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Fluid Movement System (BIS please read)

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Splinter Cell used a movement system in which the mouse wheel was used to step between 10 different movement speeds, from super slow stealth to super fast sprint. It worked VERY well and felt dynamic, realistic and responsive.

Responsive? rofl.gif It was a lagging piece of shit.

Current system is ok.

Seems like some people are simply too ignorant for discussing serious topics in puplic...

The Splinter Cell system was exellent and I'd love to see it in ArmA

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Splinter Cell used a movement system in which the mouse wheel was used to step between 10 different movement speeds, from super slow stealth to super fast sprint. It worked VERY well and felt dynamic, realistic and responsive.

Responsive?  rofl.gif  It was a lagging piece of shit.

Current system is ok.

Seems like some people are simply too ignorant for discussing serious topics in puplic...

The Splinter Cell system was exellent and I'd love to see it in ArmA

Only if your reaction speed is 2 seconds. rofl.gif

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good suggestion.

AND WHILE WE'RE AT IT: PLZ ADD A JUMP BUTTON.

i f'cking hate it when my well trained soldier can't even jump over a sandbag. banghead.gifbanghead.gifbanghead.gifbanghead.gifbanghead.gif

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good suggestion.

AND WHILE WE'RE AT IT: PLZ ADD A JUMP BUTTON.

i f'cking hate it when my well trained soldier can't even jump over a sandbag. banghead.gifbanghead.gifbanghead.gifbanghead.gifbanghead.gif

eeek, please don't turn this into another "jumping thread" rofl.gif

On topic please.

Obviously, I am not asking for the Splinter Cell/H&D system, but a modified version of ArmA's current system, that ADDs a few OPTIONS for those that want them (I wouldn't be surprised if the majority of players would like and accept these options once they tried them out themselves).

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good suggestion.

AND WHILE WE'RE AT IT: PLZ ADD A JUMP BUTTON.

i f'cking hate it when my well trained soldier can't even jump over a sandbag.  banghead.gif  banghead.gif  banghead.gif  banghead.gif  banghead.gif

Misc-ChangingSubject.jpg

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I never had problems with the current movement system. And truly said, im afraid that they could mess it up by trying to improve it!

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how about having this new system included, but having to press SHIFT or CRTL to use it, this will mean that u can still have it included but to use the normal controls normally if u want

im all for using this new system, but i cant help thinking that people will also want to use the normal controls

bootneckofficer

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gets my vote, I would definately use a system like this.

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lets see,  you got the full sprint,  the jog, fast walk, slow walk with rifle raised and slow walk with rifle lovered,  thats the full standing speeds,  then you got the squat witch you can also move in, it's slow, but hard..   and then lastly we got slow and fast crawling.    ie we allready got 7 (8) different speeds to move on foot  ( ohh, and you can swim in 2 different speeds as well)

edit, missing space

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lets see, you got the full sprint, the jog, fast walk, slow walk with rifle raised and slow walk with rifle lovered, thats the full standing speeds, then you got the squat witch you can also move in, it's slow, but hard.. and then lastly we got slow and fast crawling. ie we allready got 7 (8) different speeds to move on foot ( ohh, and you can swim in 2 different speeds as well)

edit, missing space

I agree this improvement would be better. i often miss cover by running to far with current system, amouse wheel would improve acceleration. This could be added as a option, a move ment throttle.

Would also be nice in cars and choppers etc.

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in cars and on the bikes it would be nice ( a gear change )

not sure how well it would work for foot soldiers in arma though...

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I support this idea too. I thought the Hidden & Dangerous

movement system was excellent.

In ArmA now I'm missing a slow "stealthy" walk and a

fast hands and knees crawl. The current "alert walk" is

too fast for some situations, and the strange "Cossack

dance" crouched walk anim is bizarre for anything more

than a step or two. Since the majority of players apparently

like to pretend to be "special forces" it's surprising that

more effort wasn't put into better simulating the actions

of sneaking and scrambling around.

Even with its faults, though, I do think the ArmA movement

system is still a big improvement over OFP. The character

movements in OFP now feel very arthritic in comparison.

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I support this idea too. I thought the Hidden & Dangerous

movement system was excellent.

In ArmA now I'm missing a slow "stealthy" walk and a

fast hands and knees crawl. The current "alert walk" is

too fast for some situations, and the strange "Cossack

dance" crouched walk anim is bizarre for anything more

than a step or two. Since the majority of players apparently

like to pretend to be "special forces" it's surprising that

more effort wasn't put into better simulating the actions

of sneaking and scrambling around.

Even with its faults, though, I do think the ArmA movement

system is still a big improvement over OFP. The character

movements in OFP now feel very arthritic in comparison.

Agreed.

It is definitely an improvement over ofp, but it still could use a little bit of work. Sadly, as you pointed out, stealth play is pretty much absent with the current Walk/Crouch Walk speeds. My suggestion is nowhere near perfect, but given what is reasonably possible to do without hurting anyone else by revamping the current system, these extra options would be a huge step forward.

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Great idea but I think specifically applying to arma it could bog down an already overloaded list of controls.

There definitely needs to be work done on aiming indoors though, trying to shoot out a window is so ridiculously hard at times with the lack of fine movement that it is stupid.

