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Found 28 results

  1. The lack of it completely ruins some reloading animations, like the SPG. What a downer it was to realize that that beautiful animation we saw in third person, we couldn't see in first person when we were the one reloading. It would also benefit for example HMGs, with your head being able to follow your hand movement in throwing out the used ammo box, picking up a new one, etc, or with small arms when pulling a new mag from your vest. Hopefully this comes with the new animation system.
  2. Happened again, single shotted insurgent twice in upper back with m4... but no hit reaction or stamina effect at all.. so what does he do? Instantly spin dive on the ground to full auto me. But with the broken hit system, I somehow still didn't die after getting hit multiple times. And a teammate killed him. 1) he shouldn't have been able to spin dive after taking damage (maybe new animation system can fix that) 2) two shots to back should have dropped him 3) when he shot me, I should have died. There are many times I have been hit and seen pink mist and still haven't taken damage. -I hope the new animation system can address this. But the monthly recap didn't mention it.
  3. Squad has top-notch reload animations, especially when it comes to emplacements. Reloading a .50 is a beautiful thing to see. However, something that's always annoyed me is that when reloading, your view doesn't change. You keep looking direct forward during the entire animation, which ends up cutting some of the animation out of your view. As it didn't cut out much of reloading a .50, I didn't mind this until I reloaded the new SPG-9. Wow. Because of this lack of view change, literally the entire animation is out of sight. This needs to change. Not sure if it's already planned to do so, but I'm saying it now, otherwise there's no point in an SPG animation at all.
  4. I'm an animation whore. I literally judge FPS games based on the quality of their reload animations. Squad has done an excellent job, for some weapons more than others, but I want to put forth a few ideas that I think would improve current animations and benefit future ones. Before I plunge into an example, it's worth clarifying what makes a reload animation good in the first place. In my opinion, the highest quality reload animations are those that are realistically slow while not being snail-like, so there's still a sense of urgency to them; those that portray the weight and size of the weapon being reloaded (namely the way the weapon jerks and sways during the animation and the angle at which it is held); those that use a unique pattern to accomplish the steps of reloading a weapon and break away from the usual "weapon held straight, mag out, mag in, pull charging handle"; and those that feature a brief "bonus" animation, whatever you'd like to call it, that benefits realism (for example, checking the ejection port on the M4 before removing the mag). An example of a weapon in Squad whose reload animation ticks those boxes pretty well is the PPSh-41. The animation is slow enough to feel deliberate yet still feels paced, it conveys the feeling of a comparably light and compact weapon (the PPSh-41 is short, and with a 35-round mag weighs in at just over nine pounds), it features a unique reload pattern that makes the animation more interesting (removing the mag, grabbing a new mag, turning the weapon sideways and pulling back the charging handle with new mag in hand, then inserting the new mag), and features that brief "bonus" animation (after inserting the new mag, there's a half-second where the player seems to make sure it feels secure in the mag well). Now with all that said and done, I'd like to discuss some actual suggestions. For the sake of time I'll limit them to one weapon, or rather one type of weapon, that being heavier weapons equipped with a bipod. Currently this means the M249, but in the future it will also mean the M240, PKM, and PKP. Reloading when crouched/standing. Lower the weapon so it's pointed at the ground in front of the player's feet (~30°), and so the stock is resting on his chest. Right hand holds the weapon, left hand conducts the reload (given the angle of the weapon, the left hand could release the feed cover, push it, and let it drop open rather than pulling it open). Reload complete by pulling back the charging handle (I find it's more satisfying when this occurs at the end rather than the beginning of a reload). Right hand swings the weapon up a bit, left hand catches it and brings it to ready position. The player's head would follow the animation, so you actually see what you're doing. I think this animation would result in a more realistic, weighty feel that better reflects the 249's 22 pounds than the current animation. Also, when reloading the weapon while it's using its bipod on a surface that still has the player crouched/standing (like a low wall or window sill), the animation where the weapon is brought up and its bipod folded would naturally occur first, followed by the reloading animation. Reloading when prone. Drop the weapon so it's resting on the ground propped on its bipod. Both hands conduct the reload. Reload complete by pulling back the charging handle. Right hand returns to the grip while left hand rests on top of the stock, and the weapon is brought up to the player's right shoulder to ready position. You should not be able to move during this animation. Because the player can leave the weapon on its bipod and conduct the reload with both hands, the reload would be faster, which would encourage players to fire and reload from prone. Just my two cents for now.
