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Easy_tiger

Hand Grenade Delay

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Hi All,

Is anyone else a little miffed with the delay associated with throwing a nade? Even in ofp you could throw multiple nades (all be it not very quickly :P) Now i have to wait for the nade to land before i can throw another one! lol

This is easily fixable (as im assuming this behaviour is dictated by a reload time property) and i hope dev are aware of it. I know it is asking alot but would dev be willing to comment on wether this will be fixed?

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i guess its just a balancing issue and the devs know, why they did it that way.

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Yea, it should be changed. We trained throwing two live grenades in my service before finding shelter... So I assume it was meant for active service as well wink_o.gif

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Reload time can indeed be changed, but the minimum time is still limited by the speed of the throwing animations, and I actually mean that the "throw" weapon will not fire until the first part (throwing) of the animation completes (and that's hardcoded), not to mention you have to wait for the second part (returning to aiming stance) before beginning another throw. Now the delay you're talking about is probably reload time, which only really starts counting after the throwing animation has completed, and you can make that less (or zero) so you can throw a second grenade imediately after you finish the throwing animation for the first, but the fastest you can go without changing the animations (which would be a lot more work of course) is the time it takes for the entire throwing animation to complete.

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Personally I don't grasp why BIS is puttin so much weight to the animation argument. They can't seriously assume they sell more games with prettier animations ...

Personally, as a 1st person player, I could not care less about the animation my player performs when I choose to throw a grenade.

I agree that we should be able to throw a second nade before the first one detonates.

If I want animations I watch a Tom & Jerry cartoon ...

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I don't think he is. Some of these animations are game killers as far as realism IMO. Is it realistic to be in a pose for 2 seconds or more when being shot at which would normally make any human stop what they are doing and duck for cover rather than continue on going through the motions of throwing a grenade. Then only after a few moments you finally have the sense to hit the dirt?

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Sounds like a bad time to throw a grenade!

I don't know about game killer. That sounds like a little bit of an overstatement to me, considering I don't mind the odd quirk. If something like that kills the game for you, perhaps ArmA is simply not the game for you? Or are you using hyperbole for dramatic effect?

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First off, you can't just abort animations without having a transition, unless you wanted it to look even worse. You can't just pick any spot during an animation to end it and expect a smooth transition to the next one. And the game cannot instantly generate believable transitional animations automatically, and even if it could it would use up all of your CPU. Second, you're getting off topic. Unless you (Desertfox) didn't understand my post I was simply pointing out a technical limitation, not complaining or anything, and certainly not changing the subject. And the point is there should be no or very little delay between throwing animations (reload time), like it is now where after you throw it the weapon is still reloading even when you are able to move around and stuff. And third, the amount of time we're talking about here is so small that it doesn't even matter. IRL if you were throwing a grenade you would finish throwing it before you had enough time to stop throwing it (which is never a smart thing to do anyway) and duck for cover, which takes time to do because of your body's inertia. And the animations are not game killers, they look SO MUCH better than any other game's animations I have ever seen, at least the most life-like I have seen.

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the most life-like I have seen.

ladderclimb.gif

And I'm positive this isn't the worst anim either.

icon_rolleyes.gif

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its not a technical limitation its an artificial limitation that has been implemented. You CAN have a smooth transition between 2 different animations since bone animations, which was before operation flashpoint

I'd like to see the grenades 'reload' much quicker, if it means cutting off a couple of keyframes so what.

I'd also like the fire button when held down to play half of the animation so you have the grenade in your hand and you simply release to quickly throw it.

And isn't armed assault capable of playing multiple animations on 1 object at the same time? moving while preparing to throw and throwing your grenade would be good, same with a lot of other animations such as reloading and changing weapon. Animation queue'ing is just clunky and annoying

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Guest

Well if there's no limit you'll be able to throw an unlimited amount of grenades at people. Now, how fun would that be in a scale from 1 to 10?

The best solution is to throw multiple grenades at the same time. whistle.gif

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Well if there's no limit you'll be able to throw an unlimited amount of grenades at people. Now, how fun would that be in a scale from 1 to 10?

The best solution is to throw multiple grenades at the same time. whistle.gif

you only carry 3 or so.. not discussing the amount but the "reload"

I would say Red Orchestra is the game that solves the animation best.. its simpel but you can easy throw yourself in cover better then any other game, grenades and so on. Showing that you can combine a fast game with realism. The game can be almost as quick as quake (okey maybe not but close) and keeping it realistic.

