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Thread: WW4 Modpack 2.5

  1. #251

  2. #252

  3. #253
    I recently tweaked the cfgMoves section of the config in order to get some better animations. Specifically, I substituted the original CombatRun and AimCombatRun anims with the CombatSprint and AimCombatSprint animations. It looks less awkward and more immersive, IMO, and there's no bugs or incompatibilities I've seen with the AI so far.

    If anyone wants to try, a copy of my config.cpp is below. Just place it in you ww4mod's bin folder (make a backup of your original) and then you're good to go.

    No other things have been changed in the config.

    http://www.mediafire.com/?ii891enqk56fbk7

    Thanks, sanctuary, for giving us this great mod!
    "New? You must be joking! Future Force Warrior has been around since OFP; it's called Cadet mode."

    Unofficial WW4 Anim Tweak

  4. #254
    I like the tweak but I have already used a different config for new ironsights and weapons so it changes those as well. But great job!

  5. #255
    Quote Originally Posted by njmatrix View Post
    I like the tweak but I have already used a different config for new ironsights and weapons so it changes those as well. But great job!
    If you want to keep your own custom tweaks, just copy the CfgMoves section over from my config. Done like dinner.

  6. #256
    Quote Originally Posted by sevensixtytwo View Post
    If you want to keep your own custom tweaks, just copy the CfgMoves section over from my config. Done like dinner.
    OOoo see youre talking to a modding tard so until you actually told me that i would have never known lmao. But imma look to see if i can combine the 2. thanks for the info!!! great work as well. I looked into both configs and I cant make out what part to replace. Even if I search cfgmoves it seems to show the same info in either config file
    Last edited by njmatrix; Jun 28 2012 at 17:46.

  7. #257
    hi Sanct

    well sorry if someone already wrote that thing but i was 4 months in Austria and really not followed daily ww4 threads
    maybe u know we are playing with ur mod on one of LOL clans OFP server. and in these days we noticed this:
    Everon ACVE APC can't reammo to 100%
    i mean its originally with 3 x 30 nades but when we wanna reammo it only 1 x 30 loaded in.
    can u please add this to ur fixing list? of course if u thinking on next versions or on patches.

    thanks

    we all love this awesome mod. we made 35+ missions already and lot of converted too.
    since we have added this mod, enemies are smarter, tougher and our old missions are reborned too. thank u again.

  8. #258
    Quote Originally Posted by Incubus View Post
    Everon ACVE APC can't reammo to 100%
    i mean its originally with 3 x 30 nades but when we wanna reammo it only 1 x 30 loaded in.
    Pretty sure this is an engine limitation, not a bug limited to WW4: vehicles with multiple magazines of the same type can only rearm one magazine. I had this problem when working on my mortar addon.

    Try adding an extra magazine of FFARs to an Apache and rearming it.

    I guess you could make two additional, but functionally identical, magazine classes for the grenades. Then it would rearm like tanks with Sabot and HEAT.

  9. #259
    I didn't noticed this limitation, thanks for reporting it. So instead of 3x30 , i'll make so it then carry 1x90 so you can refill completely.

  10. #260
    Staff Sergeant tiket's Avatar
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    @sanctuary

    how can i play with your mod animation only?
    for example
    group formation like ofp,soldier get down like the way in ofp,soldiers walk in ofp.

    how can i use ofp config with your mod animation?
    "Be the change you want to see in the world" M.Gandhi



    My Operation Flashpoint missions stuff

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