View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
---|---|---|---|---|---|
0004140 | The Dark Mod | Animation | public | 20.04.2015 18:01 | 17.12.2020 01:41 |
Reporter | Springheel | Assigned To | |||
Priority | normal | Severity | normal | Reproducibility | have not tried |
Status | new | Resolution | open | ||
Product Version | TDM 2.03 | ||||
Summary | 0004140: Ai head butting during combat | ||||
Description | Ai will sometimes lean forward while attacking, hitting the player with their head. This is because combat controls the leg channel, and the hips lean forward quite a bit while running. This was fixed once by putting leg overrides in the combat frame commands, but recent animation changes may have affected that fix. | ||||
Tags | No tags attached. | ||||
related to | 0004064 | new | Checklist of minor anim issues for 2.04 |
Just to clarify a bit more--during combat, there are two things controlling the AI: movement and attacks. The leg channel is controlled by the AI's need to move within range of the player, and the torso channel is controlled by the attack/block code. Our run animation has the AI lean forward quite a bit, so when the legs cause the AI to run at the same time the torso is swinging, the AI winds up bending down and head-butting the player. I fixed this once by putting leg channel overrides in the combat frame commands--this meant that when the AI started his combat swing on the torso, the legs would stop running for a moment. It looked fine and didn't create any serious exploits. IIRC, the 2.03 changes to animations made leg overrides not work anymore, so this issue will need to be solved in a different way when animation is reworked for 2.04. |
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I can't remember why the leg overrides don't work anymore, but another option is to just re-enable that function? Seems like the ability to override a particular channel on a particular frame will always be useful. |
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I'm reluctant to mess with animation overrides again in 2.04 after the grief it gave us in 2.03. So much grief that grayman and I decided to work on a new simplified animation system, but that hasn't happened yet. I'll bump this to 2.05. | |
Date Modified | Username | Field | Change |
---|---|---|---|
20.04.2015 18:01 | Springheel | New Issue | |
21.04.2015 19:48 | Springheel | Note Added: 0007487 | |
15.01.2016 14:28 | Springheel | Assigned To | => SteveL |
15.01.2016 14:28 | Springheel | Status | new => assigned |
15.01.2016 14:34 | Springheel | Note Added: 0008026 | |
15.01.2016 14:35 | Springheel | Note Edited: 0008026 | |
29.01.2016 18:51 | SteveL | Note Added: 0008035 | |
29.01.2016 18:51 | SteveL | Target Version | TDM 2.04 => TDM 2.05 |
22.11.2016 20:51 | nbohr1more | Target Version | TDM 2.05 => TDM 2.06 |
22.11.2016 21:01 | nbohr1more | Relationship added | related to 0004064 |
15.02.2017 04:34 | grayman | Assigned To | SteveL => |
15.02.2017 04:34 | grayman | Status | assigned => new |
05.10.2017 17:22 | nbohr1more | Target Version | TDM 2.06 => TDM 2.07 |
19.12.2018 14:13 | nbohr1more | Target Version | TDM 2.07 => TDM 2.08 |
22.03.2020 12:05 | grayman | Target Version | TDM 2.08 => TDM 2.09 |
17.12.2020 01:41 | nbohr1more | Target Version | TDM 2.09 => |