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smookie
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Posts posted by smookie
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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.
Yeah if you want to walk this fast you need also bigger steps for it to look reasonable IMO.
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.
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Still 3rd person view (:)) but shows speed changes and small tweaks. A few anims have been reworked.
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i know, question is about the way you're getting the animation from maya to o2.I am not. I am using rtm plugin created by teaCup, which generates rtm files.
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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.
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Whats missions?
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Sure. There is none :) I work only in Maya.
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The stance changes look very dodgy.Rog. However, I do not plan on further working on these, perhaps will do some minor changes to the body movement.
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On Xeno's request I clarify:
Scripts alone do not cause lags, it's what some people without scripting knowledge or how the ArmA engine works (scheduled, non scheduled environments) do.
Needs work:
- Promo video (also) in 1st person view ;)
- Head bob disabled in promo video
- (New) Moving to crouch is too fast
- Lean a bit too fast now
- Stand/crouch to movement transition (default) is too slow
- Crouch to stand (default) is too slow
- Laying to crouch a bit too slow
- Crouch/Standing to laying down is too slow
- Walk (anim && speed) looks too fast
You should use RC1.58 or better plus latest beta as base to test your stuff
to have the BI tweaks as base.
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 :)
- Promo video (also) in 1st person view ;)
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As promised we are releasing yet another version of the animation mod (we feels weird;), but Reezo has done an awesome job putting scripts together and doing tons of tests on the pack as well as gave pack of interesting ideas that he well deserves the credit not less than I do for the whole work). Due to lack of time however, this is a Release Candidate version as it will contain some new bugs, hopefully fixing the old ones. It does NOT contain new calibration missions so please scrim through controls in the readme or on the wiki page @dev-heaven to get an idea of what and when to press (For instance climbing over obstacle will trigger only when close to a climbable fence and back to wall will work with most of chernarussian/takistani buildings and fences however it might fail to work at custom islands). Refer to Reezos highlights video for more information
vklOq6KFQy4
Here is an extract from readme
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3. Release notes
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v0.25 RC1 comes out as a two-addon pack wihtout any new missions, adding new feature to the modification - long awaited scripts. The anim manager, as we like to call it, controls which animations can be played and when, as well as facilitates the use of some of the controls. The latter part is however experimental and might chance with RC2 about to happen in the beginning of July. Please let us know what you think of the changes at our project website as well as on the BIS official forums.
S&R
DOWNLOAD v0.25 RC1 @dev-heaven pass: red
HOTFIX: CBA is REQUIRED to run this mod.
PS There are some more hidden and small stuff to be discovered in the mod, including new animations for jogging with weapon down or improved climbing stuff ;)
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It's not a replacement, at the moment its assigned to ingame controls key combination. I set the accuracy to that of prone position.
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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 ;)
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+ a lot of more features;) -
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.
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Cheers. The links wont work though.
EDIT: I found it out myself, thanks.
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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.
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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).
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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.
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As i stated, .rtm files are already done. I tried reloadAction config entry in GrenadeLauncher class but it doesnt seem to work.
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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).
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A game where there isn't even compatibility between mods and you need to have a special configuration for each server you visit is not a multiplayer centric game. I won't be surprised if they decide to eliminate that aspect all together and focus their energy on making better AI.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.
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Editing and playing MP - CTF/DM/C&H maps only
PvP Animation replacement/enhancement pack
in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Posted
Roger, I will double check it then and rework.