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DMA Lean-Roll-CroucRun-Croucmove

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thanks for the mirror.

Here is a step by step tutorial to implement the animations easily in your favorite mod.

Don't worry, it is easier than it seems, this is long only because it is detailled, in fact it should take you less than 5 minutes to do.

If you don't know how to use the copy/paste/search functions of a text editor on a text file, just stop reading there, you will not be able to follow the instructions in 6 steps.

Step 1

----------Open the main config you want to edit with a text editor like Notepad/Wordpad , it must be in CPP format (if it is in .BIN format, use BINVIEW to convert it into .CPP).

Now, pay a carefull attention to the following instructions, do not replace more that instructed, do not replace less, as it is easy to mistake a class name to another, or forget a " }; " somewhere, that would lead into crash.

Believe me, when editing a config, it is very easy to forget something or delete what should have not been deleted.

So triple check every step

Before working on your config.cpp, back it up, as according to Murphys laws you will certainly make a mistake somewhere and will not pay attention enough.

Back up the original config file anyways, in the case you want to play in MP on a server that does not have the DMA_Lean installed or if you just don't like it.

WARNING : If you already have Locke Anim mod installed into the config you try to modify, some of the lines will be a bit different, replace them anyways with the new ones like instructed.

Step 2

---------Look for

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgMovesMC

---------Look for

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CombatActions:NoActions

or

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CombatActions : NoActions

Notice : in some config there can be a space around the " : "

Scroll down just a bit until you see

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">fastL="CombatRunL";

fastR="CombatRunR";

Change this into

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">fastL="DMASTLeanLeft";

fastR="DMASTLeanRight";

---------Look for

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CrouchActions:CombatActions

or

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CrouchActions : CombatActions

Notice : same as before

Scroll down just a bit until you see

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">fastL="CrouchRunL";

fastR="CrouchRunR";

Change this into

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">fastL="DMACRLeanLeft";

fastR="DMACRLeanRight";

---------Look for

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class LyingActions:NoActions

or

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class LyingActions : NoActions

Notice : same as before

Scroll down just a bit until you see

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">fastL="LyingCrawlL";

fastR="LyingCrawlR";

Change this into

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">fastL="DMAPRLeanLeft";

fastR="DMAPRLeanRight";

Step 3

---------Look for

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CrouchRunF:CombatRunF

{

actions="CrouchRunFActions";

connectAs="CombatRunF";

interpolateTo[]={"Crouch",1};

enableOptics=0;

};

(notice that there may be spaces around the " : ", depends on the config)

replace this by

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CrouchRunF:CombatRunF

{

actions="CrouchRunFActions";

file="\DMA_Lean\crouchrun1.rtm";

speed=-0.5;

looped=1;

duty=-0.7;

relSpeedMin=0.7;

relSpeedMax=1.0;

interpolateFrom[]={"CrouchToCrouchSprintF",0.4,"CrouchWalkF",1};

interpolateTo[]={"Crouch",1,"CrouchWalkF",1};

enableOptics=0;

};

---------Look for

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CrouchWalkF:CombatWalkF

{

actions="CrouchActions";

connectAs="CombatWalkF";

enableOptics=0;

interpolateWith[]={"Crouch",1};

};

(notice that there may be spaces around the " : ", depends on the config)

Replace this by

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CrouchWalkF:CombatWalkF

{

actions="CrouchActions";

file="\DMA_Lean\crouchrun2.rtm";

speed=-0.8;

looped=1;

duty=-0.7;

relSpeedMin=0.7;

relSpeedMax=1.0;

interpolateTo[]={"Crouch",1,"CrouchRunF",1};

enableOptics=1;

interpolateWith[]={"Crouch",1};

interpolateFrom[]={"CrouchRunF",1};

};

Step 4

----------Look for

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class Interpolations

Notice , just before the class Interpolations, you can see

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">};

};

BETWEEN THOSE 2 " }: " , not before, not after

copy the following :

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class DMAPRLeanRight:Default

{

preload=0;

actions="LyingActions";

file="\DMA_Lean\rollright.rtm";

speed=-1.1;

enableOptics=0;

connectFrom[]={"Lying",1};

connectTo[]={"Lying",1};

soundEdge1=0.1;

soundEdge2=0.6;

soundEnabled=1;

soundOverride="crawl";

looped=1;

};

class DMAPRLeanLeft:DMAPRLeanRight

{

file="\DMA_Lean\rolleft.rtm";

