Jump to content
bad benson

Enhanced Movement

Recommended Posts

Cool, thanks for considering it though. I LOVE Igitur Stance Adjustment mod. I cant (wont) play without it now. If I do try it feels like my ARMA is broken. If you two could find a way to merge them I would be ecstatic. Movement is essential for ARMA and I feel we are getting closer with your help.

BTW with Igit Stance Adjustment you can move in a fully adjusted stance then release and pop in 2 spaces (Ah Ha, you cant hit me..LOL)

Must use mods for me:

@Igit

@EM

@AGM

@Task_force_radio

@Blastcore

@CBA

@JSRS2

You have my support for Make ARMA not War... Go get em!

Edited by Pharohx

Share this post


Link to post
Share on other sites

Is this compatible with AGM? Also the Fatigue indicator and all these other things such as opening doors, getting in and stuff, is that optional or must you have it when you play?

Looks good

Share this post


Link to post
Share on other sites
Is this compatible with AGM? Also the Fatigue indicator and all these other things such as opening doors, getting in and stuff, is that optional or must you have it when you play?

Looks good

Everything you mentioned is configurable via main menu while in game. Hit ESC and it should be at top-left now above AGM/BW/MCC etc.

Share this post


Link to post
Share on other sites

So far, I am still testing without any conflicts (yea!) I have had some trouble with certain servers with the list I gave above. I have found that EM or Blastcore has to be disabled in certain situations but haven't tested every priority in loading order. The 1st Rangers TFAR server is one where if they are both on (EM, BC) it will block access to the TFAR radio menu. Why, dont know.... Mod causing it exactly,,,, dont know.

Share this post


Link to post
Share on other sites
yea totally planned. there are several things i had "working" already but i removed for now to polish them more.

On the outside - I'm calm. A non-verbal nod of the head signals my anticipation. On the inside, however, I am in bright yellow coveralls wearing a rainbow pinwheel hat backwards while clapping my hands together like a wind up toy.

..and yea battlefield was what i thought of when making this. it's funny when i'm playing battlefield now and am trying to get to higher places than possible before realising that it's more limited than arma with my addon :D

wait wait. You can get us above the ceiling hax in metro?? Let me say goodbye to my family firs- nah. I'm ready to roll now.

Share this post


Link to post
Share on other sites

Check it out!

I believe he can do it!

Here's the ARMA 2 vaulting from the SMK mod.. Looked good to me.

@Benson: have you considered a vault type movement (similar to Battlefield's)? It could be done at any movement pace, where the player reaches out for the fence or some other low rise and jumps his legs over sideways.

I could be talking out of my ass here, usually am, but only wondering. Really enjoying it so far and I can't believe this is only pre-alpha. Congrats.

Share this post


Link to post
Share on other sites

Anyone know how to move the menu? When I replied earlier to someone's concern that it couldn't be configured, I hadn't actually seen it yet in my own game. I tried clicking holding and dragging it, and didn't find any way to move it through main menu > configure.

I'm probably missing something profoundly obvious - but don't worry - I've got a self-loathing facepalm primed for rapid response.

Share this post


Link to post
Share on other sites
Anyone know how to move the menu? When I replied earlier to someone's concern that it couldn't be configured, I hadn't actually seen it yet in my own game. I tried clicking holding and dragging it, and didn't find any way to move it through main menu > configure.

I'm probably missing something profoundly obvious - but don't worry - I've got a self-loathing facepalm primed for rapid response.

yea sorry i think the only place it's expalined right now is the video. you need to hold shift to drag it with the mouse. the way the menu is palced and stuff is just the first iteration though. once i reach the next milestone animation wise i will give the UI some extra love again.

just a little heads up on the next update (coming soonâ„¢).

after sorting the main mod conflict and configuration problems for now i was finally able to go back and revert some changes i made prior to release to make the addon release safe. basically stuff that i couldn't take care of in time.

so the main thing is that the transitions into and out of the anims will improve a lot. most camera resetting and twitching should be resolved by this and tie the movements better into vanilla movement. the other big thing is that i started properly configging the fatigue values on the anims. that not only means that vanilla fatigue will take care of many things like procedural anim speeds but also balancing of what you carry by the engine itself.

i will probably implement also some extra blocks for certain movements under certain conditions. for exmaple: no jumping or high climbs with too much load on you. i won't go overboard with restrictions but i want to avoid silly images like bunny hopping fully loaded soldiers or AT specialists climbing around like monkeys. that being said. the main balancing work will be done by the engine. so the premise is giving high fatigue and thus sway penalties instead of disabling stuff too much. i'm even toying with the idea of having anims for climb attempts that fail. we'll see what's feasible.

Share this post


Link to post
Share on other sites
yea sorry i think the only place it's expalined right now is the video. you need to hold shift to drag it with the mouse.

