Arma 3
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Expanded Actions and Vehicle Animations
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Data Type: Mod
Mod Type: Mechanics
File Size
Posted
Updated
1.200 MB
28 May @ 10:34am
4 Jun @ 8:36am
3 Change Notes ( view )

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Expanded Actions and Vehicle Animations

Description
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.
109 Comments
کC_Ne٥ 11 hours ago 
Reminds me of a good old mod from Armaholic days: ''Vehicle actions and lights''. Still works fine except for an error message on mission load which disappears shortly though. This mod does allow for those actions to be executed from the outside of the particular vehicle i.e. by non crew members. Additionally, it added an internal light function, which seemed like a placed light strobe und chem light to me. Can't this the mod here on the workshop though.

Do you intend to make those vehicle actions accessible from the outside, or will you laways have to board a vehicle first?
Kayien 23 hours ago 
This gona be in RHS
Dmitrij 1 Aug @ 5:23pm 
hello with sog is compatible?
DrunkeN  [author] 1 Aug @ 1:02am 
@Bjørn - A saint would be too much, far from it actually. I'm just doing what I think is right. I'm not much of a programmer, not even sure if these scripts are functioning normally in multiplayer.
Bjørn 31 Jul @ 3:38am 
You are a saint. It is extremely weird to me that this game has so many practically unused assets.
[EC] HAWK 26 Jul @ 5:55am 
This whole things should be done by Bi long time ago :(
DrunkeN  [author] 24 Jul @ 5:40am 
@-PatH- Federik - Thank you for letting me know. I've had issues with the Van specifically. I'll see what I can do. :)
-PatH- Federik 23 Jul @ 7:16am 
Hello Drunken, i really like the mod, also, i can't understand why all this wasn't implemented in the base game... Oh well...
Anyway i just wanted to report few animations missing for the DLC van: in some cases the animation doesn't play when the passenger get out. It occurs in all vehicle variants, for both, the passenger next to the driver and also the ones in the back. it works just for few seats, mostly the ones that can shoot outside.
Thank you for the mod! :steamthumbsup:
DrunkeN  [author] 20 Jul @ 7:58am 
@PilotMan - As of right now, no. I still have to finish this mod before I start working on anything else. I'd have to inspect what can be done first, then decide if it's worth it. :)
DrunkeN  [author] 20 Jul @ 7:56am 
@0x00 - I understand, both of these mods carry mod.pbo.

This shoudn't be the case, then again... Arma. It is an "easy" fix with a lot of changes to the filepaths, that's it. D':