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[Feature Request] New syntax for switchMove
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Description

The switchMove command is extremely limited and was made very lazily. It's the only way for scripters to make animations without modifying the anim graph (i.e. creating new paths). So it should be more flexible.

I'd like to request more parameters that give better control to scripters that need this command:

unit switchMove [moveName, interpolationSpeed = 0, offset = 0, resetAim = true]

With the default values provided, the command should be similar to the current switchMove.

interpolationSpeed: allows for smooth transition from current anim. Similar to interpolationSpeed parameter in CfgMoves.
offset: play the move at the given time offset. this allows users to create a functional unitCapture for units (it has been requested many times, and VBS has it too). Plus you can only play a certain part of the animation that you need without modifying the rtm.
resetAim: right now switchMove resets the aim/head which causes a terrible camera jerk because aim is restored in the next frame. The aim should be restored in the current frame when resetAim is false.

Details

Severity
Feature
Resolution
Open
Reproducibility
N/A
Operating System
Windows 10 x64
Category
Scripting

Event Timeline

Leopard20 created this task.May 7 2022, 3:06 PM
Leopard20 updated the task description. (Show Details)May 7 2022, 3:16 PM
Leopard20 updated the task description. (Show Details)
Leopard20 changed Severity from None to Feature.May 7 2022, 3:21 PM
Leopard20 changed Category from General to Scripting.
Leopard20 updated the task description. (Show Details)May 7 2022, 3:28 PM
Leopard20 updated the task description. (Show Details)
h- added a subscriber: h-.May 7 2022, 4:57 PM
POLPOX added a subscriber: POLPOX.May 11 2022, 1:53 PM
dedmen added a subscriber: dedmen.Jul 6 2022, 10:05 AM

Setting offset seems to be simple.
The way it ends the previous animation is by forcing its progress to 100%. So offset would more likely be 0-1

resetAim ... "aim is restored in the next frame" as far as i can see its done immediately when you call the command, not next frame. But could just try what happens when disabling that.

interpolationSpeed, queuing up the animation seems like it would be alot of work. probably won't happen.

This will land on low priority for 2.12, maybe, maybe not.

dedmen set Ref Ticket to AIII-55249.Jul 6 2022, 10:08 AM