Arma 3
Improved Melee System
Mallekip 18 Nov, 2020 @ 1:59pm
Bug Reports
This is a great mod, that deserves *constructive* feedback.

I didn't see a link to a BI forum post, so I'll just post my findings here.
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Showing 1-15 of 118 comments
Mallekip 18 Nov, 2020 @ 2:14pm 
Think it's useful to group things.

Editor:
Melee weapons are in arsenal, but can't be placed as objects in the Editor.

Animation:
Primary weapons on the back flip upside down during attack swings.

Although I assume it will be part of the "stealth attack" future feature, it is not possible to crouch when wielding a weapon.

When playing as the AI Melee unit, swimming animations are disabled. There is also an unusual bug where the stealth balaclava removes itself when the unit is in water.

It also also possible to lock AI melee units in a running state. Either when playing as one. Or by continuously swinging so that they backpedal. They'll simply run in a straight line forever.

Sound:
Drawing sounds for different weapons are the same. Eg equipping the police baton sounds like drawing a sword.

Gameplay:
The field of view change when defending (secondary fire/zoom) can be disorienting and nauseating during long fights.

When doing the large swing attack with the cossack sword, or doing a dodge (spacebar) with any weapon, the character may briefly clip into a wall, dealing it damage.

The green bar representing momentum of the weapon is practical. But swinging weapons is also tiring. Perhaps include a fatigue cost to the animation.
Last edited by Mallekip; 18 Nov, 2020 @ 2:25pm
WebKnight  [developer] 18 Nov, 2020 @ 3:18pm 
Originally posted by Mallekip:
Think it's useful to group things.

Editor:
Melee weapons are in arsenal, but can't be placed as objects in the Editor.

Animation:
Primary weapons on the back flip upside down during attack swings.

Although I assume it will be part of the "stealth attack" future feature, it is not possible to crouch when wielding a weapon.

When playing as the AI Melee unit, swimming animations are disabled. There is also an unusual bug where the stealth balaclava removes itself when the unit is in water.

It also also possible to lock AI melee units in a running state. Either when playing as one. Or by continuously swinging so that they backpedal. They'll simply run in a straight line forever.

Sound:
Drawing sounds for different weapons are the same. Eg equipping the police baton sounds like drawing a sword.

Gameplay:
The field of view change when defending (secondary fire/zoom) can be disorienting and nauseating during long fights.

When doing the large swing attack with the cossack sword, or doing a dodge (spacebar) with any weapon, the character may briefly clip into a wall, dealing it damage.

The green bar representing momentum of the weapon is practical. But swinging weapons is also tiring. Perhaps include a fatigue cost to the animation.

Thanks for a feedback. Here is what i can say.

1) Melee weapons will not be added as placeble in editor, for now.
2) Weapon flips cause those animations was maded back in january and i just placed those weapons upside down by mistake, and in march my HDD died and i lost every single blender file, including a lot of melee animations. So for now i cant fix it, and i dont want to re-animate stuff in 3d time. But i will find a solution how to fix it.
3)I thought that it will not be neccesary to add a crouch position, cause i was making this mod for lightsabers usage first, but for now you are right, crouch positions will be added in *Stealth update*
4)You are not suppose to play as Melee Ai, cause this unit was maded to represent AI in my mod, and all AI scripts will be loaded to you if you play as this unit. But i will fix it in next patch.
5) I will add new sounds and animations for drawning.
6) About fow, just go in setting - view and disable temporary zoom. I cant do anything about that. If you still want to use zoom, just put it on other buttons or your mouse (Same as i do)
7) About dodge dealing damage - i cant do anything about that, that is arma. And i dont want to disable damage for players in that moments, cause they will be invincible even for rifles (was tested). Maybe later i will find a solution, but for now just dont jump into wals.
8) Stealh balaclava will be removed because its an arma feature. It is not connected with my mod.
9) Different weapons will have different stamina and distance parametrs in future.
Paradox 20 Nov, 2020 @ 11:20am 
hey, getting this errormsg:
https://s2.imagebanana.com/file/201120/i6TV3v5K.png