  5. So does the new British forces have a Tea drinking animation/function ).
  6. Just from what you guys have created so far I can tell this is going to be a great game. I also LOVE that you guys are actively listening to your community and actually taking feed back from us and tweaking accordingly, just wanted to express my gratitude you don't see that a lot in the gaming industry . So anyway I am just going to brain dump whats on my mind so forgive me if I touch on topics that previous postings might have covered. -Project Reality- I have played Project Reality and still do and it is the reason I bought Squad hearing it is the spiritual successor. Some things that I noticed that are different besides the obvious. When you get shot or shoot a player they can stop the bleeding with one patch. In PR it took multiple patches too heal or a medic and I liked that. Knowing when you hit someone that they are messed up and require more than a patch the medic or they are going to bleed out. It also encourages people to stay with the squad instead going out by them self and being a lone wolf. Little balance and a focus on realism. In PR you have the USMC and other major factions have optics on all of their guns vs insurgents with iron sights with an exception of the marksmen. Also major faction's would have thermals and better armor and the rebels would have old outdated equipment. I loved that it forced certain factions to play very conservatively and set up ambushes and use IED's. Also unique weapons, I liked that some factions would have suppressed rifles and shotguns and some factions would not just things like that adds a little flavor to the game. Next is bullet deviation, (I am assuming that bullet deviation is suppose to simulate heavy breathing or something along those lines) in PR you have to sit or stand still for a couple seconds for your shots to be accurate. Again I like that, it prolongs firefights and makes for some epic shootouts with bullets flying all around you. I saw a post by ZiGreen along these lines concerning shooting mechanics and it is a very comprehensive post and I agree with most of his suggestions ill link it here-Animations- Squad has some of the best gun animations I have ever seen in a game they are seriously good. I was wondering if the soldiers will revive the same level of detail? For instance in battlefield when you shoot your characters face will scowl and when a grenade explodes he will react to it buy putting his left had up to cover his face. Right now the soldier animations seem very stiff and robotic I am sure that they will change with time and become more fluid. I was just wondering what you guys got planned for us on that front? Getting shot should in my opinion should sometimes make your guy stumble or flinch something along those lines would be neat. Wounded animations. It would be really cool if when you got downed "wounded" that after you rag doll that your guy would wiggle or squirm on the ground and make groaning or grunting noises. This could also help medics find people who are wounded and be a neat touch to the game. Red Orchestra has animations similar to what I am talking about. Resting/walking pose. The walking pose in squad just dose not seem right to me, it might just be me being a picky bastard. I liked the PR walking/jogging animations where the gun would be at you side instead of always being at the ready. Also that way you could see when people were aiming down their sites. -Example picture- -Damage- Another thing I think would be good is that when a player gets shot in the head they can not be picked-up again as in that they are dead and have to re-spawn. Depending how in depth you guy plan on going with the hit box you could make the helmet livable and people who get shot in the helmet could get picked up. Also is body armor going to be a thing and if it is how is it going to work? It would definitely be a cool addition too the game. I'm not sure about this one but perhaps if you are inside a certain radius of a grenade that it would kill you not just down you. And last of all going off of my "wounded animations" suggestion if that is implemented when someone is wounded and waiting for the medic. If an enemy comes across them they can shoot and kill them preventing the revive. Its more realistic and a way to make sure the area is clear. What do you guys think? Any other suggestions would be welcome.
