Still just a test, so expect numerous bugs, inconsistencies, etc.
I'm hoping to make this actually usable around the next few days, but no guarantees.
Stuff worth noting (for now):
- DON'T USE THIS IN FOB MISSIONS
There's a SUPER annoying sound effect that plays every two seconds or so (can be heard in the video) whenever the character is standing still. I know it's because of the animation I'm using - I'm considering switching over to the more limp animations used by stuff like the wandering puppets.Fixed. The animation is still mostly the same.- The standing animation will turn back to normal if the character is turning to look to their behind. There's a ton of "turning left" and "turning right"s in the notes - I'm not sure if I should just replace everything and hope for the best.
As seen at the very beginning of the video, after the character stops, his feet will move around a bit before finally going still. This is because I replaced the breathing animation after sprinting with one of the "wandering puppet" -like idle animations - run around a lot and your character will get fidgety with their feet.Removed this.- Holding down the sprint button (the left analog stick in my case) will play the "hardening up" animation.
It will also play a second animation after that one, both seen in the video. - I ended up using the mist/armor skull running animation over the camo one after all. Mostly to fit in a sliding animation when sprinting stops, but (as a person pointed out in the posts) it also is probably a better fit over the older one.
- The running animation is painfully slow. Shigu used a script to increase the player's sprinting speed in their parasite sprinting mod, so I might just do that.
- Adding this teeny-tiny detail in a bit late, but the motions originally intended for skulls will play their appropiate sound effects if/when those sound effects are loaded onto the mission that the player is currectly in. I'm looking into adding those sounds to free roam, but nothing's guaranteed.