Description

I've updated Rezy's mod to RC+ Betas with the help of Feel_Fried and Rezy himself. As I've taken files from their mods.

Preview
Quick Melee Attack for RC+ Betas
Comments
Mich_Cartman
Mich_Cartman

Thanks 👌

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Pryviet Author
Pryviet

You're welcome Mich. I hope your weapon pack makes it to RC+ soon!

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Mahzra
Mahzra

So in the absence of this mod I had bound V to the new quick-nade function.

Suffice it to say it is a good thing I can now muscle-memory panic knife attacks again.

... mistakes were made

EDIT: bind quick-nade to quick-knife button and the game will USUALLY prioritize the knife-attack. Usually. It's like Russian Roulette. Fun for the whole family.

EDIT2:

Playing with this mod, I noticed I very often use the knife to finish off bleeding enemies on the ground. It's just cool to quickly put your primary weapon away, slash the guy's throat and put your primary weapon back up.

YOU KNOW WHAT WOULD BE EVEN COOLER?

Put the primary weapon away, pull out my pistol, fire one shot and put my primary weapon back up.

Oh, the hilarity when I inevitably forget to reload my pistol after upgrading it, and it just goes *click*.

Would this be hard to implement in a similar fashion as the quick-knife button?

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Pryviet Author
Pryviet

It could be done but it's a lot of hassle for what you get. You can get that by simply changing weapons, muscle memory. Quick knife attack is substantially quicker than changing to knife and knifing.

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Guest
Guest

I think an interesting concept would be that your first weapon / primary is being held up with straps, so when your not holding your primary gun its technically just resting on your chest. This would mean that you could technically speed up the swap time between primary to anything, because your not putting the gun on your back or on your side or in a bag, your just letting it go and let it hang off your neck. So you could use this concept as a way to implement your quick-pistol swap idea into the game.

Frankly, I think this idea is rather genius, it would add a lot to the gun-play of Stalker, Sometimes I end up dying because I'm stuck swapping weapons and animation can be rather lengthy, so it would be really awesome if you could pull out your pistol really quickly and only be able to hip-fire.

To concept this, here's two different ideas:

1. Your Primary is strapped around your neck, so you can let go of the gun and pull another weapon out faster, this would make quick-knife more immersive.

2. You hold your primary weapon in your off-hand and pull out your pistol with your main-hand, an interesting draw-back to this idea is that you wouldn't be able to ADS, only hip-fire. So imagine, that you run around a corner with a gauss-rifle and need to engage in close-quarters, your character could hold the gauss by the barrel with there off-hand and pull out the pistol with the main-hand, You could make this be a hold or toggle function too, so you just let go or press a button and you put the pistol away and bring the primary weapon back into your arms.

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Pryviet Author
Pryviet

That's a lot of work for what we'd be getting.

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ElCaz4dor
ElCaz4dor

Max Payne 3 did it so well. I'd definitely mod this in if I knew how, just so I can look cool killing things.

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Guest
Guest

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KakChelovek
KakChelovek

Краш при попытке разделать мутантов

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Pryviet Author
Pryviet

ошибка исправлена

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ZOng22
ZOng22

Thanks for uploading this! I love it!

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ludoedjkeee
ludoedjkeee

crash when trying to butcher mutants

FATAL ERROR

[error]Expression : <no expression>
[error]Function : CObjectAnimator::LoadMotions
[error]File : ObjectAnimator.cpp
[error]Line : 47
[error]Description : fatal error
[error]Arguments : Can't find motion file 'itemuse_anm_effects\harvest_lean_down_main_headbob.anm'.

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Pryviet Author
Pryviet

Thank you for reporting! The issue has been fixed, I've addded two gamedatas, one for Feel_Fried's Anims and another one for Vanilla Anomaly.

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Guest
Guest

delete "item_animations.script" and enhanced_animations.script from gamedata/scripts

no idea why, it just works

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Pryviet Author
Pryviet

Yes, but you can still get crash when pressing V repeatedly. I recommend you use the new version I've just uploaded :)

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Guest
Guest

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Tiagobr6
Tiagobr6

can someone tell me what is RC 15, RC 18 ? wtf, its so confusing i have anomaly 1.5 update 4 hotfix 8 what the hell is rc 15 and so on ?

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Pryviet Author
Pryviet

It's a new open beta. You can download it from Anomaly's discord, I recommend you do it as it is pretty stable imo. Go into #update-feedback and take a look at pinned messages.
Among other things, the new open beta brings a new functional PDA, engine improvements, body collision and so on.

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Tiagobr6
Tiagobr6

yeah but what about the mods ? i use like 50 U4H8 mods, its really hard to adapt, and im not sure my entire compilation is compatible with rc 15 or 18

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Pryviet Author
Pryviet

There are also many other very nice mods for RC betas, mods like beef's nvgs, feel_frieds anims, things that we had never seen before in Anomaly!

