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Tanoa on Dev Branch ( a what do you think of it thread )

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Posted: Mon Jun 13, 2016 11:30 am     Super secret spam barrier
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Griffin wrote:
This might be a dumb question but, will the same AI detection confer to older maps?


AFAIK a line is drawn outwards from the AI's eyes - if that line is obstructed by any object, then the AI will not be able to see you. This is at least how the lineIntersects command works. So in theory, this should work for all objects.

The question is whether the new AI rely on a new boolean (or 'blocking' geometry) for objects, in which case all objects from older maps will need to be updated.


Posted: Mon Jun 13, 2016 11:31 am     Super secret spam barrier
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The issue we have is cup maps that have been ported over from arma 2 is that the way geometry is done and I'd no longer recognised in arma 3 effectively making trees and foliage"invisible" to ai.


Posted: Mon Jun 13, 2016 12:48 pm     Super secret spam barrier
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Even within vanilla A3 that's not how AI currently handles visibility through stuff like trees. There's a lovely (horrible) video somewhere of an AI staring at you directly through tree trunks that completely obscure you.


Posted: Mon Jun 13, 2016 1:13 pm     Super secret spam barrier
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Nick Seafort wrote:
Even within vanilla A3 that's not how AI currently handles visibility through stuff like trees. There's a lovely (horrible) video somewhere of an AI staring at you directly through tree trunks that completely obscure you.


If you watch the video Ghostdragon posted on the previous page, we can see that the new AI's visibility is correctly blocked by objects (including vegetation). If what you're saying is true, and this doesn't change after the update, then it may be the case that some map objects will need to be updated to include visibility blocking (such as those trees you mentioned).


Posted: Mon Jun 13, 2016 7:13 pm     Super secret spam barrier
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I used the word "currently" referring to Release rather than Dev :) Certainly, it looks pretty damn good on Tanoa but I was just mentioning that as it's currently broken with Altis&Stratis trees and underbrush despite being "fixed" in at least two separate patches.


Posted: Mon Jun 13, 2016 7:38 pm     Super secret spam barrier
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11TH JULY FOR THE RELEASE NOW :) 
also in the betas tab there is also a apex sneak peak for those who have pre-ordered with all the new game content (including weapons and vehicles)


Posted: Tue Jun 14, 2016 9:10 am     Super secret spam barrier
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Yay 11th of July when we have to start fixing broken mods again ;-)

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Posted: Tue Jun 14, 2016 11:02 pm     Super secret spam barrier
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https://www.youtube.com/watch?v=Tof5R18Xd34


Posted: Thu Jun 16, 2016 11:48 am     Super secret spam barrier
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Technically you can have two installs through using the Arma launcher. I don't know how this would work with Arma sync


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Posted: Thu Jun 16, 2016 11:56 am     Super secret spam barrier
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i tried to have a copy of dev branch in an extra folder...
turns out it cant run apex because it said i did not buy the dlc (but i did) on the copied version...
it works when i just switch to devbranch and launch from the default folder. but as soon i have set steam back to normal branch it didnt work because of the dlc license...

a3sync shouldnt be the problem, might work with the profiles on a3sync and if not, its easy to switch the executables...


Last edited by reV on Thu Jun 16, 2016 2:33 pm, edited 2 times in total.

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