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smookie

Former Developer
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Everything posted by smookie

  1. Yes I have but this will be limited to positions only (not moves).
  2. @Inkompetent's comment on CIT - mate, you got decimal control over stamina. What i meant, and hoped you mean it too, is that I cannot possibly force the unit to lower his gun when he's dead tired. That doesn't mean i can't make him wear out faster when running than when holding the gun.
  3. @galzohar unfortunately yes, although I don't mind this system. It's a simulator, a virtual platform, not real life:)
  4. This is what you think mate. I actually set the aim precision so that the more tired the soldier is, the more bouncy the aiming becomes. I know what does it mean to keep your weapon at high ready for long time, believe me:)
  5. Another shot at fast paced walk / semi jog move
  6. smookie

    ARMA 2: OA beta build 78927

    Extremely happy with the changes so far.
  7. smookie

    FNG here

    Most missions use also ArmA2 (so in fact Arma2 + OA, also known as ArmA2 CO) which is probably the main reason you can't play in the multliplayer.
  8. Should there be anyone willing to do some excessive beta testing (it's quite important for me to get feedback on a daily basis) or/and a person to create simple collisionshapes for new stances, please contact me via PM.
  9. Can you find a server which is NOT running such kind of gametype? :)
  10. @avengerzx - yes you still can roll. although it's not so in the current moment, I wish to have urban prone accessible via turbo + left/right key combination. About the transitions... well, to be honest with you, I would say the animations in general are hardly smooth and I am afraid it will stay that way for some time being.
  11. some of WIP.I am also working simultaneously on launcher animations (including firing and moving in prone position)
  12. smookie

    Battle for takistan huge pvp campaign

    You should call for coop players, not PvP players. As a "pvp" player with 8 years of experience in OFP/ArmA/ArmA2 and constant participation in PvP community, I must admit, I laugh at such proposals - no respawn, super realistic battles... Definately not the way to go, dude. PS There are a few innitiatives as yours already (or have been, at least). It's nothing new. PS2 Because of similiar attempts, there are hardly any PvP gamers around here :)
  13. Should be ready for next ECL season, I would say around 20ish April?
  14. I believe it will be, although mod and AI compatibility are of no concern to me.
  15. I will do a few pistol anims. In fact, only standing ones - when switching the pistol, the rifle would be left on a one point sling hanging downwards, thus giving the ability to take out pistol in split seconds, like you would do in real life. In this stance it will be possible to walk, but not run (unless you press the proper button to put the gun on your back). ---------- Post added at 15:30 ---------- Previous post was at 14:09 ---------- Urban prone is very close to the finish, at least for the time being. I left my comments in the video description.
  16. It is not possible due to scope model limitations.
  17. I am trying to implement these features in a way that will be easy to use with few buttons/combinations. What I am doing is basically taking advantage of BIS default settings, which I believe are used by absolute majority of PvP players. However, I also base on keys that are not defined since there are simply more moves I wish to implement than BIS would have thought about. Here is an example: There is a Turbo button, not assigned, that in combination with direction keys (left, right, back, left back, right back) allows for 5 more actions (turbo + direction is at the moment quick evasive move, and turbo + back is assigned to a roll). There are also stances key which are not defined by default (Stand, Crouch, Prone) which can be assigned to shift + appropriate stance (for instance PlayerCrouch action is by default assigned to "X" while I assign regular Crouch to "shift + x" etc.). This allows me for still keeping the controls simple. And so i get: c (stand) while running with gun up - lower your gun and move in jogging pace shift + c - is a general panic button for the fall down move. shift + x while crouching (when you pressed x) - sniper sit position x while crouching - go to kneel, while kneeling - go to crouching etc. etc. I also believe that for chaps who can detect moving pixels in less than half a second, this will be no problem at all :)
  18. Some more footage of ingame gameplay, this time finally with 1st person view as requested. Some tweaks already introduced. Transitions between most stances are done (also crouch<>kneel and crouch<>sniper sit). Still long way ahead:) And this bit cut off to show hand grenade throwing with my anims :) Standing position
  19. There is a better solution. You have your unused and unassigned Turbo button which allows for additional combinations :). I might do anims on the right hand side (gun lying on the ground), but this takes an awful lot of time.
  20. Urban prone has been implemented although shooting from that position is not very accurate. Fixed. It was config issue, the animation was alright but configs ikcurve has been acting too fast, now its tweaked.
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