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Duenan

ATTN DEVS: Interrupt Animations

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You NEED to be able to Interrupt animations.

 

What  I mean is if you are in the midst of doing one animation I.E. eating or drinking or whatever you need to be able to interrupt that animation with movement like running. It would cancel the animation so you wouldn't get the benefit of doing whatever animation because it did not play fully.

 

Some animations this is possible but alot of the animations it is NOT possible. I.E. stepping over a fence or eating/drinking. bandaging

 

You have to be able to interrupt these animations and run or do something else due to the nature of this game and whether or not a zombie or another player attacks you etc. I don't know about you but if i'm eating my glorious beans, I'm not gonna stick around to finish them if i'm getting attacked by something.

 

I think this is what people mean by "sluggish controls" is that you can't cancel an animation from playing it by doing something else.

 

I think this is a major game issue when it comes to player control in the world

Edited by Duenan
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I CANT SUPPORT THIS ENOUGH

 

Look around - no zombies, no players. Open can of tuna and zombies glitches through the wall. Now you have to sit there and take a few hits before being able to run away.

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totally agree i think actions should immediately interrupted if you start movong , pull out your gun etc , if the you want to make if more realistic make the player drop whater he was using on his previous action after its interupted - that will be a proper emergency reaction you drop the food and run like heal :D

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Hello there

 

It is a bugbear but I dont think it can be done.

 

If you listen to the lead animator on the recent stream youll see that he addresses this.

 

Rgds

 

LoK

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You NEED to be able to Interrupt animations.

 

What  I mean is if you are in the midst of doing one animation I.E. eating or drinking or whatever you need to be able to interrupt that animation with movement like running. It would cancel the animation so you wouldn't get the benefit of doing whatever animation because it did not play fully.

 

Some animations this is possible but alot of the animations it is NOT possible. I.E. stepping over a fence or eating/drinking. bandaging

 

You have to be able to interrupt these animations and run or do something else due to the nature of this game and whether or not a zombie or another player attacks you etc. I don't know about you but if i'm eating my glorious beans, I'm not gonna stick around to finish them if i'm getting attacked by something.

 

I think this is what people mean by "sluggish controls" is that you can't cancel an animation from playing it by doing something else.

 

I think this is a major game issue when it comes to player control in the world

Only if you just drop whatever you where holding, otherwise we are gonna see people turn animation cancelling into a skill like in counterstrike.

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Only if you just drop whatever you where holding, otherwise we are gonna see people turn animation cancelling into a skill like in counterstrike.

Yeah, god forbid you could stop stepping over a ledge half way through, People are going to abuse that, Doesn't matter that any 5 year old can do it in real life.

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Yeah, god forbid you could stop stepping over a ledge half way through, People are going to abuse that, Doesn't matter that any 5 year old can do it in real life.

I ment stuff like drinking from your canteen or reloading your gun, if you cancel your action of vaulting over a fence... what happen, do you stay on the fence? revert your movement? in the latter, how much quicker is it compared to finish vaulting?

 

As for drinking and eating, dropping whatever you where holding is the quickest way IRL to "cancel doing it".

Edited by Lady Kyrah

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Hello there

 

It is a bugbear but I dont think it can be done.

 

If you listen to the lead animator on the recent stream youll see that he addresses this.

 

Rgds

 

LoK

 

Links please.

 

Welcome to the arma engine :)

 

I sometimes wonder if some of the clunkiness is engine related and therefore probably un-fixable. If so perhaps in hindsight the Arma engine was a poor choice.

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I totally agree with OP, it is all the more needed with the "Eat all" option.

 

I think actions needs a bit of balance, both for realism and for gameplay. As it currently is, I can run and open a can with the can opener with the inventory open (which basically means I'm running, I dig my hand to catch the can opener wherever it could be, be it a pocket or the bottom of the backpack, I dig for a can, again maybe at the bottom of the backpack, and manage to open the can without cutting myself or spilling half the can without even taking the can out of the backpack :D ) but I can't walk at a slow pace and take a swig at the canteen or bite into an apple :rolleyes:

 

I think we could have a good balance if:

  • very simple actions like eating or drinking could be done while walking, but not while running. If you start running during the action, the can or canteen is dropped to the ground and some of the content is spilled (content is reduced by 50%)
  • more complex actions like applying bandages, using tools, etc. could be done only when being still. If you start walking or running, the action is interrupted without being completed, the items are dropped to the ground and possibly are also damaged or emptied (I'm thinking of the blood bag or saline bag)
  • all actions have to be started in the lowered stance. Issuing the combat stance will interrupt the action and drop the items, with the same penalties as above. This way you can actually choose how to interrupt the action: do you want to flee? drop everything and run! do you want to stand your ground? drop everything and get ready for the fight, while your items lay at your feet allowing you to pick them up while looking around

The penalty of dropped and damaged/spilled content I think is only fair to balance out the increased mobility to avoid incoming danger we would be given; by interrupting the action with walking or running, there would be no need for a dedicated command or key, and I believe it shouldn't require too much coding.

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If they "can't" implement this the devs need to rethink being devs, its absolutely needed!

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