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IDProjectCategoryView StatusLast Update
0001561The Dark ModAIpublic26.03.2010 07:37
ReporterSpringheel Assigned Toangua  
PrioritynormalSeveritynormalReproducibilitysometimes
Status closedResolutionfixed 
Summary0001561: Idle animations interrupt pathfinding
DescriptionIt 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.
TagsNo tags attached.

Activities

Ishtvan

Ishtvan

13.12.2008 05:58

reporter   ~0002239

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.
angua

angua

13.12.2008 19:32

manager   ~0002243

Introduced new playIdleAnimations flag in memory which is set false in the PathAnimtask, and the idle animation is skipped.

No new pk4 yet.
Springheel

Springheel

13.12.2008 20:42

administrator   ~0002244

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.

Issue History

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