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RCA3

Combat Animations Speed Tweak

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It is great mod! Too bad that I didn't know about it earlier. You should release it on steam workshop, so many people can learn about it

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Changelog:

Spoiler

v1.8.0

added: advanced stances for pistol/rifle tweaks.
added: walk unarmed FL/FR, BL/BR tweaks.
added: limping with lowered rifle front left tweak.
added: kneel running with launcher front right and backwards tweaks.
added: kneeling lower/raise rifle/pistol sound.
added: stand/crouch with lowered pistol sound.
added: stand/crouch with lowered/raised rifle shorter soundEdge edit.
added: stand/kneel walking with launcher front/backwards soundEdge edit.
added: kneel tactical lowered pistol tweaks.
added: kneel tactical raised pistol L/R soundEdge edit.
added: walking lowered rifle right soundEdge edit.
added: faster in/out water transition.
added: swimming without diving suit x1.5. Up/down underwater x1.2.
tweaked: running left with launcher x0.9.
tweaked: prone slow with rifle x1.2.
tweaked: kneel walking with launcher x1.02784 = front 4.30km/h.
tweaked: kneel tactical with raised rifle left/right x1.13.
tweaked: stand walking with launcher front FL/FR, backwards BL/BR x1.12.
tweaked: kneel running with lowered rifle backwards left/right x1.1 = 8.50km/h.
tweaked: kneel running with raised rifle backwards left/right x1.15 = 8.0km/h.
tweaked: walking raised rifle x1.1.
tweaked: prone fast rifle x0.9.
tweaked: prone fast back left with rifle x0.88.
tweaked: prone fast back and BL/BR with pistol.
changed: standing Tactical with lowered rifle (A3 anims) replaced with Running with lowered rifle A3 anims on cast_arma2_anims.pbo. Credits to ACE Team for idea and config.
updated: cast_kneel_walk_auto_lower_rifle.pbo.
updated: cast_auto_lower_rifle.pbo.
updated: cast_no_prone_sprint.pbo.
updated: cast_ravage_a2_anims.pbo.

 

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Changelog:

v1.8.1
tweaked: walk raised rifle x0.925‬.
tweaked: walk raised pistol x1.01.
tweaked: tactical standing rifle x~0.985.
tweaked: tactical standing pistol x1.02.

Had to match speeds for rifle/pistol because of muscle memory.

Only CAST.pbo and mod.cpp have changed.

Cheers.

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Can you please  make optional addon to prevent AI go prone at all? 

For strange reason this not work for me 

class CfgPatches
{
	class AI_Overhaul
	{
		units[] = {};
		weapons[] = {};
		requiredVersion = 0.1;
		requiredAddons[] = {};
	};
};
class CfgSurfaces {
	class Default {
		AIAvoidStance = 2;
	};
};

 

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Hi @sammael,

That's a bit out of the scope of this addon, and can't be done with animations unless you wanted to restrict player as well.

However your config works, I tested two squads running towards each other on Malden's desert, and they didn't go prone once.

 

Try adding this two parameters to your class AI_Overhaul:

requiredAddons[] = {"A3_Data_F_Enoch_Loadorder"};
units[] = {"Man_F"};
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Amazing mod, really enjoying it!

 

One thing i noticed that i'm no longer able to walk at "normal" speed when i have my rifle raised, seems like i'm stuck in a slower pace. Is there any way i can re-enable toggling between the faster and the slower pace? Kind of makes CQB more difficult.

 

Thanks in advance

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9 hours ago, Michael_Patton said:

Amazing mod, really enjoying it!

Thank you.

 

9 hours ago, Michael_Patton said:

no longer able to walk at "normal" speed when i have my rifle raised

The walk speed with rifle raised is actually faster with the mod. You may be referring to tactical/combat pace speed which is a bit slower, but you have an optional pbo you can copy into the addons folder (cast_vanilla_prone_sprint_speed.pbo). That will restore combat pace speed to vanilla. If you are actually referring to walking you may have a conflicting addon. If you want me to check your mod list private message me and I can try and build a compatibility patch.

If it's some other animation and i'm not understanding you correctly please expand. Thank you.

 

Cheers!

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I'll try to make a video to better illustrate what i mean. I've tried the optional pbo, but this didn't fix my issue.

 

Edit Found the culprit and removed it, now it works 🙂 Thanks for the help'

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5 hours ago, Michael_Patton said:

Found the culprit and removed it

Cool, i'm glad.

If you could post the culprit would be nice.

Cheers.

