BronzeEagle 2 Posted July 30, 2009 i didn't notice this at first, but you included something i liked from ecp, the standing animations when the soldiers are still, they actually move a little bit sometimes, thats badass. now if you could just get dynamic speaking, we'd be in business and i wouldn't need ecp at all. nice work. still testing. Share this post Link to post Share on other sites
sanctuary 19 Posted July 30, 2009 Dynamic speaking being a scripted function, it will come only with the ECP version of the WW4 config only, not with the regular mod. Share this post Link to post Share on other sites
overcharger 0 Posted July 31, 2009 (edited) When you say "run" you mean jogging (normal run) or sprinting (run with the turbo key pressed) ?I tried to reproduce what you report, removing all weapons to a soldier and giving him only binocular and pistol, and i don't see the animation problem you report, the soldier use the binocular and switch to pistol (and vice versa) without a "put rifle on back" animation appearing wrongly in the middle. The same i don't observe this problem if i use a soldier that has already binocs and pistol and have him drop his rifle. Can you provide screenshots of this problem ? I mean sprinting. Better than screenshots, here is the mission: http://rapidshare.com/files/261968958/pruebaWW4test2.noe.rar.html Look the leader at the first waypoint. Edited July 31, 2009 by OverCharger Share this post Link to post Share on other sites
sanctuary 19 Posted July 31, 2009 I see the problem, you are making a mistake. You use a A1 playMove "BinocCrouch" BinocCrouch is the animation of when the soldier has the primary weapon in hand, it is not the animation to use when the solider has the hangun. To use the correct animation, you must use A1 playMove "BinocHandGunCrouch" Now for the second animation, i don't understand what you are trying to do with a A1 playMove "CrouchToHandGunCrouch1" You have a soldier that does not have a primary rifle and has a pistol in hands, so why do you tell him to use the "from -primary rifle crouch- to -handgun crouch-" animation ? Share this post Link to post Share on other sites
overcharger 0 Posted July 31, 2009 Ok. I need to know what move performs each animation firts. Excuse me. Share this post Link to post Share on other sites
stary wiarus 0 Posted July 31, 2009 Hi Sanctuary. :) I have a question. West unit: Airborne (Desert), is this the final version? Can better remove the goggles, or raise the goggles? BTW Your animations @ units are amazing. Well done. :clap: :notworthy: Share this post Link to post Share on other sites
sanctuary 19 Posted July 31, 2009 No, the googles like this are to make the unit a bit different visually from the other units with googles on helmet. Share this post Link to post Share on other sites
caleb12 10 Posted July 31, 2009 Sanctuary will the armor be like its in wgl5. Share this post Link to post Share on other sites
sanctuary 19 Posted July 31, 2009 The ww4 modpack use its own armor values. Share this post Link to post Share on other sites
caleb12 10 Posted August 2, 2009 and one more thing will be possible to swim like in some ffur. Share this post Link to post Share on other sites
sanctuary 19 Posted August 2, 2009 Unfortunately unless someone find a way to simulate swimming without scripting, it will not be built-in. (though i have plans to have this kind of scripts ready for use for mission editors) EDIT : Small video of the modifications of the WW4 pistol animations since the released test version : As usual it is not final, but it can give you an idea of where it is going. I forgot to show it, but when sprinting (and when you rise the gun) you can launch a grenade without the soldier stopping immediately as it was previously. Share this post Link to post Share on other sites
stgn 39 Posted August 2, 2009 I have noticed that running while crouched you do not throw you self on the ground, but stop ang casualy drop down. STGN Share this post Link to post Share on other sites
Addonis 10 Posted August 2, 2009 Pistol animations are looking great and realistic! Can't wait for the full release! Share this post Link to post Share on other sites
anguis 4 Posted August 2, 2009 Pistol animations are looking great and realistic! Can't wait for the full release! Ditto! Share this post Link to post Share on other sites
Birdy890 0 Posted August 3, 2009 Hahahahahh, Nice animations there Sanctuary! Made me think of Lethal Weapon for some reason. can't wait to use these. :D Share this post Link to post Share on other sites
rellikki 7 Posted August 5, 2009 We just noticed a little issue on the animations in multiplayer - When you start sprinting from the crouch stance and then push the crouch button while sprinting, the character takes a step to left back before halting. We found it kinda disturbing and this wasn't in the earlier versions of the animations, so I hope it will be fixed. :) Share this post Link to post Share on other sites
