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smookie

Former Developer
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Everything posted by smookie

  1. smookie

    Development Blog & Reveals

    I agree, it would be great.
  2. smookie

    Development Blog & Reveals

    No and unlikely to change due to the nature of the design.
  3. smookie

    Development Blog & Reveals

    What you see is the old animation, consult GC videos for improved one.
  4. smookie

    Arma 3 hands on @ Gamescom 2012!

    you couldnt have seen it earlier - its brand new animation (post E3).
  5. smookie

    Foliage and Vision

    Hence the on-back position you already saw...
  6. smookie

    Development Blog & Reveals

    kylania, you are a better troll than I am!! and i am damn good, ask vespa;)
  7. smookie

    Development Blog & Reveals

    note speed limit imposed on the poor turtle (2km/h) due to many traffic accidents involving turtles (and Striders) that occured during pre-E3 tests.
  8. smookie

    CQB??

    Movement with pistols has been greatly upgraded and is just as smooth as (or even slightly more than) with rifle. Transition on the move is technically possible (to some limited extent - like only during walk; also will consume huge ammount of animational resources) and its implementation will be considered.
  9. Updates will regard config changes (unfortunately mostly no time for fixing the rtms themselves). I will make the scripted buttons optional so that the addon will not require them anymore (all moves hardcoded, as bad as it is - its working more often than in case of scripts). as for arma3 this is a bad place to discuss these issues. at the current moment the mentioned activity is not possible however it might be once we know some stuff is final.
  10. Good news is there is an update coming first week of september that will fix most of issues.
  11. Sorry its impossible in the easy way. You could swap a character you are using via scripts with a model that would be using my moves config but again this would have to be done for every possible unit u are going to operate with.
  12. smookie

    Is Arma 3 authentic?

    Nah, this one is too serious, no happy face at all..
  13. smookie

    Ability To Vault Over Walls/Obstacles?

    Looking forward to improving the state. My first priority is to make sure player is no longer defence-less during stepover (gun aimed/possibility to cancel) and then think about other stuff.
  14. smookie

    amra 2 vs. arma 3 skeleton proportions?

    gotta love the music :) and back to the question: its nearly the same, backwards compatibility in the main moves is preserved
  15. Try earlier releases in community tracker. https://dev-heaven.net/projects/cga
  16. smookie

    Operation E3

    We call it "a higher force" in my country :) It would quite complicate the things for newcomers i guess. But if you bitch strong enough about it after Alpha i guess you will change the minds:)
  17. smookie

    Operation E3

    or a midware... all ngh
  18. smookie

    Operation E3

    Have already turned down the transition time absolutely minimum of my acceptance. Current rifle to pistol swap time (full-animation) is 1,10 s (and you are able to fire from around 0,53 s). Therefore the current animation is a compromise between gameplay benefits and visual look (so it isnt just "take the grip and attach rifle to the slot"). Nevertheless if u liked secondary transition option, like for instance in my pvp anim pack, it would also have its limitations to be plausible (so no running with weapon hanging on a sling or very ugly hold of the weapon, should it be left in the off-hand variant animation), plus obviously it consumes a lot of resources and time which can be distributed better. In the end - I saw a lot in ArmA gameplay over MP and I seriously doubt the majority of complainers would even take advantage of this if it was even faster. I wouldnt :)
  19. I have played OFP, ArmA and ArmA2 competitive leagues for 9 years and I have never experienced severe balancing problems. Of course, this aint BF, but in general it is possible to weight out proportions of both sides by different means. In the series usually guns had their counterparts on both sides, same for regular vehicles (with small tradeoffs - for instance: hmmwvs were slower but tougher, uazs were faster but weaker etc.). The only problem was always with the heavy tanks and their toughness - western tanks were always superior to eastern and that usually hurt. But I believe even this can be compensated easily by a mission maker. So let the realism crowd have the imbalance (realism) they wish for.
  20. smookie

    What is the first thing you will do in Arma3?

    If I did, it would take all the fun out of it :P
  21. smookie

    What is the first thing you will do in Arma3?

    I am gonna open up editor and whine about Navy Seals unrealistic consolish arcadish hollywoodish crappy stiff anims!
  22. It is fixed animwise as you can see in the videos. Except this time the 1st person view isnt totally stable anymore.
  23. smookie

    Operation E3

    Look up E3 videos :) running out of keys:)
  24. smookie

    Operation E3

    Both actors have moved around a lot with heavy loadouts in different conditions. I guess I will remind you for the last time (since more explanation could be considered as spam:P) that you simply cannot perform with any equipment due to obstruction/damage risk to the markers. With current technology at least. Its all down to acting skills. I looked into this feature but unfortunately it turned out the difference is very neglible so the new prone stance is somewhere in between those two, plus you can quickly adjust your stance very easily (lower your weapon position >> on-side, from under obstacle shooting << or raise it higher >> on-back above grass level shooting <<) - that should be more than enough. Modifier key + directions.
  25. smookie

    Operation E3

    The translation vector remains unchanged throughout the whole move, always. This is a must because if it had been otherwise, you would have observed feet sliding for those with bigger loadouts etc. What changes is the speed of animation. Also the duration of the animation file has nothing to do with unnatural speed. ArmA2 speeds were so far off because indeed the actors moved slightly too fast (to best of their capabilities), mostly for the gameplay sake. In ArmA3 there is slightly different approach: tried to make the running/sprinting pace more down to earth (as in - not to maximum of my abilities), acting (maybe overacting judging from the discussion on sprinting:)) out the encumbrance/moving in combat shoes as opposed to regular nike's you wear during cap but its all down to community to decide whether these changes are for the better or for the worse.
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