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sanctuary

WW4 Modpack 1

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Mr.P

We play WGL on the CiA server using custom animations with lean and roll and there is no problem. I think as long as the server and client have the same files you should be OK. I have crashed some severs in the past using animations with lean/roll, but they were not running any animation mods.

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Yes, every mods that modify/add to the animations classes, not just replace them, need to be present on both client and server, or it will lead into crashes.

And why are the keybinds for the new moves not in the readme?

Simple question of time, i devoted most of my time into working on the mod various components and not on writing the readme.

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Okay. Thanks for the replies. Now to search this thread for the keybinds... :P

edit:

To move over a small barrier (like some of the small ones in Montignac) when you have your weapon aiming -while standing-, leave the TURBO key pressed (the turbo key is the one you press when you will sprint) and press the MOVE BACK key.

To climb over an obstacle (like a wall or a higher barrier in Montignac, or a wall surrounding a military base that can be found in many places) , put yourself in patrol mode (press Weapon on Back in the action menu) then leave the TURBO key pressed and press the MOVE BACK key.

Are these the only ones?

And I have to ask, because our clan does not flip-flop addons about, is there another version coming out, or should I treat this version as the final release?

Edited by Mr.Peanut

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There is a 2.0 version coming but i can't say when because i have no idea when i will complete everything on my todo list.

For the keybinds, you have :

-While Standing with your rifle aiming, leave TURBO key pressed and press MOVE LEFT or MOVE RIGHT to LEAN to the right or the left.

-While Kneeling with your rifle aiming, leave TURBO key pressed and press MOVE LEFT or MOVE RIGHT to LEAN to the right or the left.

--While being Prone with your rifle, leave TURBO key pressed and press MOVE LEFT or MOVE RIGHT to ROLL to the right or the left.

Works for when you have a pistol too, though i don't remember if i released a beta with the pistol anims, i have too much things in the work to remember my beta releases.

When you are running or sprinting, by default you have the weapon low, but "tap" the FIRE button of your mouse and you'll move your weapon up allowing you to shoot while running and sprinting.

Notice that shooting while running obviously lack of precision as you can imagine, and shooting while sprinting would need an insane amount of luck to land a hit.

When you shoulder an AT launcher, note that you can walk, run and sprint, unlike with the default anims that have you stuck with walking only.

But i have not found any ways to configure kneeling and going prone with the AT shoulder like you do with rifle and handguns.

But you can do it, when you are not moving and have the AT weapon shouldered, leave the TURBO key pressed and press the MOVE BACK key, your soldier will go prone.

Now when you have the AT weapon shouldered, first press whatever key that switch your speed to WALK, then press MOVE BACK key and you will kneel with the AT weapon.

Or vice-versa, i am not too sure which way it is for the kneel or the prone + AT Weapon.

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Thanks!

Edit: Wow. This pack is amazing. Will wait for 2.0 for ECP compatibility though.

Edit2: Cut and pasted all keybind text and added (Must Hold Keys) for AT moves. When I tap mouse while sprinting my weapon comes up and then goes right down again, barely have time to get one shot off, which hits the ground about 10 m ahead of me to my left. Am I doing something wrong?

+++++++++++++++++++++++++NEW MOVES!+++++++++++++++++++++++++++

For the keybinds, you have :

--To move over a small barrier (like some of the small ones in Montignac) when you have your weapon aiming -while standing-, leave the TURBO key pressed (the turbo key is the one you press when you will sprint) and press the MOVE BACK key.

--To climb over an obstacle (like a wall or a higher barrier in Montignac, or a wall surrounding a military base that can be found in many places) , put yourself in patrol mode (press Weapon on Back in the action menu) then leave the TURBO key pressed and press the MOVE BACK key.

--While Standing with your rifle aiming, leave TURBO key pressed and press MOVE LEFT or MOVE RIGHT to LEAN to the right or the left.

--While Kneeling with your rifle aiming, leave TURBO key pressed and press MOVE LEFT or MOVE RIGHT to LEAN to the right or the left.

--While being Prone with your rifle, leave TURBO key pressed and press MOVE LEFT or MOVE RIGHT to ROLL to the right or the left.

Works for when you have a pistol too, though i don't remember if i released a beta with the pistol anims, i have too much things in the work to remember my beta releases.

--When you are running or sprinting, by default you have the weapon low, but "tap" the FIRE button of your mouse and you'll move your weapon up allowing you to shoot while running and sprinting.

Notice that shooting while running obviously lack of precision as you can imagine, and shooting while sprinting would need an insane amount of luck to land a hit.

When you shoulder an AT launcher, note that you can walk, run and sprint, unlike with the default anims that have you stuck with walking only.

But i have not found any ways to configure kneeling and going prone with the AT shoulder like you do with rifle and handguns.

--But you can do it, when you are not moving and have the AT weapon shouldered, leave the TURBO key pressed and press the MOVE BACK key, your soldier will go prone. (Must hold TURBO and MOVE BACK keys to hold position)

--Now when you have the AT weapon shouldered, first press whatever key that switch your speed to WALK, then press MOVE BACK key and you will kneel with the AT weapon. (Must hold MOVE BACK key to hold position)

Or vice-versa, i am not too sure which way it is for the kneel or the prone + AT Weapon.