};

class DMASTLeanLeft:CombatWalkF

{

actions="CombatActions";

file="\DMA_Lean\stleanleft.rtm";

speed=-0.8;

looped=0;

duty=-0.7;

soundOverride="halt";

soundEnabled=1;

soundEdge1=0.1;

soundEdge2=0.15;

legs="legsNo";

relSpeedMin=0.7;

relSpeedMax=1.0;

interpolationSpeed=2;

interpolateTo[]={"Combat",1};

interpolateFrom[]={"Combat",1};

};

class DMASTLeanRight:DMASTLeanLeft

{

file="\DMA_Lean\stleanright.rtm";

interpolationSpeed=3;

};

class DMACRLeanLeft:CrouchWalkF

{

actions="CrouchActions";

file="\DMA_Lean\crleanleft.rtm";

speed=-0.8;

looped=0;

duty=-1;

soundEnabled=1;

soundOverride="halt";

soundEdge1=0.1;

soundEdge2=0.2;

enableOptics=1;

legs="legsNo";

relSpeedMin=0.7;

relSpeedMax=1.0;

interpolationSpeed=1.2;

interpolateTo[]={"Crouch",1};

interpolateFrom[]={"Crouch",1};

};

class DMACRLeanRight:DMACRLeanLeft

{

file="\DMA_Lean\crleanright.rtm";

interpolationSpeed=2;

};

If you did this correctly, around the class Interpolations it should read like this :

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class DMACRLeanRight:DMACRLeanLeft

{

file="\DMA_Lean\crleanright.rtm";

interpolationSpeed=2;

};

};

class Interpolations

If you miss a " }; " before the Class Interpolations, you failed to follow the simple instruction put in bold up there, try again.

Step 5

---------Look for

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">combatF[]={0.9,"Combat","CombatStillPlayer","CombatRelaxed","CombatRunF","CombatRunLF",

"CombatRunRF","CombatRunL","CombatRunR","CombatSprintF","CombatSprintLF","CombatSprintRF",

"CombatWalkF","CombatWalkLF","CombatWalkRF","CombatWalkL","CombatWalkR"};

(it will be a single line in real, i put this on several lines just to avoid breaking this page of the forum)

replace this by the following

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">combatF[]={0.9,"Combat","CombatStillPlayer","CombatRelaxed","CombatRunF",

"CombatRunLF","CombatRunRF","CombatRunL","CombatRunR","CombatSprintF","CombatSprintLF",

"CombatSprintRF","CombatWalkF","CombatWalkLF","CombatWalkRF","CombatWalkL","CombatWalkR",

"DMASTLeanLeft","DMASTLeanRight"};

(again, in real it should be a single line, i just put this in several lines to avoid breaking the forum)

(BUT good news for you : you don't need to rework this into a single line, just copy paste it like it is there, and -it will work-)

---------Look for

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">crouchF[]={0.5,"CrouchIM","CrouchRunF","CrouchRunLF","CrouchRunRF","CrouchRunL",

"CrouchRunR","CrouchSprintF","CrouchSprintLF","CrouchSprintRF"};

same thing

replace this by the following

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">crouchF[]={0.5,"CrouchIM","CrouchRunF","CrouchRunLF","CrouchRunRF","CrouchRunL",

"CrouchRunR","CrouchSprintF","CrouchSprintLF","CrouchSprintRF",

"DMACRLeanLeft","DMACRLeanRight"};

same thing

---------Look for

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">lyingF[]={1,"Lying","LyingCrawlF","LyingFastCrawlF","LyingCrawlLF",

"LyingCrawlRF","LyingCrawlL","LyingCrawlR"};

same thing

replace this by the following

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">lyingF[]={1,"Lying","LyingCrawlF","LyingFastCrawlF","LyingCrawlLF",

"LyingCrawlRF","LyingCrawlL","LyingCrawlR","DMAPRLeanLeft","DMAPRLeanRight"};

Step 6

-----------The End

Save the changes, you have nearly finished.

Now, if needed , convert back your modified config.cpp into a config.bin using CPP2BIN

Some configs , like the FDF mod or ECP do not need to be converted back into BIN format (you will not be able anyways to do this with CPP2BIN)

Drop the DMA_Lean.pbo into the Addons folder of your mod folder and you are set.

If it does not work, you didn't paid enough attention to the instructions and made a mistake, try again from the beginning.

