Bug #1684

Certain animations are not interrupted at death

Added by mr.g-c over 5 years ago. Updated over 2 years ago.

Status:Assigned Start date:05/31/2009
Priority:Normal Due date:
Assignee:Dwarden % Done:

0%

Category:Animations
Target version:NextGen
Affected ArmA II version:1.62.95248 First affected build:
Reproduced by another DH user:Yes First affected ArmA II version:
I am using some Mods:No Single / Multi Player?:
I am using: BIForumURL:
Reproducible for you:Yes NGUrl:
Related to content of DLC: WIKIurl:

Description

Many animations are not interrupted by player death. Noticed this in MP and found by a conincidence a video.
Watch here @ 2:00 http://www.youtube.com/watch?v=gEx2Tl8aVhk&feature=related&fmt=22

Also, e.g. a soldier putting away binocs gets shot, but still puts the binocs down and takes the rifle from the back before falling over.

Animation List

AidlPercMstpSlowWrflDnon_I01 through AidlPercMstpSlowWrflDnon_I13 (i.e. all AidlPercMstpSlowWrflDnon_Ixx)
AidlPercSnonWnonDnon_talk1
AidlPpneMstpSnonWnonDnon_SleepC_standUp

CIT_1684.utes.7z (719 Bytes) alef, 07/03/2009 15:40

delayed_death_anims.Zargabad.7z (2 kB) DrakeDarkstarr, 09/12/2011 17:07


Related issues

related to Arma 2: Community Configuration Project - Bug #64191: Some animations are not interrupted at death Rejected 11/12/2012
related to ARMA2 Community Issue Tracker - Bug #24449: AI "safe" idle animations not terminated when unit has died Duplicate 09/12/2011
related to ARMA2 Community Issue Tracker - Bug #6809: Not possible to exit a playMove Expired 12/11/2009
duplicated by ARMA2 Community Issue Tracker - Bug #24411: Death animation is not played immediatly all the time AI ... Duplicate 09/11/2011 10/01/2011
duplicated by ARMA2 Community Issue Tracker - Bug #21924: All aidlpercmstpslowwrfldnon_iXX animations do not termin... Duplicate 07/06/2011 08/12/2011
duplicated by ARMA2 Community Issue Tracker - Bug #12665: animation in safe/careless Duplicate 08/04/2010
duplicated by ARMA2 Community Issue Tracker - Bug #25770: When a stand-up AI is shot to death he doesn't fall down ... Duplicate 10/22/2011
duplicated by ARMA2 Community Issue Tracker - Bug #7474: Death delay when shooting Ai Duplicate 01/04/2010

History

Updated by alef over 5 years ago

  • File CIT_1684.utes.7z added
  • Due date set to 10/03/2009
  • Status changed from New to Assigned
  • Affected ArmA II version set to 1.02.58134
  • switch to 3rd person view
  • show the watch (2xO)
  • press V a bit before 15 seconds

Updated by Fireball over 5 years ago

  • Affected ArmA II version changed from 1.02.58134 to 1.04.59026
  • Maxmem parameter set to Not set
  • Difficulty set to Not set
  • Reproduced by another DH user set to Yes

Confirming.

Updated by Fireball over 5 years ago

  • Due date changed from 10/03/2009 to 11/03/2009

Updated by kju over 5 years ago

  • Category changed from Gameplay to Animations
  • CPU set to Please specify!

Still in. However I believe to see this fixed is unrealistic.

Updated by Fireball over 5 years ago

  • Subject changed from Climb-Animation played even at death to Make animations interruptable at any point
  • Due date deleted (11/03/2009)

None of the detailed animations are interruptable.

Updated by Fireball over 5 years ago

  • Tracker changed from Bug to Feature

Updated by mr.g-c over 5 years ago

kju wrote:

Still in. However I believe to see this fixed is unrealistic.

But why? In Arma1 we had the very same situation until patch 1.04 or 1.06 i think it was, when it was finally fixed.... Animations like Launcher-Reload and stuff were continued to play, even though the unit was already dead.
Now we have the very same in Arma2 for certain animations, why can't this be fixed?

Updated by kju over 5 years ago

This is the way their animations system works.
It consists of animations and transition.
Both are premade and not on the fly generated.

It is a technical limitation and challenge.

I assume only a completely new system would make it
that dynamic you would want to see it. Yet this would
require very very much effort and at the same time
very much effort from the old system lost.

There is no free lunch.

Updated by Vic about 5 years ago

I'm pretty sure you could interpolate to a death transition. Anim system is quite cumbersome, but not that limited.

Updated by kju about 5 years ago

Make animations interruptable at any point

That is the topic.

The anim system can interpolate yes.

For certain there is a reason.
Either it is the effort, or the effort or the effort.

Updated by mr.g-c about 5 years ago

kju wrote:

Make animations interruptable at any point

That is the topic.

Yes named by you guys, the original topic was named different

The anim system can interpolate yes.

For certain there is a reason.
Either it is the effort, or the effort or the effort.

