Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Sometimes they have a really weird collision hitbox, where when you try to walk through/over them it pushes them.
> Sometimes you can't see downed enemies in front of you
The range of detecting a player/bot when it is prone/wounded is less when it is in a crouched position. The prone/wounded character will become visible the closer you are to it.
> sometimes you can't 'knife' them
There is a hit result system in place called "9 Lives" that determines the character's fate, it is possible for a character to die from one stab or up to five stabs or more.
> Sometimes they have a really weird collision hitbox, where when you try to walk through/over them it pushes them.
You will find that this is part of the original game engine.
As for the downed enemies, I guess I understand, since it is harder to see prone, not moving, etc.
Also, it's a mod, so it's probably the reason, but the FOV isn't activated on the 'Viper' mod map.
Also, (if I'm not mistaken) LoS doesn't go through metal fences, but the AI can still see through.
The Los/Fov system is what vanilla RWR already has built into the program, you can see this in Man Vs World on veteran difficulty.
I have tested the Fov with a M249 SAW dropped on the other side of a metal chain fence at moorland trenches 'mansion base' and it appears to be working, i have not tested it with the A.I on the other side.
Yes the Fov goes through trees, i havent noticed that until you mentioned it.
The Fov system is out of my abilities, if you are more curious about the system please ask RWR developer Jack Mayol, keep in mind that i have integrated the entire 'RWR FOV' modification regarding Los/Fov into **SOLDIERS AT WAR**, bare in mind that the scripting for FOV is only 'Activating' the FoV that is built inside the RWR program.
Lines of code can be added to the original game files that 'call for' the FoV system to run outside of Man Vs World and on any map you so whish the system to be active, this is what Jack Mayol's RWR FOV modification does precisely.
Yeah, I know it was the games FoV system.
I like it though. This is actually my favorite mod at the moment.
No worries, i will be creating a discussion section where the community can offer ideas about features they are interested in seeing with this modification.
Either way, this is kinda important.
Regardless, both Moorland and the other map with a racetrack have AA, so it may have been why, and just one isn't 'classified' as air, but as arty. Just my theory, though.
Bug Confirmed
Rectified and uploaded new version to steam workshop