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| PR Community Modding : Discussion on PR community mod projects. |
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#1 | ||||||
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PR Contributor
![]() Join Date: Mar 2007
United States of AmericaPosts: 1,067
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[Coding] Deployment & Zoom Animation Times [WIP]
Purpose:
As of PRv.75, most of the deployment and zoom animations are the same as BF2 vanilla: Unnaturally fast, and in some cases, instant. This [WIP] is designed to address that issue by slowing down those animations to give weapon selection a more natural look and feel. This will be done by editing the deployment and zoom animationManager.length modifiers in the AnimationSystem1p.inc and 3p.inc files; the animation mechanics themselves will not change. The actual time length of deployment/zoom depends on the type of equipment and look of the animation. For example, the medkit dressing deployment time is minimal, while the HAT deployment and zoom will be somewhat longer to represent a heavier, more cumbersome weapon. In all cases, the goal is to make the animation look natural; not bionically fast, and not underwater slow. This project is expected to take approximately 1-2 weeks. Progress: Green = Complete Orange = In Progress Red = Incomplete Blue = Will not be changed medkit dressing medkit ammo bag binoculars simrad (officer binocs) landmine C4 slam grenade smoke knife pistol rifles (all standard issue) shotgun support gunner grenadier LAT HAT stinger sniper marksman Videos: Video 1: Test animation In the following video, you can see a comparison of the M16 and HAT with vanilla animation times then slowed animation times.
Video 2: Updated HAT deployment speed.
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Last edited by [R-CON]Wolfe; 06-17-2008 at 06:23 PM..
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#2 |
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Re: [Coding] Deployment & Zoom Animation Times [WIP]
Interesting work, could you post a teaser ?
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#3 |
![]() ![]() Join Date: Jul 2007
SwedenLocation: R. Macedonia (Sweden)
Posts: 680
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Re: [Coding] Deployment & Zoom Animation Times [WIP]
Will it look good?
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#4 |
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PR Contributor
![]() Join Date: Mar 2007
United States of AmericaPosts: 1,067
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Re: [Coding] Deployment & Zoom Animation Times [WIP]
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#5 |
![]() Join Date: Jul 2007
NorwayLocation: Norway
Posts: 3,076
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Re: [Coding] Deployment & Zoom Animation Times [WIP]
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Never argue with an idiot, he will just drag you down to his level and beat you by experience
Killing for peace is like f*cking for virginity I Jaymz
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#6 |
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Re: [Coding] Deployment & Zoom Animation Times [WIP]
I like the sound of this alot, please post a teaser plox
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Respect the R-Staff, they are pretty...pretty badass
so, if you don't like PR, get a refund
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#7 |
![]() Join Date: Sep 2007
GermanyLocation: Frankfurt (Main)
Posts: 1,586
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Re: [Coding] Deployment & Zoom Animation Times [WIP]
Make ironsights faster than scopes, could be very good for gameplay.
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#8 |
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Forum Moderator
![]() Join Date: Oct 2006
Location: Londinium, England
Posts: 2,732
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Re: [Coding] Deployment & Zoom Animation Times [WIP]
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#9 |
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Re: [Coding] Deployment & Zoom Animation Times [WIP]
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![]() Da Supa Engie makes all vehicles go boom Dont mention my brothers squirrels, i get sensitive |
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#10 |
![]() Join Date: Apr 2007
Location: New Jersey
Posts: 224
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Re: [Coding] Deployment & Zoom Animation Times [WIP]
shouldn't the red dots/reflex sights be the fastest? then pistol/smg, then iron-sight rifle/lmg, and finally scoped rifles?
it would be great if the difference in handling between the M4 and M16A4 (or G3) could be simulated by tweaking deployment/zoom time-the M4 being slightly faster to shoulder |
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Mix0lydian in-game
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| animation, coding, deployment, times, wip, zoom |
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