sttosin 67 Posted November 28, 2013 If you ever add the panic feature please make it a Userconfig option. FFIS + ASR + TPW + Garrison script...quite a mix Share this post Link to post Share on other sites
sttosin 67 Posted November 28, 2013 (edited) Sproyd, consider the second most requested fix/change to this mod also pls - bunny hopping animation - A few people have brought it up in the past on this thread including me. What's your take on it? Edited November 28, 2013 by sttosin Share this post Link to post Share on other sites
sproyd 2 Posted November 28, 2013 Sproyd, consider the second most requested fix/change to this mod also pls - bunny hopping animation - A few people have brought it up in the past on this thread including me. What's your take on it?Sent from my DROID RAZR using Tapatalk This should be fairly easy to fix, however I'm currently working on the Waypoints part of the script as it breaks the SP Campaign for me and is quite complex. Share this post Link to post Share on other sites
sttosin 67 Posted November 28, 2013 (edited) Thanks for picking this mod up man. Edited November 28, 2013 by sttosin Share this post Link to post Share on other sites
1para{god-father} 105 Posted November 29, 2013 Does this run OK on Dedi server ? Share this post Link to post Share on other sites
jblack9 10 Posted December 12, 2013 Sproyd, thanks for picking this up man who's it going with the waypoint work? Also I love the animations, but the bunny hop one has to go! Thanks for all your work man. Share this post Link to post Share on other sites
sttosin 67 Posted December 15, 2013 (edited) For anyone interested I replaced the bunny hopping animations with non-bunny hopping/jumping animation and set the default userconfigs to what I use..feel free to change it to suite your needs. Use at own risk I am a beginner. Thanks to Zooloo75 for a great mod. https://www.dropbox.com/s/4yp3zxfnp9w5yk0/%40FFISv1.2.zip Edited December 15, 2013 by sttosin Share this post Link to post Share on other sites
sttosin 67 Posted December 15, 2013 Another version - MG lay down suppressive fire and go prone doing so. Also no bunny hop. Replaced animations where it looks like unit is moonwalking and replaced with hit the dirt style animations. Give it a try. https://www.dropbox.com/s/62pdp6cfnekhhj3/%40FFISv1.4.zip Share this post Link to post Share on other sites
tortuosit 486 Posted December 16, 2013 Yay, thanks sttosin. Share this post Link to post Share on other sites
jblack9 10 Posted December 16, 2013 Another version - MG lay down suppressive fire and go prone doing so. Also no bunny hop. Replaced animations where it looks like unit is moonwalking and replaced with hit the dirt style animations. Give it a try. https://www.dropbox.com/s/62pdp6cfnekhhj3/%40FFISv1.4.zip Sttosin, this is awesome, but did u release these updates using the latest version by Sproyd? Not the broken Zooloo75 version correct? Share this post Link to post Share on other sites
sttosin 67 Posted December 16, 2013 Sttosin, this is awesome, but did u release these updates using the latest version by Sproyd? Not the broken Zooloo75 version correct? Yes. Started with Sproyd's update. Share this post Link to post Share on other sites
sttosin 67 Posted December 18, 2013 I'd love to try and experiment with more ranges of animation, even gestures, but I can't get this work in a script version....something with the config.cpp. I've tried to move the contents into the top of init with no luck. A script version will allow me to try different things and get quick feedback without restarting the game after every change and recreating the PBO. If some experienced modder reads this and will like to share some knowledge pls contact me. Thanks. Share this post Link to post Share on other sites
KaneSvK 1 Posted December 18, 2013 Hi, do you guys use it with other mods such as ASR AI, TPW EBS or AI suppresion? If yes, does it work well together? Thanks :) Share this post Link to post Share on other sites
l mandrake 9 Posted December 18, 2013 is this coming to Six Updater at any stage? Share this post Link to post Share on other sites
sttosin 67 Posted December 18, 2013 is this coming to Six Updater at any stage? Since I am not the author it's hard to answer that question. Maybe if we eliminate the issue of it "breaking missions" the demand will go up and we'd have a more formal update approach. Share this post Link to post Share on other sites
