When the condition is fulfilled unit does not get released and is stuck in the endless animation loop...
Description
Details
- Legacy ID
- 948025530
- Severity
- None
- Resolution
- Fixed
- Reproducibility
- Always
- Category
- Scripting
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
IT IS STILL BROKEN! Add
[this,"REPAIR_VEH_KNEEL","FULL"] call BIS_fnc_ambientAnimCombat;
to a unit, the animation does not play!
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.