Dwarden 1125 Posted April 6, 2007 about weapon restings i speak for months (even put it on wishlist) ... it's must IMHO yet on anims and movement ... what irritates me is "fixed" crouch with AT/AA weapons i mean e.g. trying fire AT from bridge at object outside bridge in similar alt like You results in 99% cases into AT exploding in Your face ... so i hope way to fire them in standing (bigger recoil or so) or in between crouch/stand posture gets implemented too .. that was another entry to endless TODO list Share this post Link to post Share on other sites
Blanco 0 Posted April 6, 2007 Three things that bother me : - I can't throw a grenade while I'm sprinting. - When I'm sprinting I'm not able to run by holding or releasing the SHIFT key. I always have to stop first, before I can run again. (also I think I could do this in previous versions...) - Unbelievable cluncky stand/crouch/prone-transitions when holding binoculars. What the hell is he doing? Is it that hard to go crouched/proned when holding binoculars? - turning speed while proned is way too fast. Share this post Link to post Share on other sites
Col. Faulkner 0 Posted April 6, 2007 - Unbelievable cluncky stand/crouch/prone-transitions when holding binoculars. What the hell is he doing? Â Is it that hard to go crouched/proned when holding binoculars? Yes, I suggest we all ask very earnestly, but nicely, to have binoculars implemented as a type of weapon so you can move with them and easily change your stance. I don't see any real advantages to the way they are done currently, but I do see many disadvantages. I reckon all it would need is a binoculars ("ManActHoldBinocular"?) anim and some standard weapon coding. Share this post Link to post Share on other sites
frederf 0 Posted April 6, 2007 Does the soldier hold his hands the exact same way for all rifles? M16, Ak47, M249 etc? As far as I know there are only 4 hand held device animations, the rifle one, the binocular one, AT rocket one, and the pistol one. Some animation work is needed to make binocular/laserdesignator into the much nicer "weapon" style code. Share this post Link to post Share on other sites
Col. Faulkner 0 Posted April 6, 2007 Does the soldier hold his hands the exact same way for all rifles? M16, Ak47, M249 etc? As far as I know there are only 4 hand held device animations, the rifle one, the binocular one, AT rocket one, and the pistol one. Some animation work is needed to make binocular/laserdesignator into the much nicer "weapon" style code. Yes, so they'd need to add some more anims. BIS presumably have the wherewithal to do so easily. The extra work would be fully justified in correcting the current badly-botched attempt at simulating the use of something as simple as binoculars in the game. It may not be the highest priority but I think that they really should be considering this sometime. Share this post Link to post Share on other sites
max power 21 Posted April 6, 2007 Hmmmm... sounds like maybe I found an anim bug then? plaintiff1, I wonder what we are doing differently? Not in front of my ArmA at the moment, but here's how I've set up my controls. I use ASDF for standard movement: 'A' = left 'S' = back 'D' = forward (jog) 'F' = right Then I use: 'Shift' = turbo 'E' = move slow So holding just 'D' jogs... and then if I hold 'Shift' as well (while 'D' is held) sprinting is initiated. With that run-down on my control setup, here's the problem: If I start in stopped standing position, I hold 'Shift', then hold 'D', he sprints, as expected. However, it is immediate with no animation transition routine from stopped to sprint. If I start in stopped crouched position, it gets even worse. He goes directly from stopped crouched to full bore standing sprint with no animation transition routine what-so-ever. If someone would be so kind as to repeat this issue, I'll gladly get it submitted as a bug. (Sounds like "forward jog" + "turbo" = sprint may be the key here.) I just use the default controls and doubletap forward to run. Share this post Link to post Share on other sites
frederf 0 Posted April 8, 2007 By the way, what would a real life soldier do with a M240B while in a field of tall vision-obscuring grass while trying to engage targets along the horizon? Collision of the gun barrel with objects already works, try it with your M16 barrel tip at a building corner. It would just have to be in the horizontal and make it switch on a new accuracy mode. Err, I'd guess you'd have to have a fluid up/down stance to change elevation kind of like those lame new XBox Rainbow6's. Might be pretty hard. Oh well, at least an addAction "Deploy bipod" would be welcome. Share this post Link to post Share on other sites
4 IN 1 0 Posted April 8, 2007 Three things that bother me :- I can't throw a grenade while I'm sprinting. - When I'm sprinting I'm not able to run by holding or releasing the SHIFT key. I always have to stop first, before I can run again. (also I think I could do this in previous versions...) - Unbelievable cluncky stand/crouch/prone-transitions when holding binoculars. What the hell is he doing? Â Is it that hard to go crouched/proned when holding binoculars? - turning speed while proned is way too fast. well moving uphill is a real pain in ass, every time the slop came a little bit more or less steep the man would goes like stop-walk-stop-run again, no instead speed change here Share this post Link to post Share on other sites
crazyjockey 0 Posted April 8, 2007 By the way, what would a real life soldier do with a M240B while in a field of tall vision-obscuring grass while trying to engage targets along the horizon? If he couldn't find something other than the ground to support his weapon (like a tree, rock, etc) then he'd try to shoot sitting or kneeling (probably sitting, since you can form a sitting position with the gun that is really stable, and kneeling is basically shit). If it was too tall to sit, he'd hide! Hitting something with one of those over about 200m while standing is like playing the lotto. Share this post Link to post Share on other sites