Addon leaves animations on only for medicine (medkits, stimpacks, bandage and so on).*
Optionally additionally leaves animations on for mutant skinning.
made for Anomaly 1.5.0 Beta 3.0 update 4 fix 8.
Addon leaves animations switched on only for items that give you advantage in a fight: medical consumables and mines.*
Optionally additionally leaves animations on for mutant skinning.
*Animations for Purified Dog chops and Purified Fat bacon are not disabled, but their duration is decreased from 10 to 3.3 seconds. I didn't disable them completely since they still give you significant buff in a fight (blood "regen" and health regen respectively).
Animations for chemical protection drugs are disabled. Yadulin's animation time decreased from 6 to 3.3 sec, since it's not that useful of a drug in a fight.
Sleeping bag animation is unaffected by this addon.
Sound for every item usage is still there.
New game is not required.
You can do anything you want with this little addon without asking for my permission.
There's still ~1 second delay when disassembling an item, although animation is not playing / inventory isn't closing. If you want to remove even this delay, then check >> this addon <<, download and install part of it named "Remove Animations from Disassembly" (it is compatible with my addon).
preview pic source: vk. com/ zap_nik_home
I almost got a heart attack. I thought this was actual animated models for using the medicines. but this is a welcome addition as well
thought the same. was wondering if someone tried to make a EFT-inspired kind of mod.
Someone needs to try to port Smurth's dinamyc hud from Call of chernobyl
Sorry, but Smurth's dinamyc hud is a piece of crack.
Better to put these new animations like in Lost Alpha DC Extended:
Ugh, that's hard. You not only have to eat this ugly food, you now also see you eating it, ....
Wow, LA DC has come far... last played that in 2016 i think and it didn't have animations back then. And i have to say this looks way more polished than Smurt's HUD. What always bothered me in LA DC that the mutants/NPCs were always locked to their camps and would never move away from them even when engaged.
Ive started my first Lost Alpha campaign (after years of not playing stalker) There is an addon called "mutants are not tied to gulags" or something like that, that will fix it for the mutants. As for the NPC's, some stay in their camps most of the time but I also see many NPC's just wandering around.
You should try it again. (I'm not playing 'extended' though, just 1.4007 + LB's compilation)
I will try you addon man, but sound tasty
Changed addon's title so to not give people infarcts.
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I decided to make this addon because medical item use animations actually have it's gameplay purpose, while other animations just there to annoy the player.
Also I wanted to make this addon as an additional option in settings menu, but decided that I too dumb and lazy for that and simply eradicated all unnecessary animations. D:
Important note:
There's still ~1 second delay when disassembling an item, although animation is not playing / inventory isn't closing. If you want to remove even this delay, then check this Moddb.com addon, download and install part of it named "Remove Animations from Disassembly" (it is compatible with my addon).
(added this last paragraph to the addon's description)
what lines did you edit exactly? txr_actor_effects.use_weapon? Im just curious cause I want to understand how it works...
Deleted "txr_actor_effects.use_weapon(0)", and same thing with "(1)" at the end. If you only leave "txr_actor_effects.use_weapon(1)" then HUD will bug out for some reason.
Same with xr_effects.disable_%something% (depending on command, it may disable UI, any imput or night vision)
level.add_cam_effector('camera_effects\\[...]) - Camera effects, usually they just slightly tilt your POV, thats it. From all the items edited, I only haven't deleted it in the case of vodka (and the meds of course).
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I found I had to edit something in scripts to disable delay for entering UI when using workbench. In the bind_awr.script there was a function "physic_object_on_use_callback(_obj,who)",
particularly this part of it:
"local delay = txr_actor_effects.is_animations_on() and 2 or 0
txr_actor_effects.play_item_fx("workshop_dummy")
CreateTimeEvent(0,"delay_workshop",delay,start_ui)"
I tried to edit it to just:
"txr_actor_effects.play_item_fx("workshop_dummy")
start_ui()"
and it worked. Hopefully it didn't break anything :D (I'm only few weeks into modding, going by trial and error:] ).
You may comment out a line by using a ";" at the very start of the line that way you may preserve functionality for a later point in time.
what do i have to edit to delete the sleeping bag animation?
Any chance we'll get an update for 1.5.1? I can't get it to work myself
Thank you. The animation for disassembling weapons and ammunition was cute at first but when you're trying to grind out parts and ammo parts it becomes a real drag. I like that you still get taken out of the fight when you put on bandages and first aid kits. Cool mod!
EDIT: I haven't actually tried it in 1.5.1 yet. Hope it works!
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Please update it to 1.5.1!
I cant stand my character getting frozen in place, the camera wobbling awkwardly, then some vague sounds playing.
Thats terrible!
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