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Bis_fnc_ambienAnim and Guard/Listen_Brief settings
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Description

This concerns the Bis_fnc_ambientAnim "GUARD" and "LISTEN_BRIEF" settings. (not ambientAnimCombat)

When applied to a human player in multiplayer (e.g in a cutscene), the character goes on a loop between GUARD and getting the weapon off his back endlessly.

When the "LISTEN_BRIEF" animation is set to play, the human player does the animation stance but immediately reverts to the aiming main weapon stance, even if there is no weapon.

These animations on an AI (playableUnit but NOT occupied by human),right next to the human, play flawlessly!!

Replacing the "GUARD" and "LISTEN_BRIEF" with any of the "STAND" settings works fine on human players.

Details

Legacy ID
2468974978
Severity
None
Resolution
Open
Reproducibility
Always
Category
Anims

Event Timeline

KDN edited Steps To Reproduce. (Show Details)Jul 10 2014, 11:07 AM
KDN edited Additional Information. (Show Details)
KDN set Category to Anims.
KDN set Reproducibility to Always.
KDN set Severity to None.
KDN set Resolution to Open.
KDN set Legacy ID to 2468974978.May 7 2016, 6:56 PM
KDN added a subscriber: KDN.May 7 2016, 6:56 PM
KDN added a comment.Jul 11 2014, 3:42 PM

It seems that if I use enableSimulationGlobal false and a little delay just prior to the Bis_fnc_ambientAnim execution, both "Guard" and "Listen_brief" work fine.
I will keep testing in MP for consistency and report when 100% success.