rellikki 7 Posted September 29, 2009 Nice job. I've hosted it on OFPR.info, along with a newspost. :) Mirror by OFPR.info: WW4 Animations [5,96 MB] Share this post Link to post Share on other sites
sanctuary 19 Posted September 29, 2009 Thanks for the news and mirror Share this post Link to post Share on other sites
Addonis 10 Posted September 29, 2009 (edited) Nice stuff as always. I'm already using your new animations. Work almost great. Jumping over fences with pistol in hand looks strange. Wow! I didn't noticed that before! There is cool thing with rocket launcher! When I'm pressing space and backward button soldier with rocket launcher is lying! Thank you Sanctuary! :) Edited September 29, 2009 by Addonis Share this post Link to post Share on other sites
riffleman 20 Posted September 29, 2009 I think i have to try this new things. Share this post Link to post Share on other sites
riffleman 20 Posted October 1, 2009 Is it possible to play WW4MODE1 with other mode? Share this post Link to post Share on other sites
nkenny 1057 Posted October 1, 2009 I could kill to have these animations, nay this entire game philosophy ported to ARMA2. WW4 is currently THE way to play any 'Operation Flashpoint-alike" game. Its smooth, its functional, it puts a commendable focus on GAMEPLAY rather than implementing hundreds of poorly thought out and sometimes redundant features. Thank you Sanctuary. - K Share this post Link to post Share on other sites
sudayev 27 Posted October 1, 2009 Thanks. I've been looking for stand alone anim pack. Now I can use this with my fav mods and addons as well. Thanks again:) Share this post Link to post Share on other sites
sanctuary 19 Posted October 1, 2009 Thanks guys Is it possible to play WW4MODE1 with other mode? Short answer : If the other mod features its own config.cpp or config.bin, then the answer is no. Long answer : You can make them compatible by copy/pasting the whole CfgMovesMC class in the place of the mod own config CfgMovesMC class. But if the mod own CfgMovesMC has some non-BIS default animations defined there, you will lose them, getting then into lots of trouble ingame (by example if a mod has custom vehicle cargo/driver animation and you overwrite them, they will all appear in strange place ingame). And if the mod own script refer to those no more existing animations classes, lots of error will appear ingame too. So unless you are ready to compare every lines between several configs to see which ones to keep, which ones to overwrite, then see "Short answer". Now that was for mods, for addons it is different, as it is possible to use every addons with the WW4 modpack without a problem. Share this post Link to post Share on other sites
BronzeEagle 2 Posted October 1, 2009 except for dunno dunke's addons which feature custom animations. Share this post Link to post Share on other sites
sanctuary 19 Posted October 1, 2009 Yes, in fact it is : Except for any soldier addons that has been created without using the original BIS "pose" in O2 and so are not compatible with BIS animations. Share this post Link to post Share on other sites
sanctuary 19 Posted October 2, 2009 Some time ago, as Blackblood is always impossible to contact apparently for permissions, i was giving a try to model a SCAR-like rifle from some photos picked on google images as i would have liked to get some less usual guns for the incoming new troopers. It began like this : Some more work later : And always growing : Not finished at all, but once done, it will be one of the new weapons of the upgrade, whenever it will be released. Share this post Link to post Share on other sites
LoLL 10 Posted October 2, 2009 I am downloading this! seems awesome mod. I like the picture where bunch of guys are with weapons enganging or targeting something :) Good job. Share this post Link to post Share on other sites
stary wiarus 0 Posted October 2, 2009 Thank you Sanctuary, a very nice release (WW4 Animations) , but i wait for full version WW4. All wait too. :notworthy: Share this post Link to post Share on other sites
Addonis 10 Posted October 2, 2009 Maybe is good idea to release this weapon as a single addon too? Share this post Link to post Share on other sites
sanctuary 19 Posted October 2, 2009 If you want a SCAR as a single addon, just look for Blackblood SCAR, it is of higher quality than mine anyways. Share this post Link to post Share on other sites
Addonis 10 Posted October 2, 2009 Never heard about this addon. Just saw WIP pisctures. Where I can find this? Share this post Link to post Share on other sites
sanctuary 19 Posted October 2, 2009 Make a search about 'Blackblood SCAR' on the "ADDONS & MODS: DISCUSSION" board, in the last few pages there is a working link from Zulu1 to the latest version Blackblood released before disappearing. Share this post Link to post Share on other sites