sttosin 67 Posted December 18, 2013 Hi, do you guys use it with other mods such as ASR AI, TPW EBS or AI suppresion? If yes, does it work well together? Thanks :) Yes. It should. I am spending more time in rpt files these days looking for bugs. Report bugs that you find. I personally like this mod for the evasive maneuvers and machine gunner suppression only. I prefer TPW EBS for suppression and finding cover. Share this post Link to post Share on other sites
denco 16 Posted December 19, 2013 (edited) Is the updated version compatible with TPW mods, WWAICover and AISS? Edited December 19, 2013 by Denco Share this post Link to post Share on other sites
sttosin 67 Posted December 19, 2013 Is the updated version compatible with TPW mods, WWAICover and AISS? We have not changed it enough to cause incompatibilities or fix capability issues that existed. Test it and report. Share this post Link to post Share on other sites
mikey74 187 Posted December 19, 2013 Hi Denco and sttosin, I use fire eventHandlers and waypoints. I'm not sure yet if this will be compatible. I think they should work together, but there could be some conflicts. If you dont get to it before me I'll DL FFIS again and give her a try with AISS. I think they all will probably work together in theory, but I've yet to test this. Hope this helps. :/ Share this post Link to post Share on other sites
SkillMonkey 10 Posted December 19, 2013 Hi guys I'm new to the community and I want to share my experience with this mod Thank sproyd and sttosin for picking this up, love your work so far I use this in combination with tpw and wwai cover and seems to work well and bunny animation is gone The only issue that I found after sttosin's update is that the ai is like super trained, don't know what cause this but it's like playing with snipers only... Share this post Link to post Share on other sites
sttosin 67 Posted December 19, 2013 Hi Denco and sttosin, I use fire eventHandlers and waypoints. I'm not sure yet if this will be compatible. I think they should work together, but there could be some conflicts. If you dont get to it before me I'll DL FFIS again and give her a try with AISS. I think they all will probably work together in theory, but I've yet to test this. Hope this helps. :/ Thanks @Mikey74 looking forward to the result. This mod does use EH and gives waypoint of "destroy" type if userconfig option SS_FFIS_WAYPOINTS is true. Share this post Link to post Share on other sites
sttosin 67 Posted December 19, 2013 Hi guys I'm new to the community and I want to share my experience with this modThank sproyd and sttosin for picking this up, love your work so far I use this in combination with tpw and wwai cover and seems to work well and bunny animation is gone The only issue that I found after sttosin's update is that the ai is like super trained, don't know what cause this but it's like playing with snipers only... @SkilMonkey This mod causes the Machinegunners to fire at full auto with unlimited ammo if you enable it in userconfig. Now with my change they are prone when doing so. The mod does affect accuracy by reducing it if suppressed, not increasing it. Are you running other mods? Share this post Link to post Share on other sites
sttosin 67 Posted December 19, 2013 Hi guys I'm new to the community and I want to share my experience with this modThank sproyd and sttosin for picking this up, love your work so far I use this in combination with tpw and wwai cover and seems to work well and bunny animation is gone The only issue that I found after sttosin's update is that the ai is like super trained, don't know what cause this but it's like playing with snipers only... Welcome aboard Share this post Link to post Share on other sites
zooloo75 834 Posted December 19, 2013 I'd like to thank y'all for picking up this mod while I've been gone. Your work is appreciated! :) I didn't think this mod would get so much attention; I guess it's time to develop FFIS2, re-made from the ground up with the community's suggestions in-mind! Share this post Link to post Share on other sites
sttosin 67 Posted December 19, 2013 I'd like to thank y'all for picking up this mod while I've been gone. Your work is appreciated! :)I didn't think this mod would get so much attention; I guess it's time to develop FFIS2, re-made from the ground up with the community's suggestions in-mind! Welcome back @zooloo75! Hope school work went well. Can't wait for 2.0 to get here. Consider a script version as well. Share this post Link to post Share on other sites