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Arma 3 ambient animations
Arma 3 ambient animations







arma 3 ambient animations

  • Capacity tweaking for mortars, GMGs and HMGs (inventory).
  • Added: Mortar/HMG/GMG/Bipod/Tripod bags for every faction.
  • Fixed: Zooms of armed offroad gunner set to standard naked eye level (  and ).
  • Fixed: Incorrect duplicate of get-in points for Speedboats.
  • Adjusted position of Blackfoot pilot crosshair in HMD.
  • Removed magic disappearance of rotor blades for some helicopters.
  • Added compass and additional radars for copilot seats.
  • More realistic water fording ability for tracked armor.
  • Improved handling of terminal ballistics on armored vehicles.
  • T-100 commander optics features in line with OPFOR tracked vehicles.
  • Added: T-100 recoil animation for main gun.
  • Added: Ability to mount Marshall driver position from right side.
  • Civilian (and FIA) trucks have been revamped.
  • Player tank driver can turn out, while commander is turned in.
  • Fashionable LCD panels for MBT gunners instead of old-style optics, and new reticles displayed on them.
  • Animals should be avoiding roads more now.
  • Configured power line wires to be destroyed along with power line towers.
  • Fixed: Blinking resolution LODs on signs.
  • Fixed: Ladder on hospital building has been reversed ( ).
  • Fixed: Darker runway at a distance and with overcast weather.
  • Runway lights have new models and configuration.
  • Added: New runway parts for left and right airstrip on Altis.
  • The light reflected by the moon has been made more realistic.
  • The moon halo object can now be different from the sun halo object (new world config parameter moonHaloObject).
  • Many small Altis object positioning tweaks and other terrain fixes.
  • Potential Altis performance optimization (especially when using a lot of AI units): removed class properties from models in Structures_F that don’t need it.
  • Checkout the official changelog below or over at their website: CHANGELOG – DATA I use these anims for immersion in all my missions, and will add more animated units as time goes on.Bohemia Interactive reports that they have released official update 1.02 to their epic wargame, Arma 3. All the Jets animation code snippets can be directly posted into a Trigger "on act" field as well.įor example This way you could set the Deck Crew to only start anims once players/unit is in an actual aircraft. Pretty self explanatory, drop the composition in and copy/paste the code snippets from the various units. Tested in SP, Local Host and Dedicated Server, all animations work perfectly. SwitchMoves have a lot more animation options. One being the AmbientAnim function, the other being switchMove. Also, between them there are two different ways of anims. The first video in the gallery shows the composition contents.Īll the units have the required snippets of code in their Init fields. Completely vanilla, does not create dependencies. (F2) Compositions-> "Steam Subscribed Content" -> "Accessories" A simple set of "drop in" Ambient Animations.

    arma 3 ambient animations

    Vanilla - No dependencies This composition can be found under :









    Arma 3 ambient animations