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Don't forget to backup the original config file wink_o.gif

Thanks for the detailed guide. Piece of cake now smile_o.gif

Great to see some good lean anims that I can implement in FDF-mod notworthy.gif

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Don't forget to backup the original config file  wink_o.gif

Thanks for the detailed guide. Piece of cake now  smile_o.gif

Great to see some good lean anims that I can implement in FDF-mod  notworthy.gif

shhhhhhhhhhhhhhh!!!!!

i heard the FDF mod executes people for even dicussing modification of thier config.

pretend you didnt say that crazy_o.gif

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I decided to take Sanctuary's advice and make sure the ECP guys are cool with the modified config so that link is gone for now, will post it back up in a zip with a little readme on where to put it if there is anyone that really doesn't know what they're doing.

Oh and OFPCAT all I did was scroll alot and copy and paste some stuff so no need to thank me, thank Sanctuary for including that developers config thingy so I was able to do it in the first place.

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I decided to take Sanctuary's advice and make sure the ECP guys are cool with the modified config so that link is gone for now, will post it back up in a zip with a little readme on where to put it if there is anyone that really doesn't know what they're doing.

A good idea. I've played the new anim in ECP but found some problems. The men in the game will insert half of the body in the ground during action and the new tactical run anim seems not to appear in combat manner.

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Haha well I don't actually know what i'm doing in configs that advanced, I just found the right spot and copied and pasted the relevant stuff. Seemed to work fine for me so I stuck it up here. whistle.gif

If ECP gives permission to post it again I might go through and redo it using the method Sanctuary posted up. Or I will go back to my corner and keep quiet while someone who has a clue fixes it up.

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If ECP gives permission to post it again I might go through and redo it using the method Sanctuary posted up. Or I will go back to my corner and keep quiet while someone who has a clue fixes it up.

Sure, you have permission to post your customisation of ECP's configuration -- rest assured there won't be any executions.

However, you must make sure of the following, from which the blue are advices and red are mandatory:

<span style='color:red'>- You must state clearly that it is an unofficial work and the ECP team takes no responsabilites for it.

- Also, the ECP team won't support it in any ways, except from individual initiative of its members.</span>

Well, it's not definitive, but due to our team's current status, it can't be better for now.

<span style='color:blue'>- Ensure to provide different versions for both DR and default sound configurations. The change is very simple, but there are people who don't know how to do it and will fail to do it properly, even if taught. Don't blame them, blame yourself. An installer would be perfect for this.

- Warn the users for MP incompatibility with servers that don't support it. You know the drill.

- Test it and allow other experienced users to test your work's beta version, intensively. Hear others' advices and suggestions.</span>

Good job and good luck! I'm sure to grab it and play with it. :P

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Ok.

Following demands and as Komuna gave permission , here it is :

---------------

WARNING

---------------

<span style='color:red'>- It is an unofficial work and the ECP team takes no responsabilities for it.

- The ECP team won't support it in any ways, except from individual initiative of its members, don't bother them.

- I will not maintain this config, and will not provide support unless an error is noticed with the lean anims (no error have been noticed when testing though).

If you want to modify this file for your own usage or for a different reason, do not contact me about it, i am not an ECP member -> refer to this thread for ECP support if you have a problem NOT related to the leaning anims.</span>

<span style='color:blue'>- Included are 2 different versions : one that use the ECP Dynamic Range sound system, and the other the BIS sound system.

- Notice that it is MP incompatible with servers that don't have this config installed.

Use it in Single Player and you will have no problem.</span>

-----------------

DOWNLOAD

-----------------

You can get the ECP 1.085 config modified to be able to use the DMA lean/roll/crouch moves here

http://rapidshare.de/files/14280958/ECPmodLean.rar.html

----------------------

HOW TO INSTALL

----------------------

--> Drop the DMA_Lean.pbo into the ECP addons folder located here :

.....\Operation Flashpoint\@ECP\Addons\

After downloading the winrar archive, open it, you will find 2 folders :

the 1st one named ECP-DRSound

the 2nd one named ECP-BISound

-----If you want to play ECP with the ECP Dynamic Range sounds, go into the folder named ECP-DRSound.

Take the Config.cpp file that is present here, and replace the original file that has the same name that can be found in

.....\Operation Flashpoint\@ECP\Bin\

-----If you want to play ECP with the BIS sounds, go into the folder named ECP-BISound.

Take the Config.cpp file that is present here, and replace the original file that has the same name that can be found in

.....\Operation Flashpoint\@ECP\Bin\

----------------

RECOMMENDED

----------------

As i made the lean/roll/crouchmove animations using my

DMA Animation pack "nextGen" 1.1 (what a ridiculously long title), it is recommended you drop the anim.pbo of the patrol or classic version of these animation into the Dta folder of the ECP mod for more visual coherency, here

.....\Operation Flashpoint\@ECP\Dta\

Notice there is a file named anims.pbo that is already present there

But don't be afraid, notice the difference : anims.pbo and anim.pbo , nothing will be overwritten.

