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smookie

Former Developer
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Everything posted by smookie

  1. Don't really know about hits, perhaps i can make one or two as a gesture (meaning they will work in all positions). This however involves scripting and tbh wouldnt be too good for PvP. Killed animations is a whole different thing though - Yes, butt slide can be seen in the first video in the topic. its already done. Will do, thanks for the advice. Will be done. At the moment we are testing it heavily on DMs and CTFs of any kind :)
  2. Is there any way to alter default BIS tiredness values during jogging/sprint and recovery of those? To clarify - I wish to make soldier wear out slower rather than faster.
  3. Roger, I will double check it then and rework.
  4. Which walk do you mean? The fast-paced? Check out Magpul's videos .I do not understand what do you mean by saying transition from "bending" to actual crouch. Do you mean crouch to kneel? Fall over animation purpose is to basically give another possibility of lowering your silhouette (its faster) - for instance if you see enemy in front of you and lowering your silhouette going prone in regular way will not be enough, you hit the panic button to go the other side. Also helpful when around the corners. This is true for running. However, in order to obtain better stability and control over your legs and what you have under them, its better to make smaller paces but quicker (kinda semi-run manner). Just try it out and see it works. It is quite exausting though. On the other hand - if you increase the size of your step, you will not be able to actually hold your gun up very effecitively as the chance to trip is much bigger.
  5. Still 3rd person view (:)) but shows speed changes and small tweaks. A few anims have been reworked.
  6. I am not. I am using rtm plugin created by teaCup, which generates rtm files.
  7. In terms of animation, I would say that scripts actually do influence the pace of the game and any desync. Although I believe this is not an issue in COOP gaming the split seconds in PvP have major impact. I can't really prove it other way than empirically.
  8. Sure. There is none :) I work only in Maya.
  9. Rog. However, I do not plan on further working on these, perhaps will do some minor changes to the body movement.
  10. On Xeno's request I clarify: ad.1-2. :) ad 3. do you mean the slide? I can slow it down a little bit but it feels natural (the interpolation might be too fast tough) ad 4. Leaning is default, might decrease speed though ad 5-8 Transition will have their speeds increased by around 20% ad 9 Might decrease a little, again the speed was taken from video of me walking with the same pace :) I will convert to 1.58 once its released :)
  11. It's not a replacement, at the moment its assigned to ingame controls key combination. I set the accuracy to that of prone position.
  12. http://usarmy.vo.llnwd.net/e1/-images/2010/10/19/89082/size0-army.mil-89082-2010-11-01-111147.jpg http://smookie.org/arma2/sniper_sit1.jpg http://smookie.org/arma2/sniper_sit2.jpg http://smookie.org/arma2/sniper_sit3.jpg Was that the position you wanted?
  13. I can. In fact, I did it back in Operation Flashpoint already with reloading animation even, it was around 2004 I believe :) Anyways, I will work on it, no worries. There are already 4 stances present (Standing, Crouching, Kneeling, Lying) and there is definately not a problem to add another one. The problem is I am no real animator and I have no professional knowledge on this matter. I use Maya (which I have been learning for past 3 weeks only). EDIT: Just found the very old video http://smookie.org/arma2/j.wmv It was made on NOV 2003 ;)
  14. + a lot of more features;)
  15. I thought I would post it here not to make another topic: I am looking for beta testers for my replacement/enhancement pack. Preferably cpp skills, but any help will do. PM me if you are interested.
  16. Hey, I was curious if anyone has already worked out how to play different reload animations regarding the fire mode (i already animated m203 reloading animation and would like to introduce it config-wise, not script-wise).
  17. Cheers. The links wont work though. EDIT: I found it out myself, thanks.
  18. It seems magazine reloadAction overrules weapon config, however it will not accept a custom entry such as reloadMagazineGL[] in the moves list. Will try to work around. I understand it is possible to do it via script but I wanted to see if it can be coded via config. EDIT: I checked that and I am afraid playGesture/switchGesture does not work (or I am doing something wrong).
  19. Haha, I am no real animator, I just love to struggle with engine of BI games and see if I can get more out of it :) What I am working on is basically a major animation replacement pack aimed solely at PvP fast paced game (meaning, instead of lamb-slaughter jogging into fight, you would quick-pace with your gun up, being able to throw nades faster or even quick jump through a fence). Anyways, class GrenadeLauncher : Default { cursor = "GLCursor"; cursorAim = "\ca\Weapons\Data\clear_empty"; cursorSize = 4; value = 3; type = 0; displayName = $STR_DN_GRENADE; reloadTime = 3.0; sound[] = {"\ca\Weapons\Data\Sound\grenadelauncher_1", 0.001, 1, 400}; reloadMagazineSound[] = {"\ca\Weapons\Data\Sound\z_sinus", 3.16228e-005, 1, 1}; // reloadAction = "ManActReloadMagazine"; reloadAction = "ManActReloadMagazineGL"; This is what I looked into but this whole ManActReloadMagazine looks so OFP and not ArmA2 that I figure it doesnt work. Tried to follow it in this way class RifleKneelActions : RifleBaseStandActions { stop = "AmovPknlMstpSrasWrflDnon"; default = "AmovPknlMstpSrasWrflDnon"; stopRelaxed = "AidlPknlMstpSlowWrflDnon0S"; turnL = "AmovPknlMstpSrasWrflDnon_turnL"; turnR = "AmovPknlMstpSrasWrflDnon_turnR"; turnLRelaxed = "AmovPknlMstpSrasWrflDnon_turnL"; turnRRelaxed = "AmovPknlMstpSrasWrflDnon_turnR"; reloadMagazine[] = {"WeaponMagazineReloadStand", "Gesture"}; // added smk reloadMagazineGL[] = {"WeaponGLMagazineReloadStand", "Gesture"}; And then define it as a state //added smk class WeaponGLMagazineReloadStand : Default { // file = "\ca\Anims\Characters\data\Anim\Sdr\wop\erc\stp\rld\rfl\AwopPercMstpSrldWrflDnon.rtm"; file = "\smk_anim_test\smk_HandsGLReload.rtm"; looped = 0; // speed = 0.4; speed = 0.65; mask = "handsWeapon"; headBobStrength = 0.2; headBobMode = 2; rightHandIKBeg = 1; rightHandIKEnd = 1; leftHandIKCurve[] = {0, 1, 0.05, 0, 0.95, 0, 1, 1}; }; The game seems to ignore this (no wonders, I added this reloadMagazineGL[] myself) but I would just love to see this happen. As it is a gesture, I dont think one can actually playmove this so script work-around doesnt seem to be easy either. handAnim[] refers to hand animation that defines the way the gun is being held (say if you have a gun with tactical grip, it would require a new hand_anim) by simply masking the hand animations.
  20. As i stated, .rtm files are already done. I tried reloadAction config entry in GrenadeLauncher class but it doesnt seem to work.
  21. smookie

    Arma 2 Worth the Online Play?

    Yes, thats just how Flashpoint has lasted so long :D And for PvP maps: I would also recommend joining a proper PvP clan as you may get stuck playing extremely boring and dull missions with countrstrike like weapon buying system such as Valhalla or Warfare. There is nearly no PvP on the public servers nowadays.
  22. smookie

    Which part the time you spent at most in ARMA2?

    Editing and playing MP - CTF/DM/C&H maps only
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