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)we have just one reload time for all the rpgs. We decided now to make it play longer, we'll see how it'd work.
as for the rest - the bad thing is that once anim plays, it can't be interrupted in some cases at all. Ex.: if we didn't create extra states, the ugliest effect would be - imagine that one would start to reload and if shot, he'd first finish that move and then would finally die (we avoid these things in most cases for long anims, but it costs some work, as always nothing for free).
Sorry, no chance to store state of the reload anim to stack and revert to that state and continue on. This also means that getin/out cars looks as you see because player would have to finish whole complicated realistic (eg into tank) getin move prior he'd again be able to decide what to do next. If someone started shooting at him, there'd be no chance to interrupt the move at all, which'd be bad. Actually, these things tend to create so complex space of states that it tends to result in completely physically+behaviorally simulated characters - and just one engine I am aware of can handle this, Endorphine from Natural motion, LucasArts licensed that. But - it is so CPU expensive that we hardly could go that way as you'd probably want army simulation rather than one perfectly simulated character and the rest of the world dead because of CPU overload
One of our beta testers currently testing the next patch kindly whacked off a little video showing the updated flight model, he chose to fly with keyboard/mouse as that's what one of the primary complaints was about, discussion will continue when the next patch is released*, here's the video:

Official word from 505 Games: the European publishers of Armed Assault asks for your opinions on the packshot of their release.