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Psilocybe

animations configuration help

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hi guys.

iI am in no way anexperienced or even intermediate editor, config or scripter etc, but i recently read this over in the improved Ai thread in the Arma 3 sub section;

Quote Originally Posted by Opticalsnare View Post

Recently i increased the turnspeed in the animations config from 8 to 64 a massive increase and adjusted the FSM to limit the useage of going prone the results are really impressive. They move through a urban environment so much faster and can return fire much more effective.

I didnt really think much of it till i saw about 8 guys running along a wall and then do 90 degree turn thru a broken section in the wall almost without stopping they simply just booted it thru under fire and it looked mental. When i disabled my config, they coundnt perform the same task they all bottle necked at wall because the first one coundnt turn quick enough and by the time he did the whole squad had to stop which caused problems.

after trying to contact the author and without response i was hoping to take a shot myself, so could somebody please point me in the right direction?

Thank you!

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that sounds pretty intresting. i always thought that the AI would be much more efficient with faster turning speed but i never had the idea of increasing the speed of the animations although it seems to be the most obvious solution. would you mind posting a link to the actually topic this post is from?

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so i'll just assume you basicly want to recreate exactly what's described in this post.

first of all you have to find the animation config and the AI FSMs. you'll have to unpack the default game pbos for that. for the anim configs you should extract the character related pbos. inside the configs CfgMoves is what you're looking for. for the FSMs you should look for the paths of the FSMs inside the character configs to find out in which pbo those are. search for those snippets: "fsmDanger" and "fsmFormation" (without quotation marks of course). ok now inside the cfgMoves part inside the character config you'll have to find the right animations using this method

http://forums.bistudio.com/showthread.php?141753-Swimming-class-name-and-animation-conditions

animation classes have a speed property with a value you can change.

now you need to create a replacement addon which overwrites those animation classes and the paths to the FSMs to your own modified FSM.

good luck

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Perfect. A little daunting but one must start somewhere i suppose and that was exactly the information i was hoping to attain.

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