, 2016

For this reason, the triggers of mission completion don't work, because the vehicle the enemy can't be fully destroyed.

Shoot it with an HE round. There will always be conflicts with missions if you change anything in the game. I don't see how we could get around that. Disable cookoff if it doesn't work for your mission.

The AI perceives destroyed (but not exploded) of the vehicle as the still active enemy units and for this reason continues to shoot at the already destroyed vehicles, until run out of ammunition! At least from tank-HMG. It looks not good and spends the ammunition of the AI.

The AI will leave the damaged vehicle and even if players are inside, they will die to the AP rounds. Once the vehicle is abandoned, the AI will no longer shoot it as it belongs to the civilian side.

@ZeusWrath
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ZeusWrath commented Sep 17, 2016

Shoot it with an HE round

Yes, I can do it, but my subordinate AI (or other allied tanks) will never be able to do it!
Thus the influence of the all alied units will not have impact on the mission.
Also HE round can be finished, at this moment

Disable cookoff if it doesn't work for your mission.

As I understand I should remove only one - ace_cookoff.pbo ?
I don't want to disable other effects (car engine can ignite, blowing off the effect of the tower Merkava and T100, secondary explosions) there is no way to save it? This is really cool stuff.

The AI will leave the damaged vehicle and even if players are inside, they will die to the AP rounds. Once the vehicle is abandoned, the AI will no longer shoot it as it belongs to the civilian side.

But what happens when it comes to UAVs!? You can use the test. The AI will shoot in the such "destroyed" vehicle infinitely. As I said above, it drains ammo allied tanks and besides, it looks not good. In the any way, you should disable the AI-attack of the destroyed UAV Stomper

@ZeusWrath
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ZeusWrath commented Sep 26, 2016

Hi! what do you think guys? this should to be fixed?
https://www.youtube.com/watch?v=sW7xs-gOGjI&feature=youtu.be
This is destroyed UAV
As seems to me, yes. AI continues attack vehicle, which has been already destroyed.
In the game, the attack-icon ot this vehicle is red. All ai-units reports about this vehicle, as about active enemy unit. The any vehicle should be exploded, sooner or later, regardless of the weapons being used against him, if it will be attacked later. If it doesn't explode even after 10 and more hits from a tank main cannon, or after 200 hits tank HMG, then it does not look realistic. If you don't want explode destroyed vehicle after one -two hits of AT- shells, then you can make the explosion after subsequent hits. This feature will save the game from many of the troubles described above and the same player will not see, what we see on my video example. This is not good.

@commy2
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commy2 commented Sep 26, 2016

Looks fine to me.

@ZeusWrath
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ZeusWrath commented Sep 26, 2016

useless and endless shooting like you? I can't argue with you, because you the master of mod...

@ZeusWrath
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Please tell me how I can remove this without other features ?
(car engine can ignite, blowing off the effect of the tower Merkava and T100, secondary explosions) This all - super features! only this (unexplosive vehicles) feature seems to me bad

@commy2
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commy2 commented Sep 26, 2016

You cannot turn them off individually.

@ZeusWrath
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Then, it's a pain in my ass . It's a spoon of tar in my barrel of honey(

@commy2
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commy2 commented Sep 26, 2016

No worries. I'll fix it. I'm just messing with you.

@commy2 commy2 added this to the 3.8.0 milestone Sep 26, 2016
@commy2 commy2 self-assigned this Sep 26, 2016
@ZeusWrath
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ZeusWrath commented Sep 26, 2016

hahahahahahaaaaaa! Super newS!
Thanks! I hope any vehicle can be exploded, if you continue to shoot him

@thojkooi thojkooi modified the milestones: 3.8.0, 3.9.0 Oct 8, 2016
@ZeusWrath
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No worries. I'll fix it. I'm just messing with you.

@commy2 probably you forgot fix it. In the 3.8.0 still not fixed

@jonpas
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jonpas commented Oct 19, 2016

As you can see this issue is tagged for 3.9.0, it has not been fixed in 3.8.0 and we know it, no one "forgot" about it, it was simply not done yet. :)

@commy2 commy2 modified the milestones: 3.10.0, 3.9.0 Feb 6, 2017
@nomisum
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nomisum commented Feb 14, 2017

excited to see this tackled with the upcoming setDamage param object setDamage [damage, useEffects] :D should make noplosions great again.

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