武装突袭3

武装突袭3

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Expanded Actions and Vehicle Animations
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Data Type: Mod
Mod Type: Mechanics
文件大小
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更新日期
1.200 MB
5 月 28 日 上午 10:34
6 月 4 日 上午 8:36
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Expanded Actions and Vehicle Animations

描述
Implementation of existing animations and addition of new user actions for vanilla vehicles.

Basically a mod that was restarted many many times over and over again, finally finished.

Description:
The mod focuses on two major things:
1. Making use of existing vehicle animations and implementing them into user actions.
2. Implementing new user actions for the player for vehicle customization.

1. Existing vehicle animations - For quite some time, these animations have not seen a light of day for a longer period of time, sometimes used in specific cutscenes or scenarios, but not as an actual user action. Every vehicle I could find that has fully functional animations of doors, ramps and such was utilized and can now be interacted it. Perfect example is the CRV-6e Bobcat Combat Support vehicle with its big mine plow. That mine plow can now be lowered and when driving slowly over the mines, it actually detonates the explosives and doesn't harm the vehicle itself. Update: Slowly started integrating these animations into existing user actions such as getting in or getting out of the vehicle.

2. Vehicle customization - You will be using your repair specialists and engineers more often than you might think. For each and every vehicle component that exists, you can install or remove such components as long as you meet the necessary requirements. Any soldier can add or remove the camo net on each and every vehicle that contains such an upgrade, however, if you wish to add an extra layer of protective armor or change the color of the camo net, then you will need a unit with an 'engineer' trait (basically a repairman, repair specialist or engineer) + a repair/service truck alongside. Each faction has their own repair trucks and engineers that it can use to customize or improve their existing vehicle pool, but only for the corresponding faction in question. A whole lot of these user actions have been set up this way to avoid such cases where BLUFOR engineers can modify other vehicles outside their existing vehicle pool. In the screenshots above the description, you can easily check which repair vehicles/service stations belong to each of the corresponding sides and their factions: BLUFOR (NATO, NATO Pacific, FIA...), OPFOR (CSAT, CSAT Pacific, FIA...), INDEPENDENT (AAF, LDF, FIA...) and CIVILIAN.

Certain options are hidden until certain conditions are met, example: MB 4WD civilian car, if you remove its doors, you can't open or close them anymore (remove front right doors, the option to open or close the same car door is now gone) or if you decide to remove the backseats from the same vehicle, you can no longer ride in back unless you reinstall the seats you just removed. Another example is the Offroad (Comms) vehicle. If you want to remove the roof rack, you need to remove whatever is on the roof rack. Only after you removed everything on the roof rack can you actually remove the roof rack itself.

Keep in mind that in order to see these user actions for installing/removing components, a repair/service vehicle must be in 15 meter radius of the vehicle you're trying to customize. The radius of user actions is 5 meters from the vehicle you are trying to modify. This doesn't apply for camo net though, anyone can install these at any time or place.

Vehicles that have animations:
- CRV 6e Bobcat - raise/lower mine plow,
- Huron - open/close doors on both sides,
- Ghosthawk - open/close slide doors on both sides,
- MH-9 Hummingbird - raise/lower benches,
- CH-49 Mohawk / EH302 - open/close doors on both sides,
- Ifrit - open/close front and middle doors on both sides, including rear doors,
- Zamak - open/close doors on both sides,
- Mi-48 Kajman - open/close slide doors on both sides,
- Mi-290 Taru - open/close doors on both sides, including the loadmaster's,
- Taru pods (medical, transport) - open/close any existing doors (except ramp, that was already there),
- Van - open/close front doors on both sides and side doors from the outside,
- MB 4WD - open/close doors on all sides,
- TRAAAAAKKTTOOOOOORR - open/close doors on all sides,
- M-900 - open/close (toggle) all doors,
- PO-30 Orca - open/close side doors
hopefully I can include a bit more, given enough time...

