PoweredByte 0 Report post Posted July 14, 2016 Hey guys, it is possible to make a Jump Animation like in Altis Life? Share this post Link to post Share on other sites
brawnkoh 29 Report post Posted July 14, 2016 9 minutes ago, PoweredByte said: Hey guys, it is possible to make a Jump Animation like in Altis Life? There's an old jump animate script that I'm sure could work with some configuration. I'm pretty sure the weight system may cause some issues with the script working right out of the box. While you'd need to do some tweaking for it to work, the animation values are included in the script. https://forums.bistudio.com/topic/150917-realistic-jumping-script/ Share this post Link to post Share on other sites
MudBone 30 Report post Posted September 14, 2016 Been working with this...but no success yet. A3Wasteland has another version of this without fatigue but haven't had any success with it either. Share this post Link to post Share on other sites
Thrash 51 Report post Posted September 14, 2016 (edited) This is the one we used to use for Wasteland: ////////////////////////////////////////////////////////////////// // Script File for [Arma 3] - detect_key_input.sqf // Created by: Das Attorney // Modified by: AgentRev ////////////////////////////////////////////////////////////////// #define HORDE_JUMPMF_SLOWING_MULTIPLIER 0.75 private ["_pressedKey", "_handled", "_move", "_moveM", "_moveP"]; _pressedKey = _this select 1; _handled = false; if (_pressedKey in actionKeys "GetOver") then { if (horde_jumpmf_var_jumping) exitWith { _handled = true; }; if (vehicle player == player) then { _move = animationState player; _moveM = toLower (_move select [8,4]); _moveP = toLower (_move select [4,4]); if (_moveM in ["mrun","meva"] && _moveP in ["perc","pknl"] && getFatigue player < 0.6 && isTouchingGround player) then { horde_jumpmf_var_jumping = true; _move spawn { private ["_prevMove", "_prevVel", "_fatigue", "_load"]; _prevMove = _this; _prevVel = velocity player; _fatigue = getFatigue player; _load = loadAbs player; [player, "AovrPercMrunSrasWrflDf"] call switchMoveGlobal; waitUntil { player setFatigue (_fatigue + 0.05 + (_load / 5000)); player setVelocity [ (_prevVel select 0) * HORDE_JUMPMF_SLOWING_MULTIPLIER, (_prevVel select 1) * HORDE_JUMPMF_SLOWING_MULTIPLIER, ((velocity player) select 2) min 1 ]; (animationState player != "AovrPercMrunSrasWrflDf") }; [player, _prevMove] call switchMoveGlobal; player setVelocity [ _prevVel select 0, _prevVel select 1, (velocity player) select 2 ]; sleep 0.5; // Cooldown horde_jumpmf_var_jumping = false; }; _handled = true; }; }; }; _handled ////////////////////////////////////////////////////////////////// // Script File for [Arma 3] - init.sqf // Created by: Das Attorney // Modified by: AgentRev ////////////////////////////////////////////////////////////////// if (!hasInterface) exitWith {}; horde_jumpmf_var_jumping = false; horde_jumpmf_fnc_detect_key_input = "addons\JumpMF\detect_key_input.sqf" call mf_compile; waitUntil {!isNull findDisplay 46}; (findDisplay 46) displayAddEventHandler ["KeyDown", horde_jumpmf_fnc_detect_key_input]; Edit: Server used CBA to for this and others. Edited September 14, 2016 by Thrash Share this post Link to post Share on other sites