Ah came across something interesting today, not sure if it has been covered before.
Using tactical jog totally negates ACE weight system, evident by the fact I could run around with 80+ Kg of gear..just a teeny bug![]()
Ah came across something interesting today, not sure if it has been covered before.
Using tactical jog totally negates ACE weight system, evident by the fact I could run around with 80+ Kg of gear..just a teeny bug![]()
Is this mod still being worked on? For some reason Cooper dosen't get animated while lowering his weapon. I realize this isn't a SP mod, But i can't for the life of me figure out why only Cooper is unable to use the animations while any other character works fine.
I don't think there will be an update sadly. Which sucks because I was hoping to be able to use the 'back to wall' on all walls....it only works on certain ones at the moment. And alot of people have the AI freezing in sniper stance...although when I use ACE that doesn't seem to happen, weird.
Shame this mod didn't get the love it deserves..at least it means good news for Arma 3 though![]()
quote from pcgamer:
How do the new animations affect close quarters combat? (@craig_vg)
You heard it here: Arma 3 is balanced for double lean. The new stance animations operate as modifiers. Like Arma 2, you still hit Q or E to lean, X to crouch, and Z to go prone. But you can take an additional step left or right by hold Ctrl and hitting Q or E again. These adjustments are specific to each stance, so if you’re crouched and hit Ctrl + W, you’ll poke your head and upper body up a bit. If you’re prone, you can twist to the right by hitting Ctrl + E.
There’s at least one ridiculous animation, too: when you’re prone, if you tap Ctrl + W, you go into this “last stand” kind of pose, you lie almost flat on your back, cradling the gun on your left forearm with the barrel pointed forward. And you can fire while doing this. It looks lazy and heroic and hilarious. I didn’t experience too much CQC in the demo, but mostly I’d expect these commands to increase the viability of fighting from windows/openings. They definitely let me peek around corners without taking awkward, stuttering steps, as is often the case in A2. We’ll finally have the movement flexibility to pop in and out of cover without being at a disadvantage.
Would like to add to this that I began bleeding all over the place, probably because I'm using it with SLX which I think uses GL3. I'm curious as to which key most of you bind Turbo to without extra thumb buttons etc. I bound mine to Ctrl, and while I'm in the process of trying out all these cool features blind fire does not seem to work properly for me, although back to wall works fine.
That being said, great work Snookie!
Update: I found that SLX seems to be the issue with blindfire as well. Removing it fixes it, but will further experiment with removing SLX components.
Update 2: Disabling SLX animations crawl, holdsprint, and jump seem to resolve the issue. Will also recommend removing SLX AT_lying. It works better than SMK's prone launcher (no special key needed), but is probably easier to remove as it is modular.
Last edited by Kildar; Jul 24 2012 at 19:43. Reason: Discoveries
Is it possible to have the SMK Anims pack on the scroll wheel to toggle it on and off?
For example clearing buildings and OBUA toggle on.
But stepping out in to the bondoo back to standard arma anims for war fighting, via scroll menu toggle?
Just a question don't bite my head of forum uber trolls![]()

Sorry its impossible in the easy way. You could swap a character you are using via scripts with a model that would be using my moves config but again this would have to be done for every possible unit u are going to operate with.
anims