Guest Posted June 26, 2011 Release frontpaged on the Armaholic homepage. PvP Animation replacement/enhancement pack v0.25 RC1 Share this post Link to post Share on other sites
CoolFire 10 Posted June 26, 2011 Wieking, just add the SMK addon to the modstring, i.e. -mod=@CBA;@ACE;@SMK (adjust addon names to correspond how you call them in your Arma2 main folder). And yes, it works just fine with ACE. This SMK pack is a very cool! ;) Share this post Link to post Share on other sites
RozekPoland 591 Posted June 26, 2011 Awesome mod! Great job! :) Share this post Link to post Share on other sites
Gunter Severloh 4054 Posted June 26, 2011 Wonderful work, still testing various things out. Is it possible to remove that little walk your character does after doing a roll? Sometimes I do a forward roll to get to a fence or wall and I want to get down right away but instead the guy keeps walking on on his own, can that part be removed, so when you roll you just stop. Share this post Link to post Share on other sites
smookie 11 Posted June 26, 2011 Put it on DH please and i will look into this. I will have to ask for original animation as this one is owned by BIS. Share this post Link to post Share on other sites
galzohar 31 Posted June 26, 2011 Seems to not work with ACE for 1/2 the people since about 3 weeks ago (since one of the ACE updates). I worked really hard to search for why this works for some and not others, trying to run the exact same mods, comparing files, running mods in different order, etc etc, and nothing. Again the ticket for ACE, with RPTs and stuff, can be found here: http://dev-heaven.net/issues/20233 Share this post Link to post Share on other sites
Reezo 45 Posted June 26, 2011 Thanks everyone. I will keep reading your feedback and improving the release. Have fun with the new release, you deserve it after such long wait ;) Share this post Link to post Share on other sites
RozekPoland 591 Posted June 27, 2011 This mod redefines enjoyment from the game :) Kawał dobrego moda :) Share this post Link to post Share on other sites
Wieking 10 Posted June 27, 2011 When I start game with ACE and SMK: No entry 'bin/config.bin.CfgSkeletons' No animations work in game. Share this post Link to post Share on other sites
RozekPoland 591 Posted June 27, 2011 Paste your complete shortcut target line. Share this post Link to post Share on other sites
froggyluv 2136 Posted June 27, 2011 Hi, when I go from crouch to run my guy will always end in a roll with nothing pressed except the release of foward 'W'. Share this post Link to post Share on other sites
MarineFreakUSMC 10 Posted June 27, 2011 Can somebody help me? When I run SMK I am in T-Pose and my body is halfway through the floor, I put SMK in the right place and I have CBA, what do I do? Share this post Link to post Share on other sites
Wieking 10 Posted June 27, 2011 Show us your command line with -mod=...It's strange because it's working for me with ACE "D:\Program files\Bohemia Interactive\ArmA 2\arma2oa.exe" -mod=@CBA;@ACE;@SMK I also start with Arma 2 Launcher. Result: No entry 'bin/config.bin.CfgSkeletons' and in game When I run SMK I am in T-Pose and my body is halfway through the floor:confused: Share this post Link to post Share on other sites
RozekPoland 591 Posted June 27, 2011 Unfortunately, it looks like it doesn't work with ACE. Share this post Link to post Share on other sites
Sower79 10 Posted June 27, 2011 Help how to make Back to wall? Share this post Link to post Share on other sites
Wieking 10 Posted June 27, 2011 Firstable, try this -mod=@ACE;@CBA;@SMK I try - not work. Secondly, does your ACE mod and SMK separately work properly? Yes, wihtout problems. Thirdable, Have you got the latest version of ACE and CBA ? Yes, I also try download from various links. ugaf dev, wogserver. Last but not least, Have you added any extra addons to any of these mod folders? NO. I am sure Share this post Link to post Share on other sites
Harine 40 Posted June 27, 2011 I may be repeating what is said above certain person, but the animation pack does not work with another mod. For example it does not work with the unit Binkowski. Also: the "check wall" only works on the buildings "OA". Too bad this addon is a revelation for me, but if I can not use it with anything else ... OA Share this post Link to post Share on other sites
m1n1d0u 29 Posted June 27, 2011 @wieking that's very simple ! CBA need to be the first mod in your mod line , why ? because that's a priority status and cba it's always the first one ! so try my option if it don't work you have a problem with your ace ! @Sower79 back to wall = Turbo + Lean left or right Share this post Link to post Share on other sites
Reezo 45 Posted June 27, 2011 There is practically no limit to what the walls and structures may be called, so for now expect us focusing on BIS elements. I am definitely considering adding more classes in the future to make the mod compatible with custom islands. You can use the wall/structure checks to understand what is really going on and therefore post more appropriate tickets. Tickets are what is going to keep the mod improve. This is why the RC is out :) Share this post Link to post Share on other sites
d-tox 14 Posted June 27, 2011 I tried the back-to-wall with the buttons + Turbo lean right / left, but do not go! Share this post Link to post Share on other sites
Wire 0 Posted June 27, 2011 AI are still getting stuck on Sniper Sit. Please can u solve this Share this post Link to post Share on other sites
zooloo75 834 Posted June 27, 2011 To those having problems with this ingame, you have to disable ACE for now. I couldn't blindfire or do most of the animations for some reason when I had ACE enabled. Share this post Link to post Share on other sites
Sower79 10 Posted June 27, 2011 Why on buildings does not hide as for a wall? Writes Strukture check and wall check and occurs nothing. And on fences all perfectly works Share this post Link to post Share on other sites
DAP 619 Posted June 27, 2011 About walls detection. Maybe just use velocity and animationPhase combo? I mean: small script will check unit's animation and his velocity, when animation equal run but unit's velocity near 0(less than run speed), then action will be available. Also it can check type of nearest object as additional condition. If it will equal some kind of wall, then action will be available. Share this post Link to post Share on other sites
znizam93 10 Posted June 27, 2011 Sorry to ask such a dumb question, but what is the turbo key? I don't have one labeled on my keyboard. Share this post Link to post Share on other sites