codarl 1 Posted October 31, 2015 (edited) Hello there! I'm looking to disable the automatic skydiving (freefalling) in ArmA. The easiest way for this, I thought, was to simply remove the reference to the animation in it's entirety so I Grabbed a copy of the config inside config_f , removed over 40 000 lines of code till I ended up with this snippet: EDIT: I took an addon from Apache7's from the shelf and used it's config as a base //////////////////////////////////////////////////////////////////// //DeRap: Produced from mikero's Dos Tools Dll version 5.24 //Produced on Sun Jun 01 21:10:40 2014 : Created on Sun Jun 01 21:10:40 2014 //http://dev-heaven.net/projects/list_files/mikero-pbodll //////////////////////////////////////////////////////////////////// #define _ARMA_ //Thanks to Apache7's LeanLeft-addon for providing the config. //Class proj_animations : config.bin{ class CfgPatches { class proj_animations { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Anims_F"}; magazines[] = {}; ammo[] = {}; }; }; class CfgMovesBasic { access = 0; class Default {}; class HealBase: Default {}; class DefaultDie: Default {}; class ManActions {}; class Actions { class Noactions: ManActions{}; class RifleBaseLowStandActions: NoActions { StartFreefall = ""; }; class RifleBaseStandActions: RifleBaseLowStandActions {}; class RifleStandActions: RifleBaseStandActions {}; class RifleStandActions_Idle: RifleStandActions {}; class RifleStandEvasiveActionsF_Idle: RifleStandActions_Idle{}; class RifleStandSaluteActions_Idle: RifleStandActions_Idle{}; class PistolStandActions : NoActions { StartFreefall = ""; }; class CivilStandActions {}; class LauncherKneelActions: NoActions { StartFreefall = ""; }; class RifleKneelActions: RifleBaseStandActions { StartFreefall = ""; }; class RifleProneActions: RifleBaseStandActions { StartFreefall = ""; }; class PistolKneelActions: PistolStandActions { StartFreefall = ""; }; class PistolProneActions: PistolStandActions { StartFreefall = ""; }; class CivilKneelActions: CivilStandActions { StartFreefall = ""; }; class CivilProneActions: CivilStandActions { StartFreefall = ""; }; class LauncherStandActions: LauncherKneelActions { StartFreefall = ""; }; //We are still in actions class ParachuteFreeFall: NoActions //Here is where we rip out all animations. { upDegree = "";//might need to go too. Stop = "AmovPpneMstpSnonWnonDnon"; StopRelaxed = "AmovPpneMstpSnonWnonDnon"; Default = ""; WalkF = ""; WalkLF = ""; WalkRF = ""; WalkL = ""; WalkR = ""; WalkLB = ""; WalkRB = ""; WalkB = ""; PlayerWalkF = ""; PlayerWalkLF = ""; PlayerWalkRF = ""; PlayerWalkL = ""; PlayerWalkR = ""; PlayerWalkLB = ""; PlayerWalkRB = ""; PlayerWalkB = ""; SlowF = ""; SlowLF = ""; SlowRF = ""; SlowL = ""; SlowR = ""; SlowLB = ""; SlowRB = ""; SlowB = ""; PlayerSlowF = ""; PlayerSlowLF = ""; PlayerSlowRF = ""; PlayerSlowL = ""; PlayerSlowR = ""; PlayerSlowLB = ""; PlayerSlowRB = ""; PlayerSlowB = ""; FastF = ""; FastLF = ""; FastRF = ""; FastL = ""; FastR = ""; FastLB = ""; FastRB = ""; FastB = ""; TactF = ""; TactLF = ""; TactRF = ""; TactL = ""; TactR = ""; TactLB = ""; TactRB = ""; TactB = ""; PlayerTactF = ""; PlayerTactLF = ""; PlayerTactRF = ""; PlayerTactL = ""; PlayerTactR = ""; PlayerTactLB = ""; PlayerTactRB = ""; PlayerTactB = ""; EvasiveLeft = ""; EvasiveRight = ""; Combat = "AmovPercMstpSrasWrflDnon"; Civil = "AmovPercMstpSnonWnonDnon"; startSwim = "AswmPercMrunSnonWnonDf"; surfaceSwim = "AsswPercMrunSnonWnonDf"; bottomSwim = "AbswPercMrunSnonWnonDf"; StopSwim = "AmovPercMstpSnonWnonDnon"; }; }; }; class CfgMovesMaleSdr: CfgMovesBasic { skeletonName = "OFP2_ManSkeleton";/* class States { class AmovPercMwlkSrasWpstDf; class AadjPercMwlkSrasWpstDf_left: AmovPercMwlkSrasWpstDf { actions = "PistolAdjustLStandActionsWlkF"; file = "\leanleft\data\Anim\sdr\adj\erc\wlk\ras\pst\AadjPercMwlkSrasWpstDf_Left"; InterpolateTo[] = {"AadjPercMstpSrasWpstDleft",0.02,"AmovPercMstpSrasWpstDnon_AmovPpneMstpSrasWpstDnon",0.02,"AmovPercMstpSrasWpstDnon_AmovPercMstpSlowWpstDnon",0.02,"AadjPknlMwlkSrasWpstDf_left",0.02,"AadjPercMwlkSrasWpstDfr_left",0.02,"AadjPercMwlkSrasWpstDfl_left",0.02,"AadjPercMtacSrasWpstDf_left",0.02,"AadjPercMrunSrasWpstDf_left",0.02,"AadjPercMevaSrasWpstDf_left",0.02,"Unconscious",0.01}; }; };*/ }; //}; Squeeze it trough PBOProject (eventuelly), slammed it into a mod folder, and spawned a unit at an altitude of 200 meters. No luck: People still automaticly go into a state of freefall, leading to a pretty hillarious, but ultimately useless mission. If anyone would be so kind as to tell me what I did wrong, and if they can spare the breath, explain a little about the line "#define _ArmA_" and different "access = X " and "scope = X" that keeps popping it's head up, I would be a happy man. Do note: Yes, till a week ago I never touched a configuration or any programming language at that ; go easy on me. Thanks in advance, Dennis Edited November 1, 2015 by codarl Share this post Link to post Share on other sites
Alex150201 894 Posted October 31, 2015 Why would you want to remove the skydiving? 1 Share this post Link to post Share on other sites
codarl 1 Posted October 31, 2015 It's pretty annoying in missions at higher altitude. There are ways around it by scripting it into the mission itself, but ripping the feature out via a PBO is AFAIK the cleanest, fastest method. There will be no skydiving in my mod. Share this post Link to post Share on other sites
Alex150201 894 Posted October 31, 2015 What do you mean in missions at higher altitude? I am pretty sure if you want a unit at a higher altitude you want him to paradrop somewhere. Share this post Link to post Share on other sites
codarl 1 Posted October 31, 2015 You'd be suprised to know that there are more then one ways off a plane ;). But on a serious note: I'm looking into a way to get big structures with deep basements working. With the automatic skydiving that occurs now, it's setting limitations, and/or risk of bugging up gameplay. Regards, Dennis Share this post Link to post Share on other sites
Alex150201 894 Posted October 31, 2015 Alright dude as far as i would like to see that i dont know how to do it. Share this post Link to post Share on other sites
haleks 8212 Posted October 31, 2015 It's pretty annoying in missions at higher altitude. There are ways around it by scripting it into the mission itself, but ripping the feature out via a PBO is AFAIK the cleanest, fastest method. There will be no skydiving in my mod. Indeed... Could you expand on the script solution (I guess it implies cancelling animations with an animChanged EH)? I gave up on an Oblivion-style mission (you know, that average SF movie with Tom Cruise) because of the auto-skydiving anim. >_<' Share this post Link to post Share on other sites
codarl 1 Posted November 1, 2015 Indeed... Could you expand on the script solution (I guess it implies cancelling animations with an animChanged EH)? I gave up on an Oblivion-style mission (you know, that average SF movie with Tom Cruise) because of the auto-skydiving anim. >_<' Shame. I'm still looking trough all the configuratons. Does anyone have any idea what the "access = " value means? I've seen 0, 1 and 2, but no-one comments on them :/ EDIT: Access = has to do with the engine allowing modifications to that class. Still dont know much more though. Share this post Link to post Share on other sites
codarl 1 Posted February 23, 2016 Eden update fixed the problem: Disambarking above 100m no longer puts you into a neverending skydive. Thanks Bohemia! Share this post Link to post Share on other sites
Larrow 2822 Posted February 23, 2016 Does anyone have any idea what the "access = " value means? I've seen 0, 1 and 2, but no-one comments on them :/ Config properties maybe that will help you. Share this post Link to post Share on other sites
haleks 8212 Posted February 25, 2016 Eden update fixed the problem: Disambarking above 100m no longer puts you into a neverending skydive. Thanks Bohemia! That is fucking good news for the community! \o/ Share this post Link to post Share on other sites