Edited by Mr.Peanut

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When I tap mouse while sprinting my weapon comes up and then goes right down again, barely have time to get one shot off, which hits the ground about 10 m ahead of me to my left. Am I doing something wrong?

Strange, are you doing something differently than in this video by example :

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Strange, are you doing something differently than in this video by example :

Hmm. I will try again. My gun was not even in the lowered(but pointing forward) position while sprinting and tapping just brought up the reticle for a half second. I'll try again only with WW4 loaded and see where I went wrong. Left mouse button to tap I presume.

edit: Okay. Now I see. It works with "Move Forward", but not "Fast Forward", and I had my forward key bound to "Fast Forward". I never use "Move Forward" except at the top of radio tower ladders. :)

Edited by Mr.Peanut
why not?

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@Sanctuary

Is it possible to edit the first post on the first page with all the WW4 mods/additions? I'm a bit lazy looking for everything :p

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My clan would like to use a rucksack addon(not sure which whether WGL or MAPFACT).

Are the weapon and magazine names finalised? I would like to add them to the ruck classes.

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@Sanctuary

Is it possible to edit the first post on the first page with all the WW4 mods/additions? I'm a bit lazy looking for everything :p

Links should be available here, for those that are always working though.

http://forums.bistudio.com/showpost.php?p=1544589&postcount=796

My clan would like to use a rucksack addon(not sure which whether WGL or MAPFACT).

Are the weapon and magazine names finalised? I would like to add them to the ruck classes.

WW4 2.0 will have some more weapons and ammo classes though, but the original ones should not have any classnames changes.

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I was wondering if you were going to reconfigure and fix your custom vehicle destruction effects for the next release? At the moment the effects are even performed for bikes and static machineguns, which surely wouldn't explode and lit on fire like that in reality. :rolleyes:

I also wanted to remind you - Since you've modified the amount of casted light for the light poles, would you do the same for the Resistance light poles too? At the moment, the changes are only seen on the CWC light poles.

Looking forward for the next update! Can't wait for those SCARs and whatever else you have planned for this release.

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Bikes don't explode in reality ?

Science told me they do !

Wondering if i will be able to fix that, considering the bike class is in the O.pbo not in the main config, same as the resistance lights apparently if the config modification do not affect them.

Hmm, will see if including those classes in the config or trying some kind of pbo trick can help.

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Bikes don't explode in reality ?

Science told me they do !

Ah, sorry for my ignorance. I wasn't aware of this. Refering to that video, I think your mod does simulate realistic destruction effects after all.

:D

Hmm, will see if including those classes in the config or trying some kind of pbo trick can help.

I think including the classes in the main config might do the trick, or by creating a new PBO into the addOns folder and reconfiguring it there. At least it does work in ArmA, but OFP is a little different, so can't say for sure.

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Wondering if i will be able to fix that, considering the bike class is in the O.pbo not in the main config

In my OFP Bike is in KOLO.pbo (Res Addons) not in the O.pbo. Thanks to Rellikki I've just changed destruct types of bike and static MG's to DestrType=Man

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Checked, you're right, it was the moto class that is in the O.pbo, not the bike.

Hmm, i wonder if a better solution is not to remove alltogether the built-in explosion+fire and just let it up to the mission editor , as in that case it would just be a simple line to copy paste into a vehicle init line, offering then more control to what vehicle can or can't explode/burn.

Would solve the multiplayer problem, as in the case of making multiplayer mission, the line to enter in the init would just be different.

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I think it should be possible to override the values in O.pbo (or other addon configs) by just declaring the class with the changes and using the correct 'access'-code:

class Kolo : Whatever {
 access = ReadAndCreate; // ReadAndCreate is a #define
 someChange = someValue;
};

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Thanks for that helpfull tip vektorboson, will be very usefull to me.

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WW4 WGL unit replacement pack.

http://www.filefront.com/16458967/ww4_wgl_mod_def.rar

If you just unzip it into the @WGL5/bin folder, everything should go in the right place, and it works just like a normal wgl model replacement.

All the weapons and troops are reskinned in the ways I found most interesting, while still maintaining a reasonable proximity to the stuff it's meant to represent. So instead of the AKSU series of weapons, you now have Grozas.

Enjoy.

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MJ...

It seems the mortar round shook something loose :). I'll have to check this out along with your wgl_ukf conv.

Thanks,

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To come with Mjolnir WGL replacement, here are the ww4 animations to replace WGL5 ones with if you want.

http://www.mediafire.com/?j20yztmmltz

Just drop the file named

anim.pbo

into @wgl5\dta\

and drop the files named

dma_lean.pbo

dmapistolean.pbo

locke_anims.pbo

into @wgl5\addons\

And replace the files of the same names.

Warning : no WGL5 configs from any of those PBO have been modified, only the RTM animations files that were inside have been replaced by ww4 counterparts, so it should remain compatible with WGL5 servers.

And so unfortunately you will not have all the animation features from WW4 into WGL5, as it would not be possible without modifying the config files and so making those incompatible with servers running previous WGL5 files.

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BTW, being a complete tool, I forgot to mention that for my model replacement to work, you need WW4+trp.pbo and WW4_wpn.pbo (or whatever they are called, not on my PC atm so I cant check) into the WGL5 addons folder.

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