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smookie

Former Developer
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Everything posted by smookie

  1. Of course I have overlooked a silliest bug of all making some of hand animations look extremely weird. This release fixed it (please update your version with build3) http://smookie.org/arma2/smk_Anims_018_build3.exe Thanks and sorry for troubles.
  2. Thanks froggy! I believe this is an engine limitation (the invisible wall bug). I may try to extend the weapon more to the left to avoid this, but it will look even less realistic :) The mod is client side only (unfortunately). Please use it wisely and in a community that will accept it. @Weapon recoil - if I only knew how to increase the recoil, haha :)
  3. In blindfire, by definition, you shouldnt be able to use the sights :) In urban prone - yes, engine issue. This can be overcome by adjusting the head position, which however will look unnatural. I will try to find the golden middle.
  4. I believe it is engine bug... However, i can determine that when you supply me with a screenshot
  5. http://smookie.org/arma2/smk_Anims_018_build2.exe Changelog file with all details will be found in the root directory of the one indicated in the installer.
  6. I need to create new collission shapes. By using example BI models I extract geometry LOD, shape it the way i need it and add it to the anim config. However, the effects do not apply, message appears at the start of the game stating "cannot open model: <path to my collission shape>". Any help? ---------- Post added at 19:22 ---------- Previous post was at 18:39 ---------- Nevermind, stupid me :)
  7. smookie

    Why is this game not more popular?