The anims.pbo file contain the cutscenes you can see at the OFP menu and is an ECP file.

--------------

OPTIONAL

--------------

You can use my pistol animation pack without a problem in ECP, even the that contains pistol leaning, just drop the dmapistol.pbo or dmapistolean.pbo (only 1 of them) into the Addons folder of the ECP mod, here

.....\Operation Flashpoint\@ECP\Addons\

That's all, enjoy.

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To be clear on this, if I want to use a collection of addons that aren't a "standalone" mod with a custom config like FDF, I can just have the server load the @DMALean mod folder and it'll work as long as clients have that loaded as well?

Now, if I want to get the server running the @DMALean animations with FDF 1.4, I'll need to edit both the server's config.cpp and send out a new modified FDF .cpp for clients to download prior to connecting to the server? Am I correct, or is it possible to just use the @DMALean mod folder as explained above to get the same results without having to worry about config editing?

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Quote[/b] ]To be clear on this, if I want to use a collection of addons that aren't a "standalone" mod with a custom config like FDF, I can just have the server load the @DMALean mod folder and it'll work as long as clients have that loaded as well?

Exactly, this should work perfectly, as long as the only config read by the server is a config that contain the DMA lean animation, whatever addons you can install with it, as long as everyone joining the server have them, they will play.

Quote[/b] ]Now, if I want to get the server running the @DMALean animations with FDF 1.4, I'll need to edit both the server's config.cpp and send out a new modified FDF .cpp for clients to download prior to connecting to the server? Am I correct, or is it possible to just use the @DMALean mod folder as explained above to get the same results without having to worry about config editing?

Unfortunately, not, the FDF mod have its own config like some other mods.

And according to how you organize the mods order of loading in the server, one of the 2 config (the finmod or the @DMALean one) will "take the lead" , and will make the server to ignore the other config sadly.

The only solution if you want to play a mod which features its own config and having the DMA_Lean anim being "unlocked" in the same time, as you guessed right is to modify the config of the main mod you want to play to include the DMA_Lean specific modifications to it.

But, doing this will prevent any user that do not have the exact same modified config to join the server.

As that may not be a problem for a private group server, this would be a pain for squad leagues servers, and just impossible on a public server.

Another possibility is to contact the mod dev team (the one that has its own config) and ask them if they can include themselves the anim classes modification in an official update.

This would be the best solution, this way there would be no need of having to send the modified config present on the server to everyone wanting to join (as it is limiting the people capable of coming on your server), and so the server would continue to allow everyone to play on your server by just having to download the latest version of such a mod.

But despite being the best solution, it is the most difficult one, as convincing a dev team to update their own mod just for some animations is a very hard task.

I know WGL5 by example will feature the DMA lean/roll/crouchmove animations and the latest DMA replacement anims by default, so everyone will just have to download the main mod and will be able to join any WGL5 server and will use the DMA Lean without a problem.

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The only solution if you want to play a mod which features its own config and having the DMA_Lean anim being "unlocked" in the same time, as you guessed right is to modify the config of the main mod you want to play to include the DMA_Lean specific modifications to it.

But, doing this will prevent any user that do not have the exact same modified config to join the server.

As that may not be a problem for a private group server, this would be a pain for squad leagues servers, and just impossible on a public server.

The server I'm administering is a private server, and thus the modified config option for FDF is doable for us.

In in the interest of not screwing up the config.cpp by editing it myself and breaking things, would you or anyone else be willing to modify a default FDF 1.4 config.cpp so that it uses these new animations? It'd be greatly appreciated.

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Erm,that special anims(crouch-move,leaning)isnt compabile with LIBERATION 41 MOD,eh?Is there any tutorial how to change config? sad_o.gif

Lee

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Played Cain's revenge on Kolgujev 2010 with these anims, and frankly, I really like them. I didn't like your previous anims, but these were great!

Was lying on a "cliff" engaging enemy, and when i was shot at, I rolled down the hill to take cover. Gr8.

Just missing a dive-roll anim. That would rule!

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Erm,that special anims(crouch-move,leaning)isnt compabile with LIBERATION 41 MOD,eh?Is there any tutorial how to change config? sad_o.gif

Lee

Ive slightly ventured into doing this with Locke's lean but the Liberation config file is different from other mods. I had little to no issue with other mods like FDF. I pasted the parts in but got a conflict and havent gone back to fix it.