OFP/arma is in general too slow, great game, one of kind but wouldnt hurt if you could throw youself on the ground at any time without the need for a long sync with the animation.

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That animation isn't too bad. I've never really seen someone attempt to climb a ladder that quickly, and he should extend his bottom leg almost completely... but other than that that animation is pretty good. I would give it a 7 or 8 out of 10. His hands and feet come into contact with every rung.. This is much better than most games! However, by saying that the game has some of the most lifelike animations we've seen, we're not saying that some of them aren't. This is also taking the comment out of context in that it is assuming that these animations are perfectly ideal, rather than making a comparison vs. other game animation. That argument is sort of making a strawman out of the original statement... to disprove it in such a way is fallacious.

editted to make 'perfectly idea' read 'perfectly ideal'. I find that it makes me sound like less of a kook to use actual english!

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That animation isn't too bad. I've never really seen someone attempt to climb a ladder that quickly, and he should extend his bottom leg almost completely... but other than that that animation is pretty good. I would give it a 7 or 8 out of 10. His hands and feet come into contact with every rung.. This is much better than most games! However, by saying that the game has some of the most lifelike animations we've seen, we're not saying that some of them aren't. This is also taking the comment out of context in that it is assuming that these animations are perfectly idea, rather than making a comparison vs. other game animation. That argument is sort of making a strawman out of the original statement... to disprove it in such a way is fallacious.

I knew I took the risk of having someone observant noticing my out-of-context disagreement icon_rolleyes.gif... and I commend you for it :P

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I don't know about game killer. That sounds like a little bit of an overstatement to me, considering I don't mind the odd quirk. If something like that kills the game for you, perhaps ArmA is simply not the game for you? Or are you using hyperbole for dramatic effect?

To be honest with you, no I am not being overly dramatic. If it was just the frag throwing...no, but its the accumulation of these animation delays, map delays, goofy physics that make close quarters very clunky. Dont even get me started on the real silly stuff in game. On the other hand, OFP was on the border of being like this in some instances, but this game is way over the edge for me and most of my group. It is a game killer. I can sit here and give you a list a mile long of silly things that you cant do in this game that you could do in real life or with any other First person shooter. Fix some of them and I could play the game as much as OFP, but as it is the game is just not cutting it.

But Im patient, if they dont fix it, im sure there will be some modder's out there who will. I only hope enough people are still around (at least with the ppl I play with) when that happens.

Kylesarnik-

Do you think there is anyway the animations could be shortened and then combined in parts? For example, rather than going thru the whole long process of pulling the pin, winding up, then throwing, then that follow thru move that makes you look like you just threw a fastball to homeplate in Yankee stadium. Couldnt it be shortened into a few seperate parts. Like on animation that pulls the pin, then time held would put your arm in a wind up motion (also determining distance) or you could cut the motion short and throw much less and the animation to follow thru would be governed by the length of the throw somehow???

I know this would be a pain to do, but so many animations and movements seem so robotic and out of your control. It seems silly not to shorten up these cycles where you have no control of your character. This has been done already in many games, and I know its hard to do but not impossible.

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To be honest with you, no I am not being overly dramatic. If it was just the frag throwing...no, but its the accumulation of these animation delays, map delays, goofy physics that make close quarters very clunky. Dont even get me started on the real silly stuff in game. On the other hand, OFP was on the border of being like this in some instances, but this game is way over the edge for me and most of my group. It is a game killer. I can sit here and give you a list a mile long of silly things that you cant do in this game that you could do in real life or with any other First person shooter. Fix some of them and I could play the game as much as OFP, but as it is the game is just not cutting it.

But Im patient, if they dont fix it, im sure there will be some modder's out there who will. I only hope enough people are still around (at least with the ppl I play with) when that happens.

I'm sorry that you feel that way but look at what you just said:

"I don't like playing this game it's goofy. It's problems completely kill it for me, but I will play this game and I'm willing to wait for improvements as they come."

Obviously it isn't dead to you, then? So, obviously they aren't game-killing, because the virtues of this game outweigh the flaws in it? If so, you are being overly dramatic. If not, please let me be the first to bid you goodbye and good luck!