Neither video nor goes-without-saying feature were consulted prior to my 'feedback.' High marks for Incompetence; self-loathing facepalm initialized.

just a little heads up on the next update (coming soonâ„¢).

after sorting the main mod conflict and configuration problems for now i was finally able to go back and revert some changes i made prior to release to make the addon release safe. basically stuff that i couldn't take care of in time.

so the main thing is that the transitions into and out of the anims will improve a lot. most camera resetting and twitching should be resolved by this and tie the movements better into vanilla movement. the other big thing is that i started properly configging the fatigue values on the anims. that not only means that vanilla fatigue will take care of many things like procedural anim speeds but also balancing of what you carry by the engine itself.

i will probably implement also some extra blocks for certain movements under certain conditions. for exmaple: no jumping or high climbs with too much load on you. i won't go overboard with restrictions but i want to avoid silly images like bunny hopping fully loaded soldiers or AT specialists climbing around like monkeys. that being said. the main balancing work will be done by the engine. so the premise is giving high fatigue and thus sway penalties instead of disabling stuff too much. i'm even toying with the idea of having anims for climb attempts that fail. we'll see what's feasible.

Right on man. I was testing my FOB/MCC-only Altis mission with a friend, as well as EM. We ran around Charkia for about 20 mins. At one point there was some yards with the 6 ft high walls where we weren't quite able to get the climb-over animation going. EDIT: Forgot to mention we weren't low on stamina or injured etc.

If you need me to test without mods before giving any more feedback, let me know. I don't use any other movement or stamina mods.

Animations for failed climbing would be amazing and hilarious.

Share this post


Link to post
Share on other sites

Thanks for Shift + F. Now I can sit in any vehicles on any distance. Please fix this error as soon as possible. Just add a check on the distance.

Share this post


Link to post
Share on other sites

you should use a modification that has a special mod configuration module instead of using this weird window (or something more mature ... but that strange thing in the main menu destroys the entire flow)

the two i know:

UniAddonConf (documentation in thread)

XLib (documentation)

at least for XLib i could provide you direct support via steam/skype

greets

X39

Share this post


Link to post
Share on other sites
you should use a modification that has a special mod configuration module instead of using this weird window (or something more mature ... but that strange thing in the main menu destroys the entire flow)

sorry but you're "solution" is just bad (no offense). i just got rid of the CBA dependency. why on earth would i replace that with a new dependency for something that does basically the same but is even less known by people that are new to arma? and all that because my temporary solution is "destroying the flow" for you? lol

the whole point of the menu is to be in your face and hard to miss. it's a temporary response to my steam workshop comments. i've literally been explaining to people one by one via steam chat how to install CBA and how to bind the keys over and over.

yes they will learn at some point but it only showed that the current situation is shit. and i'd rather have a temporary ugly menu that everyone can find very quickly instead of using third party addons just so it can look more integrated from day one.

if it pleases you or anyone else having such problems with the menu, it will change for sure. but i need to focus on other more important aspects at the moment. and for now it's good enough.

i mean thx for your advice i guess, although a PM would've done wonders in terms of how you come across.

seriously. no offense. XLib looks nice but i never saw the point of addons like that. CBA is already doing the job. and it's already bad enough to have to rely on CBA for certain things a "mod friendly" game should provide by default after so many iterations. so having more CBA-like things isn't helping anyone. it would make much more sense providing open source material that can be used in several addons and make them work together without a third addon.

i realise that you have your own functionality in there compared to CBA and it looks nice but i'm talking about mod keybinding and the things that are actually relevant to my addon.

as i said from the beginning. this addon is only released in this rushed state because of the contest deadline. that's it. it already changed a lot under the hood in the first days after release and it will also change a lot in more obvious ways in the future. so i'm really sorry if i offended anyone's aesthetic taste here but this will have to do for a bit. but hang in there. once the damage stuff is handled it will all become more pretty..

pre-alpha is not an excuse in this case. this wouldn't be available for download, if not for the contest.

anyways. there's going to be an update tonight that will finally introduce proper animation transitions and should hopefully workaround that weird velocity bug in arma where you become really fast when hitting a wall eventhough you aren't moving..aka...sudden death by being catapulted into the air ;)

Thanks for Shift + F. Now I can sit in any vehicles on any distance. Please fix this error as soon as possible. Just add a check on the distance.

thx for your report. should be an easy bug to crush. for the time being just disable the feature in the menu.

Edited by Bad Benson
spellingZ

Share this post


Link to post
Share on other sites

@Benson: do windows have codes or whatever labeling them as 'open' or 'shuttered' etc? I was wondering if it's possible to implement movement through windows. If you're already working on that, I'll try to finish my 'semi-crouch gotcha scrubs! dual-fingerpistols pose' animation.

