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stingfish74

Animations for Arma2.

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1. When using your 2nd weapon i.e. sidearm, sling the rifle in the front of the unit OR the back in a horizontal position, not vertical like it is today in OFP and Arma. Look at PC Ghost Recon 1, it’s seems more realistic.

2. When units are hit within the vicinity of an explosive device like grenade, have the impacted unit/s bounce up and out.

3. Change the walking crouched animation, in Arma it looks to unrealistic and uncomfortable. Make it more realistic, like the unit is stalking.

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Hi, i think that the side weapon (pistol, SMG) standing anim should

be improved (made more realistic) when you aim or walk aiming,

with a pistol or a SMG you've your chest bended forward and not

straight as in the ArmA, and you've your pistol lined up with your

nose for CQB situations (for fire doing agrupations) also... you should

be able of put down your gun as you do with the main weapon (AR),

it may be... or hold it in front of you at the waist height aiming at

like 30º of your body... or hold it in the right hand at your side as

if there wasn't any danger and then hit again the key for enter in

the combat ready (standing up) stance which should be like the

weaver shooting possition but standing a bit higher, the crouch

aiming possition should be the weaver, and the prone possition is

fine as it's rightnow.

All this in the CQB/movement situations, in LR you tend to seat

yourself over your right feet's heel to keep a low profile (when

crouched) and then aim with your right eye, this also allows you

to exit from that possition faster to look for cover or take another

possition for whatever reason (cover, advance, retreat, etc..)

also the arms use to be very banked to keep the gun near to

your face when in CQB situations and make instictive fire/agrupations.

Let's C ya

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Wipman: Good ideas, but how do you lower the pistol when walking? I mean how with buttons. Wouldnt it be more button pressing hassle? I think its ok to hold it up, but as you said, with better looking posture. They look weird as it is now when walking/aiming with pistol. Its nice to hear we can switch pistol/rifle on the move now though.

Better pistol walk/aim posture please BIS. smile_o.gif

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BIS have to work seriously on animations, that's true.

I was thinking about more and more stances, like crouched at ease, prone at ease, pistol at ease, launcher at ease, laucher stand up, launcher prone, crouched run, etc etc... To be able to even make a SIMS mission SP and be happy because those soldiers can do everything the same, hah....

HAND SIGNALS!!!....

You also should be able to move with binoculars

There should be animation of putting NVGs on...

RELOADING

I think this is what everyone wants, to be able to reload while moving and to admire the reloading animations, instead of disappearing magazine.

Out of animations...

Bis should improve their driving style... I would like to see that I am driving a car not a toy and be able to drift with screching noise.

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Hi, @Quote: "how do you lower the pistol when walking?". I do it

by pressing the key "R", in the keybinds you'll see the "raise weapon"

option, and i've maped it to be the "R" key for low/raise the weapon,

i was almost as surprised and dissapointed when i seen that i wasn't

unable of raise/put down the side weapon, as i was when i seen that

BIS didn't allowed us to remap/use the Right CTRL key, which was

very usefull back in the OFP because there was where i had the Run

key, now i don't even have that mapped to any key and also for

some reason... the "walk slow" key (Right Shift key) don't works

with the AI's on vehicles, so i just can go Forward or Fast, but i can't

order 'em to drive Slow. I'll like to recover the option of use the

Right CTRL key and map there whatever action that i may wish.

Let's C ya

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If you sling your primary weapon horizontaly, then how do you get through doors for instance? Yes it may be more realistic, but if you go CQB inside a building I think I wouldnt like to have long assault rifle horzontaly hanging over 10-20cm on both sides. Then I guess you'd have "C" for switch weapons and "2x C" for switch it HZ. It would be nice becouse then it is switched faster to sidearm in case you run out of ammo.

Launcher prone stance can be realistic if model is not prone as it is with assault rifle. He should be like L. Imagine longer side of L is model shorter side is RPG. Except that angle wouldnt be 90 but like 120/60. New US AT4 dont count.

If you want to drift you should have proper roads, and normal cars. Have you ever tryed to drift with 30 year old skoda in real life? Well it's nearly imposible becouse peace of shit has like 40-50HP. And its FWD. Plus there is a diference between power slide and drifting.

BIS should return the "Headshot" animation in ArmA2. Can you remember animation from OFP, when enemy was running towards you and you shot him in the head and he was like watching dude fall on ice. Legs in the air, over head... smile_o.gif .

