Hey pinky: http://dev-heaven.net/issues/19353 already added and will work on this.
Thanks Sickboy!

Hey pinky: http://dev-heaven.net/issues/19353 already added and will work on this.
Thanks Sickboy!
anims

Release 0.25 with optional (deactivational) scripting inbound! http://dev-heaven.net/projects/cga/roadmap
Awesome work!
Another vote for mod of the year, and another mod that's now loaded up automatically when I start playing. Your roadmap looks very promising, too.
Only thing I found a bit odd was that sprinting using 'turbo' key gives you the fastest sprint in the game. When you come to a halt, however, your reticule shows pretty much zero dispersion immediatelt, even after a long period of sprinting. This works for the combat roll, too. Not sure I mind this, since it makes the SP more fun, but might be a pretty big issue for PVPers and the realism crowd?
'Arma will gradually turn into a science of practical application and gain forms of inter-planetary communication. The first inter-planetary tournament between the teams of prague and mother bear's star cluster will end with a decisive victory of Praguers, hooray comrades!' - Adjutant.
Hey smokie
Would you be interrested by these anims ?
http://neon01.free.fr/army_style.rar
damn! still AI sniper sit issue. if it werent for that little thing this mod would be absolutely epic.
just tried this mod, and damn hell, why hasn't BIS implemented a comparable level of movement variation in arma2? especially things like blind shooting around corners, the amazing different crouches, the run and slide, drop to prone on side, raise up a little on prone to see above grass and the vault over obstacles.
well done to the author of this mod. Digging it. look forward to further developments that bring in more fluidity as well as wall to back left hand version. with the amount of innovation seen here it is only natural that some things look awkward - but i reckon it is amazing what's been done here.

Great to see such a game-changing mod reaching maturity so quickly.
Respect for your solid commitment and ability to take on-board constructive criticism.
Can't wait for this to be released.
BTW in MP can it simply be run server-side? Or must it be run client-side?
Also what happens if only 1 player uses it? Will other players be able to witness the changes in animations?
The mod must be run client-side on all connected clients. Clients without the mod will experience weird model behaviour when watching clients with the mod active. I've never tried running it server-side, it should not cause any problem but I think it will be simply useless.Originally Posted by domokun
Missions: The Taking of Fallujah (ACE) | A Day in the Life (ACE) | Roadblock Duty (ACE)
Developer for: ACE RWR Radar Component | EOD Mod | SMK Animations Mod | IED Det. and Disp. Script | MOUT Generation Script | Loudspeaker Script | SniperPod Camera Mod
quick update:
- Grenade lobbing is fixed, it should be no longer possible to throw on your feet or 10Km away, when facing a wall.
- Wall climbing now checks for actual objects that can be climbed and their direction to the player (the credits go to Xeno for the original script, I just adapted it): this avoids climbing in thin air with all the bad consequences.
- Blind fire will no longer be possible with heavy weapons, generally speaking machine guns and sniper rifles.