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sanctuary

WW4 Modpack 1

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Yes it is right thing which you said and fair for each side.so both have equal chance of destroying each other in battlefield.

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The new "move over the top" animation IS better than the earlier version, which I thought was great as well.

NICE work!

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Another great animations! It's hard to believe that those things can take place in this good old game.

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Another great animations! It's hard to believe that those things can take place in this good old game.

We're lucky that such good and creative addon makers as Sanc go on working on this good old game :)

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I like it but jumping down looks like he is floating I think it would look better if the "fall" was faster.

STGN

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Excellent animation.

Adds more realism.

Will be possible to climb walls?

Huh ?

It is already possible to climb walls in the release 1.0 from february

The animation

since that, but it has been always there since 1.0.

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Is there any way to remove the climb/jump feature? It's a nice idea, but the ability to climb thin air kind of ruins it for me (also, I keep accidentally jumping forward when I mean to retreat).

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In the @ww4mod1\bin\config.cpp

look for :

fastB="MoveOver";

replace this line by

fastB="CombatRunB";

This will replace the "move over" animation when you are in combat stance.

But never join a server running the unmodified ww4 mod config, you'll go into troubles.

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Cool, thanks. Also, were you planning on using BIS antitank weapons, or are you going to model your own?

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Huh ?

It is already possible to climb walls in the release 1.0 from february

The animation

since that, but it has been always there since 1.0.

Really?

Great and thanks for the notice.

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To trigger it, go in "weapon on back" stance (in ww4 it looks like a patrol stance though) and press the turbo key and the "move backward" key in the same time.

I am considering removing the "move over" obstacle animation that occurs when you are in stand combat mode and press "move backward" with the turbo key in the same time, as it happens sometime by accident and so leave you a sitting duck in combat.

I will transfer it to the "weapon on back" with "move backward"+turbo key in the same time.

This means i will remove the "climb over", as i don't know what other key combination to replace it with, without making it happening by accident.

So any suggestion ?

If there is nothin i feel acceptable, the climbing will not be available anymore by a key combination, but you will have to playmove/switchmove it instead.

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are you going to have a radioman? It would add alot of strategy to the game if you were in a deep penetration mission and your radioman were shot. or to shoot the enemy radioman to prevent reinforcements in an enemy foxhole. i have a special radio transmission soundeffect that i use whenever i have a radio transmission in my missions, if you need it let me know.

Edited by BronzeEagle

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I think it's a good idea, Sanctuary. I've never really liked the "climb over" animation, as it may even break some mission playthroughs, as I stated in this thread some time ago. The "move over" animation is useful, though, and is probably the best to be used with the backward + turbo key combination, while "weapon on back", to avoid situations like you described. :) It's probably good too to still keep the animation available for mission editors, using the playMove and switchMove commands, for cutscenes or other purposes.

By the way, would you consider making the pistol sprint animations more tiring? We noticed a slight flaw in the animations in multiplayer - we could avoid getting tired of all the sprinting by switching to our pistols and move that way, maintaining the maximum speed all the time.

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Personally I would like it to stay as it is, I have not have problems with jumping in the middle of fighting and the way it is now makes for more dynamic town fighting.

STGN

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I haven't had a problem with it either, but if you absolutely had to remove one of them then I'd say lose the 'climb over', but keep it as an anim for switchmove (because the new one looks hell of cool).

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are you going to have a radioman?

Not a radioman, but i will try to have a radio that you can add to any soldier and so obtain a radioman.

By the way, would you consider making the pistol sprint animations more tiring? We noticed a slight flaw in the animations in multiplayer - we could avoid getting tired of all the sprinting by switching to our pistols and move that way, maintaining the maximum speed all the time.

I just looked at my config to see why, and indeed i mistyped something, i added by mistake a " - " in the duty line of the corresponding anim.

To fix this , just look for :

class HandGunStandRunF:HandGunStandWalkF

and replace

duty=-0.5;

by

duty=0.5;

like it should have been.

Do the same for

class AHandGunStandRunF:HandGunStandWalkF

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How are your new vehicles coming along? any chance of some screenshots?

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Nothing really new regarding the vehicles, but a screenshot with an East recon corps soldier and his AN-95 (the fictionnal version of the AN-94, explaining why some part do not really look like a real AN-94 :D )

96173310.jpg

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The details, slightly "fictionalized" as they are, are so highly polished and well thought out that the "fiction" becomes "fact."

Solid work.

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Woah 51 pages already. So I know Sanctuary was working on some new changes to the mod and released 2 new configs or something - was there some new stuff made since then? I'm too lazy to check all these pages (it will take too long)

Edited by metalcraze

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