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Thread: New animations: What does it mean for gameplay?

  1. #91
    Master Gunnery Sergeant -Coulum-'s Avatar
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    I agree with HKFlash, I think the whole point of a tactical pace is to have your weapon already raised, if you fire while doing it you're not going to be as accurate as if you stop or drop to one knee. So no I'd say even though it might seem like we can "run & gun" now I doubt it would be effective for anything short of shooting someone a few meters away.
    Yes I agree. I think tactical pace is going to be great for making close quarters smoother to play.

    Also the addition of high/low versions of each stance sounds really neat. There are probably going to be twice as many controls in a3 than in a2. But I think it's going be well worth it.
    Obviously the high low Stances will be useful for players to peak up over cover or duck down below cover without going fully prone. But what I am really interested to know is whether the ai will be able to take advantage of these stances to better conceal or fully hide themselves when suppressed. This would be so awesome.
    Last edited by -Coulum-; Apr 7 2012 at 02:37.

  2. #92
    It sounds cool. So you can double tap control and lower/raise weapon while jogging too?
    Did they mention anything above ALT and peeking over obstacles or will the animations alone cover that? (With no need to bother on anything else)
    Because I don't fully trust animations.
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  3. #93
    Quote Originally Posted by -Coulum- View Post
    Yes I agree. I think tactical pace is going to be great for making close quarters smoother to play.

    Also the addition of high/low versions of each stance sounds really neat. There are probably going to be twice as many controls in a3 than in a2. But I think it's going be well worth it.
    Obviously the high low Stances will be useful for players to peak up over cover or duck down below cover without going fully prone. But what I am really interested to know is whether the ai will be able to take advantage of these stances to better conceal or fully hide themselves when suppressed. This would be so awesome.
    Why would there be twice as many? SMK Animation Pack has 2 crouch positions, press C to drop right knee into a more stable stance, press C to raise back up.

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  4. #94
    Master Gunnery Sergeant -Coulum-'s Avatar
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    Haha. I was kind of over exaggerating. But still there is going to need to be a key to go to the raised/lowered variation of each stance. Then there needs to be a way to switch to tactical pace. And I'm pretty sure there going to be a bunch more animations still to come. I'm sure many tricks such as cycling through paces or shift/ctrl/alt combos will be used but in the end there is still going to be much more to remember interns of controlling your soldier. I think it will definitely be worth it though.

  5. #95
    Quote Originally Posted by -Coulum- View Post
    Haha. I was kind of over exaggerating. But still there is going to need to be a key to go to the raised/lowered variation of each stance. Then there needs to be a way to switch to tactical pace. And I'm pretty sure there going to be a bunch more animations still to come. I'm sure many tricks such as cycling through paces or shift/ctrl/alt combos will be used but in the end there is still going to be much more to remember interns of controlling your soldier. I think it will definitely be worth it though.
    Or they could do radial menus, and one for each feature that requires multiple variants...

  6. #96
    They could always just replace the lean keys with the left and right variations of each stance (if they are actually similar to peeking). And for up down maybe double tapping or holding stance keys for up and down variations. I don't think it would require more keys, and if it's implemented properly it shouldn't need any new keys. Currently I don't think there's a way to do anything by 'holding' a key down. Only single tap and double tap, so if the control system supported holding keys down for certain actions it would open up a lot of possibilities.

    EDIT: Oh yeah, movement keys obviously support holding keys down. I mean something like a different crouch position when holding the crouch key and another when tapping it/double tapping it.
    Last edited by Clarkey1; Apr 7 2012 at 04:47.

  7. #97
    Master Gunnery Sergeant -Coulum-'s Avatar
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    yeah there are going to be many ways to fit all the controls onto the keyboard. What I am saying is that it is still going to be a lot to learn and get used... but I am happy, its going to add even more depth to arma 3. New players may be daunted however if the campaign doesn't easy them into it and just stuffs all the controls down their throat.

  8. #98
    Moderator maionaze's Avatar
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    I say:
    Make the C key the toogle crouch stance
    Make the X key the toogle prone stance
    Use the Z key to fluidly adjust your height/lean based on what stance you have , just like in R6.The 6 DOF system from Take On Helicopters can be used for this.

  9. #99
    Quote Originally Posted by Smookie View Post
    Why not?
    Do you mean the' tactical pace' animations really are going to look similar to the way those troops fire and move in the video! This has really exceeded my expectations, you guys are kicking all kinds of ass!
    BTW I hope you and the team are pleased with all the positive comments posted around the internet about the Stratis teaser, the animations and graphics have created a lot of buzz around the gaming forums, it must be cool to see other gaming communities getting excited about Arma3.

  10. #100
    I hope we will actually be able to aim while walking now, and the tactical pace will have a sway more similar to the sway we have on walk now.

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