not defined variable _rndanim
Last edited by Paradox; 20 Nov, 2020 @ 11:29am
Olympus304 20 Nov, 2020 @ 3:44pm 
using this mod breaks the ability to call the 'black in/out' function in the eden editor. that is to say if you call these functions the game will do nothing. other than that this mod is a flawless god send. i have no issues and im running it with ace and 100 plus mods for ♥♥♥♥♥ and giggles.
Last edited by Olympus304; 20 Nov, 2020 @ 4:16pm
Lehy 21 Nov, 2020 @ 3:07am 
When the AI uses the dodge, they fly all over sometimes. It's like they teleport back with a momentum that shoots them in the air, when colliding with static objects
PS: With certain weapons, the character holds binoculars in his left hand. (This happened with the police baton)
Last edited by Lehy; 21 Nov, 2020 @ 3:10am
Greymore 21 Nov, 2020 @ 7:40am 
Russian sword only hits on the second attack in the combo. Not the first or third. Same goes for the brush axe.
Last edited by Greymore; 21 Nov, 2020 @ 7:45am
WebKnight  [developer] 22 Nov, 2020 @ 7:18am 
Originally posted by Dalrona:
Russian sword only hits on the second attack in the combo. Not the first or third. Same goes for the brush axe.
This is because you try to hit a friendly unit.
WebKnight  [developer] 22 Nov, 2020 @ 7:19am 
Originally posted by Lehy:
When the AI uses the dodge, they fly all over sometimes. It's like they teleport back with a momentum that shoots them in the air, when colliding with static objects
PS: With certain weapons, the character holds binoculars in his left hand. (This happened with the police baton)
it is made that you can hold two swords in hand - https://sun9-32.userapi.com/impg/Mp3EKlTrTMxkGiL7R5WlHxG44GccneGXN4VJ3A/Atr4fFzAx5I.jpg?size=1095x684&quality=96&proxy=1&sign=db488378feb6784d5734c4a92ead64a6
WebKnight  [developer] 22 Nov, 2020 @ 7:20am 
Originally posted by Alert23:
hey, getting this errormsg:
https://s2.imagebanana.com/file/201120/i6TV3v5K.png

not defined variable _rndanim
Fixed
WebKnight  [developer] 22 Nov, 2020 @ 7:20am 
Originally posted by Olympus304:
using this mod breaks the ability to call the 'black in/out' function in the eden editor. that is to say if you call these functions the game will do nothing. other than that this mod is a flawless god send. i have no issues and im running it with ace and 100 plus mods for ♥♥♥♥♥ and giggles.
Yep, i know about this issue. Will fix it in the next patch.
UnDeaD 2 Dec, 2020 @ 4:39am 
Awesome mod! I've been waiting for this for a long time.

I noticed that:
  • If you are using a melee and you have any binocular on you at the same time, the character will hold it in its other hand.
  • Camera shakes/blinks at each melee attack or jump
  • Character does melee even if the map is open

Some suggestions/changes that would be nice:
  • When you attack while moving forward the character jumps quite a big distance forward (IMO), maybe you could reduce it slightly
  • Would be nice if you could also reduce jumping distance forward and backwards by approx 1 meter
  • You could also change the jump key from Space to V by default, because Space is for actions, and while using the melee weapons V does nothing, so it would be a nice change
  • Some of the death animations are slow-mo, maybe you could speed them up a bit
  • Other stuff that have been mentioned before (crouching, fatigue)
  • First person camera shaking while sprinting

I absolutely love this mod, I already tried with Ravage and it works how it has to.
Keep up the good work!
Last edited by UnDeaD; 2 Dec, 2020 @ 6:38am
Husker 8 Dec, 2020 @ 12:47am 
This is an awesome MOD that is very much appreciated. I concur with the reports re Binos in the hand. I also have found that if used in the editor, saved and reloaded the Mod continues to work great. However if it is part of a published single Player game (Being played as a scenario) when the game is saved and reloaded the Mod seems to stop working. I draw the Melee weapon and it makes the sword being drawn sound but the Melee weapon now has no attack or block move. Not withstanding possible conflicts with other Mods that I am working through by elimination now, I am not using anything that should cause this. I really hope this can be resolved because this MOD is so essential that it is now absolutely core to my game!
WebKnight  [developer] 8 Dec, 2020 @ 3:04pm 
Originally posted by Husker:
This is an awesome MOD that is very much appreciated. I concur with the reports re Binos in the hand. I also have found that if used in the editor, saved and reloaded the Mod continues to work great. However if it is part of a published single Player game (Being played as a scenario) when the game is saved and reloaded the Mod seems to stop working. I draw the Melee weapon and it makes the sword being drawn sound but the Melee weapon now has no attack or block move. Not withstanding possible conflicts with other Mods that I am working through by elimination now, I am not using anything that should cause this. I really hope this can be resolved because this MOD is so essential that it is now absolutely core to my game!
Will be fixed in this update
Arsdor 13 Dec, 2020 @ 4:59am 
Just some thoughts and reveals with compatibility.
With either RHS or CUP clothes armor or whatever, the enemy can hit me, but probably not kill me. Anyway I've survived massive melle attack from different directions. The mod is also yet incompatible with Burn'em which is pity (main ai bots can die in flames why meleeAI just ignore it). Also had not found shields in any place.
And could it be possible to make a melee logic to turn on on basic units on a certain distance from the enemy?
Salad-in 13 Dec, 2020 @ 10:30am 
Pertaining to ACE 3 support, if you were to ever go unconscious holding a melee weapon, you just die instead.

An example would be you can spawn a bunch of melee AI and throw a stun of concussion grenade into them and they would all just die upon impact.

Being able to pass out and still live whilst holding a melee weapon would be great.
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