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.kju

Very buggy sprint (fast forward) transition...

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To set things straight from the start. smile_o.gif

This is NOT about realism.

If the solution is not realistic. Too bad.

The emphasize of this project is to get a good gameplay solution!

Good - lets start. biggrin_o.gif

As we all know almost all animations related to sprint (fast

forward) are horribly buggy:

crouch to fast forward transition 3rd

move forward(cross) to fast forward(cross) transition 3rd

stand to fast forward transition 1st

stand to fast forward transition 3rd

strafe(crouched) to fast forward(cross) transition 3rd

strafe to fast forward(cross) transition 3rd

strafe to fast forward transition 1st

strafe to fast forward transition 3rd

strafe to fast forward transition 3rd

However as you can see, the problems don't apply for walk and

run animations and their transitions:

strafe to move forward(cross) transition 3rd

walk to fast forward(cross) transition 3rd

So my idea is this:

1) People stop using the sprint / fast forward altogether.

2) Make run the same speed as sprint (effectively make it sprint

with different animations).

3) Make walk the same speed as run (effectively make it run

with different animations) and keep the walk characteristics:

Walk: While walking you still hold your weapon straight, aim and you are able to shoot.

Demo videos:

It might look bad ... yes ... you won't see it in 1st person mode anyway. wink_o.gif

As you can see on this video run is now the same speed as sprint:

Run Speed Same As Sprint Speed (* new *)

Run Speed Normal (Old / standard ArmA)

Run Speed Fast (* new *)

Of course side run is too fast here.

There is not side sprint in standard ArmA either.

Walk Speed Normal (Old / standard ArmA)

Walk Speed Fast (* new *)

Thoughts, suggestion, threat or jihad calls are very welcome!

rofl.gif

enjoy

Q

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Hi! Interesting project.

New strafe/crossing7backward movement appears too much quick than real. Is it possible to have only "new forward sprint" without change the other movements?

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Yes it is. smile_o.gif

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....

As we all know almost all animations related to sprint (fast

forward) are horribly buggy:

....

It might look bad ... yes ... you won't see it in 1st person mode anyway. wink_o.gif

....

Do you see the buggy sprint animations in 1st person mode? wink_o.gif

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Sure andersson wink_o.gif

Check these two videos above:

stand to fast forward transition 1st

strafe to fast forward transition 1st

Even more its so annoying to have these buggy transitions.

You can find many threads and even more posts with people

rightfully complain about it. whistle.gif

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If you make sprint at the same speed than sprint, why to sprint and get tired? I like how it's done now.

In the speed's subjet, now, if you want to change the animations, i'm in.

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The animation system is very very complex.

Without more help (documentation) from BI at least I don't have the will and time to do it..

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1) People stop using the sprint / fast forward altogether.

2) Make run the same speed as sprint (effectively make it sprint

   with different animations).

3) Make walk the same speed as run (effectively make it run

   with different animations) and keep the walk characteristics:

Why such gameplay changing 'fixes' for such not-gameplay affecting bugs? huh.gif

EDIT: Wait, i watched the videos and now im not sure how you want to fix this, do you completely want to get rid of the sprint option and the run option and replacing those by 1 'fast run' option? huh.gif

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Quote[/b] ]not-gameplay affecting bugs
rofl.gif

binkster

Quote[/b] ]I think the player movements from ofp to arma is what really changed the game play.

OFP there was alot of player vs. player. And player movements were quicker and you could actually dodge bullets by moving around corners.

ArmA you are very sluggish and seems if you go around a corner you still die being shot at.

Of coarse I love both Ofp and ArmA I mainly play online so the SP missions are just when i get bored.

I think it comes down to just player movements. Animations really need some work in ArmA. I think thats why COOP is played more cause pvp is no fun.

This really killed CTI. In OFP thats all i played was either MFCTI or CRCTI. I can remember Monty was the number 1 place everyone wanted and both sides would usually meet there.

Quicker Animations and less sluggish movements would make ArmA 100 times better.

[CAVE]guerilla

Quote[/b] ]@binkster

can't say it better than you, you're damn right here

from What made OPF better?

Just to take the two most recent comments about this topic.

icon_rolleyes.gif

I try again (you even commented it btw...):

1) sprint same

2) run will have the speed of sprint

3) walk will have the speed of former run

goodnight.gif

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threat or jihad calls are very welcome!

