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Request opinon on CQB/Animations

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Hello people

The CQB area has always been a relative weak point in OFP.

Fortunately, after leaning appeared thanks to Locke@Germany's idea on how to implement it to be easy to use by the OFP user, CQB slightly became better.

But there was always some annoyance.

One of the major one, the collision system, we can't do anything as it is related to the engine, and that should be fixed in Armed Assault according to some advertisements for it.

But, i think one of the annoyances making CQB difficult to manage by the user was related to the animations themselves.

Originally, when walking, OFP use specific walks anims for the 8 directions, and instead of use the aimprecision value for each of the walk anims (to introduce specific weapon wavering there), the animation had the gun jumping +/- according to what file/direction it used to simulate whatever unstability of the view when walking.

In my packs, i toned down a lot this gun jumping, it improved a bit CQB as unlike the orginal OFP anims you could aim with the ironsight when walking.

But i think it is not enough.

So in my idea i would like to negate totally the gun jumping animation when walking in the 8 directions, and leave the weapon wavering up to the config instead.

That should really help CQB in my opinion.

I can implement this idea , in the pack i am working on, but as i may not be the only one using it, i request OFP user opinion as if it is only for me i can implement this for my private usage anyways.

So here is the poll so i can see your opinions to know what is theuser preference.

PS :

don't worry about 0 gun movement/ perfectly steady aiming allowing 100% precision, it will never happen in OFP without a config mod deciding this as walking anims are affected by the aimprecision value that is set for stand aiming.

And the aimprecision variable is what define "weapon wavering" you can feel +/- greatly according to the mod you use.

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thats not bad idea sanc.!

I vote for yes! thumbs-up.gif

Go for it mate! notworthy.gif

BTW:Wait,wasnt CQB anims in Hawk in nets mission addons? huh.gif

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I voted no. because its not realistic. I want the guns too move a little each time I take a step. You can almost migrate the movement to zero when walking on a flat clean floor but once you get outside its very hard not too say imposible to have the gun just sit there not moving. it would be a hugh sted down in realisem I think cause it would also give you a much higher chance off hitting tagets at great distances while moving. Idon't wanna see OFP turned into ravenshield where the gun just sits there for fun I would like it to seem like moving around has an impact on the gun like in real life.

STGN

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I vote yes. Why not give it a shot? If it doesn't work out, than just uninstall the anim pack. smile_o.gif

Quote[/b] ]I voted no. because its not realistic.

Well, while zero gun movement isn't realistic, the current amount of gun movement in ofp I would say feels unrealistic. If you keep a tight grip on your gun and have proper position with a comfortable stock, you can keep those ironsights pretty damn centered while walking slowly IRL.

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Just a notice :

The pack completion is in its final stage, as i worked during lots of my nights on this, there is a chance it will be ready before the week end.

So if you would like to see such pack, or if you don't, whatever pro or cons reason you can have, there is not very much time to vote.

Because this pack can change a lot the way you play OFP when you are in a CQB situation, i will make the decision to release , or not,only according to the poll result as soon as i have the pack ready for release, so don't miss the opportunity to express your opinion by this vote.

(oh and don't worry about 0 gun movement allowing 100% precision, it will never happen in OFP without a config mod deciding this as walking anims are affected by the aimprecision value that is set for stand aiming)

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anything that enhances cqb gets my vote. go for it.

p.s one favour if you please smile_o.gif. i am making an rpg mission, was wondering if you might make me one "simple" animation. it is the animation of someone giving an object,hand from pocket to stretced out and open hand.

many thanx

DB

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I don't like the idea of a steady aim while walking. Sure, the original OFP jumping was a little exaggerated but we still need some. With the current configuration you have one has a pretty good aim up to 100m while walking slowly. That's more than enough. What you could do is to decrease the jumping while side stepping and moving backwards. Sometimes you might wanna give some supressive fire while slowly retreating. The three movements forward are good as they are.

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I know that there will still be aim precision to move the sights but it will remove much of the feeling that ofp has too it just look at armed assult with the new high ready animation the player just floates around like its your every day arcade game. The jumping and boundcing screen in ofp has allways been one of the thing I liked best about the game, sure it makes CQB shooting dificult but its not excatly easy in real life. I agree that vanila OFP is excagrerated in CQB stance but the way it is now in your pack is prity accurate I think.

STGN

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I feel CQB being a very important part of any modern combat, with lot of tactical mission situation, but CQB in OFP is in a desesperate need of a better management in the player point of view.

The only way i can try to improve this myself is by animations.

But i understand the worries , as i had the same (and even more that none has yet thought and posted about wink_o.gif ), but those worries are a lot exaggerated in comparison to what i see while play testing my work, the aimprecision do really its job.

But with all the worries i have, i was finally unsure if a public release could be something good, and that's the reason of this poll, as i prefer to leave the public release (or not) decision up to the majority of the OFP players that could be even remotely interested in custom anims.

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I personally would make the anims separate from the core anims and just make them for some specific cqb unit addon, not for every unit. That way cqb focused unit addons could use this as a base. Just an idea.

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That'd be a pain to edit though (well, not for advanced members, but we'd get noob topics popping up all over the shop).

Also, what effect would this have on the AI? I accidentally voted yes (d'oh!wink_o.gif but I kind of like the wavering, since I know when I walk with a rifle over rough terrain, even as carefully as possible, my aim shifts a little bit.

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just make 2 versions

one that uses all the anims

one that an example soldier only uses

for me id like to see it, i would love to see an improvement in ofp cqb

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Quote[/b] ]I personally would make the anims separate from the core anims and just make them for some specific cqb unit addon, not for every unit. That way cqb focused unit addons could use this as a base. Just an idea.

Actually that is a great idea !

I never thought of that, and it is the solution to several of the questions i am asking myself for this pack, thanks Ebud.

"Normal" soldiers should then use the normal set of walks anims and "Special forces" that are better trained in this kind of combat could then use their own CfgMovesMC section to enable them to use the new the slightly different walks anims.

Not hard to write such customised CfgMoveMC class, as i did it for some experimental private addons before.

That is a very good idea, that just gave an end to this thread life too

So here is the conclusion of this thread : there will be no normal anim pack release, but instead there will a different kind of addon later.

Thanks everyone for their input and votes, now this is heading somewhere.

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