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Showing results for tags 'collision'.
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As a frequent squad-leader I like to drive. It gives me more control over where we wind up under contact and makes sure my squad starts out exactly where I want/need it to. However, sometimes my almost 8 ton (metric) truck can't get through a small bush. While I understand that maybe a techie would get stuck/tangled. It doesn't make sense with a truck that size. Even less so when it comes to a freaking Stryker or BTR. Same with the tracked vehicles. So, what I propose (if it's not way too complicated) is to make it so the bushes (depending on size and type) let certain vehicles through without collision depending on their weight and possibly even speed and type. This would not only make realistic sense, it would also make tactical considerations, route-planning and vehicle selection more relevant in-game. Especially in more heavily forested maps during flanking maneuvers. Lastly, please vote in the poll at the top of the post, it's one click and about 3 seconds of your time. It will at the very least give an indication to devs about wether this is actually desirable or not. PS: I get if this wouldn't take huge priority but it's one of my pet-peeves so to speak that sometimes gets really annoying after getting stopped dead in my tracks by a child-sized bush while transporting an entire squad to the objective in said 8 ton truck, especially at the start of the round where speed is vital. I'm not even sure if this engine would permit such adjustments to physics/collision. However if it does, I would be forever thankful! PSS: Not talking about destruction of bushes etc. since that would most likely be waaay too complicated to get working in this engine.
LADDERS: dimensional constraints and/or collision requirements.(how to get one to work - my method) ______________________________________________________________________________________________________________________________________________________________________________________ ******* UPDATE: the post to look at is here: ______________________________________________________________________________________________________________________________________________________________________________________ Could one of the Devs post the relevant dimensional constraints for creating a "ladder" that will work with the game and character animations, please? Or, are we able to modify (re-model/adjust) the current Ladder asset and have it still work correctly? I have posted pics in the "WIP" thread of building objects i have made that have stairs (i have made them 200mmx200mm(step) and they appear to work properly) but also a couple have "Re-Bar Rung" ladders, which i would like to act as ladders. > Cheers! .LJ ps: please do not direct me to Discord, thanks.
Vehicle Collsion The maps are obviously made with an eye for the fact vehicles will be featured down the road. I just worry that we wont get the right "feel" of driving a tank, if you forexample can't drive an Abrams through those low clay fences featured on most maps. Or break down a gate to a compound by driving a Humwee or APC into it. At they very least I think the developers should allow for tanks/vehicles of some caliber to drive through(-without destroying) a variation of obstacles, like the clay walls, small trees and so on. I just seems silly to be stuck behind a small tree in a main battle tank, like you would in battlefield games. I played forgotten hope 2 (bf2 mod) a lot, and they made tanks able to pass through fences and so on... of course it seems weird that a tank drives through and the infantry following has to go around, but tanks lose a bit of their purpose if they have to use roads, and cant offroad through a forest with small trees. Destruction I think it doesn't really suit the game how rocket launchers get stopped by a clay wall and if you're directly behind it won't be hurt by the explosion... So I was wondering, when vehicles... Tanks, helicopters with hellfiremissiles, IEDs and such are added. Will one then be able to just hide out in a compound while a main battle tank is shelling your clay hut without having to worry about it? About the destruction, i really do get how complex and time taking it is to implement.. however the cheap solution would be for explosions of some size to not be totally blocked by walls and such, so standing directly behind a wall getting hit my a tank gun, would give you something to think about. How do you think this will be in the final version of the game?
*DEVELOPERS MUST SEE* post You know when your gun goes trough the wall in the games, or when you aim really close to the wall and you feel retarded because you lost some kind of 3D perspective or whatever hahah. UE4 acctualy has solution for this. It would improve breaching, compound clearing, peeking trough windows etc. 10x. I dont really know how much work it takes for this, but I hope it will be implemented one day in Squad, it would be first game which did that. It is just awesome. https://www.youtube.com/watch?v=-xvvncRvVCI Sorry for bad English.
zeep posted a topic in Feedback & SuggestionsIn Squad, your weapon (the barrel mainly) can go through everything "solid". When you raise your weapon and face a wall, tree, etc, your barrel just goes inside and/or through that object. This behavior has a side effect that is well known in the gaming world: Weapons sticking out through walls. Through doors. Etc. Chances are you've seen this yourself sometimes in other FPS games. For example: What should happen is the weapon should collide with the world. It should be a solid object that interacts accordingly (and realistically) with solid object in the map. If the game does this right then the devs will have also laid the groundwork for weapon-resting. Any hard surface such as the ground, windowpane, small walls, everything is a potential surface for you to rest your weapon on (and of course add stability). See this collision for example, in Infiltration, a mod for 99 Unreal Tournament. Start to watch at 4:27. Or read more and another video at Dslyecxi 's Infiltration article. (Scroll about 2/3's down to "Weapon collision with environment.") A way of implementing this in Squad could be the addition of a freeaim area. An area in which the player can move the weapon without turning with it. So that you can move your weapon away from collisions, rest it for stability etc. Like you do in real life. I hope the team can take this into consideration. I'm also curious about other thoughts on this. Greetings, Zeep
So there are a few games out there that have a system in place which detect if any part of your weapon is touching a hard surface in the environment, and prevents you from pointing the weapon in those directions. I think this system, when implemented properly, is nice because it solves 2 problems in FPS games: 1.) It is no longer possible to accidentally reveal your position by letting your rifle's barrel clip through a concrete wall. 2.) Compact weapons gain a realistic advantage in confined spaces. If you were carrying a M240B through a narrow hallway, you'd find that the weapon is colliding all the time with the walls and floor, making it very very difficult to use in that environment. So if you want to have an easier time in the hallway, you'll need to use a smaller weapon like a M4A1. With this system in place, there would be a real and functional reason to choose a M4 carbine over a full size M16A4 rifle in a video game. So I wanted to ask if there are any plans to include this kind of feature in Squad?