Allah Akbah, Allah Akbah, Jihad Your Family tounge2.gif

Hmm Interesting Idea. I like it. The Sprinting not the Jihad. rofl.gif

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I dont really get it. Because the transitions are missing, wich is basicly a eye-candy thing, you want to remove features from the game by removing walk or run?

First I dont get why this would be better for the transitions, second i never saw these "bugs" myself, so they must be really seldom used.

The movement system isnt that bad for me, its just the FPS that makes the difference (I think for most ppl it does)

Try it, all settings at low makes a whole new gameplay experience.

Now dont get me wrong I apreciate you trying to fix the game, but this isnt really an issue imo.

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For most non coop, pvp and league gamers ArmA is a game.

The speed changes of walk and run are independent.

However from my impression walk is basically useless right now.

With default ArmA you rather run (jog as some people call it) in

cqb situations rather than using walk.

You are far too slow by side strafing with walk, so its actually way

better to side strafe with run, stop once you see the enemy, get

back your crosshair / cursor and shoot him.

Quote[/b] ]basicly a eye-candy thing

This is simply not true. It seriously brakes any CQB combat.

Either not use sprint in close combat situations at all or suffer

severely by the long lasting animations / animation beaming!

Go in the editor and test it yourself!

Go in any cqb map on MP servers and test it yourself!

AI is a laughable opponent in CQB situations.. human vs human

that's the real deal and where you can really see why this is a

severe problem!

@rundll.exe

get in 1st person

get in crouch mode

use fast forward / turbo / do sprint straight forward

stop again (release fast forward / turbo)

(same with 3rd)

Quote[/b] ]First I dont get why this would be better for the transitions

Transitions for walk and run are fine. For sprint they are horribly

broken.

Quote[/b] ]FPS that makes the difference

FPS makes no difference for the animation system.

It affects AI, ping / unit warping and mouse movement.

My game is tweaked to the max. FPS is great all the time.

FPS has no relation to the broken anims.

Great reports with many details to be found here:

CBTS 2809: Missing crouch-run to prone transition animation

CBTS 2600: Missing animation transition from standing to full sprint

CBTS 2053: Animations tweaks (read whispers great summary taken from the forum here)

whistle.gif

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Some things are true Q, there are some minor errors in transitions, but if you ask me there is nothing serious. If you play from 1st person you cant see transitions.

Let me ask you something eaven if this thread is not about realism but for better gameplay as you writen down in your first post.

When you sprint in real life how fast can you stop to 0, raise your weapon at same time and shoot? Remember you were sprinting.

I know that Arma is game not RL.

Do you have riffle at home? Put it to your shoulder and trie to aim at the same time when you walk in all directions. Go outside and trie to hit target on 50m walking sideways with the speed of Arma gun walking. Will you hit?

And...

Arma Is not made for CQB. There is no reall CQB in reall life. There is no fast running and shooting . If they do that they are dead. They shoot from allmost complete stop, CQB is based on squad tactic and not on running around, and rofl.gif bunnyhoping like in some games.

BIS motioncaptured this animations. Im shure that actors didnt move in fastforward speed or slowforward like in your sample movies or on my videorecorder in my living room. I shure that they act ass close ass they could to copy reall life. If the gun was shaking there up,down,here,there than gun is shaking allso in animation wich i think is main reason for many deaths in MP.

Why?

Enemy wich is waithing you in room or narow hallway standing and aiming behind corner or office desk can shoot more precise than guy wich is coming to his position. If you want to improve this dead tactic, go ahead.

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This is an interesting thread. Q, please dont give up your idea. I suppose there are people that want this changes.

I just couldnt understand why until you wrote PvP "CQB". I suppose you are aiming for a faster paced, more fluent, gameplay? Also your impression that walk is basically useless made me understand that you and I are playing different games as I quite often use walk.

I like the slow clumsy "human simulation". I know that in a RL fast paced dynamic shooting you can be very fast. But in a longer engagement with gear its different. And thats what I like to play..

I wrote this to see if I understand this right as it helps me understand why you want this.

PS. I now understand this better also:

 * Added PROPER Gameplay Weapon HandGrenadeTimed Explosion OnImpact

 * Added PROPER Gameplay Weapon No Dexterity

smile_o.gif

Totally wrong for me, but I suppose its needed for others.

