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SMK Animations mod http://zerosurvival.net/forum/viewtopic.php?f=20&t=435 |
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Author: | deadlyhabit [ Sun May 05, 2013 2:54 am ] |
Post subject: | SMK Animations mod |
Saw you have ST Movement already, but I think SMK Animations might be worth looking into adding into the mix http://www.armaholic.com/page.php?id=14012 If anyone plays Arma 3, they pretty much have this built in already, but it's adds a much more realistic style of play when using cover and concealment. For example in Arma 3 ![]() |
Author: | Seaweed [ Sun May 05, 2013 10:02 am ] |
Post subject: | Re: SMK Animations mod |
We have smk animations lite the full version doesnt play nice with dayz (same reason the breaking point guys only stole smk lite) I believe they stopped working with a BE update tho so I may need to add more exceptions again if you get a kick running it (like on the forums as I had to self sign the pbo).... |
Author: | deadlyhabit [ Sun May 05, 2013 1:17 pm ] |
Post subject: | Re: SMK Animations mod |
Lite is just the running vault correct? |
Author: | Seaweed [ Sun May 05, 2013 1:29 pm ] |
Post subject: | Re: SMK Animations mod |
deadlyhabit wrote: Lite is just the running vault correct? It's every thing besides the cover/grenade type bits as far as I could see videos here, running vault didn't work for me by default think the combat roll code in dayz is interfering. viewtopic.php?f=2&t=281 Downside is the mod is optional, we tested it though with one player running the mod and one not, and for the most part you aren't extra exposed when using a new animation... I will take a look at the battle eye kicks that have popped up since the recent updates and see if I can get it working again soon. |
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