Description

Generally when you aim or shoot while reload or equipping a weapon it will ignore the key press until released and pressed again. This addon is a script that will remember aim and fire while pressed. Pistols will now be able to aim and fire instantly while being equipped. This will make pistols more viable in tight situations where your primary jams or run out of bullets. Melee weapons will be able to queue swings while holding the attack buttons

Preview
Fluid Aim for Anomaly 1.5.1
Post comment Comments  (0 - 50 of 108)
ZeusTheLegend
ZeusTheLegend - - 10 comments

cant wait to try this out

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Guest
Guest - - 690,619 comments

wow nice

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V0lk4n00
V0lk4n00 - - 39 comments

Wait, this is...actually genius mod!

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DeadCrow
DeadCrow - - 22 comments

This is something I never thought of, but feels so important now that I see it. Thank you for making this mod.

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xDerHetzer
xDerHetzer - - 17 comments

really nice mod ^^ and nice video but this reload animation wich addon is this ? ^^

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Torenico
Torenico - - 144 comments

Moddb.com

Most likely that one

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WeebSlav
WeebSlav - - 122 comments

None, I'm pretty sure that's vanilla anomaly animation set

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Skieppy Author
Skieppy - - 80 comments

It's vanilla anomaly(stcop). Was using the ak 74n in the first example.

@THE4thS4INT as well

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THE4thS4INT
THE4thS4INT - - 8 comments

That's actually brilliant :D
BTW what animation mod do you use ?!

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__Masako__
__Masako__ - - 13 comments

This looks like it's just vanilla Anomaly

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DerChrom
DerChrom - - 62 comments

Didn't knew i need this - but now i do! +1

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AdamBorseti
AdamBorseti - - 21 comments

I have been waiting for someone to do this for so long, I honestly thought it was an engine limitation. What next? Normal-paced walking animations for the player, so that they're actually walking like the NPCs, instead of doing that weird baby step BS. I can't be the only person who noticed that even while you're walking, your footsteps are still fast paced like you're jogging! It should be like half of that speed.... there must be a way to just replace that stupid stutter-walk with the NPC's standard walk animation, right? Anyway, WICKED script my guy.

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L4U6H1N6-LUN4T1C
L4U6H1N6-LUN4T1C - - 1,172 comments

I think there is one that could help.... Moddb.com

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AyeBlin
AyeBlin - - 364 comments

There's a bug I would like to report.... When you right click with knife it do double stab

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AyeBlin
AyeBlin - - 364 comments

Im using toggle aim btw

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Skieppy Author
Skieppy - - 80 comments

Will upload the fix later today.

If you would like to apply a fix now you can replace the following on line 33 in the script.

from
`if (is_weapon) then`

to
`if (is_weapon and not (SYS_GetParam(0,wpn:section(),"kind") == "w_melee")) then`

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AyeBlin
AyeBlin - - 364 comments

Aye thank you so much

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ImagineUsingJSGME
ImagineUsingJSGME - - 35 comments

Amazing mod, I have no idea how I have not been bothered by the fact that the game lacked action queueing (which is what this mod essentially adds).

I did a quick test and found that this would also be useful for meds, for example using the f2 and f1 keys in succession for bandages and med kits (or vice versa) does not queue the action and you only end up using the first med and you have to press to use the 2nd one after the first one is finished. Think you could also make a mod / update to allow for a med to be queued? Or would that be a useless mod if someone spams f1 and ends up using up all of their meds due to the queue?

Again, amazing mod and definitely one that I will be recommending to everyone. Thank you!

EDIT: Just realised that this only affects aim, any chances of making this work for shooting as well?

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Skieppy Author
Skieppy - - 80 comments

Would have to look into the consumable queuing. Not sure how would achieve this. Would need assistance on that. I can see how the queuing would work. can only queue specific quick slot once and queue the next quick slot.

With regards to the shooting I can give it a bash.

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ImagineUsingJSGME
ImagineUsingJSGME - - 35 comments

Wonderful! If it does not work then don't sweat it. Also only recently did I realise that you also made the sprint animation mod as well. Big thanks for that since the old animations were buggy and choppy for some weapons.

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Bobolinho
Bobolinho - - 53 comments

When used with the Tacticool Scopes addon, it makes the gun aim automatically down the scope, right after you fit the scope on the weapon. It happens with 60% of the weapons (vanilla Anomaly weapons).

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Skieppy Author
Skieppy - - 80 comments

The Tacticool Scopes from what I see are dds files. Shouldn't have an effect on the script. However I did find that I used the wrong time event. Were you using hold aim and by tapping right click on equip or reload it will lock into aim until pressed again?