  7. A More Realistic SKS Reloading System Is Even Easier to Animate The bolt doesn't lock back on a partially empty magazine on an SKS, but I have a better way to animate the reloading of an SKS that is more realistic *AND* requires less animating 1. When you reload, you release the magazine "floor plate" for it to swing open, dumping all the ammo out, then closing it. 2. Pulling the bolt back will lock it back onto the magazine follower 3. It can be now loaded either with full stripper clips or if you're out of those, loose rounds, one by one 4. Loose rounds that you get from step 1 should able to be made into full stripper clips by pressing a button. Advantages: 1. Stripper clips you charge your rifle with can always be full, thus no need to animate partially full clips with anywhere from 1 to 9 rounds 2. Animation of loading loose rounds can be looped until the rifle is full, thus easier to animate 3. The ability to load loose rounds onto stripper clips can be reserved for when you have 10 or more loose rounds only, thus ensuring the condition for 1, that stripper clips are always full
  8. loving the new update, new guns and vehicles really made this game so much more awesome however i have noticed a little detail in the SKS reload animation, i think many other people are also made aware of this right now there are only 2 reload animations for the SKS, one of them is when you empty the magazine and you use up the entire stripper clip but when the magazine is not fully emptied, no matter how many bullets are left in the box magazine, the player will always push 5 bullets into the magazine no matter how many are left in the mag (I didn't really count but i think its 5??) Not really a big deal, don't think i really care if this never gets changed because the current reload animation is just beautiful but it'd be a nice, detailed touch if in the near future the devs can include this into the game keep up the good work guys
  9. a animations for " jumping over walls " would be cool.
  10. animation

    OK so I know that the devs at offworld are working tirelessly right now to get this game out in all its glory but this suggestion could be used further down the line. Basically this post will be about having some sort of cut scene when a faction wins the match. It definitely won't be those stupid jerky emoticon moves where you do 5 frames of gagnam style or some shit over and over a la cod and doom No instead we do a cinematic where, say the top players were a trans squad and a infantry squad the cinematic would be of the squad fast roping from a helicopter and giving 360 security. Or if it was a armor squad it would be a cinematic of the set number of squads rolling up in a tank with their names displayed. Stuff like that. Far cry 3 was probably the best example of awesome and dynamic cinematics that were actually decent.
  11. In Squad, every item has a "taking out" and "putting away" animation. The LAW is no different, and when changing from a LAW (used or not) to another item of equipment, the putting away animation occurs. However, when you've just used a LAW and are "reloading", changing from one LAW to the other, the putting away animation doesn't occur on the LAW you just used. Is this a bug?
  12. This is a thread about weapon switching. Noho this isn't the M203 or any of that. (Actually, it kinda is.) In SQUAD when you switch a weapon you switch the safety on and switch. Is that really necessary? I mean, that is pretty much the "Rack charging handle after switching" thing in CS or the "Check Loaded Chamber" thing in PR, but this coupled with high weapon switching times can easily get you killed. Let's say you are in a CQB situation. You are suddenly ambushed and you exhaust the ammo in your M4. You desperately spam "2" on your keyboard to switch to your M9. But in your haste, your character switches the safety on his M4 on! He finally gets to the end of slinging his weapon wherever it goes. He then proceeds to take the M9 out of its holster, then he flicks the safety off and then you are ready to fire. The cycle is simply too long. Will it change in the future though?
  13. Any plan for changing the crouching animation? It looks a bit dull in first person at the moment, and also unrealistic. What do you guys think?
  14. Hi there, now that a new engine is being used we no longer have the horrible limitations that BF2 had (may it rest easy) so animations can be more abundant in different situations. E.g. being able to do tactical reloads or dry reloads and having correctly corresponding animations. I always like the idea to have multiple types of an animation be it reloading or even weapon switching just to keep things fresh, and it also adds to overall immersion. I was wondering if there are plans for such a thing at all or for release?
