Reezo 45 Posted May 6, 2011 The sprint-stop looks amazing, yes! ..and the new stand/crouch-to-wall (facing left) looks amazing as well ;) We had a coop yesterday and we really missed the Sprint Slide and Wall Climb..we had to do some silly maneuvering to get out of a bad situation ;) Share this post Link to post Share on other sites
smookie 11 Posted May 6, 2011 One dedicated coop player required as a tester, if you are up for a task send me a PM. Share this post Link to post Share on other sites
LugNut 10 Posted May 6, 2011 (edited) Sprint Stop FTW! :eek: That fixes such a previously akward transition. Great work Smookie. Here's my proposal: 1) BIS should send you a big bag of Euros 2) Bis should release a patch replacing the stock animations and include all of yours. 3) Those who try A2 and bitch about it's "clunkiness" will no longer. Edited May 6, 2011 by LugNut Share this post Link to post Share on other sites
SaBrE_UK 0 Posted May 6, 2011 Smookie this is fantastic work, but you knew that. I have a question related to the sprint-to-stop animation: can it be done with starting to sprint as well? Like taking maybe 1.5 seconds to get to full speed with all that gear on. Also it strikes me that a more subtle effect like this for jogging might be great for the move-stop-move-stop-move targeting issues. Share this post Link to post Share on other sites
heroes maker 10 Posted May 6, 2011 did you get some idea from operation flashpoint : DR ? only for the animation, i don't talk about the whole ... whole .... how did you call that already ? oh yeah, a "game", i recognise some of them, for the rest, it's pretty good Share this post Link to post Share on other sites
zuff 10 Posted May 6, 2011 ..and the new stand/crouch-to-wall (facing left) looks amazing as well ;) Wait was there a video of the facing left back-to-wall footage I missed somewhere? Share this post Link to post Share on other sites
smookie 11 Posted May 6, 2011 I have never played operation flashpoint : DR :) No video of that yet, but will be soon released. Share this post Link to post Share on other sites
Sif 10 Posted May 6, 2011 Have you thought of doing the sitting stance? http://www.globalsecurity.org/military/library/policy/army/fm/23-31/f2331_6.htm (a) Sit down facing the target half right. (b) Cross your left leg over your right leg, and draw both feet close to your body. © Grasp the rifle magazine with your left hand. (d) Place your left upper arm against your left knee. (e) Move the butt of the stock into the pocket of your right shoulder, and grasp the rifle pistol grip properly. (f) Lower your right elbow so that your right upper arm is against your right knee. (g) For ranges greater than 150 meters, lower the buttstock of the weapon to obtain the proper sight alignment and sight picture. Grip firmly to prevent this from moving the weapon from your shoulder pocket. Share this post Link to post Share on other sites
RozekPoland 591 Posted May 6, 2011 Hasn't that 'sitting position' been already implemented in the mod as 'sniper sit'? Share this post Link to post Share on other sites
smookie 11 Posted May 6, 2011 There are tons of sitting positions and I simply cannot exclude possibility of adding several variants :) Share this post Link to post Share on other sites
galzohar 31 Posted May 6, 2011 Hehe, actually the one we were taught to use in ambushes (where you need to sit for a long time) is to have the legs uncrossed. Also taking helmet off and leaning back on it. But don't know how useful those would be in-game. Already the sniper sit I find not all that useful, since in first person it's about the same height as crouch and about the same steadiness. But it sure looks cool! Share this post Link to post Share on other sites
Reezo 45 Posted May 7, 2011 Some more features of the stand-to-wall stances (WIP) We've scripted a comfortable solution that allows using lean left/right keys to switch side This is not everything you can do in these stances..but it's a nice sneek peek ;) hMTP7fYnVjc Share this post Link to post Share on other sites
Reezo 45 Posted May 7, 2011 Looks incredible! There's still a lot to do ;) Good thing Smookie is a 3rd person kinda-player and I am a 1st person-ist (with and without TrackIR).. this means we can go on telling each other when the camera is wrong, disturbing or when it literally makes you throw up lol at the moment there is a lot of "looks cool", now we're going to focus on "works good" ;) Thanks guys, spread the love, until next time: 4:44AM, sleep deprivation is not good for scripting :) Share this post Link to post Share on other sites
zuff 10 Posted May 7, 2011 Great work guys. I hope you realize that this is one of the biggest game changers in Arma modding history. It's really amazing watching what you guys are doing with the game. Share this post Link to post Share on other sites
RozekPoland 591 Posted May 7, 2011 Stand-to-wall feature is just awesome! Share this post Link to post Share on other sites
sarge4267 16 Posted May 7, 2011 Looks amazing work. Little question..i've probably already asked on youtube: I was wondering if you could also make a new animation for when you do a paradrop-> the landing. Now the player/AI only 'falls' to prone position but normally it's different. Could you take a look at this vid: /watch?v=cdE0JmVWJqA#t=2m19s I've set it at the time of the move it normally has to be. If you don't want to do it then that's no problem. :) Share this post Link to post Share on other sites
smookie 11 Posted May 7, 2011 I am a 3rd person player?:D I feel offended... Share this post Link to post Share on other sites
das attorney 858 Posted May 7, 2011 Here is a YT vid with three bugs I've found during testing. KXy2r245kU0 Pressing 2 x SPACE when already up against a wall makes the player look like he's going to throw a grenade, but pulling the trigger will discharge his weapon at the floor (look - no hands!) Throwing grenades at the wall will make them bounce back but not explode. (Is this intentional?). The transition from aiming a weapon around a corner and going back to "Back to Wall" has a glitch in first person . Version 0.2 build 7. Combined Ops 1.59 and also latest beta. No other mods running. Let me know if you want tickets on DH. Thx Share this post Link to post Share on other sites
Reezo 45 Posted May 7, 2011 Let me know if you want tickets on DH. Thx Yeah, we do. Thanks! ---------- Post added at 05:22 PM ---------- Previous post was at 05:21 PM ---------- I am a 3rd person player?:D I feel offended... You shouldn't, either way :) Share this post Link to post Share on other sites
das attorney 858 Posted May 7, 2011 http://dev-heaven.net/issues/19605 http://dev-heaven.net/issues/19606 http://dev-heaven.net/issues/19608 Thanks :) Share this post Link to post Share on other sites
smookie 11 Posted May 7, 2011 I have already fixed 1st and 3rd points :) Share this post Link to post Share on other sites
das attorney 858 Posted May 7, 2011 Thanks for checking back in. I checked for the first point in the readme after you replied on DH. From what I understand, the anim was correct but the primary weapon should have been disabled. Is that correct? Good work on the anim package by the way. Unbelievable stuff :) Share this post Link to post Share on other sites
Choki 10 Posted May 8, 2011 WOW! Great Anims! It is posible implement this to SP gameplay? Share this post Link to post Share on other sites
galzohar 31 Posted May 8, 2011 I have been using these successfully in co-op so far, but it still has a few (small) bugs with AI. Share this post Link to post Share on other sites