The error is when in lowerWep.sqf for all (or the last checked) switch statements no case is true. You need define a default like:
and at the endPHP Code:
if (_anim != "") then
player switchMove _anim;
Unfortunately I am unable to play arma for real these days, so I can only offer feedback from limited testing.
1) Stuck in anim: http://www.youtube.com/watch?v=TKf9C2SEb-M
Stand at the pipe, crouch, stand up again => stuck completely (I use toggle stance instead of the default key actions)
2) Loop at this metal wall: http://www.youtube.com/watch?v=7_IC4NMixM4
Stand close, crouch => stuck in the loop until you move/look away
3) It seems you reduced the checking distance. It no longer works as good(?) as before:
4) Aside from the remaining few issues, I find the sudden and extreme camera shake very unpleasant:
3rd view: http://www.youtube.com/watch?v=13Hi9Xhg7Zs
1st view: http://www.youtube.com/watch?v=H8KMwP7dpIQ (the initial bump at the start)
Unsure if that can be improved (easily) though.
Maybe do a more public release via armaholic etc to get more people's attention.
Version 0.6 is available form here: http://www.norrin.org/norrin/ArmA2/a...rrn_rflocc.pbo
As I say in the Youtube notes FRAPs was halving my FPS during filming and adding to the screen jitter that occurs when raising and lowering your rifle - without FRAPS running the up/down motion is a hell of a lot smoother now.
* Reduced jitter when lowering/raising rifle
* Fixed not lowering and raising rifle while turning in front of a wall
* Fixed the toggle stance bug described by Kju and a number of other problems such as rearming or getting gear from crates.
* Hopefully removed the remaining up/down loop bugs
* Fixed bug described by Jedra realting to error message while in game.
* More config fixes
Don't forget you need CBA for this addon to work.
As always nice job norrin
My only remaining complaint is the jitter. If you can get this removed,
it's perfect (for what can be done with scripting) I think.
Especially when the weapon is brought back up, its still very noticeable:
Whats the reason to have this effect in the first place? SwitchMove?
The quick change? Non gesture for weapon up/down?
Also in third person view its more noticeable, especially at weapon down.
While I wasnt able to reproduce, I got into a loop while climing these flat angle ladders:
Trying to climb this ladder, got me stuck for a moment:
It seems the cycle time for the check is less frequent now:
However I assume you did it to avoid other problems.
So to me this delay is not much of a problem it seems.
Only quick DM/CQB play could really tell though.
Here's version 0.7 if you're interested: http://www.norrin.org/norrin/ArmA2/a...rrn_rflocc.pbo
Let me know if you come across any problems and don't forget you need CBA when using this addon.
*no more camera shake/jitter when lowering and raising your rifle.
@PvP - the config has matured to the point where I can now use playActionNow rather than switchMove and the camera twitch is gone. The only problem I can see is that the player every now and then takes an extra step during the transition.
Wow 0.7 is awesome
Huge achievement with this addon norrin - kudos!
IMO you should release it in public now to make the large crowd give it a go.
PS: Found one more thing to look into:
When you strafe sideways in crouch in normal speed,
you get this one step "shortly stuck due animation transition/change".
When you strafe sideways during walk, it doesn't happen.
Available here: http://www.norrin.org/norrin/ArmA2/a...rrn_rflocc.pbo (Version 0.8)
A small CQB addon that simulates rifle collision behaviour and auto lowers a player's rifle when he is up against and facing a wall. Once the player's view is no longer obstructed the player auto raises his weapon to his shoulder. This makes navigating tight enclosed spaces much easier and is ideal for room/building clearing operations. The addon contains custom animations and collision geometry and requires the CBA addon.
Fixes in version 0.8:
* The player no longer stops to raise his rifle when he is facing a wall with his weapon lowered and starts jogging left or right while kneeling.
@PvP - Thanks for the original idea and all your help and suggestions mate
Thanks a lot Norrin. And Pvp.
I haven't tested this since a version when it didn't use custom animations. Never could test it in MP environment either.
Any idea regarding what would happen if someone used this on a MP server while some others don't? I guess it would create some issues due to different collision geometries on different clients?
An alternative to st_movement
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