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.kju

PROPER Mods

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Added a two new ones and a few updated:

Quote[/b] ]2007-11-18

* Added PROPER UI Gear Dialog Redesign

* Added PROPER Anims Fast Forward Transition

* Fixed PROPER Gameplay Vehicle InsideSoundCoef

Sound inside armored vehicles reduced even more.

* Fixed PROPER Gameplay Vehicle No Alarm Sound

Removed the alarm sound for helicopters and planes as well.

* Fixed PROPER Gameplay Vehicle No Lock PvP

Su is one-seater now. The pilot can control all weapons by default and lock with the guided rockets again (fix).

The AH-1W pilot has now control of guided and unguided missiles and therefore can lock with guided rockets again (fix).

* Fixed PROPER Gameplay Weapon Disperion Disabled

Vehicle recoil returned to ArmA default values.

Check our PROPER Mod BIKI project site for more details:

http://community.bistudio.com/wiki/PROPER:Mod

It will be interesting to see the feedback on the Anims Sprint walkaround addon. xmas_o.gif

The gear loading should be useful for everybody. pistols.gif

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Could you make a addon which lowers the noise of the turret spinning. This is especially enoying in MP when somebody is spinning around all the time. Eventually I get and headache. It is much more noticeable now that the engine sounds are lower.

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Good suggestion mate.

Turret sound of tanks and engine sounds are way too loud IMHO.

Any other suggestions? smile_o.gif

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Well maybe make the chopper sounds louder when inside in the MH and AH, After all the "Doors" are open.

No more for now...

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Removing the sonic crack?

Shouldn't the mod be called imProper?

icon_rolleyes.gif

You don't need to use everything, it's split into seperate addons so that you can choose which ones you want.

Quote[/b] ]The AH-1W pilot has now control of guided and unguided missiles and therefore can lock with guided rockets again (fix).

In the real one I think the gunner has control of the missiles, because he needs to guide them. The pilot only fires the rockets. A version like that may be nice for those who want a more realistic version, especially for MP when you have a human gunner.

There is that "bf2stylecobra" addon that does that, but that's an addon and doesn't replace the original.

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Removing the sonic crack?

Shouldn't the mod be called imProper?

icon_rolleyes.gif

You don't need to use everything, it's split into seperate addons so that you can choose which ones you want.

Yeah, I get that... but why would someone who is aiming for realism create such a mod? The sonic crack, while not completely accurate, is more accurate than none at all.

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Hi Q! May you make a little bit more slow the traverse/cross movement in your very good "Anims Fast Forward Transition"?

I like it but those movement seems too fast than real.

Thanks.

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Quote[/b] ]

Added PROPER Anims Fast Forward Transition

i guess these 2 files are not needed inside the pbo

"h\Kopie von Core.hpp"

"h\Kopie (2) von Core.hpp"

whistle.gif

and question : Does this one colide with animation fix from Sakura ?

btw what about video ? smile_o.gif

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Hi Q! May you make a little bit more slow the traverse/cross movement in your very good "Anims Fast Forward Transition"?

I like it but those movement seems too fast than real.

Thanks.

I think it was said elsewhere that these are aimed for improving CQC in PvP servers.

The too fast strafing is a side effect of faster forward speed, these two seem not possible to separate.

If you want a fix use Sakura's one. I tried it out and it's very good, doesn't change gameplay.

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Quote[/b] ]In the real one I think the gunner has control of the

missiles, because he needs to guide them. The pilot only fires the

rockets. A version like that may be nice for those who want a more

realistic version, especially for MP when you have a human gunner.

There is that "bf2stylecobra" addon that does that, but that's an

addon and doesn't replace the original.

It would be easy to do yes.

The reason to make the guided rockets assigned to the driver:

There is a bug in ArmA. Another one yes. biggrin_o.gif

Normally most people use radar / tab locking for air units.

There is also direct click lock though.

For (air?) units with pilot and gunner only the gunner can use

direct click lock, if the weapon is assigned to the gunner.

So to make the pilot be able to use the guided missiles too,

especially if tab lock isn't available, you need to assign the

weapons to the driver.

This is especially a problem, if the chopper has only a pilot - like

most times in PvP play. Or if you have an AI gunner and cannot

use tab / radar locking for whatever reason.

Complicated stuff. icon_rolleyes.gif

Quote[/b] ]May you make a little bit more slow the traverse/cross

movement in your very good "Anims Fast Forward Transition"?

Right now the speed of side strafe for whatever type of

movement is the ArmA default speed.

Diagonal forward and straightforward run speed: doubled (200%) = sprint speed

Diagonal forward and straightforward walk speed: 150%

It is possible to make diagonal and straight forward speed different.

I think the next update will have:

Straightforward run speed: 200%

Diagonal forward run speed: 175%

Straightforward walk speed: 150%

Diagonal forward walk speed: 125%

@Dwarden:

Hehe. Sorry about that. I do use SVN, yet sometimes you still

like to use the old dirty way.

biggrin_o.gif

Quote[/b] ]Does this one collide with animation fix from Sakura

It does NOT collide. Both should work fine together.

This addon doesn't influence sprint itself in any way ("neither

positive , nor bad").

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@ Q:

Somewhere I found you Proper mod for armored vehicles. It doubles the armor of the armored vehicles IIRC. Is there any changes for the armor values for the humvees/UAZ's or trucks?