Addonis 10 Posted October 2, 2009 Thank you. It's working :) Share this post Link to post Share on other sites
rellikki 7 Posted October 3, 2009 (edited) The SCAR looks very good, Sanctuary. It's nice to see some newer generation weapons in the mod too. I'm sure it'll turn out pretty good, once fully finished. By the way, it's good that you changed the amount of light casted from the light poles in the main config. The original values were just an overkill. However, the Resistance light poles haven't changed, so I was wondering if you could fix those too? Edited October 3, 2009 by Rellikki Share this post Link to post Share on other sites
sanctuary 19 Posted October 3, 2009 I have toyed around with more means to make difference between the corps that only armor values or weapons/ammo reflecting how better or worse equipement a corps have access. I am introducing different sensitivity values. Default BIS OFP soldiers have : sensitivity=1; (that line is how good they see and detect visually an enemy) sensitivityEar=0.13; (that's how good they can hear an enemy even without seeing it) BIS blackops/spetsnaz had a sensitivity=2; while the snipers had a sensitivity=3; For the WW4 mod, the new standard is : sensitivity=1.5; sensitivityEar=0.65; (and so it will affect any soldiers addon used with WW4 mod) But for the WW4 troops every troops have the sensitivityEar=0.65; none will have any advantage on the hearind detection. But on the visual detection there will be differences according to this system : Category 1 Insurgency Guerilla Category 2 Militia Mercs Category 3 Army Marine Paratroopers Category 4 Antiterror Recon Category 5 Special Ops Shadow Ops Each corps listed under a same category will share the same sensitivity value. This value will reflect a combination of : -training -natural skill -level of the HQ link/various kind of detection equipment attached to the specific unit (UAV, comsat, etc...) So don't see the sensitivity value i set is to reflect the skill level of a corps, the skill level can always controlled by the skill in editor . category 1 sensitivity=1; default BIS OFP value category 2 sensitivity=1.5; Those corps are not newcomer on a battlefield, they have some combat experience and will not play low. category 3 sensitivity=2; more than a regular very good military training, those corps have access to a good level of detection/HQ link. category 4 sensitivity=4; Specialised units that have access to a wide variety of comsat and high quality of training giving them a visual detection edge in a battlefield. category 5 sensitivity=8; access to the most ressources in high tech equipment and other HQ comlink so at anytime those corps have a good view of the battlefields. They are the most skilled experienced individuals and recieve the best of the training. Fear the AI from those corps, you have few chances to sneak around them without them being aware. And every snipers have the double of sensitivity value. To test in mission editors skirmishes, you can get those up to date pbo to replace the current ones from your WW4 mod\Addons\ folder (remember to back up your pbo before) : http://www.filefront.com/14651351/updated-ww4troops.rar Some snipers may not have ammo, depending on how up to date your ww4_Magazines is (it was updated along some of the beta test pbo i uploaded in this thread, i can't upload it anymore as my current ww4_Magazines has several additions that would lead you into errors, as the models refered are not yet in any other pbo you may have), but it should work. Share this post Link to post Share on other sites
sanctuary 19 Posted October 4, 2009 Spent the week end on this, but this weapon and some variations of it are finally done. Not the most faithfull reproduction of the real thing, but at least it is optimised for good performance like the rest of the ww4 weapons, and so it will be enough. Share this post Link to post Share on other sites
stgn 39 Posted October 4, 2009 Nice mapping! that tool really is a "god" send. STGN Share this post Link to post Share on other sites
sanctuary 19 Posted October 4, 2009 Yes, Fab tools are always extremely helpfull. Without them by example i would have never been able to make the WW4 anims what they are currently. Share this post Link to post Share on other sites
R0adki11 3949 Posted October 4, 2009 are you making the Light version and the heavy version of the scar? Share this post Link to post Share on other sites
sanctuary 19 Posted October 4, 2009 (edited) This is the picture i use for the texture (and so that i used for the shape of the gun) , so i guess from the title of the picture that it is the light version. edit : i misread your question, i thought you were asking what version it was. No i will not make a heavy version, this one will be enough for the variations i need. Edited October 4, 2009 by Sanctuary Share this post Link to post Share on other sites