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You are adding words to what I said. But understand one thing, I was an OFP addict. 5 years, every Friday and sometimes saturday night, 6-12 hours of Coop play, full realism, no rets, no 3rd person, the works. I made well over a 500 missions myself in that time period for our group. So to say that there is no other game out there for us is an understatement. But they, like myself would never put that devotion to this game the way it is. So my puter and my friends will all wait (we are a pretty old group) till someone comes around and makes the changes that the majority of us feel are necessary. But as it is, we feel these small little annoyances would not be tolerable playing for hours at a time. Simply put, It just doesn't feel right.

But let me ask you this, If BIS were to fix most of these things (and I do mean fix) would you then say goodbye to the game? Because there is a small chance these changes will happen you know. So some day it may be you crying on the forums. I only hope I don't behave like you do when that time comes. I tend to be more understanding of other peoples concerns, especially when I know they want to see the game succeed as much as I do. Maybe then you could remind me on how not to treat people with different opinions.

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No, I like this game... I actually played a lot of wgl... a lot of it. It's been a while since I really liked ofp at its core. I love this game, though... I don't think there's much to fix, like, nothing it broken... except being trapped on the rooves. Everything is pretty much fair play. It takes me long to throw grenades, it takes you long to throw grenades. It takes me a few steps to go prone sometimes, it takes you a few steps to go prone.. helicopters swing around for me as they do for you. All that's involved here is some fore-planning and adaptation. If they make it take less time to throw grenades (especially with a pistol drawn), it will affect the way I play the game, not the amount I enjoy it smile_o.gif

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Well if there's no limit you'll be able to throw an unlimited amount of grenades at people. Now, how fun would that be in a scale from 1 to 10?

The best solution is to throw multiple grenades at the same time. whistle.gif

you only carry 3 or so.. not discussing the amount but the "reload"

I would say Red Orchestra is the game that solves the animation best.. its simpel but you can easy throw yourself in cover better then any other game, grenades and so on. Showing that you can combine a fast game with realism. The game can be almost as quick as quake (okey maybe not but close) and keeping it realistic.

OFP/arma is in general too slow, great game, one of kind but wouldnt hurt if you could throw youself on the ground at any time without the need for a long sync with the animation.

So, question to the mod expert here : can't we redo the animations, and speed up things, by the way of mods?

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Sounds to me like people are just so used to ofp that they want arma to play like ofp. I can't see anything wrong with the anims and the way the model moves. It was good in ofp and, for my money, it's good in arma.

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Hmm im not convinced that the delay is anim related. When throwing a nade the animation finishes shortly after the point the nade leaves your hand. It seems strange and inpractical that the anims execution time would have trailling frames that do nothing (which is what i would expect the problem to be if it were anim related).

The delay experienced seems very similar to that of the reload time on the heavy machine guns mounted on tanks /vehicles which is fine in that context as it is going to take a little while to dig out a new ammo box, feed thru the belt etc... However in the context of throwing a nade the process does feel a little sluggish , unless arma is simulating you fumbling about for your next nade? wink_o.gif

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Sounds to me like people are just so used to ofp that they want arma to play like ofp. I can't see anything wrong with the anims and the way the model moves. It was good in ofp and, for my money, it's *good in arma.

I would replace that *good with better, much better.

This "over dramatic" reaction over small things is getting real old now.

"Oh noes, cant CTF anymore, the game is too slow and broken.."

"We are not playing this game because we cant throw 2 handgrenades in a row in less than 5 seconds.."

Makes me feel like quoteing Sniper Skull now, new players should harden up or wait untill they do then try Arma confused_o.gif ?

If it keeps going like this we will have people here crying that they cant react fast enough, cant bunny hop or side straff, etc.

Remember the thinking man's shooter? Well think before you act and you wont have any problems.

I think most people that recently started posting here claiming that they have been playing OPF for 5 years now clearly must have been playing the BF series instead...

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I agree with Easy_tiger here. If you throw a grenade in

the dreaded 3rd person view, the little bod plays his

throwing animation then goes right back to his aim position -

you are then forced to wait a few seconds (with the

character holding his rifle in the aim) before another bomb

can be thrown. The grenade throwing delay looks to be a

mere "reload time" config setting issue (and thus easily

tweaked), not anim related.

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i thought this thread was called 'Hand Grenade Day' woot, my mistake ^^

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