Page MenuHomeFeedback Tracker

BIS_fnc_ambientAnimCombat does not release units
Closed, ResolvedPublic

Description

When the condition is fulfilled unit does not get released and is stuck in the endless animation loop...

Details

Legacy ID
948025530
Severity
None
Resolution
Fixed
Reproducibility
Always
Category
Scripting
Steps To Reproduce

1: Add [this,"STAND","FULL",{(player distance _this) < 5}] call BIS_fnc_ambientAnimCombat; to unit init...

2: Approach unit, notice that it's still in the animation loop...

Event Timeline

Best2nd edited Steps To Reproduce. (Show Details)Jul 16 2013, 3:56 PM
Best2nd edited Additional Information. (Show Details)
Best2nd set Category to Scripting.
Best2nd set Reproducibility to Always.
Best2nd set Severity to None.
Best2nd set Resolution to Fixed.
Best2nd set Legacy ID to 948025530.May 7 2016, 3:30 PM
HKFlash added a subscriber: HKFlash.May 7 2016, 3:30 PM

Check if fixed please.

Best2nd added a subscriber: Best2nd.May 7 2016, 3:30 PM

Confirmed, works like a charm. Thanks BIS :)

IT IS STILL BROKEN! Add

[this,"REPAIR_VEH_KNEEL","FULL"] call BIS_fnc_ambientAnimCombat;

to a unit, the animation does not play!

What is it now? Fixed or still broken? A bit of both? :-)

Hi guys, I fixed the bug on Monday 5.8.2013, described in the former report. Function should now work properly.

Vasilyevich, regarding your example, you are trying to feed a wrong input parameter into the function, the animset "REPAIR_VEH_KNEEL". Check the function header for list of the valid input params.

FYI: It is generally good practice to check for the wrong input, and we usualy do. So I suggest to check the *.rpt files for warnings nad errors prior of reporting that something is broken. You might find some useful info there.

Mass closing resolved tickets from last month.