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Tiagobr6
Tiagobr6

thanks for explaining tho

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Pryviet Author
Pryviet

No problem, anytime!

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SAFatalError
SAFatalError

Почему-то этот мод ломает анимацию взятия ПДА в руки, из-за чего полностью ломаются руки. Оружие не достать, меню на ESC не открыть. Играю на RC18 и проверял на чистой версии игры. Не подскажете, что может быть не так?

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Pryviet Author
Pryviet

Вы уверены, что играете с чистой версией? Удалите папку с данными игры и поместите данные игры из моего мода. Я только что протестировал и все работает нормально.

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SAFatalError
SAFatalError

Абсолютно уверен. Но да ладно, что-нибудь придумаю с этим.

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Pryviet Author
Pryviet

Не понимаю, что это могло быть. Я не могу повторить ошибку. Тестирую с чистой версией и глюков нет.

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Guest
Guest

! [LUA] SCRIPT RUNTIME ERROR
! [LUA] d:/game/stalkeranomaly\gamedata\scripts\bind_crow.script:34: attempt to call global 'load_var' (a nil value)
! [SCRIPT ERROR]: d:/game/stalkeranomaly\gamedata\scripts\bind_crow.script:34: attempt to call global 'load_var' (a nil value)

FATAL ERROR

[error]Expression : <no expression>
[error]Function : CScriptEngine::lua_error
[error]File : ..\xrServerEntities\script_engine.cpp
[error]Line : 191
[error]Description : fatal error
[error]Arguments : LUA error: d:/game/stalkeranomaly\gamedata\scripts\bind_crow.script:34: attempt to call global 'load_var' (a nil value)

stack trace:

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Pryviet Author
Pryviet

Any more info? Crash when starting the game? When doing an action?

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Guest
Guest

Thanks!!I love this addon.
A quick blow with a knife is the best!!!

The explanation was insufficient....
It crashed for the first time when I jumped to the level.(Agro→Cordon)
After that, I couldn't start the game.
I can start the game by removing addon.

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Pryviet Author
Pryviet

Wow, that's surprising. I'll try to replicate it!

Thanks for reporting!

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Guest
Guest

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Astraxis

Such a simple mod yet so important, thank you for this! Is it possible to change the bind, for example to Q?

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nb79
nb79

how to use this with food anims? (current version) i had it working with 0.6 version but now it crashes when quick knifing.

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vulkodlac
vulkodlac

Hey, thanks for your work, this is an essential addon. Any idea how crows can be made harvestable again? I can't figure out which line in bind_crow.script is the culprit, but my hunch is the active_item check is because the quick knife isn't really active. A small detail, but my modder brain feels like there's got to be a workaround. Thanks!

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Guest
Guest

is this mod working with 1.5.1? I'd like to add this feature. I've tried all the mods for quick melee including the one included in BaS and none of them worked. This version I was able to get a knife sound while pressing the v key, but nothing else happens, no animations, or damage dealt. If anyone has had this working please let me know your mod list to help figure out my conflict if there is one.

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micnorian14
micnorian14

Would also like to get quick melee back. Works with 151, but not with Povaks 151 AIO. Shouldnt be different but somehow is.

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KahaRäst
KahaRäst

Hey, probably way too late, but found a fixaround(though I don't know yet, if it breaks something else). Probably good for future users of the mod.

There seems to be 3 problems with the crow_binder(crow_bind.script file):
1) IsMelee(Obj) always returns false, probably because of objects are called. Also for some reason, it gets called quite often, so it spammed the hell out of the console, when I wrote a debug printf in.
Fix: Line 41: Replace 'IsMelee(obj)' with 'item_knife.is_equipped()'.
2) In the "if (not looted) and (knife_equipped) then" statement, there are mentions of a knife_manager. However no such thing exists and the code only "works" because the if statement is never true(see point 1)).
Fix: Line 46 and 49: Replace 'knife_manager' with 'item_knife', there's 2 instances of that.
3) In the function 'use_callback' there's an if statement with itms_manager. No idea what it does exactly, but the game doesn't find the itms_manager or callback and crashes(at least did for me).
Fix: Line 73: Replace the whole line with 'SendScriptCallback("monster_on_actor_use_callback",obj,who)'.

After these I'm able to harvest the crows again.(Though I seem to have another problem, as I can't get any beaks from them... But that's another problem for another day).

Figured these out after 3 hours of looking at the unpacked crow_bind and monster_bind script files and debugging/testing. Took way too long for this, but eh... whatever. :P

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HellblaueHoelle
HellblaueHoelle

This is great, but I'd really like this to be able to redo the bound key because "V" is for switching to grenade launcher, but "Z" is for nothing.

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SparksTheUnicorn
SparksTheUnicorn

Any plans to update this to make it work with 1.5.1

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HellblaueHoelle
HellblaueHoelle

It already does work for me in 1.5.1

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Neitronus
Neitronus

How do I remove it from existing save without CTD on load because game trying to locate animation which is not there anymore?

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