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smookie

Former Developer
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Everything posted by smookie

  1. smookie

    Any details on improved wounding system?

    And the reason is, apart from money and time, that it's a game after all. If you want it more real in year 2011, join the freaking army! :)
  2. smookie

    Any details on improved wounding system?

    This is simply called SIMULATION and what the game should be all about :) But for people simulation = real-life accuracy and you have to keep up with the trend
  3. smookie

    Extended breaching Capabilities

    Because its easier said than done. The engine poses tons of limitations, this being one of them. It might have been possible with great FPS rate on an island regular FPS map size, but on anything bigger?
  4. I wish this was so easy, Robert:)
  5. These things are definately being looked into.
  6. smookie

    Extended breaching Capabilities

    So i wrote. The animations are the easiest part of it.
  7. smookie

    Extended breaching Capabilities

    Pure crap from the troll. And to clarify the first part - SMK pack was designed for league play which forbids using any kind of 3rd person view, which is considered an easy cheat. The back to wall system was aimed to work with 1st person view, however at the current form it doesn't work too well, which doesn't mean I can't use it to my advantage once I master it. All of the above ideas are nice, because they seem to be what a man can naturally do, but nearly absolutely impossible to realize using arma engine. That said, I believe there will be some attempts on trying to improve the CQB game mechanics, however breaching through doors and windows (non scripted!) sounds very much unlikely. This idea is again nice, but hardly implementable. Less keys - more casual gameplay. On a side note, not offending anyone, funny thing is I have never seen any simulator community whining about ammount of keys, other than ArmA milsim fans:) As for grenade throwing system - I think this issue can and will be tackled.
  8. Sorry guys, I did some work on a few updates but cannot dedicate time to this at the current moment. The work is not dead. Moreover, you may expect a small surprise in the upcoming days/weeks :)
  9. smookie

    Trigger Help

    Make similar trigger in the same area with the same dimensions. Activation opfor, present, activate once. Name it opForlist. Make another trigger in the same area with the same dimensions. Activation opfor, present, activate repeatively. Name it currentOpforlist. Now remake your own trigger and in condition write (count currentOpforList) <= 0.3 * (count opforlist).
  10. smookie

    Animation Improvements in ArmA 3

    Re-rigging or to put it bluntly - remaking whole animation system and engine is the best solution in terms of best outcome. Still I doubt this is even in consideration. Crysis system is indeed something I would look up to. Indeed, full body animations are imposed and the weapon seems to be part of it which allows for detailed rigging. As a result an animator can move both body parts and gun parts in the same file. Which is not the case in ArmA and probably will never be :)
  11. smookie

    Animation Improvements in ArmA 3

    arma engine does not allow for custom weapon reload animations as the reload type is solely magazine-depended. On top of that it is impossible to create an animation of hand movement synchronized with weapon animation (not to mention visible magazine releasing, belt manipulation for machineguns etc.). There can only be workarounds, question is - is it really worth it?
  12. ticket please, launcher stuff will be fixed.
  13. Update. Unfortunately both me and Reezo are swamped with work and can't dedicate any time to the project. We also requested a new calibration mission from two independent mod makers, none of which was able to deliver his work as of yet. Either way I will try to move my part in the half of august. Sorry for delays.
  14. Major slip on the updates, I wouldnt expect them sooner than at the end of the month. Sorry for inconvience and thank you for your patience.
  15. The only thing i can think of for the moment is that the mods you are running (for instance ACE?) are taking too much resources and somehow launching the anims messes up the whole game? The modification is basically written so that it alters default ArmA2 CO anims and skeleton (ManSkeleton) and I would rather indicate ACE or other resource consuming mods to be the issue in here.
  16. Its called self-exploring, the feature of thinking people :) What is the purpose of this topic?
  17. Thanks for a great find on "-skipIntro" flag.
  18. Back to wall will probably be reversed to any-time mode (meaning you will be able to use the back to wall animation ANYWHERE, not only close to buildings). This way we hope to eliminate those irritaiting bugs. This is simply because there is way too many models to include in the script checks. As for strange sank T stance anim and related CfgSkeletons bug, I have not yet been able to determine the reason for this. However, one of possibilities might be corrupted files - try to reinstall both my mod and then perhaps ArmA2 and see if that changed. Also please remember I have only tested this on ArmA2 CO, not OA solely.
  19. LOL @ "tvt" player numbers :) The trick would be to probably boost up the stats so that there is nearly as many TvT players as coop players nowadays. I am pretty sure the animation system and general geriatric feel of avatar controlled by player as well as rather poor marketing compared to popular pvp games is to be blamed and should that be addressed, real pvp mission support from BIS might turn out to be unnecessary.
  20. Put it on DH please and i will look into this. I will have to ask for original animation as this one is owned by BIS.
  21. No, Cole. As a matter of fact, i deleted the pass part after i fixed the link, so it was my mistake ;)
  22. Animations part fixed, still working on XEH bug. ---------- Post added at 19:01 ---------- Previous post was at 18:38 ---------- Works. Blame reezo ;P
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