  15. I think it would be great if Squad handled prone differently than most other shooters. http://imgur.com/a/eenTa Allot of FPS games on the market had problems with player models' legs clipping through walls. Rainbow Six siege resolved this by having the player switch positions when his legs get close to wall (feet forward),but I think squad can try something new that you don't see in any other fps. Games like Max Payne 3 and Metal Gear Solid V had an interesting way of handling prone. When looking around,your torso rotates,and your legs stay right where they are. Your view will be sideways when turning to your sides and you'll elevate yourself slightly when turning around. If you're prone and your feet go too close to a wall,your character will change positions,putting his feet in front of him. A rolling mechanic would be nice too. Arma 2 players had to roll to put out flames on their uniform in the event they catch on fire. Very useful after an ied explosion.
  16. This animation will clip through the screen, I assume it's becasuse it's using the same animation as AK w/o optics. It also looks kind of weird when it reverts back to the lower resting position after the reload. Video: https://u.pomf.is/tjdfar.webm
  17. Could we have animations for pulling the map up and putting it away? It should take about 3 seconds in each direction. The map will display normally once the animation is done. It will be pulled out of sight if the player is walking/running, but return once the player stops. It will nudge people into navigating by sightreduce the "death by map" issue (shot because always checking the map)add a bit more planning to maneuvers, making squads rally up, rather than just following a dot on the mapforce Squad leaders to give more detail to their plans than just #GOTOTHEMARKER #RTFM--- While I don't want to spoil the fun or make the game boring, I do want to pull in the reins on the addiction people have developed to instant map feedback. People spent at least a quarter of the game checking their maps. This stems from being used to the convenience of always having instant map feedback (primarily)the desire to avoid friendly-firefear of getting separated from the main grouplack of adequate navigation preparation or methodslack of communication with other squadslack of proper communication between SLs and their SMs in regards to directionsThere is no way that soldiers in the field live off their maps like FPS gamers do.
  18. Yea i'm sure everyone wants gore in a realistic shooter. 1) Blood. Bloodied bullet holes in dead bodies/ injured bodies. 2) blown by grenade launcher / rpg? Leg / feet / arm goes off. Even head. 3) blood coming out of entry hole (animation) 4) blood on trees because of blood from bodies. 5) slight, very little blood in the waters when taken shot.
  19. i think for a game that has a tactical focus. but feel the movement to rapidly is more the causal shooter style. In my view, you would need here a deceleration. movement 1. now we have fast walk as standart ! is this your standart ? the maps are not so big . then chance the standart to walk ! this is the normal speed on patrol. and give the leaders time. and give them a more real touch. set the standart to walk ! but walk is too fast now. a normal walk speed would be nice. ( with a nice animation ) limited walk fast ( what is this in english - go ? ) with a large limit. run for go in saver position and attack with this actual limit is ok it is ok as it is squadleader and map / leading tools - 1. the sqadleaders need more time to make a plan with the other leaders bevor the round begin. - add a ok button for map start for the leaders with a timer . max time for planing 3-5 min. 2. a topographic map. with divided UTM grid 10 boxes in one UTM grid with numbers 1-10 ! for better leading. 3. more signs for the map arrows and line stuff. all in a personal color from the diverent squad ! and here all squads have here own color ! map time. in 80% is the time to short. for a tactical gameplay. tickets out ..... in the time in the battle in which one makes a new plan. and you move with your squad tactical over the map. slowly and hide, exploit the terrain. the tickets are down. the game leaves no time for tactical depth ! 1. add more ticktes in the ticket pool ! and make a second ticket pool for every squad ! 2. the new personal ticket squad pool - rewarded good squads. the squad ticket tool counts only if the main pool is down. maybe 50 tickets for every squad. 3. medic healing gives 2 tickets. which can consider the people to wait for an medic. too often they give up because they just want to quickly go in the match. give up extend time ! 3. team kill gives - 5 tickets , this prevents ticket farming with the new 2 ticket for healing with the medics.
