ACE3
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Ability to use AT Launchers in the prone position
When merged this pull request will:
- Enable state/stance transitions to the prone AT Launcher position
- Uses a key EH to block engine state transition (which triggers the ArmA 3 statemachine behaviour that forces players out of the prone AT launcher state) and plays transition animations. This is the only solution I have found to get around the engine limitation of that state check. Any help on optimizing/making that workaround reliable is greatly appreciated.
- Includes configs that fix the prone AT animation for aiming/headpos (ACE 2 Launcher Prone config port)
- This PR needs animation work (the transitions between prone AT and standing AT, prone AT reload for muzzle loaded AT, and prone AT reload for breech loaded AT.
https://www.youtube.com/watch?v=7z6qmQPTAnA
Need to block keybind stuff when in ffv (e.g. offroad)
Huh?
What is the status of this? Does it still need animation work done?
Standalone release (https://steamcommunity.com/sharedfiles/filedetails/?id=1841047025) have been tested for 2 month in our community. People utalizing it have nothing to complain about or noticed any issues with that implementation.
We playing with it for years. It is not common situation when you want to shoot from prone position but crawl quite often. Never heard complains from players too.
Should be able to rewrite the actionKey
stuff with new 2.06 command
addUserActionEventHandler ["Prone", "Activate", {
if ((!alive ACE_player) || {!(isNull objectParent ACE_player)}) exitWith {};
private _launcherWeapon = secondaryWeapon ACE_player;
if ((_launcherWeapon == "") || {currentWeapon ACE_player != _launcherWeapon}) exitwith {};
systemChat "@ prone";
ACE_player playMoveNow "ACE_LauncherProne";
}];
addUserActionEventHandler ["moveUp", "Activate", { // (X) Crouch / Stand Up
if ((!alive ACE_player) || {!(isNull objectParent ACE_player)}) exitWith {};
private _launcherWeapon = secondaryWeapon ACE_player;
if ((_launcherWeapon == "") || {currentWeapon ACE_player != _launcherWeapon}) exitwith {};
if ((stance ACE_player) == "PRONE") then {
systemChat "@ moveUp from prone";
ACE_player playMoveNow "AmovPpneMstpSrasWlnrDnon_AmovPknlMstpSrasWlnrDnon";
};
}];
addUserActionEventHandler ["MoveDown", "Activate", { // (Z) Go Prone / Stand Up
if ((!alive ACE_player) || {!(isNull objectParent ACE_player)}) exitWith {};
private _launcherWeapon = secondaryWeapon ACE_player;
if ((_launcherWeapon == "") || {currentWeapon ACE_player != _launcherWeapon}) exitwith {};
if ((stance ACE_player) == "PRONE") then {
systemChat "@ moveDown from prone";
ACE_player playMoveNow "AmovPpneMstpSrasWlnrDnon_AmovPknlMstpSrasWlnrDnon";
ACE_player playMove "AmovPknlMstpSrasWlnrDnon_AmovPercMstpSrasWlnrDnon";
} else {
systemChat "@ moveDown from non-prone";
ACE_player playMoveNow "ACE_LauncherProne";
}
}];
The only other issue is the animation speed seems way too fast. It feels like you can drop to prone about 5 times faster than normal.
@PiZZAD0X do you plan to continue working on this?
@PiZZAD0X do you plan to continue working on this?
I am not an animator and I don't mind if anyone wants to modify or add on to this. (or any mod I make) I am very busy with work.
@PiZZAD0X do you plan to continue working on this?
I am not an animator and I don't mind if anyone wants to modify or add on to this. (or any mod I make) I am very busy with work.
Besides the animations is it complete?
@PiZZAD0X do you plan to continue working on this?
I am not an animator and I don't mind if anyone wants to modify or add on to this. (or any mod I make) I am very busy with work.
Besides the animations is it complete?
People have been using it for a while and no reported issues as long as they are running it with ACE. It seems functional and stable. Some of the animation timers are a little quick, they were all placeholders.
I've been testing this with a merged version of this PR combined with PabstMirror's script and its been working great.
I've put this on the next release milestone for re-review since it sounds like we could probably get it in.
Our community have reported that the back blast cone is aimed to the right instead of the weapon direction.
Unsure if this have been changed or fixed since our test implemention.
I have not tested the current state of this PR if this is resolved. But it can be worth being aware of.