AI units often get stuck in place when a playMove "MovementAnimHere" is run on them. The animation happens well enough but the units rarely moves consistently and often just "moon walks" on the spot despite having no walls to collide with.
Description
Details
- Legacy ID
- 1825735839
- Severity
- None
- Resolution
- Open
- Reproducibility
- Sometimes
- Category
- Anims
in the editor create a player and another AI unit called 'dude' making sure you are not in a group with him.
set a waypoint for 'dude' with a house position so he will go inside.
in Game use the console (pressing esc during gameplay) to enter and execute:
dude playMove "AmovPercMwlkSrasWrflDf";
making the unit move forwards... repeat until the unit has hit a wall.
now back him up with:
dude playMove "AmovPercMwlkSrasWrflDb";
observe how the unit will often be stuck and can no longer move. just animates.
also if you run many playMove anims in a row the unit will turnclockwise when the anims are all complete. the amount appears to be dependant on the number of playMoves done in a row.
As previously detailed this doesn't always happen but it happens enough for it to make the use of playMove to manaully design a movement script pretty much impossible by itself. if there is a work around that will allow AI units to ignore collisions for a sec (disableCollisionsWith doesn't do this job for me) then i'd be happy to hear it.