Phale from the Battlefield 2 SP Forum, and also a member here, has found a way to make smoother transitional animations with a simple tweak.
Weights of all weapons have been found using Wikipedia, Weapon Sites, and placed in the tweak
PR:BF2 1.1.6.0 Weighted Sprint: USMC Weapons Preview - YouTube
For Example, the M16A4 weights about 4 kg with magazine.
Code: Select all
[font=Arial Black][b][size=175][color=Red]usrif_m16a4 animationsystem1p.inc[/color][/size][/b][/font]
animationSystem.cameraSpring.use 1
animationSystem.cameraSpring.amplitude 0.03/0.02/0.03
animationSystem.cameraSpring.zoomDamping 2/3/4
animationSystem.cameraSpring.stiffness 10/10/10
animationSystem.cameraSpring.move 2/2/2
animationSystem.cameraSpring.look 1/1
animationSystem.cameraSpring.fire 0/0/20
rem *** Animations ***
animationSystem.createAnimation Objects/Weapons/Handheld/usrif_m16a4/Animations/1p/1p_m16a4_changeFirerate.baf
animationManager.looping 0
animationSystem.createAnimation Objects/Weapons/Handheld/usrif_m16a4/Animations/1p/1p_m16a4_deploy.baf
animationManager.looping 0
animationManager.length 2.7
animationSystem.createAnimation Objects/Weapons/Handheld/usrif_m16a4/Animations/1p/1p_m16a4_fire.baf
animationManager.looping 0
animationSystem.createAnimation Objects/Weapons/Handheld/usrif_m16a4/Animations/1p/1p_m16a4_reload.baf
animationManager.looping 0
animationManager.length 6.25
animationSystem.createAnimation Objects/Weapons/Handheld/usrif_m16a4/Animations/1p/1p_m16a4_idle1.baf
animationManager.looping 0
animationManager.length 4.3
animationSystem.createAnimation Objects/Weapons/Handheld/usrif_m16a4/Animations/1p/1p_m16a4_idle2.baf
animationManager.looping 0
animationManager.length 2.7
animationSystem.createAnimation Objects/Weapons/Handheld/usrif_m16a4/Animations/1p/1p_m16a4_idle3.baf
animationManager.looping 0
animationManager.length 2.9
animationSystem.createAnimation Objects/Weapons/Handheld/usrif_m16a4/Animations/1p/1p_m16a4_run.baf
animationManager.length 0.666667
animationSystem.createAnimation Objects/Weapons/Handheld/usrif_m16a4/Animations/1p/1p_m16a4_sprint.baf
animationSystem.createAnimation Objects/Weapons/Handheld/usrif_m16a4/Animations/1p/1p_m16a4_stand.baf
animationSystem.createAnimation Objects/Weapons/Handheld/usrif_m16a4/Animations/1p/1p_m16a4_tozoom.baf
animationManager.looping 0
animationManager.length 0.4
animationSystem.createAnimation Objects/Weapons/Handheld/usrif_m16a4/Animations/1p/1p_m16a4_zoom_fire.baf
animationManager.looping 0
animationSystem.createAnimation Objects/Weapons/Handheld/usrif_m16a4/Animations/1p/1p_m16a4_zoom_run.baf
animationManager.length 2
animationSystem.createAnimation Objects/Weapons/Handheld/usrif_m16a4/Animations/1p/1p_m16a4_zoom_stand.baf
animationSystem.createAnimation Objects/Weapons/Handheld/usrif_m16a4/Animations/1p/1p_m16a4_zoom_changefirerate.baf
animationManager.looping 0
animationSystem.createAnimation Objects/Weapons/Handheld/usrif_m16a4/Animations/1p/1p_m16a4_run_prone.baf
animationManager.length 0.8
animationSystem.createAnimation Objects/Weapons/Handheld/usrif_m16a4/Animations/1p/1p_m16a4_toprone.baf
animationManager.length 1
animationSystem.createAnimation Objects/Weapons/Handheld/usrif_m16a4/Animations/1p/1p_m16a4_toprone_rev.baf
animationManager.length 1.2
rem *** Bundles ***
animationSystem.createBundle changeFirerate
animationBundle.isLooping 0
animationBundle.fadeInTime 0
animationBundle.addAnimation Objects/Weapons/Handheld/usrif_m16a4/Animations/1p/1p_m16a4_changeFirerate.baf
animationSystem.createBundle deploy
animationBundle.isLooping 0
animationBundle.fadeInTime 0
animationBundle.fadeOutTime 0.2
animationBundle.addAnimation Objects/Weapons/Handheld/usrif_m16a4/Animations/1p/1p_m16a4_deploy.baf
animationSystem.createBundle idle1
animationBundle.isLooping 0
animationBundle.fadeOutTime 0.3
animationBundle.addAnimation Objects/Weapons/Handheld/usrif_m16a4/Animations/1p/1p_m16a4_idle1.baf
animationSystem.createBundle idle2
animationBundle.isLooping 0
animationBundle.fadeOutTime 0.3
animationBundle.addAnimation Objects/Weapons/Handheld/usrif_m16a4/Animations/1p/1p_m16a4_idle2.baf
animationSystem.createBundle idle3
animationBundle.isLooping 0
animationBundle.fadeOutTime 0.3
animationBundle.addAnimation Objects/Weapons/Handheld/usrif_m16a4/Animations/1p/1p_m16a4_idle3.baf
