xxbbcc 6 Posted October 1, 2007 Image Since several people on these forums question that this problem even exists, I decided to post this here. Mods: I'm sorry if this is the wrong forum, feel free to move it. I was thinking about Troubleshooting, but there is not much to troubleshoot with this one. The image shows the path as I was running (not walking) from the right, towards the yellow X that was my intended target. The run was from crouch->run->crouch, so it wasn't an evasive move, etc., just a bit of running. The way I play is that I use the mouse to turn and use the keyboard to go forward/backward. What happened is shown on the image: I released the running key roughly at the green line, give or take a few pixles. Seeing how much more I ran, the exact position really doesn't make a difference. Because this is a relatively frequent problem with run, I was afraid that I won't stop, so I took a right turn, to be in cover after the run, but expected only a short extra distance, so I immediately started turning back - this is the U shape around the yellow X. When I realized that I won't be stopping soon, I kept close to the building and kept moving (remember, I released the run key at the green line.) At the end I thought it'd be better to be at the corner so I turned back, this is the U shape at the end of the red line. My keyboard works fine and even when this problem happens, it's not normally this bad (this is actually the reason I even switched to commanding mode, because I had a feeling that this time it was a lot worse than usual. I normally play in first-person mode.) No other key was pressed on the keyboard during this. Share this post Link to post Share on other sites
Mike-MfS 0 Posted October 1, 2007 So if you sprint as fast as you can in realworld. you come to a complete stop in just 1 meter after you stop running? I think this is a intentional "feature" of BI, since i guess it would take you some meters to stop...unless you run into the house wall. in that case it would be a instant stop :P Share this post Link to post Share on other sites
SeppSchrot 0 Posted October 1, 2007 I don't think this is an intentional feature. Just try (slowly) walking while chrouching. At this speed there should be no drastic momentum but you have to wait for the complete animation cycle to finish before the player stops. Share this post Link to post Share on other sites
-Total- 0 Posted October 1, 2007 Let off of your forward motion key completely before going to a crouch or prone. You will stop faster and get into your combat stance sooner. I figured this out probably the 2nd day I played. Workes everytime Share this post Link to post Share on other sites
whisper 0 Posted October 1, 2007 This probably my biggest gripe about ArmA. Share this post Link to post Share on other sites
Dallas 9 Posted October 1, 2007 It appears to me that you were actually sprinting. If you crouch, toggle run, you'll sit tight just as soon as you release your forward key. However if your momentum is too high, you'll need more distance to come to a complete halt and crouch down. Here's a sprint-through of the basic maneuvers: http://www.youtube.com/watch?v=uRj9hbKDFCk Share this post Link to post Share on other sites
xxbbcc 6 Posted October 1, 2007 Most of your replies (high momentum, need more distance to stop, etc.) would be correct, if this problem didn't happen completely randomly. And it is random, because depending on the distance ran, the animation cycle is at a different position at the point of releasing the run key, so it takes a different time to finish it, which means that the extra distance varies. Your running speed is msotly constant (or gets lower over time because of tiredness, which means that there should be no such variation in stopping.) When I tried reproducing this, I ran again for about the same distance and stopped almost right on the spot when I released the run key. Share this post Link to post Share on other sites
whisper 0 Posted October 1, 2007 I think all these momentum explanations are just covering an actual bug/limitation of the engine, that some animation are not stopped when they should be. If there has to be a delay in stopping run animation, then it should be consistent, not random. Share this post Link to post Share on other sites
dmarkwick 261 Posted October 1, 2007 It's been well established time & again that there is generally an animation break-out problem. At least everyone is subject to it, so you don't have a disadvantage. My practice is to stop short of the destination and move up slowly, as I would IRL. Either by dropping to the ground & crawling up or stopping as soon as I am in cover & moving to the precise location slowly. Share this post Link to post Share on other sites