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Hi, we used to put our AR's at the back hanging from the slide at

like yeah, 65 dregrees or so; i never had any problem to enter by any door

or window with the cetme in that way. I didn't had any problem either

when i had it hanging in front of my vest, there are ways to put

the weapon very close to the chest using the sling to have it ready

to fire fast while you keep it in a low profile/very pasted way.

Let's C ya

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standard issue m4 has a colapable 6 position stock. the standard AK74 used during the coldwar and today uses a side folding stock.

entering doors is a non issue for operators using these weaps...

as wip said....

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More "automatic" stances would be nice, like when AI is in cover and pinned the ai-dude should do blind fire and short bursts (in CQB)...just more movement like AI does in Brothers in Arms Hells Highway game.

Helmets should fly off when shot in the head, weapons should also fall off...that´s just for now.

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Don't agree about helmets, but weapon dropping... hmmm. It'd look nice, but would make searching for inventory quite difficult/time consuming, unless the system changes.

An idea would be to have the weapon dropped as per normal, i.e. as a separate model, but keep it "attached" inventory wise to the body. That way people don't have to grab the weapon THEN search the body for extra mags.

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- Smooth transition on the move WITHOUT HALT, from upright to crouch position, while walking. No sudden stop in movement.

When aiming you obviously should lose accuracy, but not drop out of aim mode. This would really make the game even better for me.

I REALLY hope they fix this, like they did with reload !

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- Double tap [W] in direction of obstacle to automatically climb over.

- Maybe some sort of "auto lower weapon" could work in situations when you "get stuck" in doors and such. The weapon should pop back up when there is enough space (these animations should be really fast).

- Run and sprint, should automatically cancel lean.

- Improve that static non-animation when you fall down from 1-2 m, and make it look like someone trying to regain balance.

- Separate suspension anim for all wheels on planes/helicopters.

- Head shaking in vehicles.

- Yeah, more stances (five ?) would be awesome (could be controlled by e.g. ALT+ scroll wheel).

Thx for a great game.

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Hi, also transitions; rightnow in the ArmA, you can't run or sprint

if you're leanning to any side. Pointless. Also... have you noticed

how the AI's that sneak into a house to shot you by the back like

to a dog, enter and move, prone like vietcong rats?; will be much

better if we could walk standing or crawled, much more slower

without make as much noise as walking normaly or running, while

we keep the 90% of our aiming/shooting accuracy. Thing this that

rightnow don't happens and to make a precision shot you really

need to be stopped, when this removes player's reaction time and

basicaly makes the advance/adquire/shot to kill process much more

harder, slow, complicated and basically unrealistic than it really is.

Better transitions and different movement speeds when walking

standing, crawled and prone it's something really needed. Let's C ya

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proper animations for prone (not being able to rotate on one's bellybutton or is it on something else?)

definite immersion killer that.

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I hope BIS knows what we are achieving animation wise. If they don't have anything close to this in arma2, we are being ripped off...

also this

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As much as i have to agree with you guys (look in my signature for a lot of animation suggestions), i won't hold my breath for it... icon_rolleyes.gif

Judging by the GC08 Videos & Interview with Ivan Buchta, the Game does look from the animations part just like Arma(1) - as clumsy, stiff, retarded as the old one.

Its a real shame, even though BI has their own Motion-Capturing studio....

Animations are IMHO one of the core-issue of this engine and must be MORE adressed!!!

One the one side they showed great dancing animations and stuff hidden in the engine, but on the other side its not possible to do some small footsteps forward as a soldier, because of those lame animations limiting you (and not only there - we all know how limiting they are).

Every time i play other shooter/simulation-like games like ghost-Recon, Swat, Rainbox-six /whatever games, i'm so amazed how great, fluid, simply "fitting" the animations there are - while in this Engine here, they look like fiddled together without "joy/love" or something like that. sad_o.gif

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Hi, other animation that will need to be revised or just added, is

to switch from the side weapon to the AT weapon; we simply don't

have this transition animation. Which resoults in many deaths due

that the unit switchs from AT, to main weapon and then to side

weapon; making the whole process slow, pointless, stupid, pittifull

and deadly by need. If you've to switch to the side weapon it's

because you need something fast to scare a bit the enemy and gain

some seconds to find a better place that the grave that the OPFOR

wants to put you in.

Also, to speed this up or just to make it better... there should be a

Drop Weapon/Item key, so you could just throw away the RPG and

auto switch to the main weapon and then look for the side weapon

if you think that look for fresh ammo in your vest will be slower

than pull off the pistol and do some supressive fire and move to

the closer corner or cover to save your sorry ass. Let's C ya

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Would be awesome to have a little "head shaking" while being a tank commander in bumpy terrain.

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