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GUARD AmbientAnimCombat makes Unit Draw Pistol after Raising Rifle Animation
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Not quite sure what's happening here - but very strange behaviour. AI pull pistol after playing the raise rifle animation. Weird.


Legacy ID

Event Timeline

Bohemia edited Steps To Reproduce. (Show Details)Jan 27 2014, 3:23 PM
Bohemia edited Additional Information. (Show Details)
Bohemia set Category to Anims.
Bohemia set Reproducibility to Always.
Bohemia set Severity to None.
Bohemia set Resolution to Fixed.
Bohemia set Legacy ID to 2797150538.May 7 2016, 5:50 PM
Bohemia added a subscriber: Bohemia.May 7 2016, 5:50 PM

And I thought I was the only one that noticed this.

Actually mate, I think you are(other than myself!)

No, I can confirm - this has been an issue for a long, long time.

The ambientAnimCombat is a beautiful little function - and it'd be amazing to get this animation playing properly.

Also, the ambientAnimCombat function can cause some odd death effects. If a unit is prone, sometimes they will instantly switch to standing when they're killed. Not consistent - it happens sporadically. Hard to reproduce.

Function BIS_fnc_ambientAnimCombat requires the unit to have a rifle weapon equipped and selected to work properly. When unit gets into combat state, actually acquires an enemy target within 300m or its release condition evaluates to true, the unit will try to interpolate to standing animation with rifle raised ("AmovPercMstpSrasWrflDnon").

If you have the units with rifle weapons and they are switching to handguns after interpolating to "AmovPercMstpSrasWrflDnon", try to remove handguns. Might be caused by unit Ai preferring handgun over rifle.

Thank you, Jiri, for taking the time to respond! I shall endeavour to try your solution and feel sure it will resolve the problem - again, many thanks!

Hello Jiri - here's what appears to be happening. The rifle (on the back of the unit in the Guard animation) disappears. I've made sure the unit is "FULL" or "ASIS". The unit was a rifleman. The rifle, however, is absent. Then, when the unit is aware of the player, they go to draw their rifle, but the rifle is invisible. Then, they draw their pistol.

Hi Scott. I see, the "GUARD" is set to remove the weapon. It was originally meant to support the weapon and therefore it was allowed to be used in BIS_fnc_ambientAnimCombat.

But later I noticed that there is some serious clipping between the arms and the weapon. So I was forced to set it to remove the weapon and I forgot to disable it for the BIS_fnc_ambientAnimCombat.

I cannot allow the weapon for "GUARD" as it is used in campaign - it would cause clipping there.

Please use different animation set. Mose safe is "STAND". You can also try "WATCH" (="WATCH1") or "WATCH2", if you need more variations.

Thanks for the response - it all makes sense now! I noticed some time ago that the Watch1 and Watch2 were removed from the BIS_fnc_AmbientAnimComabt - have they been added back in now? At the moment, the only standing animations that appear to be available are "STAND" and "LEAN". I'll check tomorrow when I have a chance. Again, thanks for the response. Much appreciated!

I see they work just fine - brill! Thanks!

You are welcome. :)

  • Animation set GUARD removed from BIS_fnc_ambientAnimCombat.
  • List of available animation sets updated; GUARD removed, WATCH added.
MadDogX added a subscriber: MadDogX.May 7 2016, 5:50 PM

Mass closing tickets marked as resolved more than 1 month ago.

If the issue is in fact not resolved, please create a new ticket referencing this one and ask for it to be re-opened.