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Chaotic behavior when switching weapons
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Description

Switching weapon in state of walking/jogging/running makes your character stops almost every time depending of what you take when you walk at a certain speed.
I can understand that switching weapon while running made my character slow down but that's not always the case.
Plus it also depend on the state you are in : fists/weapon lowered or raised.
In the worst case (running while fist raised), your character will jump, stop, and then switch weapon!!!
The only proper state is jogging with fists/weapon lowered, all other are messed up.
Since there are 40 different states, I've made a spreadsheet you can see here :
https://imagizer.imageshack.us/v2/1293x202q90/746/aec2da.png
We really need a smooth transition when switching or taking out a weapon and even better : not being stuck in walking speed while switching because for now, if I switch from axes to riffle while jogging, I'm stuck in jog mode during the animation of switching even if I release W (Z in my case, azerty keyboard ^^).

Details

Legacy ID
257190071
Severity
None
Resolution
Open
Reproducibility
Always
Steps To Reproduce

Switch weapon when your character is moving.

Event Timeline

MrDouille set Category to category:animations.
MrDouille set Reproducibility to Always.
MrDouille set Severity to None.
MrDouille set Resolution to Open.
MrDouille set Legacy ID to 257190071.May 8 2016, 7:08 PM

Yes, that's indeed related. Once an animation starts, like a running cycle, there is no way to stop it. Walk/jog/run should be independent animation and not linked by actions player does. I know the movements are going to be improved, but for now can we fix at least the "stop" and stay in the speed we are while switching? I don't even talk about the "jump-stop"...