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May 10 2016

Smookie added a comment to T80523: Broken animation for firing form the AT launcher while prone.

Could you please rephrase your issue? I am totally unable to understand it.

Animations contain NO memory points.
Camera position is fixed and calculated based on location of hips at first and last keyframe of the animation.
Floating rifle is a glitch that can be easily fixed.
Prone launcher animations were dropped. They were left ingame for modders.

May 10 2016, 9:56 AM · Arma 3
Smookie added a comment to T80178: Self-treatment with Launcher faster than self-treatment with rifle or pistol. (1-video).

Healing animations will be addressed within following 2 months.

May 10 2016, 9:45 AM · Arma 3
Smookie added a comment to T74681: Problem vith AAF APC Gordon.

I have fixed that a few days ago.

May 10 2016, 7:17 AM · Arma 3
Smookie added a comment to T67433: Switching from sidearm to main weapon while prone, will make you stand up, go prone and only then switch.

It has fixed itself or i am too stupid to reproduce. Please wait for nearest dev version and confirm.

May 10 2016, 3:19 AM · Arma 3
Smookie added a comment to T67433: Switching from sidearm to main weapon while prone, will make you stand up, go prone and only then switch.

Right, thanks.

I have fixed this issue.

May 10 2016, 3:19 AM · Arma 3
Smookie added a comment to T67414: Stance changing is not interruptable.

This issue is already under my scope, programmers are aware and looking for fix, awaiting green light to fix it.

May 10 2016, 3:18 AM · Arma 3
Smookie added a comment to T66509: In prone position switching from main weapon to AT makes you stand up.

For now resolved by forcing into kneel state instead of standing.

May 10 2016, 2:44 AM · Arma 3
Smookie added a comment to T65485: Changing stance fluidly instead of by steps(Analog).

The current solution is the only compromise i could find. What you suggest is impossible with current system.

May 10 2016, 2:00 AM · Arma 3
Smookie added a comment to T65049: Walking animation with lowered rifle completely broken (1st and 3rd person).

This has been fixed and will be available

May 10 2016, 1:45 AM · Arma 3
Smookie added a comment to T64862: Map reading animation.

There is literally no map reading animation as of yet.

May 10 2016, 1:39 AM · Arma 3
Smookie added a comment to T62606: Easy to implement but major impact improvement for the animations.

I have no problems with understanding your point. Please dont treat devs as mindless cows (even if we seem like ones ;) ) - for 95% of tickets its not that we do not know what to do but if its not being taken care of - that means it involves too many resources to be considered at given moment (or that the resources unavailable). So let me explain this one more time - this is not doable within the scope of the current animation system. In order to make this BF-like system work, there is programmers support needed which is rather unrelated to the animation crew itself.

BTW turning in adjusted stances is being worked on.

May 10 2016, 12:08 AM · Arma 3
Smookie added a comment to T62606: Easy to implement but major impact improvement for the animations.

So do you suggest something like "delayed" crosshair motion? (vide Worlds of Tanks - please check videos) I am afraid this might hurt the game itself (also requires reworking the system).

Freelooking is still available with default ALT key (i am using SPACE in my personal preset).

May 10 2016, 12:08 AM · Arma 3
Smookie added a comment to T62606: Easy to implement but major impact improvement for the animations.

I dont think you understood my message. Its not that easy because:

(option1) If we force aiming deadzone by default, it might be very confusing for newcomers from other games (who the series tries to open for) who did not experience anything like it before. Might lead to a lot of frustration.
(option2) If we wish to make sure the crosshair stays in the center all the time, we would essentialy go for Battlefield system (BF3 for instance) - where the animation itself has no effect on the way the crosshair behaves. This is however pretty much impossible at this stage within the engine.

Please dont get me wrong. I would like ALL things, especially this, but this doesnt sound doable at this point.

May 10 2016, 12:08 AM · Arma 3
Smookie added a comment to T62606: Easy to implement but major impact improvement for the animations.

This is not easy to implement. You can either force aiming deadzone by default or rework animation system entirely.

May 10 2016, 12:08 AM · Arma 3

May 9 2016

Smookie added a comment to T62423: Swimming at land.

This has been fixed. Additionaly new surface diving (less flying nazi) animations are IP

May 9 2016, 11:59 PM · Arma 3
Smookie added a comment to T61580: Unable to crouch with NLAW/RPG.

Not present/not reproducable in current version.

May 9 2016, 11:12 PM · Arma 3
Smookie added a comment to T61396: Moving tactical stance problem.

Can anyone reproduce it?

May 9 2016, 11:05 PM · Arma 3
Smookie added a comment to T60687: Getting fatigued while running with a pistol drawn forces you to lower your weapon..

Working

May 9 2016, 9:54 PM · Arma 3
Smookie added a comment to T60266: Binoculars Animation - unnecessary switch to the main weapon while changing stance.

I am indeed working on this. I have improved the handling and movement but still working out the transitions. As for right-click to bring up optics - I want to do this but its currently nice to have due to time shortage.

May 9 2016, 9:37 PM · Arma 3
Smookie added a comment to T59450: Primary Weapon put on Back first when switching to Backup Weapon.

I cannot promise anything in this field. It seems like its a major design decision and I dont think it will be implemented.

What you are forgetting is what happens after you swapped the pistol. Lets say we want to sprint and hit the dirt and crawl fast 25 meters. To keep it realistic, the weapon should be at least pushed to the rear in order not to hurt yourself and not to damage the weapon (dirt, fall impact etc.). It would be rather uneasy for common players to acknowledge addditional procedure before initiating fast reaction motion.

Also, if you would see a GM6 Lynx or a GPMG hanging on the sling you would also be probably irritated. A compromise is needed.

Regardless, to make up for it, as i already wrote in the forums one day, please note that the time difference between real-life rifle to pistol swap by a common soldier is only 1/8 s faster than it is happening now. This was speeded up to compensate for these simplifications that we do.

It's not that we dont know about things :)

May 9 2016, 6:56 PM · Arma 3
Smookie added a comment to T59260: Lowering weapon while in low or high crouch makes you stuck.

Yo, this has been fixorzd. Will be up in dev version as soon as its ready.

May 9 2016, 6:46 PM · Arma 3
Smookie added a comment to T59199: Some animations cannot be cancelled..

Impossible at this stage. I will return to this the moment it is.

May 9 2016, 6:43 PM · Arma 3
Smookie added a comment to T59106: Stuck running.

Please check whether this still exists. I was unable to address this issue.

May 9 2016, 6:39 PM · Arma 3