Vehicles that can be modified:
- M4 Schorcher,
- M5 Sandstorm,
- Rhino and Rhino UP,
- Marshall AMV-7,
- IFV-6c Panther,
- IFV-6a Cheetah,
- CRV-6e Bobcat,
- Prowler (AT, HMG, Unarmed),
- AH-9 Pawnee,
- MH-9 Hummingbird,
- M2A1 Slammer and M2A1 Slammer UP,
- ZSU-39 Tigris,
- BTR-k Kamysh,
- MSE-3 Marid,
- 2S9 Sochor,
- T-100 Varsuk and T-100X Futura,
- T-140 and T-140K Angara,
- AWC 301, 302, 303, 304 (Nyx platform),
- AFV-4 Gorgon,
- FV-720 Mora,
- MBT-52 Kuma,
- M2 HMG .50 and M2 HMG .50 (Raised),
- Offroad platform (AT, HMG, Repair),
- Van platform (Transport, Cargo, Ambulance),
- MB 4WD,
- M-900

Vehicles that can be painted (change texture):
- Karts,
- Offroad,
- MB 4WD
Soon™

Known "issues":
- Not that I know of any, do report if encountered.

The mod was fully tested, packed, signed by DrunkeN.
125 条留言
thegamecracks 10 月 4 日 上午 5:17 
Ahh, interesting to know how they came about. I know that feeling, maintaining mods is a lot of work to keep up. No worries!
DrunkeN  [作者] 10 月 4 日 上午 1:20 
@thegamecracks - Greetings. This was reported by a fellow user some time ago. That is correct, both mods use mod.pbo. Some story behind it: This was all a big mod. The anti air was one of many categories of vehicles being mixed together to make something better and more effective by using .sqf scripts, alongside extended vehicle actions and animations.
DrunkeN  [作者] 10 月 4 日 上午 1:20 
The project was just too big to handle. It was finished, but the amount of "what if's" was over the top, so I had to segment the big mod into smaller packages, this being Extended Anti Air and this Extended Actions and Vehicle Animations. There was a plan to introduce Extended Armored Force into the workshop, but there are just too many issues with AI not being able to properly target these attached monstrosities.

But yeah, at first it was just Anti Air mod that was in the works, so I left it as mod.pbo. It's a mistake that should be fixed, but I don't know when. Factor of free time and interest in fixing these issues are not working together. :(
thegamecracks 10 月 3 日 下午 4:45 
Hey there! I have a dedicated server with this mod as a requirement. One of my players tried to join with Expanded Actions and your Expanded Anti Air mod together, but the server kicked him with the error message, "Verifying PBO failed: @Expanded Actions and Vehicle Animations\addons\mod.pbo".

Despite unloading Expanded Actions, he got the same error message which was very odd. Looking at their files, I noticed they both had the same addon filename, mod.pbo. When he unloaded the AA mod and added Actions back, the error was solved and he could join. It seems that having both mods loaded and the server requiring one of them causes this issue.

We don't mind this problem at all, but just thought I'd let you know!
ElPedroChico 9 月 12 日 下午 12:52 
That's okay, thank you
DrunkeN  [作者] 9 月 12 日 上午 8:21 
@ElPedroChicoRaulAlfonsoTejada - One possible fix would be to somehow only use the animation of these doors and not include the actions. I'll see what can be done, but I'm not promising anything. Slowly distancing myself away from mod making.
ElPedroChico 9 月 11 日 下午 12:03 
Maybe a fix could be using the CBA addon options menu to disable action menu actions, but keep animations
ElPedroChico 9 月 11 日 下午 12:02 
Mod conflict with mods that change the action menu such as "No Actions"

Issue is this mod removes all action menu actions (And ace interactions) related to the vehicle, except the animation actions such as doors
DrunkeN  [作者] 8 月 29 日 上午 3:02 
@schwoop - I believe it should, it only affects the existing units as long as they are vanilla.
schwoop 8 月 28 日 上午 11:34 
does this work with antistasi ultimate?