animationSystem.createBundle fire
animationBundle.isLooping 0
animationBundle.abruptPlayback 1
animationBundle.fadeInTime 0.001
animationBundle.fadeOutTime 0.05
animationBundle.addAnimation Objects/Weapons/Handheld/usrif_m16a4/Animations/1p/1p_m16a4_fire.baf
animationSystem.createBundle reload
animationBundle.isLooping 0
animationBundle.fadeInTime 0.2
animationBundle.fadeOutTime 0.2
animationBundle.addAnimation Objects/Weapons/Handheld/usrif_m16a4/Animations/1p/1p_m16a4_reload.baf
animationSystem.createBundle run
[b]animationBundle.fadeInTime 0.4[/b]
animationBundle.fadeOutTime 0.2
animationBundle.addAnimation Objects/Weapons/Handheld/usrif_m16a4/Animations/1p/1p_m16a4_run.baf
animationSystem.createBundle sprint
[b]animationBundle.fadeInTime 0.4[/b]
animationBundle.fadeOutTime 0.2
animationBundle.addAnimation Objects/Weapons/Handheld/usrif_m16a4/Animations/1p/1p_m16a4_sprint.baf
animationSystem.createBundle still
[b]animationBundle.fadeInTime 0.4[/b]
animationBundle.fadeOutTime 0.2
animationBundle.addAnimation Objects/Weapons/Handheld/usrif_m16a4/Animations/1p/1p_m16a4_stand.baf
animationSystem.createBundle zoom_fire
animationBundle.isLooping 0
animationBundle.abruptPlayback 1
animationBundle.fadeInTime 0.001
animationBundle.fadeOutTime 0.05
animationBundle.addAnimation Objects/Weapons/Handheld/usrif_m16a4/Animations/1p/1p_m16a4_zoom_fire.baf
animationSystem.createBundle zoom_run
animationBundle.fadeOutTime 0.2
animationBundle.addAnimation Objects/Weapons/Handheld/usrif_m16a4/Animations/1p/1p_m16a4_zoom_run.baf
animationSystem.createBundle zoom_still
animationBundle.addAnimation Objects/Weapons/Handheld/usrif_m16a4/Animations/1p/1p_m16a4_zoom_stand.baf
animationSystem.createBundle zoom_changeFirerate
animationBundle.isLooping 0
animationBundle.addAnimation Objects/Weapons/Handheld/usrif_m16a4/Animations/1p/1p_m16a4_zoom_changefirerate.baf
animationSystem.createBundle zoomTransition
animationBundle.isLooping 0
animationBundle.fadeInTime 0
animationBundle.fadeOutTime 0
animationBundle.addAnimation Objects/Weapons/Handheld/usrif_m16a4/Animations/1p/1p_m16a4_tozoom.baf
animationSystem.createBundle still_prone
animationBundle.addAnimation Objects/Weapons/Handheld/usrif_m16a4/Animations/1p/1p_m16a4_stand.baf
animationSystem.createBundle run_prone
animationBundle.fadeOutTime 0.3
animationBundle.addAnimation Objects/Weapons/Handheld/usrif_m16a4/Animations/1p/1p_m16a4_run_prone.baf
animationSystem.createBundle toProne
animationBundle.isLooping 0
animationBundle.fadeInTime 0.001
animationBundle.addAnimation Objects/Weapons/Handheld/usrif_m16a4/Animations/1p/1p_m16a4_toprone.baf
animationBundle.addEvent effect:8
animationBundle.setEventStartTime effect:8 0
animationSystem.createBundle toProneReverse
animationBundle.isLooping 0
animationBundle.fadeInTime 0.001
animationBundle.addAnimation Objects/Weapons/Handheld/usrif_m16a4/Animations/1p/1p_m16a4_toprone_rev.baf
animationBundle.addEvent effect:9
animationBundle.setEventStartTime effect:9 0
rem *** Triggers ***
animationSystem.createTrigger Trigger zoom_still
animationTrigger.addBundle zoom_still
animationSystem.createTrigger MovementTrigger zoom_move
animationTrigger.addBundle zoom_run
animationTrigger.valueHolder 1p_zoom_move
animationSystem.createTrigger MessageTrigger zoom_fire
animationTrigger.addBundle zoom_fire
animationTrigger.message 1
animationSystem.createTrigger MessageTrigger zoom_changeFirerate
animationTrigger.addBundle zoom_changeFirerate
animationTrigger.message 8
animationSystem.createTrigger Trigger zoom
animationTrigger.addChild zoom_still
animationTrigger.addChild zoom_move
animationTrigger.addChild zoom_fire
animationTrigger.addChild zoom_changeFirerate
animationSystem.createTrigger RandomTrigger rnd_idle
animationTrigger.addBundle idle1
animationTrigger.addBundle idle2
animationTrigger.addBundle idle3
animationSystem.createTrigger IdleTrigger idle
animationTrigger.addChild rnd_idle
animationTrigger.idleTime 5/15
animationSystem.createTrigger Trigger still_stand_t
animationTrigger.addBundle still
animationTrigger.addChild idle
animationSystem.createTrigger Trigger still_crouch_t
animationTrigger.addBundle still
animationTrigger.addChild idle
animationSystem.createTrigger Trigger still_prone_t
