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Sniperwolf572

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Everything posted by Sniperwolf572

  1. Sniperwolf572

    General Discussion (dev branch)

    It's there, you're not looking hard enough. ;)
  2. Sniperwolf572

    General Discussion (dev branch)

    Nope. Jump off a building ingame and you'll see, it's already working in the game. There's more of them for different stances and weapons.
  3. Sniperwolf572

    General Discussion (dev branch)

    I haven't noticed this before, but digging through animations I ran into some new ones that looked like falling animations. And sure enough, now when the player falls from a larger height, but not high enough to trigger freefall, there's a small animation playing instead of it just being a stiff standing animation.
  4. Sniperwolf572

    Switching weapons on the move

    Version 1.3 now available from the first post, prone static switching was lost since 1.1 when I migrated the switching to the user action control set and there's some minor code improvements. ---------- Post added at 19:10 ---------- Previous post was at 19:05 ---------- Can I ask you to PM your .rpt files for the session where you think everything was loaded correctly but not working? Also, if you go into the editor, put yourself down and preview the mission, then pause the game and put player getVariable "TEN_canSwitch"; into one of the "Watch" fields of the debug console, what does the field below it say?
  5. You can do it with <unit> switchMove "<animation name>". playMove and playMoveNow can also be used but they are restricted by the interpolation chain leading up to them, while switchMove is instant.
  6. Sniperwolf572

    RH Pistol pack

    Nice to see my favorite handguns in A3 as well, thank you. :) Would it be possible, when you get back to doing things with these handguns again, to include the slight vertical rotational recoil animation that BI has for P07 and the M1911 (whos ingame name i forget)? It's something that's really hard to notice, but becomes obvious at low setAccTime speeds and with silencers. It's what I'm assuming to be just a very short, full model rotation triggered by firing the weapon. I've tried to explain it in this ticket as it's missing on Rook 40 and it makes the Rook 40 handgun feel a bit bland experience while firing. I'll try to make a video demonstrating the effect if necessary.
  7. Sniperwolf572

    Switching weapons

    Being disappointed at something that's in development and giving good signs of it changing is akin to being disappointed by a toddler because he/she can't talk yet.
  8. Sniperwolf572

    General Discussion (dev branch)

    Exactly. It's a good change because pressing the button you bound to something and that something not happening when it should happen is much worse. Imagine if it was something like the left click acting the same way, "first click to show the hud, second one to fire". So the correct form of this: should be: Proper solution should be to implement it correctly, as Minoza is suggesting, not it happening as a side effect of some other thing.
  9. Sniperwolf572

    Switching weapons

    Yes, but it doesn't change the fact that they are different projects with different leads with different priorities. And considering we got this the other day in regards to the issue at hand: I wouldn't say it's off the table. You're giving no credibility to yourself by adapting that tone of writing. The "those who support this company for years" seems to be the go to argument for whining when things are not as one would like, instead of proper reasoning, feedback and dialogue which was time and time again shown to yield results. Considering I just might fall into that circle of "those who support this company for years" it's very annoying to see you voicing for all of us with such arrogance.
  10. Sniperwolf572

    Switching weapons

    You expect to see a result/change in in 96 hours after a developer working on a different game made a comment on Reddit that they have raw MoCap data?
  11. Sniperwolf572

    General Discussion (dev branch)

    Changed on purpose, it's in one of the change logs.
  12. Sniperwolf572

    General Discussion (dev branch)

    Like, a million times better. The soldiers now don't look like carbon copies of eachother and when you add combat goggles: (Fugly laptop screenshot)
  13. Sniperwolf572

    Switching weapons on the move

    Just another plug that 1.2 has been released late last night, in case it was missed in the triple-post-merge. Loading and running it correctly in combination with CBA_A3? Correctly bound the keys to "User Action 17/18"? The v1.2, from last night, should alleviate most keybind issues. Can you provide me a link to the mentioned fall script please so I can check what's going on? Nevermind, found it I think.
  14. Sniperwolf572

    Switching weapons on the move

    Maybe you should use that other thread on the same subject to make snarky remarks at the devs? Yes, as I said in my post just above, conflicts and all. :) You can still switch the weapons while stationary with the same keybind, but I've just noticed that it takes a longer keypress to trigger it for some reason. I'll see what I can do about that. ---------- Post added at 00:37 ---------- Previous post was at 23:12 ---------- New version (1.2) in the first post, I've changed the way the control listening logic works, this should no longer be an issue, keys you bound to User Action 17 and User Action 18 will work better when stationary to initiate the weapons switch.
  15. Sniperwolf572

    Switching weapons on the move

    This. Don't be shooting the messenger. :p So if I'm understanding this correctly, isn't the actual problem that gestures currently can't force/make a change into a different state? Because I'm pretty certain that gestures don't have to end in the same animation or state. Some built in gestures (GestureAgonyCargo) that can be triggered loop and persist over all other "base" animations, states and actions you do.
  16. Sniperwolf572