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Well when i sprint i use w+d and press num*.

That way he get tierd yes but dont stop

sprinting..Untill he hits a small hill or steep

dive or something..

Exploit maby but possible in game...

WITHOUT CHEATS nener.gif

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Hopefully you guys do not have the impression that this thread

aims to make you convert to this game style.

We aim for more playable OFP like game as far as infantry combat

is concerned (and other aspects - certain ones are improved by

ArmA and we are glad about that).

This game is modable for a reason.

That people can modify the game to their vision and needs.

Server admins (and leagues) have to decide whether they want

these changes or not (verifySignatures system).

andersson, my team is amongst the best ArmA PvP league teams

in the world and has been back in OFP too for several years. wink_o.gif

Human vs human combat is different than human vs AI.

Just make yourself aware how much you do "(ab)use" the game

to win against AI ... ask yourself if that is realistic too.

andersson, I am glad we agree that everyone is entitled to do /

play when he prefers!

The fatigue system of ArmA is great. However the anims

system is way to complicated to fix the problems ourselves and

BI won't do it for ArmA1 either.

So we prefer a workaround rather than the current situation.

This has some negative effects. Its about all about consideration.

The walk system is great too, yet like written before, it is hardly

used in PvP play as other options are much better and useful.

The idea is to make walk again an important part of the overall

system.

This is not about run and gun or hexenkessel. If you haven't play

in a top class league match on ECL or ESL maps, you most

probably won't understand what I am talking about.

If you are interested ... check it out yourself. wink_o.gif

Interestingly enough most people here try to enforce "realism" play

as the sole goal to aim for ... with really "good" arguments.

whistle.gif

Quote[/b] ]Playable realism

The slogan of WGL5 ..

PS:

Screenshots of ESL West Sahrani:

Picture (at least check this one..)

Picture

Picture

Picture

Picture

Picture

Picture

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Dont waste your energy explaining yourself Q.

You have a proven record , keep up the good work and try not to divert your time to fanboys , some people get confused with realistic , real life , realism and playability:).

Looking forward to the anims i can fully agree with your reasons for "tinkering".

EDIT _answer andersson

Quote[/b] ](OT, whats the definition of a fanboy?)

fanboy would be a person who is blinded by loyalty to the point of denial smile_o.gif.

best described in this format , here is a dissapointed thread and most number of posts are from people who love arma ,yet feel compelled to denounce a problem as percieved by another.

example people who posed in arma dissapointing

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I think its very good that Q explained himself. And it was a very good explanation.

People tend to read everything from their own perspective (as I did first).  When you truly understand what other people want and why, its much easier to be constructive.

I play only SP and coop against AI (and I understand what you mean Q with "(ab)use" smile_o.gif, I suppose its alot different against a thinking human being), and I play mostly recon so my gameplay, I suppose, its much more different. I like it slowpaced with navigation and planning (I would love it against humans though..).

Anyway, thank you for the explanation and good luck!

(OT, whats the definition of a fanboy?)

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hmm intresting read, yeah i wonder if Bi will patch the animations. Somehow i have gotten so used to Arma anims so i dont get to annoyed, just sometimes when i make a bad chopper landing or get killed unexpectedly tounge2.gif

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Holy crap I'm number 2 crazy_o.gif

LOL well it shows that you can't use that thread as a way to prove that ArmA is a disappointment, since so many posts are defending it tounge2.gif

How many games actually have people defending them like that? Definitely not R6 Vegas, many flaming it and hardly anyone disagreed with them (on the PC section) wink_o.gif

Although I don't see why the 'fanboy' crap is happening here icon_rolleyes.gif

Calling someone a fanboy for disagreeing with you is pretty weak IMO.

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Q well nice idea for PvP and non-realism.

Isn't it better to make an additional sprint transition? So you can run a few meters very fast with all advantages and handicaps eg. out of breath, unsure aiming and shooting, no infinite attempts etc.

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When people create mods for Star Wars, Zombies & all, no one complains.

When others want to tweak a lil bit movements toward something a very lil bit less reallistic, things go haywire....

Go figure....

It's about a mod. A ArmA MOD. Not something to change the core of the game and force the change upon everyone.

Don't like it? Don't use it.

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