Solved Regarding the Visibility of Soldiers
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I agree with your findings. I spent countless flights trying to spot light infantry without success. Seems like a db issue to me.
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@Bad-Boy could have a look at it…
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@maxwaldorf
yes ok, I’ll take a look when time permit -
It could be amazing to actually be able to spot troops on the ground, not just related to air defense. So for instance an Infantry Batallion with 17 AK47 squads and 4 mortar crew would not be invisible. It would give a new immersion level to be able to take in the scale of the operations that happen
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This screenshot comes from our first “event” flight on this theater with 1 human GCI, 8 human F-16 pilots, and 2 human AH-64D pilots. The TGP has captured a vehicle from the SA-2 battalion that the AH-64Ds were tasked with destroying. The SA-14 soldiers are visible, standing next to the targeted vehicle.
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@bibleclinger said in Regarding the Visibility of Soldiers:
I saw some soldiers in 3rd party theaters, such as Kuwait.
In this theater (128 Kuwait), infantry battalions are set up differently from the standard BMS. Perhaps this is where the differences come from.
But, for the visibility of the infantry in 3d, there was no need to expose the visibility beads for the weapon, it was enough that all infantry battalion/divizion would simply correspond to the script "0)_foot_gun.veh.
Or movie type = “foot” instead of “Low air”. -
@spbgoro That is very interesting!
From foot_gun.veh:
#----------------------------------------------------- # Foot Squad Data #----------------------------------------------------- FootSquadDataNumModes 4 FootSquadDataModeSwitchIdx 10 FootSquadDataAnimationSwitchIdx 11 FootSquadDataNumSwitchStatesAiming 3 FootSquadDataNumSwitchStatesWalking 16 FootSquadDataNumSwitchStatesRunning 16 FootSquadDataNumSwitchStatesStanding 2 FootSquadDataCycleTimeWalking 70 FootSquadDataCycleTimeRunning 47
From foot_missile.veh:
#----------------------------------------------------- # Foot Squad Data #----------------------------------------------------- FootSquadDataNumModes 4 FootSquadDataModeSwitchIdx 10 FootSquadDataAnimationSwitchIdx 11 FootSquadDataNumSwitchStatesAiming 2 FootSquadDataNumSwitchStatesWalking 16 FootSquadDataNumSwitchStatesRunning 16 FootSquadDataNumSwitchStatesStanding 1 FootSquadDataCycleTimeWalking 70 FootSquadDataCycleTimeRunning 47
The only differences I see are FootSquadDataNumSwitchStatesAiming and FootSquadDataNumSwitchStatesStanding.
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Would be nice, even when at speeds of a fighter jet, visibilty of troops is not-so-relevant. Can confirm they’re in the 4.34 trialer:
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@bibleclinger said in Regarding the Visibility of Soldiers:
Единственные различия, которые я вижу, - это FootSquadDataNumSwitchStatesAiming и FootSquadDataNumSwitchStatesStanding.
Oh, you’re looking through a text editor.
You can see it more clearly through the BMS editor.Here is an example from 128 Kuwait (MidEast)
All infantry battalions (their index numbers) are highlighted in red (in other theaters they may be called differently, but the index will be the same).
By selecting each of them, you can check the “type of their movement”.For example, when some battalions had a movement type of “Low air”, these battalions did not engage in the battle in 3d mode.
Those battalion units that showed animation - They just stomped / ran next to enemy vehicles.
However, they did not pay attention to each other. -
Should be fixed next release (at least visible in 3D)
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Thanks! Excellent news.