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Rydygier

Avatar is getting stuck in animation - needed advice with "switchMove"...

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What I need, is to start chosen animation, eg.:

player switchMove "c7a_bravo_ErcTOdovadeni1";
player playMove "c7a_bravo_dovadeni1";

and then to interrupt it in very strictly chosen moment with returning to normal movements. So, after some sleep trying to use this:

player switchMove "c7a_bravo_dovadeni1TOerc";

or this:

player switchMove "";

But in both cases my avatar after interrupt becomes static - not responding to keybord input, but is almost totally "frozen" in default position. Just is not moving, only blinks at me, bastard.

Tried also with SwitchAction interrupt, with similar effect. Is there any solution of this? To achieve desired effect without this stuck issue?

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Is there an animation that is the "default"? That is my only guess that when you do - player switchMove ""; - that it is basically just cancelling any and all animations. not sure.

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Same says BIKI. SwitchMove ""; should reset animation to default. Did more test and here is new info: first option of interrupt gives exactly described effect. Second, tried this time with armed guy, makes, that my avatar can turn, aim and fire (also reload), but can't move nor change stance. Not sure, if this affects also AI units. Hard to test at the moment.

EDIT: probably solved: problem occured with this:

player switchMove "c7a_bravo_ErcTOdovadeni1";
player playMove "c7a_bravo_dovadeni1";
sleep 5;

_player switchMove ""; //or player switchMove "c7a_bravo_dovadeni1TOerc";  

(interrupt after doubled animation). When first or second line is removed, problem is gone... :)

Edited by Rydygier

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