Share this post


Link to post
Share on other sites

sadly that is the main limitation of arma ray casting commands and the main reason you can sometimes climb through closed windows in the current version. the ray is basically only colliding with the view block geometry and not the collision geometry. that is also the problem with most fences. you can't walk through them but you can see through them.

i already have a different approach for such fences but currently i'm struggling with some exceptions that make it mroe complicated than i thought. namely stone walls that have missing parts. so i will have to find a super picky condition to make those hybrid wall fences work without using silly class/model name checks. so i'm gonna focus only on damage prevention and scripted fall damage in today's update.

i would really love to keep climbing through windows in there but only, if i can reliably detect closed or semi closed windows. first i need some feedback on damage though since some people have reported dying when climbing over walls in the last update and i can't reproduce it on my side "sadly". ;)

EDIT: sorry guys. the update is postponed a little bit. it's basically ready except for one little transition bug i have with unarmed anims. tracking it down at the moment. gonna roll it out as soon as i crushed this one.

Edited by Bad Benson

Share this post


Link to post
Share on other sites

Is it possible to have AI access these animations? Or is that like dividing by zero?

Share this post


Link to post
Share on other sites

i might try later to add a command so you can order your AI to climb. but making them climb on their own is insane even for my standards. the AI are simply not competent enough when it comes to object interaction. and it would probably kind of break them.

but as i said. i really like the idea of ordering AI squad members on roofs and stuff. the problem here is: what then? i would have to add my own waypoint system so you can order them around on the roof since it has no predefined building positions and can't be handled like terrain either.

Share this post


Link to post
Share on other sites
i might try later to add a command so you can order your AI to climb. but making them climb on their own is insane even for my standards. the AI are simply not competent enough when it comes to object interaction. and it would probably kind of break them.

but as i said. i really like the idea of ordering AI squad members on roofs and stuff. the problem here is: what then? i would have to add my own waypoint system so you can order them around on the roof since it has no predefined building positions and can't be handled like terrain either.

whoa yea. I was just wondering if the AI would occasionally and accidentally 'discover' the animations and suddenly leap a wall or something. Looking forward to more though man, can't wait.

Share this post


Link to post
Share on other sites

You work only on animations of a climbs and jumps or on the future there are other plans?

Share this post


Link to post
Share on other sites

@BB: I dunno if you've tested it much on AiA TP maps or other non-vanillas, but it's working very well. Climbed over a wall in northern Clafghan, then on to a tool shed looking thing, and proceeded to dome 3 CSAT from prone. Like a boss.

Then my mom called me downstairs to celebrate my 35th birthday.

Share this post


Link to post
Share on other sites

The walls with the stone "lattice" type deal on takistan, with the diamond shaped holes in rows, about a foot from the top... you can shoot/see through those, its detecting the bottom of that part as the hitbox thing to use instead of the "real" top ("it" being your mod, the guy climbs into the wall and glitches"

Edited by MikeTim

Share this post


Link to post
Share on other sites
You work only on animations of a climbs and jumps or on the future there are other plans?

more stuff planned. next bigger feature is cooperative climbing to reach higher places.

@BB: I dunno if you've tested it much on AiA TP maps or other non-vanillas, but it's working very well. Climbed over a wall in northern Clafghan, then on to a tool shed looking thing, and proceeded to dome 3 CSAT from prone. Like a boss.

Then my mom called me downstairs to celebrate my 35th birthday.

hahaha. thx for that. that's exactly the stuff i want to hear. i wish there would be more walkable objects next to houses that would allow more progressive climbing onto really high stuff. it can really open up many possibilities.

i'm preparing to update in a sec. will need some feedback. it's mostly about damage and will add smoother transitions as mentioned before. the fall damage is handled manually now too. it's quite forgiving at the moment. í will tweak it based on feedback and more testing.

Share this post


Link to post
Share on other sites

Hi Bad Benson, do I have permission integrate EM with albertfish' Menu Extension mod? If so would it be possible to merge that revision with yours?

Share this post


Link to post
Share on other sites

ok. i just updated the steam version. PM sent to Foxhound, so stand by for the armaholic version.

Hi Bad Benson, do I have permission integrate EM with albertfish' Menu Extension mod? If so would it be possible to merge that revision with yours?

nope sorry. not interested in anything like that. being without dependencies is much more important to me than fancy menu integration. although i like what albert did there. just a difference in philosophy i guess. as said before though. there will be changes to the menu. but it's not important right now. stability is my current focus and after that getting it feature complete, aka cooperative climbing plus possibly other things.

since not everyone i talked to, infact very few people, have the insta death by invisible catapult effect ;) i will need some more feedback from anyone having it so we can make a test together and hunt down the cause. otherwise it's kind of hard for me to fix it. right now i deployed some velocity control and generally more control over positioning to counter it. so hopefully it helps you guys who have that bug.

changelog:

- changed: proper anim configs to allow better transitions, WIP, especially climbing over walls

- added: scripted fall damage. it's handled by the addon and bypasses engine damage now

- added: land anims for falling from 6 m and higher (first test)

- fixed (hopefully): damage from climbing...please report with description of reproduction

- added: fatigue for all movements

next up:

- improving visuals on anims

- elimination of exploits to get this closer to being PvP compatible

- prototyping coop climbing

Edited by Bad Benson

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now

×