Bug #8285

Grass layer doesn't lower "fire LOD" on infantry

Added by alef over 5 years ago. Updated almost 3 years ago.

Status:In progress Start date:01/19/2010
Priority:Normal Due date:12/01/2010
Assignee:Dwarden % Done:

10%

Category:Gameplay
Target version:-
Affected ArmA II version:1.59.79384 First affected build:
Reproduced by another DH user:No First affected ArmA II version:
I am using some Mods:No Single / Multi Player?:
I am using:CO (OA+A2) BIForumURL:
Reproducible for you:Yes NGUrl:
Related to content of DLC: WIKIurl:

Description

Soldiers hidden from distant grass layer can be shot in geometry over the layer.


Source: BIF, Video

Proper repro to come.


Related issues

related to ARMA2 Community Issue Tracker - Feature #18841: Reduce "grass" effect on distant units when FoV is small Assigned 04/11/2011
related to ARMA2 Community Issue Tracker - Bug #11479: Bullets do not enough damage over distance Closed 06/26/2010
related to ARMA2 Community Issue Tracker - Bug #20441: Units when prone take only halve the damage Closed 06/16/2011
follows ARMA2 Community Issue Tracker - Feature #2037: Please add the "Grass layer" to make laying down at dista... Closed 06/12/2009

History

Updated by Fireball over 5 years ago

  • Status changed from New to Assigned

Updated by Dwarden over 5 years ago

  • Status changed from Assigned to In progress
  • Assignee set to Dwarden
  • % Done changed from 0 to 10

Updated by Vic over 5 years ago

Wouldn't lowering the fire lod also make it almost impossible to kill them?
The "grass" wouldn't suddenly become transparent to bullets, since they actually sinked into the ground, so, unless penetration works with ground as well, your only chance to hit the guy in the image would become to actually hit the helmet.

Updated by CarlGustaffa about 5 years ago

Good point. How to solve then? Anyone?

Updated by kju about 5 years ago

  • Due date changed from 02/02/2010 to 04/19/2010

I don't see a problem for that behavior.
Call it micro terrain like OFP had.

If lying down on plain offers some protection, the better.

As long as you do not disappear 100%, the grass height and
angle of view is taken into account finally.

Updated by nomdeplume about 5 years ago

It could be interesting to see how lowering the fire LOD would play.

I see two problems though:

1. Would require different collision detection depending on the range at which a weapon was fired. The engine might already track enough data to do that (since HandleDamage knows who fired the projectile), but it would still be really weird. Worse: what if a future version allows the proper ground clutter to drawn out to a long distance on powerful machines? Then they don't need to the "grass layer hack" and bullets fired by them need to be collided with the actual physical position of the target, while their buddy next to them with a lower-specced machine might be using the grass layer and thus need the fire LOD sunken to match the visuals.

2. Damages the "concealment is not cover" mantra, because a nice grassy meadow will suddenly provide you with a decent amount of cover. Probably not complete cover (I don't think any of the grass layers are considered deep enough to lower the visual representation of the unit all the way into the ground, though I've seen some come very close) but still some level of cover.

Due to #1 I suspect this is probably too hard to implement "just to see what it's like". But no, I don't have any better solution either. Either we have fuzzy hills (like in Arma 1), we have to offset our aiming (like now), or BIS need to implement the most bizarre physics engine in the world.

Updated by Salah almost 5 years ago

  • Audio card set to Please specify!

Vic wrote:

Wouldn't lowering the fire lod also make it almost impossible to kill them?
The "grass" wouldn't suddenly become transparent to bullets, since they actually sinked into the ground, so, unless penetration works with ground as well, your only chance to hit the guy in the image would become to actually hit the helmet.

Wait, what? I thought the grass effect is simply a secondary texture layer, RAISED above the actual ground.

Updated by kju almost 5 years ago

No the visual part of the unit is lowered, while his hit LOD remains at the actual position.

To make a second layers simulation clutter might sounds like a good approach.
However it is likely way more complex to realize it. You would have to take into account
the different look of the current actual clutter and make it look smooth and good.

Updated by kju over 4 years ago

  • Due date changed from 04/19/2010 to 12/01/2010
  • Affected ArmA II version changed from 1.05.62017 to 1.55 BETA
  • I am using set to CO (A2+OA)

Not any different in OA from what I can tell.

Updated by zGuba about 4 years ago

  • I am using deleted (CO (A2+OA))
  • Language set to Please set for missions

I have proposed grass layer "thickness" directly related also to current FoV (not only distance), what about that?

#18841

Updated by zGuba about 4 years ago

  • Affected ArmA II version changed from 1.55 BETA to 1.59.79384
  • I am using set to CO (OA+A2)
  • Reproducible for you changed from No to Yes

Also available in: Atom PDF