NeMeSiS 11 Posted October 1, 2007 ImageSince several people on these forums question that this problem even exists, I decided to post this here. Mods: I'm sorry if this is the wrong forum, feel free to move it. I was thinking about Troubleshooting, but there is not much to troubleshoot with this one. The image shows the path as I was running (not walking) from the right, towards the yellow X that was my intended target. The run was from crouch->run->crouch, so it wasn't an evasive move, etc., just a bit of running. The way I play is that I use the mouse to turn and use the keyboard to go forward/backward. What happened is shown on the image: I released the running key roughly at the green line, give or take a few pixles. Seeing how much more I ran, the exact position really doesn't make a difference. Because this is a relatively frequent problem with run, I was afraid that I won't stop, so I took a right turn, to be in cover after the run, but expected only a short extra distance, so I immediately started turning back - this is the U shape around the yellow X. When I realized that I won't be stopping soon, I kept close to the building and kept moving (remember, I released the run key at the green line.) Â At the end I thought it'd be better to be at the corner so I turned back, this is the U shape at the end of the red line. My keyboard works fine and even when this problem happens, it's not normally this bad (this is actually the reason I even switched to commanding mode, because I had a feeling that this time it was a lot worse than usual. I normally play in first-person mode.) No other key was pressed on the keyboard during this. Sure we believe you move that far, we just dont think its a feature like some people might say. There is *some* delay, which is quite high compared to other games, but definately not that long. As you could have read in other topics about this, we dont know a real solution except reformatting and just installing the bare essentials (so you wont get whatever conflict you have now) Share this post Link to post Share on other sites
Guest Ti0n3r Posted October 1, 2007 This 'sprinting while crouched' to 'standing still while crouch' bug is one of the most annoying things about ArmA. I can't even remember how many times I died cause of it Share this post Link to post Share on other sites
MehMan 0 Posted October 1, 2007 I think this is a intentional "feature" of BI, since i guess it would take you some meters to stop...unless you run into the house wall. in that case it would be a instant stop :P No, because in real life you can predict this. Since we have no feeling of weight and speed ingame it's nearly impossible to predict it, and the bug is in the missing transitions, so it's a bug. Share this post Link to post Share on other sites
NeMeSiS 11 Posted October 1, 2007 I think this is a intentional "feature" of BI, since i guess it would take you some meters to stop...unless you run into the house wall. in that case it would be a instant stop :P No, because in real life you can predict this. Since we have no feeling of weight and speed ingame it's nearly impossible to predict it, and the bug is in the missing transitions, so it's a bug. This doesnt seem transition related, the guy just doesnt stop running once the player released the button, right? (Seriously, all these posts about this confuse the fuck out of me, are you all experiencing such a huge delay between the release of the button and the actual stopping of the character? (We are talking about several meters here like seen in the first post.) Do i have some kind of magic PC where it doesnt happen?) Share this post Link to post Share on other sites
MehMan 0 Posted October 1, 2007 There's a transition missing between run-crouch to prone. The character simply starts sprinting ahead and only then prones. Share this post Link to post Share on other sites
NeMeSiS 11 Posted October 1, 2007 There's a transition missing between run-crouch to prone. The character simply starts sprinting ahead and only then prones. However the topicstarter doesnt go prone. Share this post Link to post Share on other sites
-Puma- 2 Posted October 1, 2007 whatever the moves or animations are just get used to it Share this post Link to post Share on other sites
MehMan 0 Posted October 1, 2007 There's a transition missing between run-crouch to prone. The character simply starts sprinting ahead and only then prones. However the topicstarter doesnt go prone. Indeed. Well I see the problem that the animation has to go through the whole loop on one tap instead of a longer hold and that causes the problems with fine tuning your position. Share this post Link to post Share on other sites
max power 21 Posted October 1, 2007 Try running and then slamming yourself down on the ground the instant you think of it from a sprint. I think it'll take you a couple of steps to get down. Usually when you're moving like that, though, you'd have a plan on where you want to go prone next. If you just flopped down from a full sprint into a prone position, you'd knock yourself out. Look how ridiculous BF2 looks in that regard. It looks ridiculous because it defies the physical reality that it's approximating. The way ArmA does it may not be completely realistic, but I think it's better than instantaneous flopping to your belly. Share this post Link to post Share on other sites
