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Jinef

Addon request: animation replacements

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thats not what i meant like moving slow i meant really its like the walking anims in game except u are doing it at a little bit faster pace and still able to aim

oh yeah i se what u meant now game diff from real life gotcha biggrin_o.gif

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For the love of spam sandwitches, the salute animation needs to be fixed. Faster and the hand needs to be flatter and more near the head. crazy_o.gif

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Does anyone know more about JSDF Custom Animations ?

I´m interested aabout that, any link?

thnx

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Thnx, I must had mispelled something when trying to look at ofp.info tounge_o.gif

Thnx for the a correct one wink_o.gif

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I would be ETERNALLY grateful for the individual/team who would do a animation pack. Default anims are just so unrealistic, plus...I´ve gotten tired of them in 2 years.

MORE ANIMS! smile_o.gif

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How the hell those guys from RHS and Caucasus Crises mod make their soldiers to sit in top of the vehicles whyle the´re on the run? I Know that the vehicle must me made with this feature but whats the init line should i use?

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Theyre not on the run, the russians and most other armys use the tank rider idea to bring troops into battle when not much transport is availeable... they just jump off and fight...

There is no init line to activate that its all custom cargo proxies placed on the model and custom animations. smile_o.gif

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Sorry, i did not made myself clear, I mean on the run, not scaping but when the tank is going on (non stoped).

I waana know what i have do to to make my soldiers do on top of the apc while going to next waypoint, any script or something. I had already played a single miossion whrere some speznaz travel in the top of a btr-70.

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Well it only works if the maker of the addon gave it the extra cargo proxies on the roof or werever they should sit... on our tanks the cargo can only get on if its in safe mode...

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Basically modelwise it works like this:

in ur model u place a proxy (u can call it a placeholder for the real deal) just like on any BIS transport, then if u dont do nothing from then on ingame ull just get standard BIS sitting anims, hoever you can make new anims and assign htem to specific proxies. So there is no fancy scripting there.

We have had alot of time making tank riding as battle realistic as possible, eliminating as many cliping problems as we can. For example you will not be able to ride on a tank if the commander and gunner are not turned out so that the turret is locked and cant go through the sitting soldiers.

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An other animation that needs attention are the animations of unarmed persons and persons using their pistol:

Now unarmed people sprint slower then people with a rifle. It is worse when they have to run uphill -then they only walk... Sidesteps are slow also.

Pistols are about the same: sidestepping is very slow, running is not existing and sprinting is slow. All this makes pistols about useless for CQB and this does not make sense?!

All in all it seems like these units miss the walk/run toggle with the "F" key.

You should be faster without weapon or with pistol only and more maneuverable.

All this would not only be eye candy it would although improve game play in missions like "escape". In this mission first thing I did was looking for a rifle - not to fight all the Russians Rambo like - but to run faster!  crazy_o.gif

And Pistols would profit by this a lot too!

Hope there is someone in the MOD community skilled enough to fix this. (I was hoping for the FDF team to do it)

smile_o.gif

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Yea Animations are really grate. I mean look at the game mafia (im sorry but i really had to bring up that game once again) It has some fantastic animations. i hope ofp2 gets that kind of stuff.

Speaking of JSDF animations, they are nice but one of those example missions lagged like pants on my machine.

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Well it only works if the maker of the addon gave it the extra cargo proxies on the roof or werever they should sit... on our tanks the cargo can only get on if its in safe mode...

What happens when they make contact will they disembark? When the tank is manned by a player are the outside positions only open when the player is turned out?

Sounds like a good idea to me! (the save mode thing) blues.gif

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Well it only works if the maker of the addon gave it the extra cargo proxies on the roof or werever they should sit... on our tanks the cargo can only get on if its in safe mode...

What happens when they make contact will they disembark? When the tank is manned by a player are the outside positions only open when the player is turned out?

Sounds like a good idea to me! (the save mode thing) blues.gif

The soldiers will disembark if they're shot at, if the tank goes to aware or if it shoots. If ur commander then u have to turn out to let ppl sit.

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Well it only works if the maker of the addon gave it the extra cargo proxies on the roof or werever they should sit... on our tanks the cargo can only get on if its in safe mode...

What happens when they make contact will they disembark? When the tank is manned by a player are the outside positions only open when the player is turned out?

Sounds like a good idea to me! (the save mode thing) blues.gif

The  soldiers will disembark if they're shot at, if the tank goes to aware or if it shoots. If ur commander then u have to turn out to let ppl sit.

Great! And maybe a solution for the Akm74 BTR to end the discussion about the outside proxies! Hope it would work here too?!

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Guest ####

Well I find the animations in game sufficiant, however I would like to see more myself. What bugs me is that all units in game use the same animations, reguardless of the soldiers level of training.

What I would like to see is sets of animations for different unit types. These could be broken down into different groups in the config file for the unit much like the cfgmoves=female for resistance female animations. My suggestions are as follows:

spec ops - these animations are for elite trained troops, weapon held at the ready, ghost walking etc.

Milita- animations of this type are for paramilitary types, weapons are flung over the shoulder, firing from the hip etc.

This would entail doing whole sets of animations for each type, but I think it would add much detail to the game.

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Ok, I got that, i played in the editor and understood that it works like the regular cargo places, very cool. At frist I thought it was some kind of scripting like JSDF did.

Thats amazing ´cuse I´ve seen first time the btr-70 and realised that the animations for the btr-80 (from the recent russ apc pack) are even better!!! really Good work.

Well, i think bis has its own "program" to edit animations isn´t it? If not how can I work with that?

[], Charlis

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Well I find the animations in game sufficiant, however I would like to see more myself. What bugs me is that all units in game use the same animations, reguardless of the soldiers level of training.

What I would like to see is sets of animations for different unit types. These could be broken down into different groups in the config file for the unit much like the cfgmoves=female for resistance female animations. My suggestions are as follows:

spec ops - these animations are for elite trained troops, weapon held at the ready, ghost walking etc.

Milita- animations of this type are for paramilitary types, weapons are flung over the shoulder, firing from the hip etc.

This would entail doing whole sets of animations for each type, but I think it would add much detail to the game.

look if everyone in this forum (how many thousand ppl?) chips in 5$ ill buy a motion capture set and we'll make u real anims untill then anims are only going to be as real as one can make them.

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not a bad idea, but how do we know you aren't going to spend that money on hookers and crack? I would.

But here is a thought, I wonder how much it would cost to rent a motion capture studio.

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also a new animation that would be nice is the death animation if sum one gets blown up they get blown back then they do that same death pose thru mid air untuil they land i hate that it would be awesome if it was changed biggrin_o.gif

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