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burkhar

Former Developer
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Everything posted by burkhar

  1. You should definitely start with studying modding in general, basic config knowledge and then you can start with the original post.
  2. You would probably start with defining new states in CfgMovesMaleSdr and setting them up properly to work with your RTM files. ;)
  3. It is exactly as Macser said. You have to create relevant state in CfgMovesMaleSdr config and configure it to fit your needs. I don't know which movement type you have, so can't tell you what exactly is needed to be configured. But I can assist in my spare time if you will PM me. Have a nice day!
  4. As we implemented new cool feature to DEV branch - limping when character has injured legs, we want to gather your feedback in this thread. Feel free to post your suggestions and feelings as we want to provide you best possible result of the feature in game. Please note: This technology is subject to change and may still contain errors / lack certain features. You can quickly check out the effects of limping by running this scripting command: player setHit ["legs", 1];
  5. Will be fixed in next DEV branch, thank you for your feedback.
  6. I don't see any problem here, walking is reasonably slow with lowered pistol, can you please provide me some repro? Which mods are you using, etc.?
  7. burkhar

    Limping - Feedback

    Thank you for the video, we will fix that (you can expect more tweaks to the anims themselves).
  8. Issue should be fixed in tomorrow's DEV branch. Let me know if the problem remains, thank you!
  9. Hello, we are aware of this and I will solve it just after I will finish necessary tweaks for limping. Thank you for your feedback.
  10. Regarding the animation bugs I will check this out and will remedy this. Thanks for feedback!
  11. burkhar

    Limping - Feedback

    Hi all, thank you for your feedback! Unfortunately it is not planned to make engine changes which would detect leg injury separately. Thank for noticing, will sort this out ASAP. We are also considering special soundset for limping, but no promises. Yes, as you stated, this is something like "light injury" (honestly I've been the MoCap actor for limping and had these 3 rocks in my right shoe whole 4 hour session so the pain was real, trust me) As stated above, this is "light injury", but yes it is possible we will tweak the anims. Head bob is subject to tweak, I am currently discussing it with our fellow designers. It is possible we will tweak this. Yes, you are absolutely right, this is mainly visual enhancement, e.g. you will easily see that your buddy is injured, so he needs treatment. Can you please provide me some video of this? Again, thank you all for feedback and have a very nice day!
  12. Can you please PM me exact repro of the Acts_UnconsciousStandUp_part1 bug you mention? I don't see anything wrong with this anim. Thank you very much!
  13. Cool, I made it only as basic example - this is much better solution. ;)
  14. If you were wondering how to use old variant of walk / tactical movement e.g. for cutscene purposes, here is the trick (now available only in DEV branch and will be part of Eden update): // Walk 0 = [] spawn { while {alive player} do { player playMove "AmovPercMwlkSlowWrflDf"; sleep 0.5; }; }; // Tactical movement 0 = [] spawn { while {alive player} do { player playMove "AmovPercMtacSlowWrflDf"; sleep 0.5; }; };
  15. Hello, can you please show me some video with that? Or provide some repro - which mods are you using, what is your loadout, etc. More specific problem description would allow me to check this out. Thanks. :)
  16. Hello, I fixed the hand clipping and it should be present in today released DEV branch (1.55.133799). I also properly configured the sound of footsteps for these two movement types.
  17. Hello all! Have you been wondering about meaning of following Development Branch Changelog entry? Tweaked: The animation config for the dog now provides a basic ability to override the dog's default idling and to use scripting commands to handle its behavior You can find out how it works on this wiki page. Also check out this video to see, how it looks in-game. As this is very early WIP, please leave leave me a feedback. Thank you very much and have a very nice weekend!
  18. Hello, thanks for feedback. We will definitely check this out and fix it.
  19. Hello! I can confirm that player playMove "Acts_NATOCommanderArrival_Larkin_X" (X stands for 1 .. 7) is not working ATM. I will have to check it (by the way, I am working on review of all cutscenes in-game). Some cutscenes are not supposed to be used other way than via switchMove command - simply because there are no plausible transitions to these cutscene states. Yes we can interpolate to them from some fitting states, but as you would agree, it does not look good in certain cases. This is also part of my review - to decide, which animations would have the possibility to be played by playMove command and then configure them accordingly, so animations you mentioned would be also the case. I will have to do some research on that. Thank you for your feedback and stay tuned.
  20. Hello a thank you for your feedback, we will definitely review and fix that. ;)
  21. Thanks for reply. We will definitely overview our static weaponry animations for KIA in near future to provide better feel of using static weapons.
  22. Hello, could you please provide me more details on missing animations you mentioned? Some more exact case would allow me to review it. Thanks for your feedback.
  23. I fixed it just now, fix should be available in Tuesday's Dev Branch.
  24. Could you please be more specific? I am aware of issue when character occasionally stops movement when 2xLCtrl is excessively pressed during movement - and yes, we plan to fix that - ATM we are investigating the cause with programming dpt.
  25. Hello, unarmed sprints (and also sprints with binoculars in hand) are tweaked as well, you can check them out in current Dev-Branch. Regarding hands too wide - we will definitely look if there is a room for improvement. Thanks for your feedback and have a very nice day!
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