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FPS Anims missing
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Description

Hello Smookie, first person animations are missing that increasingly break immersion. This morning a fellow shooter has shown his support for another title because he feels this is game-breaking. I understand it to be of little consequence but there is a part of me that feels that he may have a valid point. Therefore the list of animations I have noticed that are missing only in first person POV-

Switching on NVG/placing on face
Dropping weapon to switch weapons
Watch on hand instead of magic screen watch
Compass in hand
Get-in vehicles anims are shite (im just saying)(IDEA: teleport player to proper position and begin animation to get in and sit down)
Looking down at weapon when reloading (not always but sometimes)
Look down at grenade when pulling pin
Switching weapons/grenade launchers anims
Animation for packing magazines, tap in palm, an helmet, on ground
Placing explosives
Breaching, placing charges on doors(WE WANT BREACHING CHARGES BTW!!)

Thank you for any interest and future intentions on making these happen, the game will be pound for pound better than any fps simulation to date. We love you BIS!

Details

Legacy ID
896684457
Severity
None
Resolution
Open
Reproducibility
N/A
Category
Anims

Event Timeline

WildFire6 edited Additional Information. (Show Details)
WildFire6 set Category to Anims.
WildFire6 set Reproducibility to N/A.
WildFire6 set Severity to None.
WildFire6 set Resolution to Open.
WildFire6 set Legacy ID to 896684457.May 7 2016, 3:36 PM
AD2001 added a subscriber: AD2001.May 7 2016, 3:36 PM

Here's a list of the anims that are already requested:
Switching on NVG/placing on face
Dropping weapon to switch weapons
Watch on hand instead of magic screen watch
Compass in hand
Looking down at weapon when reloading (not always but sometimes)
Look down at grenade when pulling pin
Animation for packing magazines, tap in palm, an helmet, on ground
Placing explosives
Breaching, placing charges on doors(WE WANT BREACHING CHARGES BTW!!)

Getting in vehicles is not "shite". It's okay and it's too late for new anims. The devs worked hard to make those anims.
How is the swithching weapons animation missing?

Downvoted for now.

I would like to see most of the animations you/others requested and yeah the Vehicle Entering animations are not that bad.

Anymations comparable to these seen in games like "Ground Branch" (especially regarding low-ready stance, Watch, NVG) would be a dream. Upvote.

It would be cool, but with ARMA games you're lucky to have reload animations, let alone the pretty good reload animations we have now. And we have good walking and sprinting gun movement animations, dynamic vehicle entering animations... I'm not going to downvote because more animations would be cool, but I'm not complaining about what we've got.

Honestly I've be happy if you hand came up to enable nvg's and your wrist had a watch. Beyond that I'm not too picky.

All I can agree with is the wristwatch thing and an animation for lowering/raising NVGs, and maybe attaching items to the weapon (Animations are already in the game, btw, just not used).

But the rest is just over the top. You want to look down at your weapon when reloading? Hold alt and move mouse to look at your gun. YOur head doesn´t magically move in real life to look at what your hands are doing either. And a well trained soldier should be able to reload his weapon blindfolded anyway.

The weapon is already being slung over when switching to the secondary weapon. Not perfect, but there is already an animation.

If your fellow "shooter" is so anal about these seriously negligible and/or already implemented items, then I feel sorry for him missing out on what the game has to offer. Smookie has already done magic bringing this 2001 gen animations system into the new decade, along with the rest of the team responsible for the anims and physics implementation. Now you´re just being silly

MadDogX added a subscriber: MadDogX.May 7 2016, 3:36 PM

Mass closing ancient tickets with no activity for > 12 months; assume fixed or too trivial.

If this issue is still relevant in current dev build, please re-post.