animationTrigger.addBundle still_prone
animationTrigger.addChild idle
animationSystem.createTrigger PoseTrigger still
animationTrigger.addChild still_stand_t
animationTrigger.addChild still_crouch_t
animationTrigger.addChild still_prone_t
animationTrigger.addChild still_prone_t
animationSystem.createTrigger MovementTrigger move_stand_t
animationTrigger.addBundle run
animationTrigger.valueHolder 1p_move
animationSystem.createTrigger MovementTrigger move_crouch_t
animationTrigger.addBundle run
animationTrigger.valueHolder 1p_move
animationSystem.createTrigger MovementTrigger move_prone_t
animationTrigger.addBundle run_prone
animationTrigger.valueHolder 1p_move
animationSystem.createTrigger PoseTrigger move
animationTrigger.addChild move_stand_t
animationTrigger.addChild move_crouch_t
animationTrigger.addChild move_prone_t
animationTrigger.addChild move_prone_t
animationSystem.createTrigger MovementTrigger sprint
animationTrigger.addBundle sprint
animationTrigger.valueHolder 1p_sprint
animationSystem.createTrigger MessageTrigger fire
animationTrigger.addBundle fire
animationTrigger.message 1
animationSystem.createTrigger MessageTrigger changeFirerate
animationTrigger.addBundle changeFirerate
animationTrigger.message 8
animationSystem.createTrigger MessageTrigger reload
animationTrigger.addBundle reload
animationTrigger.message 2
animationSystem.createTrigger Trigger normal
animationTrigger.addChild still
animationTrigger.addChild move
animationTrigger.addChild sprint
animationTrigger.addChild fire
animationTrigger.addChild changeFirerate
animationTrigger.addChild reload
animationSystem.createTrigger SwitchMessageTrigger root
animationTrigger.addChild zoom
animationTrigger.addChild normal
animationTrigger.addBundle zoomTransition
animationTrigger.message 4
animationSystem.createTrigger Trigger fromProne_zoom
animationTrigger.addBundle zoom_still
animationSystem.createTrigger Trigger fromProne_normal
animationTrigger.addBundle toProneReverse
animationSystem.createTrigger SwitchMessageTrigger fromProne
animationTrigger.addChild fromProne_zoom
animationTrigger.addChild fromProne_normal
animationTrigger.message 4
animationSystem.createTrigger Trigger stillToProne_zoom
animationTrigger.addBundle zoom_still
animationSystem.createTrigger Trigger stillToProne_normal
animationTrigger.addBundle toProne
animationSystem.createTrigger SwitchMessageTrigger stillToProne
animationTrigger.addChild stillToProne_zoom
animationTrigger.addChild stillToProne_normal
animationTrigger.message 4
animationSystem.createTrigger SwitchMessageTrigger forwardToProne
animationTrigger.addChild stillToProne_zoom
animationTrigger.addChild stillToProne_normal
animationTrigger.message 4
animationSystem.createTrigger SwitchMessageTrigger backwardToProne
animationTrigger.addChild stillToProne_zoom
animationTrigger.addChild stillToProne_normal
animationTrigger.message 4
animationSystem.createTrigger SwitchMessageTrigger leftToProne
animationTrigger.addChild stillToProne_zoom
animationTrigger.addChild stillToProne_normal
animationTrigger.message 4
animationSystem.createTrigger SwitchMessageTrigger rightToProne
animationTrigger.addChild stillToProne_zoom
animationTrigger.addChild stillToProne_normal
animationTrigger.message 4
animationSystem.createTrigger Trigger specialMoves
animationTrigger.addChild fromProne
animationTrigger.addChild stillToProne
animationTrigger.addChild forwardToProne
animationTrigger.addChild backwardToProne
animationTrigger.addChild leftToProne
animationTrigger.addChild rightToProne
animationSystem.createTrigger Trigger startup
animationTrigger.addBundle deploy
animationSystem.createTrigger Trigger completeTree
animationTrigger.addChild root
animationTrigger.addChild startup
animationTrigger.addChild specialMovesThe reason why I have added this tweak is because the weapons feel too light when running. It doesn't feel like it has any weight, and they all act the same. Sprinting with the weapon jerkly would strain the back, so having a transitional animation makes it seem weighted.
Video showing the tweak for USMC Forces will be uploaded in 10 minutes. All weapons have the tweaks.
All that's needed to do is to double-check them, and implementing it for pistols, knifes, c4, ammo bags and medic bags.




