Arma 3
Expanded Actions and Vehicle Animations
109 Comments
کC_Ne٥ 16 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 2 Aug @ 4:33pm 
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':
PilotMan 20 Jul @ 3:29am 
Are there any plans to also add the ability to Open Doors on the Eden and Zeus Menu like with RHS, and even some SOG Prairie and CUP vehicles?
0x00 19 Jul @ 8:32am 
Can not be used alongside Expanded Anti Air btw, something to do with the pbo name of both, if you rename one or the other, while both are loaded - which ever pbo is loaded first is active but not the other, bizarre.

Good luck with exams ;)
jhom-jhom 19 Jul @ 5:26am 
uuuuuuuuuuu
Nebula Nebbinson 17 Jul @ 7:03pm 
Tuff :steamhappy:
KoVL 12 Jul @ 11:47am 
норм
DrunkeN  [author] 8 Jul @ 11:11am 
@ElPedroChicoRaulAlfonsoTejada - Perhaps as a separate mod, this gives me an idea.
Can you add camo nets and slat cages to the pool of what a vehicle can spawn with?

For example at the moment, BTR-Ks have a chance to spawn with bags, extra tracks, both, or none of the two. It has nets and slat cages available, but they don't spawn with them at all.
DrunkeN  [author] 3 Jul @ 7:49am 
@K1NG_J3W - Greetings. The mod is already signed and the EAVA.bikey is already included in the mod files.
K1NG_J3W 2 Jul @ 8:11pm 
Great Mod! Could you please sign add a bikey so that it can be used by servers?
DrunkeN  [author] 26 Jun @ 1:41pm 
@MrQuental - You are correct, they do. During the development, I removed Hunter MRAP and Strider from the mod simply because the doors would not animate from the inside, but from the outside everything was alright. Basically, exactly as you said. :D
MrQuental 26 Jun @ 8:03am 
If I am aware and my mind doesnt fail me, the Hunter and Strider do have door animations as well, even if the Hunter door animations isn't the best due to the floating windows and all and technically the game still consider the open doors closed.

but yeah, cool mod man, you basically just made my life easier has i dont have to code anymore xD
DrunkeN  [author] 24 Jun @ 10:41am 
Let's get back to it then. :espresso:
DrunkeN  [author] 22 Jun @ 12:19am 
@_mickey_ - I believe that at one point in development of the vehicles in early days of Arma 3, the developers actually wanted to animate as much of these components as possible, but possibly due to lack of time, they had to cut some things out of the picture, leaving them finished, but not fully implemented.

As you said, you can hear opening/closing door sounds on the Van itself, but not on the Ifrit. That's because the actual components for the Van have been fully finished (example: using the vehicle editor to open or close specific doors of the Van).
_mickey_ 21 Jun @ 1:26pm 
@DrunkeN Thank for your work!

By the way, one detail. Earlier I asked you to add sounds when opening/closing the door. when using CSAT Ifrit, I didn't hear any sounds, but later when using Van I hear have sounds! This means that you can do it for all vanilla vehicles!
DrunkeN  [author] 21 Jun @ 5:49am 
@_mickey_ - Hey man, I see what you're trying to show me. I'm still trying to figure out how to do this. If the vehicle 'Get Out' action is tied to something more complex (such as the .p3d model itself) than what I usually would know how to alter, then there isn't much I can do.

I'm still experimenting with the codes I'm developing. It will take time. :)
_mickey_ 20 Jun @ 2:35pm 
@DrunkeN Hi bro! Can you compare your animation and RHS animation?

https://youtu.be/cvKp7FN4aPE

In your mod, before vehicle entering, the animation of door opening does not present.