xxbbcc 6 Posted October 1, 2007 There is *some* delay, which is quite high compared to other games, but definately not that long.As you could have read in other topics about this, we dont know a real solution except reformatting and just installing the bare essentials (so you wont get whatever conflict you have now) I only have the Queen's Gambit addon, so the problem described above is a "feature" of the game itself. This was a particularly bad occurence, normally the extra distance is less. DMarkwick: that's what I tried to do: stop short of my destination, as shown by the green and yellow marks. According to your advice, I should've stopped at a point that's actually outside the screen. (The screenshot has been edited, but the right edge of the image IS the actual right edge of my screen. I only removed the left/top edges for a smaller file size.) -Puma-: you're missing the point: one cannot get used to it, because it happens differently every time you try it. So in some cases when you run to cover and release the key, you run waaay more (behind and immediately out of cover) and in some cases you stop short of it. Getting shot this way is quite annoying, because it's fully out of your control because of a bug. plaintiff1: you're missing the point, too. In some cases, if the animation cycle is close to its end, you can actually hit the ground very soon after the end of run. But in some cases you'll run an extra ~5 meters before it happens. How do you plan for that? You have no idea when you're going to go prone because you have a ~5m uncertainty. My problem is not with a bit of extra distance but with the complete inability to plan for it. In real life you have a full feedback from your body and environment and you can control your prone position even after running within 20cm-s! How does that compare to within ~5m? Share this post Link to post Share on other sites
celery 8 Posted October 1, 2007 You momentum guys are wrong. In real life you can ready yourself to stop at a desired location, in a game you only have two options: press the button or don't press the button. I'd understand it if a consistent animation actually played to show that the character is "braking" so you always know when to stop running, but the sprint animation plays until the end and then you come to a complete halt. Where's the momentum in that? Share this post Link to post Share on other sites
NeMeSiS 11 Posted October 1, 2007 I only have the Queen's Gambit addon, so the problem described above is a "feature" of the game itself. This was a particularly bad occurence, normally the extra distance is less. As you said it yourself: The problem is random, so its definately not a feature, but a bug/conflit/whatever. (Unless someone sees a 'random braking distance up to several meters' as a nice feature, i personally think its retarded + it doesnt happen at everyone's PCs and some people managed to 'fix' it.) Shamefully the only thing i can recommend is formatting as several people did here as noone figured out whats exactly wrong. (Though i would guess IRQ conflicts, ive seen it happen in a game some time ago and there was something wrong with that back then, but i cannot prove/investigate it myself as i dont know how and dont experience this myself) Share this post Link to post Share on other sites
ArmaVidz 0 Posted October 1, 2007 The only time I experience the run bug is when the comp is under a decent cpu load. If it's something like typematic rate of your keyboard set in your bios or repeat time for keys set in your keyboard options - i'd be quite shocked. It's probably cpu load related and ArmA specific. Share this post Link to post Share on other sites
celery 8 Posted October 1, 2007 ofpforum: What makes you think that badly done animation/transition work by the dev team would be fixed by formatting the whole hard disk? Share this post Link to post Share on other sites
NeMeSiS 11 Posted October 2, 2007 ofpforum:What makes you think that badly done animation/transition work by the dev team would be fixed by formatting the whole hard disk? Like i said: This isnt a case of transitions, the topicstarter doesnt go prone, he is runs around without doing anything special and then just stops(the 'run to crouch' transition isnt broken), and unless keycat's brothers, jerryhopper and Rikus are liars, this is a real issue that can be fixed. Also, if it was a case of broken transitions then the distance walked wouldnt be random but the same every time. Share this post Link to post Share on other sites
whisper 0 Posted October 2, 2007 ofpforum:What makes you think that badly done animation/transition work by the dev team would be fixed by formatting the whole hard disk? Like i said: This isnt a case of transitions, the topicstarter doesnt go prone, he is runs around without doing anything special and then just stops(the 'run to crouch' transition isnt broken), and unless keycat's brothers, jerryhopper and Rikus are liars, this is a real issue that can be fixed. Also, if it was a case of broken transitions then the distance walked wouldnt be random but the same every time. Actually, there IS a transition, from sprint to standing still. Standing still is also an animation Share this post Link to post Share on other sites