Will upload that fix now

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Bobolinho
Bobolinho - - 53 comments

Weird. I can't replicate it anymore, but not all the weapons showed this behaviour. I am pretty sure it was an AEK with a PSO-1, for starters. I am also using this mod: Moddb.com

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Skieppy Author
Skieppy - - 80 comments

Let me know if you found a way to replicate it again

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plasticheart77
plasticheart77 - - 23 comments

Is there possibility for compatibility with major gun related mods ? I have Blindside's Reanimation Pack, JSRS, EFT Reposition Redux and Grok's Ballistics Overhaul,it just doesn't seem to work.

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Skieppy Author
Skieppy - - 80 comments

Strange... This addon should work with any addon. If you go to your anomaly folder/appdata/logs/xray_user.log and do a word search 'fluid' or 'error' do you see any errors in that log? Keep in mind that you have to play the game with the addon enabled before going to the log file.

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plasticheart77
plasticheart77 - - 23 comments

I found something like this : "! Unknown command: g_old_aim
! Unknown command: input_exclusive_mode" is this usefull?

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Skieppy Author
Skieppy - - 80 comments

Sorry for the late reply. I believe that is in the log file regardless if the addon is enabled or not. So the weapon does not aim after reload at all if you hold aim while reloading?

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plasticheart77
plasticheart77 - - 23 comments

I also that that lower weapon mod with mcm support, it just won't aim automatically after switching weapons.

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Skieppy Author
Skieppy - - 80 comments

Are you referring to the lowered weapon sprint or a different addon?

Also can you give examples in which instances it does not work?

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Diphenhydramine-HCl
Diphenhydramine-HCl - - 257 comments

I believe they're referring to my addon(https://www.moddb.com/mods/stalker-anomaly/addons/151-auto-lower-weapon). However I just tested it and there seems to be no conflict between these two. Really enjoying this btw, went onto my "always enabled" list!

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M4770
M4770 - - 6 comments

this is brilliant! super elegant script, giving super fluid gameplay; thx and hi five!

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Tweaki_Breeki
Tweaki_Breeki - - 218 comments

This is indeed such a good mod. Another mod that has helped me learn the LUA in fact!

I've taken line 23:

local is_weapon = wpn and IsWeapon(wpn) or false

and changed it to:

local is_weapon = ((wpn and IsWeapon(wpn)) or (wpn and SYS_GetParam(0,wpn:section(),"class") == "WP_BINOC")) or false

... so now I can press 5 for the binoculars and hold RMB for the same effect!

Thanks again!

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Skieppy Author
Skieppy - - 80 comments

That's quite nice, will modify the script and add you in the credits.

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Tweaki_Breeki
Tweaki_Breeki - - 218 comments

Unexpected credit bonus! Thank you :)

Downloading new version right away, cannot play without this addon any more, it's too gold.

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GabeCPB0
GabeCPB0 - - 354 comments

Anxious about trying this one!

Thanks for your work! Cheers, mate!

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morgannoor1991
morgannoor1991 - - 475 comments

10/10

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wolfstriked
wolfstriked - - 70 comments

This function for knives possible?

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Skieppy Author
Skieppy - - 80 comments

Make it auto swing when holding left or right click?

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wolfstriked
wolfstriked - - 70 comments

Yes,its that it feels clunky to swing and then have to wait till animation ends fully and then swing again.

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Skieppy Author
Skieppy - - 80 comments

Yes, that is possible. Will add it in the next version

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wolfstriked
wolfstriked - - 70 comments

Its perfect....your the man!!

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Skieppy Author
Skieppy - - 80 comments

Added the feature in 1.2.1

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ImagineUsingJSGME
ImagineUsingJSGME - - 35 comments

Thanks for adding in the suggestion with the hip-fire to ADS transition! Much love

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TySG
TySG - - 110 comments

It's compatible with the " Pistol in Binoc addon"? Sorry for muy english

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Skieppy Author
Skieppy - - 80 comments

It should be compatible. It looks at the weapon you are holding rather than the slot being used

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Mantruffle83
Mantruffle83 - - 55 comments

Great addon! Unfortunately I found a bug, when you use the auto grenade keybind, after the grenade is thrown whatever gun you are holding auto fires by itself! Hopefully it's an easy fix.

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Skieppy Author
Skieppy - - 80 comments

Will create a fix as soon as I can

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Skieppy Author
Skieppy - - 80 comments

I fixed the issue with the weapon firing on my local. However I'm having issues queuing the aim and fire for certain actions. The mask cleaning, using consumables with animations and quick grenade uses a function called only_allow_movekeys. This will essentially disable left and right mouse preventing actions from queuing.

I will upload this fix but, you won't be able to hold aim while using grenade quick throw. Will look more into it though.

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Mantruffle83
Mantruffle83 - - 55 comments

Sounds good, thanks for the update!

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