View Issue Details
| ID | Project | Category | View Status | Date Submitted | Last Update |
|---|---|---|---|---|---|
| 0001561 | The Dark Mod | AI | public | 11.12.2008 00:38 | 26.03.2010 07:37 |
| Reporter | Springheel | Assigned To | angua | ||
| Priority | normal | Severity | normal | Reproducibility | sometimes |
| Status | closed | Resolution | fixed | ||
| Summary | 0001561: Idle animations interrupt pathfinding | ||||
| Description | It seems that the AI's random idle animations can interrupt the path_anim animation. Not only will this cut off the desired animation (annoying but minor), but more significantly, the AI will not proceed to the next target and will just stay where they are indefinitely. | ||||
| Tags | No tags attached. | ||||
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This might be relevant. There is apparently a way to set whether an animation can be overridden by an idle animation or not: [code]flags = headAnim.GetAnimFlags(); if ( !flags.prevent_idle_override ) {[/code] I don't know hot to actually set that flag, would need to look at the animation parser, and I'm not sure where that is or if it's open sourced. |
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Introduced new playIdleAnimations flag in memory which is set false in the PathAnimtask, and the idle animation is skipped. No new pk4 yet. |
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| Wow, thanks Angua. I was just thinking about that today and resigning myself to the likelihood that this wouldn't be fixed for a while. | |
| Date Modified | Username | Field | Change |
|---|---|---|---|
| 11.12.2008 00:38 | Springheel | New Issue | |
| 13.12.2008 05:58 | Ishtvan | Note Added: 0002239 | |
| 13.12.2008 19:03 | angua | Status | new => assigned |
| 13.12.2008 19:03 | angua | Assigned To | => angua |
| 13.12.2008 19:32 | angua | Note Added: 0002243 | |
| 13.12.2008 19:32 | angua | Status | assigned => resolved |
| 13.12.2008 19:32 | angua | Resolution | open => fixed |
| 13.12.2008 20:42 | Springheel | Note Added: 0002244 | |
| 26.03.2010 07:37 | greebo | Status | resolved => closed |