Remember how it was at Arma1!!! We had the same Problem with the animations and death and it was solved with patch 1.04 or whatever at that point.
I don't believe its not doable, also i don't think its a feature-request, its a bug like i intended it to be.

Updated by Fireball about 5 years ago

  • Subject changed from Make animations interruptable at any point to Animations are not interrupted at death

Alright, seeing the other case, where Vic made an example how to interrupt a playing animation with another, I guess it's feasible after all.

Updated by Fireball about 5 years ago

  • Tracker changed from Feature to Bug

Updated by Fireball about 5 years ago

  • Assignee set to Luca

Updated by Fireball about 5 years ago

  • Due date set to 02/27/2010

Updated by Fireball almost 5 years ago

  • Due date changed from 02/27/2010 to 05/27/2010

Updated by kju over 4 years ago

  • Due date changed from 05/27/2010 to 07/14/2010
  • Status changed from Assigned to Feedback
  • Assignee deleted (Luca)
  • Affected ArmA II version changed from 1.04.59026 to 1.05.62017
  • Audio card set to Please specify!
  • Size of OS swap file set to Please specify!

Updated by Fireball over 4 years ago

  • Due date changed from 07/14/2010 to 10/14/2010
  • Status changed from Feedback to Assigned
  • I am using some Mods set to No
  • Reproducible for you set to Yes

Yes.

Updated by Fireball over 4 years ago

  • Affected ArmA II version changed from 1.05.62017 to 1.52.71816

Updated by zGuba almost 4 years ago

  • Due date changed from 10/14/2010 to 09/14/2011
  • Affected ArmA II version changed from 1.52.71816 to 1.59.79384

Updated by kju over 3 years ago

  • Operating system deleted (Vista 64 bit)
  • Graphics card deleted (GF 9600GT)
  • Graphics card driver version deleted (185.66)
  • Affected ArmA II version changed from 1.59.79384 to 1.60 BETA
  • CPU deleted (Please specify!)
  • Audio card deleted (Please specify!)
  • Size of OS swap file deleted (Please specify!)

Another good repro can be found in #21924.

Updated by Suma over 3 years ago

The report would be a lot more useful if not using description like "Applies to any animation". It definitely does not apply to "any" animation, there are animations which are interrupted. To fix this issue first thing would be to get a good list of animations which exhibit the issue.

Updated by Xeno over 3 years ago

Here is at least a (duplicate) report with the animation names of some of them:
http://dev-heaven.net/issues/21924

Updated by DrakeDarkstarr over 3 years ago

The bogus anims are the following for sure:

AidlPercMstpSlowWrflDnon_I01 - AidlPercMstpSlowWrflDnon_I13
AidlPercSnonWnonDnon_talk1 --> unit takes his weapon off his back before he falls dead to the ground (not like in case of AmovPercMstpSnonWnonDnon_idle68boxing)
AidlPpneMstpSnonWnonDnon_SleepC_standUp --> animation still continues after the killshot

The last two are based on the AIDL anims listed at: http://community.bistudio.com/wiki/ArmA2:_Moves#Aidl...
If I'm not mistaken, the list on that site is far from being complete - the AidlPercMstpSlowWrflDnon_Ixx animation names are not even listed.

I have created a test/repro mission, hope it will provide some useful information.
Also, I think it can be used very well for reproducing/testing animation issues. I think you should be aware of all the animation names, unlike most of the users, so if can, take the time and test some rare ones.

There are 2 primary triggers placed on the map: one of them (anim_check) will only display the animation info of the killed unit, the other one (anim_stopper) has a temporary fix (in a form of a trigger of course) for the animations named AidlPercMstpSlowWrflDnon_Ixx.

The trigger called anim_stopper is disabled by default. Just remove the "(!alive player) and " part from its condition to activate it and see what happens when you kill the units having it enabled.
Note: make sure you kill the units during the animation, and not at the end because it might show up the animation is not buggy - i.e. give it more tries.

Updated by kju over 3 years ago

good job. one note - Suma prefers demo missions on Utes/Desert a lot :)

Updated by Fireball over 3 years ago

  • Description updated (diff)

Moved all known uninterruptible animations to the description.

Updated by Fireball over 3 years ago

  • Description updated (diff)
  • Assignee set to Suma

I think we got the most obvious animations culprits together including a repro mission.

Updated by Fireball over 3 years ago

  • Subject changed from Animations are not interrupted at death to Certain animations are not interrupted at death

Updated by Suma over 2 years ago

  • Assignee changed from Suma to Dwarden

Seems mostly like a config work. I am not sure who to assign to.

Updated by Heaney555 over 2 years ago

Ability to interrupt animations would allow for a great variety of things, such as cyclic medical animations that can be interrupted in combat.

Progress would be great. Or even for Arma 3 :)

Updated by kju over 2 years ago

  • Due date deleted (09/14/2011)
  • Target version set to NextGen
  • Affected ArmA II version changed from 1.60 BETA to 1.62.95248

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