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Thread: Scripted weapon collision addon - looking for input

  1. #11
    Master Gunnery Sergeant norrin's Avatar
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    Working test mission - auto rifle lowering when close to a wall

    Oops I've double posted again.

    Here's a link to a test mission containing the latest suite of scripts: http://home.iprimus.com.au/simonnsl/...on.Zargabad.7z

    Fixes:
    1. Weapon is only lowered if you have a rifle/LMG readied as you cannot lower pistols or launchers.
    2. Optimised code to lower processor requirements on client eg. Added functions to remove code from main loop NB: this script only runs on client
    3. Added a check to stop multiple instances of the rifle lowering scripts from running if you are squad leader and your squad contains AI
    4. Fixed bug whereby once your weapon was lowered you could still raise it by aiming.
    5 Almost completely removed the possibility of being stuck in an animation loop.

    Over the next few days I'll add some more checks for movement speed so you don't stop for an instant every time you auto-raise your rifle.

    If you try it please let me know how you get on.

    norrin
    Last edited by norrin; Jul 10 2012 at 01:56. Reason: Inability to type

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  2. #12
    Master Gunnery Sergeant norrin's Avatar
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    Revised test mission version 4

    With the fear that some moderator may electrocute me I'm going for the triple post.

    Here's a new version: http://www.norrin.org/norrin/ArmA2/s...04.Zargabad.7z

    Fixes:
    1. Sped up the lower/raise weapon animations so that it hardly affects movement, not sure whether I'll be able to do much better than this with the currently available animations.

    Last edited by norrin; Jul 10 2012 at 13:00. Reason: Added video

  3. #13

  4. #14
    Master Gunnery Sergeant norrin's Avatar
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    Quote Originally Posted by metalcraze View Post
    Ugh that's way too fast. The animation just immediately jumps between raised and lowered.
    An alternative to the first video using a blended animation method to raise and lower weapons. Certainly looks more natural but movement is clearly interrupted when raising and lowering your rifle. I agree that the first method is too fast but from a first person view it looks a hell of a lot smoother. The only alternative is to use the blended animation method (which would be seen by all clients on a dedicated server) and to remove some frames from existing animations so that we get a compromise between the 2 methods - this will require an addon however.

    If you want to try it for yourself a test mission is available here: http://www.norrin.org/norrin/ArmA2/s...05.Zargabad.7z

  5. #15
    So there's no way to make soldier not stop when playing that animation with only higher body being affected?

    Isn't there some kind of ArmA2 animation editor which will let you create a custom animation out of the original one to simply play lower/raise weapon anim while still moving?

  6. #16
    Master Gunnery Sergeant norrin's Avatar
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    Quote Originally Posted by metalcraze View Post
    So there's no way to make soldier not stop when playing that animation with only higher body being affected?

    Isn't there some kind of ArmA2 animation editor which will let you create a custom animation out of the original one to simply play lower/raise weapon anim while still moving?
    That's a good question. I can make the animation no problem its incorporating it into the existing anims that will be difficult. In one of my tests I made, I set it up so that the player would lower his weapon and continue the same action he was doing when he reached the wall, should have made a video of it, but it was a bit of a disaster. For instance, if I was sprinting towards a wall I would stop raise then lower my weapon and then continue sprinting until the animation was completed - was a much worse result. I'll spend some time seeing if I can work out how to better incorporate the up/down animations.

  7. #17
    Way to go norrin - great stuff

    You would need weapon up/down as gesture to have played smoothly during normal movement animations.
    Like with weapon reload. I dont know much about gesture but they should be normal animations should configured differently in animation configs.

  8. #18
    Master Gunnery Sergeant norrin's Avatar
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    Quote Originally Posted by PvPscene View Post
    You would need weapon up/down as gesture to have played smoothly during normal movement animations.
    Like with weapon reload. I dont know much about gesture but they should be normal animations should configured differently in animation configs.
    Yes exactly, I've got the config info I need for the gestures but the stumbling block using that method is that the playGesture command doesn't work as of the last few betas so at the moment there's no way I can trigger the gesture. I'm in the process of trying an alternative though, I'm creating short hybrid animations which are combinations of the movement required with raising/lowering the weapons with a view to playing these when you change weapon readiness while moving. Part of the problem is that the only weapon lowering/raising animations currently available in ArmA2 occur while the unit is stationary - you may notice if you lower your weapon while walking forwards (double tap left cntrl by default) that your avatar stops moving and lowers/raises his weapon before walking forward again. I've almost got my first hybrid animation complete so hopefully I'll be able to test tonight and I'll let you know then if it works.

    norrin

  9. #19
    I might be way out of topic right now, but you might wanna check that SMK addon though, there is definitely a lower/raise weapon in it, that happens while moving. I don't have a clue as to how he did that, but i might try and see.

  10. #20
    You may be able to accomplish this without a gesture, though it would require some tedious config work. What you can do (and I've tried this before) is allow the raised movement anim states to interpolate to the lowered states (and vice versa). The result actually looks very smooth, and there's no interruption of movement. There is one issue I had with it, which is that if you try to stop moving during the transition you end up taking a couple extra steps, though maybe you can find a way to fix/improve that. Here's an example of the config (for walking right):
    Code:
    class AmovPercMwlkSlowWrflDr: AmovPercMwlkSlowWrflDf
    {
    	InterpolateFrom[] = {"AmovPercMwlkSrasWrflDr",0.01};
    };
    class AmovPercMwlkSrasWrflDr: AmovPercMwlkSrasWrflDf
    {
    	InterpolateFrom[] = {"AmovPercMwlkSlowWrflDr",0.01};
    };
    VBS2 Designer

    Quote Originally Posted by Armored_Sheep View Post
    I like to call Arma a sandbox game that works pretty much like LEGO - you buy it not just because you want to have a nice car from the main picture on its box, do you?

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