  20. I was bored, so I tried to come up with an idea, and I got inspired by the Bad Company 2 trailer/teaser https://www.youtube.com/watch?v=r70Rsgu1CXI (also secretly an excuse because I suck at textures). Afterwards I realised it would take too long and I wouldn't really gain so much from it. And of course I take no credibility for the Royalty Free SFX except the synchronization, and so on blah blah blah Now I realized the video is too dark and you can't even see the grass animation and few particles. Edit: I increased the brightness
  21. I think we are all aware that the main reason FPS degrades as more players join the server is because the engine currently demands your CPU to process all the animations from all players all the time no matter how far or visible they are.... so CPU usage goes up alot. So I've a few technical questions here because I am sure we are concerned (including the devs) about how the CPU usage skyrockets when more players join the server. 1) Why does my CPU has to process animations beyond my viewdistance? 2) Are animations processing/workload being divided among all my CPU cores or is it handled just by a single core? 3) How do other unreal engine games like Ark handle the animations of 100 players + 1000 animals? Thanks!
  22. Background There's been previous suggestions regarding modular vehicle damage and the aspect of disabled vehicles and recovering them. In replies to these threads were good ideas but I wanted to specifically bring one of them to the forefront and combine it with another logical aspect. Practicality & Implementation Modular vehicle damage is a good aspect of gameplay in a 'tactical/realism' arena. It makes for great and varied gameplay options at an individual level and also regarding teamwork. Sadly, one aspect of the destruction process of vehicles is overlooked and it is a personal 'pet hate' regarding computer games: "I've seen that same vehicle wreck 5 times this week in 5 different countries and it was exactly the same each time despite each time it was called by a different class of weapon" What I'm saying is, that vehicles don't explode that much. For example, you might be able to hit an Abrams tank with an RPG-7 7 times and it might disable it or kill the crew but it seems doubtful it would make it explode and be a burnt wreck. Typically, IEDS don't make burnt wrecks either. They tend to disable, penetrate or throw vehicles in a direction. Typically, tank crews bail out of disabled tanks and the tanks don't explode. Solution: The wreck animation and model should only occur in very exceptional circumstances. 'Decals' of penetrations and a smoke plume might be more accurate and the way to identify that a vehicle is disabled. It could further be optimised by ' penetration decals' only appearing at a certain range with detail. This would save the drama and horrible feeling of seeing that same wreck so many times that it's actually regrettable. Possible Issue: Optimisation could be an issue regarding this. I mentioned an optimisation in the solution but what about for when a vehicle of the same type needs to respawn? More shapes need to be drawn on what we hope will be a nicely optimised game. Remove details on disabled vehicle?Delete wreck when it re-spawns?Wreck animation occurs (might be less intense than disabled status vehicle)Other choice or idea
  23. First I apologize if this is already a thread After playing the "Deploy Now" Option for 20 minutes to explore the mechanics of the game i finally played as squad leader i went through all gear. When i hit the binoculars and tried to use them there was no animation just a dramatic zoom in. I think it would be nice to have an animation of the binoculars going up to the eyes of your player.
  24. i think to be more natural when characters moving be separated to upper body and lower body like battlefield 4. also i looked like real soldier movement as aiming around with shoulders at stay lower body but i don't know how this are possible in unreal engine 4 example : https://www.youtube.com/watch?v=EJ-ZJ9ebXQA
  25. I saw on forum a great idea that must be credited to iSmal,i think his idea is great but when he wrote it noone cared so i would like to show that idea to more people i can. Devs said that animation on vehicles are too expencives in therms of time.So iSmal said that before entering a vehicle you should open its door...this is awsome in my opinion and it shouldnt be at all very expensive ...so...could this be a possible compromise between animation and no-animation?