So what happens to you is this:
a). player get into the vehicle
b). start the animation of opening and after closing the door


While in RHS everything is set up correctly:

a). First the door opens,
b). then the player gets into the vehicle
c). and then the door closes

You can't do it like this?
GreedyJungle 20 Jun @ 8:44am 
This mod is absolutely amazing so thank you. I have been wanting a mod like this ever since A3 was released. Any chance if you find the time you can add these options to DLC vehicles too such as the Cougar Helicopter?
Whells 19 Jun @ 9:30am 
This mod allows you to open the rear doors of a wrecked truck to hide inside it in combination with advanced movement, arma has reached a new level of gameplay depth.
DiviAugusti 18 Jun @ 6:39am 
okie thanks
DrunkeN  [author] 18 Jun @ 5:57am 
@DiviAugusti - I believe it should work fine with ACE3.
DiviAugusti 18 Jun @ 4:11am 
hey is this compact with ACE?
DrunkeN  [author] 15 Jun @ 8:49am 
I've paused any updates across all mods until exams are done.
DrunkeN  [author] 13 Jun @ 1:30am 
@Him - The radius should be max 5 meters. Interesting...
DrunkeN  [author] 11 Jun @ 8:31am 
@[UV]Gigglebuns - I honestly don't have an answer to this question. I believe the mod works with ACE3 flawlessly, but it still follows vanilla standards, as in, scroll wheel action menu, unlike ACE Interaction menu. That's all I can say.
[UV]Gigglebuns 10 Jun @ 3:56pm 
How is the mod not compatible with ACE3?
Quack 9 Jun @ 8:47pm 
amazing mod
DrunkeN  [author] 9 Jun @ 12:02pm 
@NIKTO - Unfortunately no.
NIKTO 9 Jun @ 9:03am 
That mod compat with ACE3?
DrunkeN  [author] 9 Jun @ 4:15am 
@Colonel Quaritch - And not a single animation and/or user actions for engineer work? Can you give me some examples on how you tried to use what is mentioned in description?

The more feedback I get, the more I can work on figuring out what is the root of the issue. :)
@DrunkeN yes, 50 mods. I tryed all vanilla vehicles included in this mod
_mickey_ 6 Jun @ 7:24am 
@ Thank you bro. It's good that you do your work for the Arma3 community. Good luck
DrunkeN  [author] 5 Jun @ 3:24pm 
@_mickey_ - For now, I'll focus on what is missing, as the next updates will continue adding more and more hidden or unused animations, tweaking, fixing and such. Once I implement what I believe is necessary, I'll then switch to polishing what was put into the mod. Adding sounds might come later on, if time and opportunity allows it. :steamthumbsup:
_mickey_ 5 Jun @ 3:08pm 
@DrunkeN If you don't want to do this, then I can't order you, but your animations without sounds, when entering and exiting vehicle, it doesn't make any sense. At least for me personally. I think you need to learn how the RHS did it. They prove that this is possible on the A3 engine, because they did it superbly.
DrunkeN  [author] 5 Jun @ 1:30pm 
@_mickey_ - Regarding sounds, it's a bit odd. In some cases you can clearly hear the sound effects of doors opening and closing (in both cases either via get in/ get out AND user actions (example vehicle being the civilian Van)), while in other vehicle such as Ifrit you can only hear the doors when getting in... Hmmm...
DrunkeN  [author] 5 Jun @ 1:23pm 
@_mickey_ - I'm only able to use what I can from the game itself, not from other mods. That's what vanilla is about. I'm not sure if adding sounds to these animations would make it any better though. Just means extra work and deviating from the original purpose of the mod which caries the name as it is. :)
_mickey_ 5 Jun @ 1:17pm 
@DrunkeN thank you very much for fulfilling my request for animations, when entering and exiting vehicle. But unfortunately you have no sound for this anomations, please try using the door slamming sounds from RHS :steamthumbsup:
DrunkeN  [author] 4 Jun @ 8:37am 
The mod has been updated with the latest fix and new additions. More will be added in the following hours. :espresso:
Druark 4 Jun @ 6:38am 
Thanks for the quick work, it is much appreciated.
It's always something easy to overlook that breaks!
DrunkeN  [author] 4 Jun @ 5:48am 
@Druark - Greetings, a fix will be applied soon, alongside new additions once I get them to work. :)

The units error was caused by units[] = {}; missing in CfgPatches. My mistake.
DrunkeN  [author] 3 Jun @ 7:06pm 
@Druark - I'll try to fix this error once I get back from work.