ArmA 2 1.6 patch released

Wapwap

Staff member
Admin
The long awaited 1.6 patch for ArmA 2 has been released a few days ago, with some very nice fixes and improvements!

Some patch highlights:

*New features: FXAA Anti-Aliasing mode, user-definable memory allocators, new scripting commands, new commandline options
*Multiplayer is much smoother, no more warping, includes a number of fixes, optimizations and improvements
*Netcode, VON and dedicated server fixes plus configuration additions in place
*Singleplayer received visual states smoothing and prediction (notable e.g. on distant units)
*AI is improved, especially (but not only) in combat, AI has received numerous bug fixes
*Aircraft & Helicopter simulation received slight improvements

More info + download link: http://www.armedassault.info/index.php?cat=news&id=5588&game=1
 

Kenadian

Staff member
Site Admin
Now I know what Steam has been so busy with lately.

I really hope one of the improvements or scripts commands added is to kill units or vehicles prior to completing a waypoint.

I've spent countless hours trying to get past this bug and still end up with units sometimes hopping out of a destroyed tank waiting for a waypoint to complete.

If your waypoints are Sync'd to Triggers, it could be hours in some cases before the AI moves onto the next waypoint.

Come to think of it, I may add a line to my units Init that states if the tank damage is above a certain value then the unit damage should be 1 (dead).
 

Wapwap

Staff member
Admin
They certainly have been living up to the expectations and promises of this patch. The game runs much smoother now, especially when playing online. No more warping of other players/AI, stuttering when in vehicles, etc. Really nice improvements. AI are still tough as before :/
 

Kenadian

Staff member
Site Admin
OK, well it looks what I'll be doing later today.

I better start Steam though because it sure is taking it's time upgrading ArmA.
 

Leimboy

Hardcore
Well, the size of the patch is just as impressive as the improvements they've done, but well worth the time :)

Regarding your mission editing woes. How about activating the trigger IF the tank is destroyed OR if it reaches it's waypoint? Would that work like you want? That way you don't have to worry about the crew that much and they can still run around and harass others if they survive a direct hit ;)
 

Kenadian

Staff member
Site Admin
Regarding your mission editing woes. How about activating the trigger IF the tank is destroyed OR if it reaches it's waypoint? Would that work like you want? That way you don't have to worry about the crew that much and they can still run around and harass others if they survive a direct hit ;)
Unfortunately I can't have the trigger wait for the tank to be destroyed especially since there are 12 allied tanks in this mission and they never take damage the same from mission to mission.

This mission is heavily scripted to be as random as possible which sounds completely ludicrous I know. The problem with syncing waypoints to triggers is that a waypoint is never complete until the Trigger is activated.

The other issue is that a tank doesn't have to be destroyed for the crew to bail out. I even tried a lower value such as if damagetank1 > 0.5 then deletevehicle tank1crew. I've even tried to set damage levels to the crew members but unfortunately it only works if the crew is not in a group.

The problem there is that if you do not group the tank crew, they simply don't go anywhere; it's completely stupid really. I posted this over at BIS Forums and a couple of members suggested I create an .sqs file and run it via the init on each vehicle.

I'm pretty sure this is the only way to go because even a burning tank that cannot be boarded does not have a damage value of 1.0 until the trigger its synced to is activated.
 

Leimboy

Hardcore
Right! You have a really tricky problem going on there. I'm sorry but I of no help to you as I haven't scripted too much in .sqs yet... :(
 

Kenadian

Staff member
Site Admin
Ya that's my problem to, I simply have very basic knowledge of .sqf and .sqs.

I think I'm just going to start small and create simple effects via .sqs that run when a building is destroyed. Not only will this familiarize me with the drop command and all the particles but it should help me wrap my head around scripting, initializing and structure.

...hopefully.
 

Leimboy

Hardcore
Yup, best to start small. You can make very cool missions with a minimum of scripting. Of course, getting the scripting to work is a big part of the mission creation fun ;)
 

Kenadian

Staff member
Site Admin
Making missions of all scales is super easy, making them work all the time in a random yet reliable manner is a whole different issue.

I know the ArmA Editor like the back of my hand, what I need now is a good understanding of scripting in both structure and execution.
 

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