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Hãy giúp chúng tôi dịch Steam
As for the flashlight issue, we are aware of it and still looking for a better solution to support all light-emitting attachments and NVGs, when going down there.
It's a bit more complicated than it seems, to make it work flawlessly since Arma attachment flashlights work only during the night time and you need to provide solutions for both day and night.
Use NVGs and the custom modified flashlight created: > player addItem "CHR_flashlight"
Or go down there during night time to be able to use the vanilla attachments.
AI pathfinding is not fixable since the objects used at Altar Bunker are not intended to be walked on in the first place. Arma AI pathfinding is very limited and it requires editing the model itself to be able to "fix" this. Unfortunately, we don't have the source models to be able to edit it as we want it to (most are from CUP Core).
What I can recommend is placing static things that will spice your experience down there. UGV (no fuel), static machine gunners, IEDs, anomalies, etc.
@RageFoxTV, we are constantly looking for solutions on how to improve performance when working on new locations and tweaking older ones. Unfortunately , there is no magic button to press and optimize things, moreover dealing with how Arma handles things. Balancing things is the way to go. So no, no dedicated patches for addressing only performance. Tweaks here and there, will be added for sure. CHR is a heavy map I agree, but there are ways of optimizing things using tools provided to mission creators too. You can't expect to have the same performance you've been having on vanilla maps without changing the settings. Balance things. ViewDistance, DynamicSimulation, SceneComplexity, etc...
@random Techpriest , improvements of an existing towns are the priority right now, but new locations are definitely something that can be added in future updates. As for the non-apocalyptic clean version, no plans for that.
@EllmansWorld, can you send me the exact time and environment conditions you are using at your mission? Does it happen on mission start, right after Editor (SP or MP)? How about changing it during the mission via Zeus? Do you have custom weather scripts on? Please , provide more info, so I can reproduce it on my end.