Some animators do take the time to make transitions better where if you do switch weapons while you go prone it would play both animations at once because of Skeletal Meshes\Physics. There are a lot of game engines that have their character models cut up into pieces when imported. So they can swap heads and stuff and they can also customize animations them selves in the game and rig them better. I am assuming the only body part ArmA has cut off is the head, but I don't know about ArmA III. But I know for sure the style I just mentioned is probably the most common for game engines of today. It also gives the ability to have enhanced gore and dismemberment without having to spawn material.
Come to think of it and try it a few times with an airsoft myself, you might not need that; the trick is to reach the ground with your support hand first, and when you reach for the ground, place your hand in between you rifle and your body, lift it slightly outward and forward away from your body, then all the rest is a magpul-ish go prone action, and boom, the rifle is in front of you.
^ Many Travis Haley videos show the above.
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Smookie, so long as the regular transition is fast enough to save my in-game life in CQB and I can move while transitioning (since I could not in ARMA 2 even with your animations pack), I can live with it being "unrealistically" fast to sling the weapon; I'm looking for gameplay over realism here.
That is to say, both in real life and in games, "faster than reloading" is the point of a pistol transition, so if the community alpha still does ship with the Editor as advertised, I may try to put together some "shoot houses" to test out the transition(s), does this make sense Smookie?
Why not do it realistically? Can't think of any decent reason to do this. Arma is marketed as the most realistic infantry sim ever, so there's no excuse for deliberately making a weapon mechanic unrealistic. Doing it realistically would also solve the problem being discussed here (switching to pistol taking longer than reloading), so there's even less reason to do it unrealistically. Only potential reason to do it unrealistically fast is to keep Call of Battlefield players happy. And they won't stay here long, anyway.
Was done this way because of (animation + time) x gameplay. A rifle hanging in the char's chest wouldn´t fit all stances (clipping, muzzle on the ground an so on). I can live with that....
But a solution to what panda_pl said (and he has a point) would be:
Standing up => Switches to pistol => This. (or, with a clacker there)
Once crouched or prone the weapon goes like this (1 2)by "magic" (like when equiped with binos then walking => weapon that was hanging in the chest goes "to back") or a quick and unnoticiable animation and stays there.
Anyway, it is a fix for something that ain't broken, just doesn't look that good.
Ironically, I think that the main (if not only) reason that we're seeing this brouhaha is BECAUSE Smookie's pack used the "sling drop" standing pistol transition that Smuf linked to...
He means that they wont like the gameplay or have the patience to experience arma how it is intended.
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