    I guess not only the campaigns are the reason why armas are less popular than OFP (and in general). Flashpoint seemed much more accessible to a regular player, while in ArmA series you kinda need to have a bit of a hardcore simulation fan in yourself. This is due to the fact the game is less balanced towards an average, casual player (i guess OFP was quite in the middle between a proper simulation and a tactical first person shooter; it had it's unique game mechanics, one shot one kill scheme, enemy shooting from nowhere aspect etc. which was very compelling for those looking for more challenge; just like me) and reach outs more for a specific group of people (that would enjoy spending half of their afternoon under a one bush; i do have an impression this community the arma has is rather a closed one, and less consistent - this is what i make off by reading official forums recently. All the attitude of players towards newcomers or those who actually dare to complain and comparing them to COD kiddies is just ridiculous and has barely ever happened in OFP community). Not sure if thats very accurate but it is as if we compared OFP to football and ArmA2 to a less manly sport like cricket or whatever it is called - it's just not for everyone and for most people it provides no enterainment (who would watch a cricket game anyway? :P). I suspect this is also why the quality of campaigns as we, the veterans, perceive them has dropped down (in terms of enjoyability) since OFP. Flashpoint wasn't so strict about realism and therefore could develop much more colourful story because it didn't really have to stick to the values BI imposed on themselves. Or maybe we just get old? :) Or maybe, should there be one, ArmA3 should go back to it's previous roots? :)
  8. That's exactly what I mean :) Unless you do the organised PvP gaming, you may use the animations both online and offline. About the overall movement speed - this will not be adjusted and rather left as is.
  9. The animation pack will be released to whole community, however, I would like to restricit the right of using the animation pack only to ECL tournaments (meaning all other tournaments should ask permission to use them). Apart from that, you can use it in single player or for your own needs as long as you don't sign up under these with your own name/modname.
  10. The bug comes from the fact my laptop wants to die when recording :) Once i will be able to sit by PC and not use laptop for gaming/recording/animating the things may be niceer and smoother.
  11. Not possible (pointless, I would say). The grenade animation works with OA. As you can see in the movies - i also added a possibility to lean out when throwing a nade (and it will go the right way) so no more nades hitting the corner when meant to fly just past it:)
  12. I am sorry i splitted it up like that but the official trailer will be of a proper quality:P @Keys: Actions are predefined but you have some limited area of how to customize them. What you basically need to use them to full extent is a Turbo button (most of you do not even have defined it), BIS standard stance system (by default C,X,Z [or Y, my german friends:P] - Stand, Kneel, Prone keys instead of "UP' and "DOWN" OFP system) and Sit down button (by default set to key next to enter but i recommend changing it. I remapped it to 2xBackwards, i.e. 2xS). These you can define in Controls section in your options. The actions you may not change, meaning Turbo + Right will always result in a given actions (blind fire or urban prone right and then urban prone blind fire). I try to make them as intuitive as possible and for the time being people have little problems with it.
  13. small update, video with all new and old reworked features will be available soon.
  14. Yes, of course. It's designed to work with vanila ArmA2.
  15. It's not a coop :) We only use radar and lock fix addon which disables radar and infantry/vehicle locking in most of vehicles. Once again, I would like to request anyone with basic O2 skills to help me out with collision shapes for urban prone position. Thanks in advance.
  16. I believe this is what he meant. You can either achieve it with custom anim or shifiting the launcher proxy in the model, which is not really the case as it will alter all anims (including holding it when aiming). As for the binocs - sure, this I can do, no probs. It's already working like that but the optics are kinda forced on. I can disable this forcing. For those who are interested: http://european-combat-league.net/Evo-Forums_-_file_-_viewtopic_-_p_-_1505.html#1505
  17. I don't go near any servers with crosshair disabled:)
  18. @Smurf Don't get me wrong mate but that seems like a bunch of questions from a guy who has only recently grabbed a feel of what BI games are about and hasn't got the foggiest about how it works and what are it's limitations... I am afraid I am not planning any changes to binoc animations simply because it's impact on PvP aspect is marginal. Launchers crossed on the back are only possible in new anims but since I am not redoing all of the vanilla ones - it would look weird. Again, pistol+sling animations is an engine limitation and will work for all rifles in the same way, unless scripting will be introduced (anyone is welcome to do it, but as I said, I keep it script free). @galzohar Hip position will have weaponi aim cursor/optics disabled, the real weapon will be directly in a random location of the direction cursor, however the recoil will be supressed. There is no way to customize it for LMG weapons only (well there is, but it's via scripts). Hip position is meant especially for OPFOR units but BLUFOR will be able to access it via key combination @Lugnut Dumb question#1: I will supply a calibration mission which will allow you to see how the controls work and how can you adjust your current ones to be able to use them at full potential. In fact, a mouse with 5 buttons (lmb, rmb, middle mb and 2 thumb buttons) should be able to cope with all new settings. It will not be possible to customize it the way it's done in ACE for instance. Dumb questions #2: I am working on it, since if they are not... well... that might be called cheating... This is why I am not releasing them to open public.
  19. Hey, sorry for lack of update. At the moment I am busy on shoting some new moves on a camera set so that hopefully I will be able to do some rotoscoping and therefore more accurate animations. I plan on implementing weapon at hip position (with walking/running animations - welcome back, OFP:) ) as well as finally making strafing for my custom walking and light jog animations.
  20. This is true. The hand positions are defined in hand animation which only reffers to offset of the hands from the weapon center, which on the other hand is defined in a seperate animation file. Therefore, it is not possible to change weapon position without changing the animation which is even more troublesome because the general movement animations are not related to the weapon but to the unit mode.
  21. Ah. I understand you fully now. Well then, I need to change my statement. It is possible to fix it only by adjusting the model and changing hand animations. You can't access BIS models afaic, one could try to work on RH weapons however.
  22. Screenshot + classname and I will fix it.
  23. Engine limitation :( I simulated it in running/walking though:)
  24. You cannot use optics when in blind fire, you also do not see the weapon aim cursor. The aim precision is drastically lower and the more you are tired the even lesser accurate you gonna be. The lowest aim precision is when you use blind fire from the left - this is due to very risky hand positioning (weapon with great recoil would simply break it), even though right hand is reinforced by the left one holding the stock.
  25. I am sorry but it looks to me as too much of work. Perhaps I can find a workaround using gestures, but I will not promise anything.
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