sanctuary 19 Posted August 5, 2009 (edited) Good report, i found the problem and fixed it. To fix it yourself, look for class CombatSprintF:Default scroll down a bit and replace interpolateFrom[]={"CrouchToCrouchSprintF",0.9,"AimCombatSprintF",0.1}; by interpolateFrom[]={"CrouchToCrouchSprintF",0.9,"AimCombatSprintF",0.1,"CrouchSprintF",0.1,"AimCrouchSprintF",0.1}; look for class AimCombatSprintF:Default scroll down a bit and replace interpolateFrom[]={"CrouchToCrouchSprintF",0.9,"AimCombatSprintF",0.1}; by interpolateFrom[]={"CrouchToCrouchSprintF",0.9,"AimCombatSprintF",0.1,"CrouchSprintF",0.1,"AimCrouchSprintF",0.1}; This should be all. EDIT no that's not all, the problem occurs in the diagonal sprinting. But the solution is as relatively easy : you must look for : class CombatSprintLF:CombatSprintF scroll down a bit and replace interpolateFrom[]={"CrouchToCrouchSprintF",0.9,"AimCombatSprintLF",0.1}; by interpolateFrom[]={"CrouchToCrouchSprintF",0.9,"AimCombatSprintLF",0.1,"CrouchSprintLF",0.1,"AimCrouchSprintLF",0.1}; and class AimCombatSprintLF:CombatSprintF scroll down a bit and replace interpolateFrom[]={"CrouchToCrouchSprintF",0.9,"CombatSprintLF",0.1}; by interpolateFrom[]={"CrouchToCrouchSprintF",0.9,"CombatSprintLF",0.1,"CrouchSprintLF",0.1,"AimCrouchSprintLF",0.1}; class CombatSprintRF:CombatSprintF scroll down a bit and replace interpolateFrom[]={"CrouchToCrouchSprintF",0.9,"AimCombatSprintRF",0.1}; by interpolateFrom[]={"CrouchToCrouchSprintF",0.9,"AimCombatSprintRF",0.1,"CrouchSprintRF",0.1,"AimCrouchSprintRF",0.1}; and class AimCombatSprintRF:CombatSprintF scroll down a bit and replace interpolateFrom[]={"CrouchToCrouchSprintF",0.9,"CombatSprintRF",0.1}; by interpolateFrom[]={"CrouchToCrouchSprintF",0.9,"CombatSprintRF",0.1,"CrouchSprintRF",0.1,"AimCrouchSprintRF",0.1}; Edited August 5, 2009 by Sanctuary Share this post Link to post Share on other sites
MattyDienhoff 0 Posted August 14, 2009 I love the new units. Thanks sanctuary! Share this post Link to post Share on other sites
rellikki 7 Posted August 14, 2009 Thanks for the fix. Another thing I noticed is that you cannot throw grenades from pistol crouch stance - Forces the player to stand up. I thought that should be fixed too, since the mod has solved that issue when using an assault rifle. Share this post Link to post Share on other sites
sanctuary 19 Posted August 14, 2009 That's actually not a bug, that's just one of the bizarre BIS design choices , being forced to stand up while crouched to launch a grenade is default OFP behaviour. My "fixes" are in fact gameplay additions. Launching a grenade in pistol crouch stance like you can do with the primary rifle is planned anyways and will be implemented before the mod official release. Share this post Link to post Share on other sites
Kyle_K_ski 1 Posted August 15, 2009 Sanctuary, I posted the following questions in your GRAA Modpack 3.0 thread, thinking that it was this one (don't ask!). IF you don't mind addressing my queries here, it'd be greatly appreciated! The new shooting stances that you have posted images/video of are dramatic improvements. Somehow, you just keep squeezing out more quality from this game than originally intended. While I have uninstalled OFP in the past, it was never for "forever." For technical issues, yes, but to put away or to use/abuse as a coaster for drinking glasses? No way! It sounds like you have quite a bit planned for these units. Seeing them scale defensive walls just left me speechless. Could you take a handful of minutes and list all of the features that you're trying to integrate into the units that will be "inherent" with each unit? I'm more than a little curious. Stuff such as swimming, quick-jumping over fences/waist-high obstacles, and gear specifics such as mountable aiming aides (ACOGs, Aimpoints, Cobras), mountable suppressors, C-Mags and/or drum magazines, smoke/dust puffs, etc., etc. If I missed such a list in the past, I apologize in advance. Also, I'm not expecting a list such as this to be held "against" you, meaning that you "have to" meet every desired objective that's listed. Heck, you don't have to list a single thing. I just don't want you to feel that by posting such a list that you're obligated to it. I'm just dying to get a peek at the bigger picture. Keep up the amazing work! And thanks for the updates! :) Share this post Link to post Share on other sites
riffleman 20 Posted August 15, 2009 I think in this mode it is very easy to kill enemy,they walk carelessly.but indeed great work.some new ofp players are playinig with it. Share this post Link to post Share on other sites
sanctuary 19 Posted August 15, 2009 If I missed such a list in the past, I apologize in advance. Also, I'm not expecting a list such as this to be held "against" you, meaning that you "have to" meet every desired objective that's listed. Heck, you don't have to list a single thing. I just don't want you to feel that by posting such a list that you're obligated to it. I'm just dying to get a peek at the bigger picture. Sorry i don't have time to make such a list with everything i will or will not do i prefer to waste that time working on the many things for the next release, just read the 1st post and browse the thread you will be able to find many answers. Or just wait for the 1.5 official release when it will be done to have more information on what will be in. I think in this mode it is very easy to kill enemy,they walk carelessly.but indeed great work.some new ofp players are playinig with it. Just tell them to not walk carelessly. Share this post Link to post Share on other sites
caleb12 10 Posted August 15, 2009 i was wondering if u were gone put minerollers and 5ton trucks with m.50cal or grenade launcher on them. Share this post Link to post Share on other sites
sanctuary 19 Posted August 15, 2009 No, for the release there should be ground only and amphibious APC for each sides in both woodland and desert variant, possible armed car for each sides, and if i am not completely bored by this insane amount of work, maybe another vehicle class. Vehicles will be the focus of the later expansion, not for the WW4 upgrade 1.5 Share this post Link to post Share on other sites