Why is this component not at the Wikipedia list?

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Q, thanks for all your Proper fixes.  I use many of them regularly and can't imagine the game without them now... Keep up the good work!  If you keep chipping away we'll eventually get there! smile_o.gif

(Also thanks much for keeping them all seperate... such a keen eye on the fact we all have different tastes.  tounge2.gif  )

Just tried Anims Fast Forward Transition, and I'm getting the following error: "Data file too short"

I've tried it in a single mod folder with no other addons included, ArmA version is 1.08, etc.  Any idea what might be causing this?  Are any of the Proper addons dependent on others?

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PROPER_Gameplay_Vehicle_Tank_Armor

doubles the armor value for these vehicles:

Quote[/b] ]M1Abrams, M113, BMP2, T72, ZSU

It is not to be found in the BIKI page because ... well ... various

"reasons" - one of them is that I was hoping that NWD_TankFCS

addon would make it obsolete.

Yet NWD_TankFCS isn't MP compatible and personally I am not

happy with various aspects of it - my focus is on good gameplay

rather than realism.

You will see a few new addons for armored vehicles soon I guess. wink_o.gif

@MadRussian:

Please redownload the file.

I repacked it, removed the obsolete files and made the changes

to diagonal walk and run like described on the previous page.

There is no dependency whatsoever. smile_o.gif

PS: Infantry weapon reload animation speed speed is back to

normal again too. It was doubled by accident.

However it might be an idea to tweak the speed nevertheless.

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Some more suggestions here:

If possible, sprinting without any weapon, especially no launcher, makes you sprint faster then with.

Example:

You can run very fast with no weapons at all (unarmed) and have very much fatigue

You can run fast with primary weapon (no launcher) and have much fatigue

You can run slow/a little fast with MG or primary and secondary weapons (secondary = launcher) and have little fatigue

smile_o.gif

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AFAIK it is impossible to influence the fatigue levels.

Animations only know these differences:

~ No weapon

~ Pistol

~ Rifle

~ Launcher

It would be possible to make different speeds based on these.

And of course:

~Walk

~Run

~Sprint

And:

~Crouch

~Kneeling

~Standing

Make concrete suggestions please. Like

Sprint without weapon 200%

Sprint with pistol 150%

Sprint with rifle 100%

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First off, thanks for everything you've done in regards to the anim speeds so far, in terms of being able to adjust them. smile_o.gif

I just spent a bunch of time looking around and fiddling in E:\Games\ArmA\@Essentials\Addons\proper_anims_fast_forward_transition\h\core.hpp"

I see you've already got these four taken care of:

#define PROPER_SPEED_GENERIC 2

#define PROPER_SPEED_DIAGONAL_SPRINT 1.75

#define PROPER_SPEED_WALK 1.5

#define PROPER_SPEED_DIAGONAL_WALK 1.5

In addition to what you've already got, I'd be most interested in being able to seperately adjust the two overall running speeds ("jog" and "sprint") regardless of weapon or other factors (although realizing the need for subcategories for the diagonal movement in each).  Also, the ability to adjust strafe speed in various directions would be great (all regardless of weapon or other factors to start with).

At this point I don't really have recommendations for speed values... but if you can just get those broken out (maybe assign them a factor of 1 for starters?) that would be wonderful. biggrin_o.gif

Now, if somehow you could provide a comprehensive break out for all of the movement anims organized in some sort of standard way (i.e. easy to use like the four you've got already), I would be in shock and awe!  I realize this last request is probably a little far fetched, but hey might as well ask, eh? tounge2.gif

Thanks much for your efforts!

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can the turning speed be influenced while equipped with a launcher ? or has it been changed already ?

it's so slow biggrin_o.gif i think it could be a bit faster.

regards

rocko

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Apologies for my wiki-retardedness but is there a link I'm missing to allow me to d/load all the proper mods in one hit? I really like what the proper team is on about. keep up the good work lads.

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Apologies for my wiki-retardedness but is there a link I'm missing to allow me to d/load all the proper mods in one hit? I really like what the proper team is on about. keep up the good work lads.

We have made packs of all sections of mods for the Armaholic.com mirror.

Have a look here:

http://www.armaholic.com/page.php?id=1991

As far as I know these are all the latest versions unless some files have been updated without it being posted here.

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Something is very wrong:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">Cannot load "proper_anims_fast_forward_transition.pbo", requires "SaraLite.pbo"

When I start ArmA, this message pops up for both the anim pbo and the dessert island intro pbo....why? Which island is SaraLite? Is that Rahmadi?

The very strange thing is: SaraLite is a standard .pbo, right? Which is included in ArmA?

But I DONT have that .pbo!!! banghead.gif

Or

Is SaraLite in Queens Gambit? So I need Queens Gambit to get SaraLite, and the pbos to work? smile_o.gif

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If it is a demo island, and I got the full version, why the heck do I need that little Lite version to use the mods!? tounge2.gif

Any answers, Q? Wonder if its just me or some big problem other has as well...

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Thanks for the link Foxhound, I've d/loaded and installed all the proper mods into the @PROPER\Addons folder (excluding solid_black_UI) and it causes a strange problem. When I go into the editor all east west and racs vehicles are listed under civilian. confused_o.gif

I can post a screenshot if that will help but as it stands it makes my game unplayable as no one will shoot each other (besides infantry).

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