Downloads / Arma 3 / Addons / Miscellaneous / Switching weapons while moving

Author: Sniperwolf572

Author Website: https://twitter.com/tenga6



Requirements: No addons required



Version: 1.4.5

Signed: Yes, serverkey included



Short description: This addon allows you to switch between weapons while still being able to move



No addons required1.4.5Yes, serverkey includedThis addon allows you to switch between weapons while still being able to move Date: 2015-03-03 20:06





Comments:

Rating: 1 2 3 4 5 6 7 8 9 10 2015-03-03 20:06















Switching weapons while moving by

Sniperwolf572 bySniperwolf572



Description:

This addon allows you to switch between weapons while still being able to move.



I've mashed up a proof of concept for the "Moving and switching weapons at the same time" feature. While it's kinda hacky and my config skills are rusty, hopefully someone with better knowledge of the animation system and the engine might find this useful (hint, hint).



It implements gesture versions of the default BI switching animations and relies on using the "User Action 17" and "User Action 18" controls to function. Action menu actions and keybinds for "Switch to handgun/launcher" will still use the default "stop and switch" method.

In this version, the weapon IK works so it looks nicer than in earlier videos I've shown.





Included files:

TEN_switchWeaponsWhileMoving.pbo





Usage:

Bind "Custom controls > User Action 17" to whatever you want to be your "Switch to handgun" key

Bind "Custom controls > User Action 18" to whatever you want to be your "Switch to launcher" key

(Optional, precaution) Unbind your "Weapons > Switch gun / launcher" and "Weapons > Switch gun / handgun" from your controls, you won't be needing them anymore

Be a badass



It requires keybinds for the following entries:



I've used TAB+1/2 for myself as you can see, not perfect but also not conflicting with my other keybinds. You should be able to bind it to any combination you like. I suggest unbinding the default "Switch to handgun" and "Switch to launcher" keybinds as a precaution.



Sourcecode:

You can find the





Media:





Known issues:

The action menu actions, "Switch to handgun" and "Switch to launcher" controls still use the "stop and switch" method, as mentioned. I haven't tried to replace this yet. This remains a safeguard for me in case the addon messes up so you can still switch weapons.

Midway through the transition, the unit will reset it's weapon and camera orientation. This is due to cancelling of the default switch animation that's caused by switchWeapon. Removing the default animations would cause the action menu switching to be instant, which is kinda bad.

If you switch stances (crouch/stand) in the first part of the animation, you can sometimes cause some additional weapon transitions. I'm not quite sure why this happens yet.





Notes:

You can find the source code on GitHub. I'd welcome a review of the code and especially the config, as I might have messed up the inheritance in some way as I'm not up to speed on it.





Steam Workshop:

- Subscribe





Credits & Thanks:

Special thanks:

Deadfast - Code changes, fixing up my shoddy config work, teaching me about quirks of the scripting scheduling

Drxi, Alejandro, Aseliot, ImClarky - Being awesome test subjects during the MP testing





Change log:

v1.4.5

- Made to be compatible with FFV.



v1.4.4

- Made the switch to and from the launcher safer by disabling it via script until the switch is done

- Signed the addon



v1.4.3

- Reduced the sliding, animation repeating and other shenanigans that happen in MP



v1.4.2:

- Switched to using functions library => removed dependency on XEH.

- Replaced spawns with calls to remove the need for checking whether we're switching - logic is now blocking so no need for that.

- Cleaned up config and fixed inheritance issue.



v1.4.1

Fixed an error that occurred while trying to switch from binocular slot weapons

v1.4

Fixed the inability to switch weapons with the keybinds we handle after team switch

Result of "player" call is cached for the duration of a switch and passed along the function chain

v1.3

Added the emulating of the default switch action while prone, was lost due to controls being switched to custom ones

Implemented lazy evaluation where applicable for unnoticeably faster decision making

v1.2

Refactored the control listening logic, making the stationary weapon switching more responsive.

v1.1

Added the $PBOPREFIX$

Added support for the mouse buttons

Removed the potential movement interruption resulting from handling the movement event

Changed the key bind actions from "handgun/switchWeapon" to "User17/User18" to prevent the default action stopping the player

Code refactoring



Forums Topic:

- BI Forums







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Enable javascript to be able to download from Armaholic please! This addon allows you to switch between weapons while still being able to move.I've mashed up a proof of concept for the "Moving and switching weapons at the same time" feature. While it's kinda hacky and my config skills are rusty, hopefully someone with better knowledge of the animation system and the engine might find this useful (hint, hint).It implements gesture versions of the default BI switching animations and relies on using the "User Action 17" and "User Action 18" controls to function. Action menu actions and keybinds for "Switch to handgun/launcher" will still use the default "stop and switch" method.In this version, the weapon IK works so it looks nicer than in earlier videos I've shown.TEN_switchWeaponsWhileMoving.pboBind "Custom controls > User Action 17" to whatever you want to be your "Switch to handgun" keyBind "Custom controls > User Action 18" to whatever you want to be your "Switch to launcher" key(Optional, precaution) Unbind your "Weapons > Switch gun / launcher" and "Weapons > Switch gun / handgun" from your controls, you won't be needing them anymoreBe a badassIt requires keybinds for the following entries:I've used TAB+1/2 for myself as you can see, not perfect but also not conflicting with my other keybinds. You should be able to bind it to any combination you like. I suggest unbinding the default "Switch to handgun" and "Switch to launcher" keybinds as a precaution.You can find the source code on GitHub . I'd welcome a review of the code and especially the config, as I might have messed up the inheritance in some way as I'm not up to speed on it.The action menu actions, "Switch to handgun" and "Switch to launcher" controls still use the "stop and switch" method, as mentioned. I haven't tried to replace this yet. This remains a safeguard for me in case the addon messes up so you can still switch weapons.Midway through the transition, the unit will reset it's weapon and camera orientation. This is due to cancelling of the default switch animation that's caused by switchWeapon. Removing the default animations would cause the action menu switching to be instant, which is kinda bad.If you switch stances (crouch/stand) in the first part of the animation, you can sometimes cause some additional weapon transitions. I'm not quite sure why this happens yet.You can find the source code on GitHub. I'd welcome a review of the code and especially the config, as I might have messed up the inheritance in some way as I'm not up to speed on it.Special thanks:Deadfast - Code changes, fixing up my shoddy config work, teaching me about quirks of the scripting schedulingDrxi, Alejandro, Aseliot, ImClarky - Being awesome test subjects during the MP testingv1.4.5- Made to be compatible with FFV.v1.4.4- Made the switch to and from the launcher safer by disabling it via script until the switch is done- Signed the addonv1.4.3- Reduced the sliding, animation repeating and other shenanigans that happen in MPv1.4.2:- Switched to using functions library => removed dependency on XEH.- Replaced spawns with calls to remove the need for checking whether we're switching - logic is now blocking so no need for that.- Cleaned up config and fixed inheritance issue.v1.4.1v1.4v1.3v1.2v1.1

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