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Ability to use AT Launchers in the prone position #7002
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-removed unnecessary requiredAddons
Need to block keybind stuff when in ffv (e.g. offroad) |
class Actions { | ||
class CivilStandActions; // External class reference | ||
class CivilProneActions : CivilStandActions { | ||
SecondaryWeapon = "ACE_LauncherProne"; |
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maybe all these ACE_
names should be replaced with GVAR/QGVAR values
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ACE3/addons/movement/CfgMoves.hpp
Line 102 in e5a15d2
class ACE_Climb: AmovPercMstpSnonWnonDnon_AcrgPknlMstpSnonWnonDnon_getInMedium { |
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As author of the ACE_Climb class, this is fine :P
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actionKeys
is a broken command on my ban list.
class RifleProneActions : RifleBaseStandActions { | ||
SecondaryWeapon = "ACE_LauncherProne"; | ||
weaponOn = "ACE_LauncherProne"; | ||
weaponOff = "AmovPpneMstpSrasWrflDnon"; |
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Questionale entry. Please explain.
}; | ||
class LauncherProne_Reload_End: AmovPpneMrunSrasWlnrDf { | ||
actions = "ACE_LauncherProneActions"; | ||
speed = 0.7375; |
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Out of interest, where are these numbers from? They seem pretty random.
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They are, placeholders for when a nicer animation is found.
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So what would happen if you just set them to 1 or 0?
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
The only other issue is the animation speed seems way too fast. |
@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. |
I can't reproduce with the Mk4 MAAWS nor with several other modded launchers and I can't understand why that would have ever been the case. Overpressure takes the direction of the projectile into account when it does it's backblast calculations. I'll consider this resolved. |
Alright its fair enougth. Might be our implementation that had a bug then. We have not updated the code since Jul 15 2021. |
- Ignore key inputs when in Zeus - Slowed down reloading animation when prone to match "regular" reload time
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- Do we want to rename the states? See https://github.com/acemod/ACE3/pull/7002/files#r284980144.
Imo we should follow updated practices and use the macros to prefix the animations, but I'd like to get more opinions on this. - Need to address https://github.com/acemod/ACE3/pull/7002/files#r285871818 - I have no idea what to think here, hoping people with more knowledge can shed light on the subject.
- The transition to prone launcher is way too quick atm. I've tried to slow it down, but I've not managed to implement a way of doing it. I have the impression we need transition animations, but animations are really out of my field of knowledge.
- Bug that needs to be fixed: When switching from Binos to Launcher when prone, everything works as intended. But if you switch from Launcher to Binos, it makes the character kneel instead of remaining prone. I tried to fix it, but I didn't manage to.
HandGunOn = "AmovPpneMstpSrasWpstDnon"; | ||
stance = "ManStanceProne"; | ||
ReloadRPG = "LauncherProne_Reload_Start"; | ||
//GestureReloadRPG7[] = {"GestureReloadRPG7Kneel", "Gesture"}; |
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Why is this commented out? If we don't need it, remove it.
// Prone Stopped Launcher -> Standing Stopped Launcher | ||
//class AmovPpneMstpSrasWlnrDnon_AmovPercMstpSrasWlnrDnon: TransAnimBase { | ||
// actions = "LauncherStandActions"; | ||
// duty = 2; | ||
// enableOptics = 1; | ||
// reverse = "AmovPercMstpSrasWlnrDnon_AmovPpneMstpSrasWlnrDnon"; | ||
// interpolateTo[] += { | ||
// "AmovPercMstpSrasWlnrDnon", 0.02 | ||
// }; | ||
//}; |
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Same as above.
#define COMPONENT_BEAUTIFIED Prone Launcher | ||
#include "\z\ace\addons\main\script_mod.hpp" | ||
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#define DEBUG_MODE_FULL |
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Before merging:
#define DEBUG_MODE_FULL | |
// #define DEBUG_MODE_FULL |
When merged this pull request will:
https://www.youtube.com/watch?v=7z6qmQPTAnA