Invasion44 doesnt have its own config which was nice so I could just use it with my already edited config.

While I want to go from Locke to DMA I havent had the time yet as I'd rather play the game with my limited time than edit the config. I tried one for CSLA and while all leanings were a success I could no longer move forward with a pistol so I scrapped it since I already had a lean with Locke.

Someday soon though I'll get the itch to switch them all to DMA...

EDIT: For fun took a peek at Lib's config and figured out where I went wrong. Didnt realize that a file called "cfgMoves.hpp" in the same folder is what I need to edit and not the normal config file. Later I'll try to edit it.

EDIT2: Got Libmod working with everything but pistol lean as there are lots of pistol entries in the file as compared to other configs Ive messed with. Might try to get it working but I dont want to break other features. So far rifle lean/roll and crouch run/move work fine as far as I can tell.

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Thank's for the precise instruction's on how to implement these anim's into a mod's config bin! At last i have got my very old Y2K3 custom config to work with lean's(previous atempt's have resulted in unit's with hand gun's drawn sinking into the ground).The only thing i can fault this thing on is with the tactical crouch walk/run. I think the unit is leaning to far forward's,and it dosn't look right.In fact it would be very hard to walk like this in real life! Apart from that i can't fault it,thank's for your'e hard work inlove.gif

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Thanks Komuna and ECP for giving permission to release the modified config and thanks to Sanctuary for releasing the far better version so quickly.

This whole thing has inspired me to play around in more configs than I normally do so if I try to be helpful in the future I can post something bug free and the such.

Anyway back to the main topic, this animation pack is sexylicious.

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The server I'm administering is a private server, and thus the modified config option for FDF is doable for us.

In in the interest of not screwing up the config.cpp by editing it myself and breaking things, would you or anyone else be willing to modify a default FDF 1.4 config.cpp so that it uses these new animations? It'd be greatly appreciated.

check your PM

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hello, love the new animations. Will there ever be an animations where your running forward and you press W+Q and he jumps forward and rolls? lol tounge2.gif

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Just discoverd something! When you press the "s" key for your'e unit to walk backwards nothing happens icon_rolleyes.gif You have first got to press the crouch key"q" (then let go) then "s" to walk backwards! However it look's good,and i sopose in real life you would do somthing similar.Hmm my jurys still out on this one because in the split second it took me to press two key's instead of one i got shot and killed confused_o.gif

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@ Action Man

Works fine for me, are you using a modified config? What unit did you experience the problem with?

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Ha,yes! I used the instruction's sanctuary posted on how to implement the anim's into a custom config crazy_o.gif However i copied them ecxactly as per instruction's,hhmm huh.gif EDIT= just tried it again if i have no weapon in hand i can walk backwards with just "s" key.If i have weapon in hand i have to press the "q" key and then the "s" key.Can somebody try that for me please just so as i can rule out my custom config.

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It works very well for me, i can walk backward with a weapon and without one.

Try with the included @DMALEAN mini mod to test this, you will notice no problem when trying to walk backward, so it is a problem in your own config.

Something must be missing somewhere, i have no idea about how the CfgMoveMC class in the Y2K3 config is built (as i know some mods can include some new animation class that modify the existing ones).

But try again to follow the instruction in the step by step post to see if you missed something or made a change in the bad place.

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confused_o.gif

I've tried to implement the DMA Army pack and the DMA Lean anims. And everything works fine until I switch to a pistol. Then, my unit cannot move, only lean and crouch, and I can't turn.

EDIT: Well, I just tested again, and all of the actions work, I just don't move. It's like Im running in place, and even though a loaded pistol is weaponed, it says my M16 is equipted, and and shoots my M16 ammo.

Any suggestions?

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Have you converted back your modified config.cpp into a config.bin using CPP2BIN ?

Because what you describe sounds like the handgun bug that happen when the config read by OFP is always in CPP format.

Or you can give a look into this thread if you don't want to convert the config.cpp back into a config.bin but want to get rid of the handgun bug.

If you have already converted your config.cpp into a config.bin and continue to have this problem, be sure in the @DMApackARMY\bin\ there is no trace of a config.cpp, and only the config in BIN format is present (along the Ressource.bin of course)

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Ah, much, much thanks mate. smile_o.gif I thought I had put the rebinarized file in there, but, um, it was still on my desktop whistle.gif Have a virtual beer on me wink_o.gif

Very nice animations, by the way. I have yet to not use them since the pack was released. thumbs-up.gif

Cheers mate, and thanks.

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