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I noticed this is no longer compatible with Project Injury Reaction – or at least the option to disable idle animations / weapon lowering when crouching does not work. To be fair mods that mess with similar things tend to conflict with each other, but a couple months back they seemed to work perfectly fine together and I didn't experience any issues. 

 

I have pondered for couple days which one I should disable, but if you are still around and at some point have some free time to dedicate for it, the best solution of course would be a compatibility patch. The PiR developer seems to update the mod quite often, so I would make sure to take backup copies of both in order not to run into similar kind of trouble any time soon.

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@Hautautujaaa ,
Bad news, my friend. The mods are incompatible in the sense that both are doing similar things, and too many animations (speed and more) are being customized on both mods.

PiR is conflicting with several optional .pbo's of C.A.S.T. and I would have to make compatibility patches for each one of them which would be a lot of work.

I'm afraid it is going to have to be one or the other.

Appreciate the interest though.

Cheers.

 

edit: works with PiR after all, just need to upload.

Edited by RCA3

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7 hours ago, RCA3 said:

@Hautautujaaa ,
Bad news, my friend. The mods are incompatible in the sense that both are doing similar things, and too many animations (speed and more) are being customized on both mods.

PiR is conflicting with several optional .pbo's of C.A.S.T. and I would have to make compatibility patches for each one of them which would be a lot of work.

I'm afraid it is going to have to be one or the other.

Appreciate the interest though.

Cheers.

 

No problems mate! 

 

On a positive note, C.A.S.T. should be compatible with ACE3, right? I had to disable it because it was incompatible with PiR, but now that it is out of the picture I might re-enable ACE3 again. As much as I'm going to miss the hit animations of PiR, your mod is invaluable for my Arma experience. 😆

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@blackburnrus

Hey, thanks man,

Never noticed it before 🙂 , but happens in vanilla as well 😛.

It's the same animation so wouldn't be an obvious reason for it to be C.A.S.T.'s fault.

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Changelog:

v1.8.2

added: auto lower missing animations rifle left, right, backwards, BL/BR.

added: arma2 missing animations rifle lowered running left, right, backwards, BL/BR.

added: arma2 sprint animations rifle and unarmed.

added: Project Injury Reaction compatibility patch with optionals arma2_anims, auto_lower_rifle and no_idle_anims.

added: optional kneel_tactical_auto_lower_rifle.

changed: added more crew and cargo idle anims and moved to cast_no_idle_anims_vehicles.pbo. Only FFV's have idle movement due to technical limitations (can't pull rifle up with fire button when anim speed is 0).

tweaked: kneel tactical raised rifle to vanilla speed (bit slower).

changed: renamed some compatibility patch folders, update your mods lists.

 

- -

ArmA3 Old Running Animation by MasterWolf was replaced by included Arma 2 sprint animations (rifle and unarmed), use it only if you're not using cast_arma2_anims.pbo or if you want A2 one-handed pistol sprint.

PiR patch is up!

That's it, enjoy.

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On 4/23/2021 at 10:47 AM, Hautautujaaa said:

On a positive note, C.A.S.T. should be compatible with ACE3, right?

 

Yes, there's a patch folder for ACE3.

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Hi, I test the version 1.8.2(and ACE3 patch), then found out that when lower the rifle and standing, the 2nd and 3rd movement speed(run and tactical pace) are the same(15km/h). Is that intentional? 

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10 hours ago, HBAOplus said:

 movement speed(run and tactical pace) are the same(15km/h). Is that intentional? 

Yes, intention was to replace the running lowered tactical animation with running lowered. Actually an ACE team idea.

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Been awhile since anyone commented here but I was wondering about the running and tactical speed with lowered weapon being the same. What's the reasoning behind that? As it is currently, this change makes it impossible to use tactical speed, lowered weapon, as a slow but steady jog that conserves stamina. We're losing out on what our group was considering a great feature for long slogs through the terrain. 

 

Thanks,

Fox

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Hey, thanks for the input.

On 1/22/2022 at 7:20 PM, FoxHoundSWE said:

What's the reasoning behind that?

I want the animations to look as smooth as possible and I thought lowering that animation speed wouldn't look good. I was wrong, I lowered it a bit (12kmh) and looks alright and performs the function you desire.

Hope it's enough for cross country 😁.

 

Temp download until I add it to the pack (CAST ACE Compat):
https://drive.google.com/file/d/13gvE7Nz61TtxIAcZy1-9hl19Z_OJoVKT/view?usp=sharing

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