    Switching weapons on the move

    Version 1.1 is now in the first post. As said before, it handles keybinds and key presses a bit differently so take care. Please re-read the instructions in the first post as the new controls are now needed instead of the ones version 1.0 was using. Regardless, thanks for the input, appreciate it. :)
  17. Erm, what? All vehicles so far have an interior except for the driver and the gunners in Marid and AMV because they seem to be in separate compartments. You can even see the soldiers inside the Marid from the outside through the windows. Crappy image quality as I'm on my work laptop.
  18. Sniperwolf572

    Switching weapons on the move

    Yes, hopefully out later today when I'm back home. :) No error messages? Can you move if you release and press the movement keys again during the switch? If the second thing happens it's probably a symptom pointing to the issue I'm trying to solve with the next update.
  19. Sniperwolf572

    Switching weapons on the move

    Agreed, unfortunately my current understanding of the animation tree and the config system isn't up to par. I barely scraped together the config for gestures as is and ran with what I know. Pro tips and pointers to reading material about it are welcome. :) Love the term guerilla scripts. :D
  20. Sniperwolf572

    Switching weapons on the move

    Right, I've got some good news and got some bad news, here's the good news. I figured out why this was happening and the reason behind it. At times handling the keypress events would mean also handling the movement, hence the stopping (you could still move during the transition if you depressed and pressed the movement keys again, but that sucks). To combat this, I'm no longer handling the keypresses, which means a few things: The most important change, is that we can no longer use "Switch to handgun / launcher" controls because we can't prevent them anymore, the binds will be moved to two of the "User Action XX" controls. Unbind the "Switch to handgun / launcher" keys they are still used for the stop version of the switch. Majority of keybinds that have been reported as not working will work now (CTRL+R, mouse buttons and such) You'll be able to use mouse buttons out of the box now Since the keypresses are no longer handled, you can create conflicts/buggy/lethal/destructive combinations with other infantry controls, it will be up to you to not create these conflicts Expect the update tomorrow. You are welcome, for best results, feel free to upvote tickets to get this implemented by BI in the game itself, unfortunately I can't provide that level of quality. As for the keys, I'm sorry it's not a quality addon, in the end, it's a proof of concept that this is possible, not much more than that. You might find the tomorrows update more useful. Action menu isn't something I'm looking to alter just yet.
  21. Sniperwolf572

    ArmA III is the last Arma

    There were rumors that Arma 1 would be the last Arma, then Arma 2 happened, then there were rumors that Arma 2 was the last Arma, then Arma 3 happened. Now there are rumors that Arma 3 is the last Arma. There seems to be a pattern there. Either way Arma 3 will be with us for at least 4 years if they stick to the cycle so far.
  22. Sniperwolf572

    Switching weapons on the move

    No, it can work with any* single keyboard key or different keyboard combos that you can bind in the controls menu. Asterisk is there because the way it's implemented, it will have difficulties/be unreliable with some key combos that have multiple things already bound to them, for example we found out that CTRL + R/T is one of those combos that have difficulties and I'm assuming it's due to the fact CTRL is bound to stance adjust and some other things, while R is reload and W is move forward, I'm assuming there, the conflict stems for the simultaneous inputs that can signal "Adjust stance up", "Reload", "Move forward", "Change weapon" so the scripting command that intercepts it goes like :lookaround: and fails to execute the script in time before you're stopped and the default animation for changing weapons plays. TAB+1/2 that I've apparently stumbled upon so far has been reliable for me, and I believe the default bindings are too, but they're kinda even harder to hit than TAB+1/2 I've also tried Shift+1/2 and it works, but for me it's bad because I use Shift and 2xShift for temp walk and toggle walk, so it slows me down.
  23. Sniperwolf572

    General Discussion (dev branch)

    No more loading when switching from the map, feels like we're back in 2001. :D
  24. Sniperwolf572

    Switching weapons on the move

    Excellent. :)
  25. Sniperwolf572

    Switching weapons on the move

    It doesn't mention CBA_A3, because CBA_A3 is another addon that you have to install for this addon to work, it's nothing to do with installing addons so it's not mentioned there. I just read through the guide and it's pretty well explained by Myke how the addons are installed in as many different ways. Apologies if "99 problems" parody at the end offended you, it was not meant in a condescending tone. Basically, I'm not sure how to put it more simply than this: - Install CBA_A3 from the link I've given you (Open the zip file and extract the @CBA_A3 folder from it into your root Arma 3 folder, that's where arma3.exe is) - Install this addon (Make a new folder called "@MyAddons" in the root Arma 3 folder, create an "AddOns" folder inside that folder, put the file in my first post inside that folder) - Set up launch parameters to look like -mod=@CBA_A3;@MyAddons (or enable both @CBA_A3 and @MyAddons in the games mod thingy) - Set up keybinds as instructed
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