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I dont really see the need for more to an already clumsy system. Perhaps making the crawl a bit slower and the run a bit quicker, but more controls? For crying out loud Rg, Ive already run out of buttons on my mouse and Nostromo n52, and you want more nener.gif

Just to let you guys know, Ive played with Rg for quite a while now and if he could have his way...he would have the monitor spray water on your forehead to simulate sweat while running. rofl.gif

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I dont really see the need for more to an already clumsy system. Perhaps making the crawl a bit slower and the run a bit quicker, but more controls? For crying out loud Rg, Ive already run out of buttons on my mouse and Nostromo n52, and you want more nener.gif

Just to let you guys know, Ive played with Rg for quite a while now and if he could have his way...he would have the monitor spray water on your forehead to simulate sweat while running. rofl.gif

You gave me a great idea. Hear me out.....you get yourself a portable fan and bottle of water......haha jk.

The beauty of this addition is that you don’t need any new buttons. All that would happen is that your action button would be a temporary function, so you hold it down to flip through the action menu (keybinding the action button to the mousewheel). Then let go to perform the action. When you don’t have the action button pressed, your mousewheel acts as a control for your speed.

By default, the walk is too fast and the run is too slow. To quote myself again,

“It would look like this.....

- Walk (slow) = mousewheel DOWN when in walk mode

- Walk (fast) = default speed

- Run (slow) = default speed

- Run (fast) = mousewheel UP when in run modeâ€

This doesn’t hurt you or your precious nostromo. Instead, it would give you and everybody else an OPTION for more control of your player.

We shouldn’t have to use the evasive forward function to sprint. If run and sprint are controlled by mousewheel up, that would also solve the few complaints early on with this game about a smooth transition from sprint to run. Ex. If you want to sprint for a few meters then slow down to a run/jog, you can’t do it. Right now you have to come to a complete stop, by letting go of W, then start running/jogging again.

Also, the CQB/SpecOP/Stealth part of the game would benefit greatly, because right now it lacks with the current speeds (they work well for open area combat, but BIS gave us huge towns/cities, so why not improve on the CQB/SpecOP/Stealth aspect?). Of course I can’t guarantee this exact method would be the best/easiest way to implement, but I think this would be the least harmful and most beneficial to the community.

Here is a quick <span style='font-size:12pt;line-height:100%'>VIDEO</span> that shows the lacking stealth aspect of the game and how it can easily be improved....

HQ download - http://files.filefront.com//;7312889;;/

LQ youtube stream - http://www.youtube.com/watch?v=oZGnFJvkJKE

If you are wondering, I am using ThePredator's "Authentic sound & weapon Mod". No crazy zoom and freeaim ironsights with TrackIR is the only way to play this game smile_o.gif

*PLUG for him - If you have any knowledge of configs and modding ofp/arma and are interested in what you see, PLEASE contact him and work with him. He's on a great track, but right now hes doing this all solo, so please help if you can.

I will also update my first post.

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Awesome idea, I totally agree with this.

OFP/ArmA are amazing first person shooters, they just lack the "fluidity" of other FPS games. It seems overall way too clunky.

I had the same idea before actually, but with raising/lowering the weapon with your mouse wheel. The position of the weapon reflects the speed you are moving at.

For example.. you wouldn't be moving at a very slow stealth pace with your weapon pointed at the ground. By moving the mouse wheel down, the weapon points toward the ground as you move. If you move the mouse wheel up, the weapon raises, and your speed decreases. There are different increments in-between, granting total control by the player.

I do this for a living, and as the original post demonstrates, fluid movement would be much more realistic.

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Maybe the ArmA animation system is preventing BIS from implementing such a control scheme because your first-person view is from a FPA (First Person Actor) which means your movement is restricted to the animations the FPA can perform. The controls produce clunky movements because of the clunky animations, which might be a limitation of the engine, in which case we're stuck with them. :/

Newbies can be easily put-off by poor controls which means less money for BIS and less features/support for ArmA.

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Well, not bad idea...already suggested for game2, but since nobody knows what game2 is anymore... crazy_o.gif

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I've been hoping for a normal keyboard with an additional section of analog keys rather than only the usual binary ones. This would be the easiest most natural/intuitive way to control movement. The harder you push the forward key the faster you move, the less you push it the slower and stealthier. It could also give more control over your stance. Or for instance more control over your helicopter etc. (Also works great for racing games). Unfortunately no one has made such a keyboard AFAIK.

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@rg7621

sorry, I don't get it. We already have three speeds:

slow walk, fast walk and sprint

double tap lean, hold the "slow" key, hit direction keys and you can carefully "peek around edges"

only thing I realy miss is better adjustment to heigh

QuietMan

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You're kinda describing the H&D2 method of moving, with a mouse wheel and many speeds to choose from. I think it's not a bad idea I guess but adds a bit of clutter to the controls. I rarely feel the need to go some speed between the speeds I'm allowed to go now.

I do wish the movement system was more exact, like you could move forward a minimum of one inch instead about 1 foot minimum (no matter how briefly you tap W once). And the run for 5 steps and then prone bug is slightly annoying.

I agree with the last poster that a flexible height thing (like they did in one of the later console-ized rainbow 6s) would be more useful.

Shooting out of windows or bunker slits could ya know, be effective. As well as just barely rising your head/weapon over obstacles in standing/prone/crouched would be nice as well.

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I'd like to see the same video in 3rd person just to see what it would look like.

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