Bug #6809

Not possible to exit a playMove

Added by mike over 5 years ago. Updated almost 5 years ago.

Status:Expired Start date:12/11/2009
Priority:Normal Due date:
Assignee:- % Done:

0%

Category:Scripting: Problem
Target version:-
Affected ArmA II version:1.05.62017 First affected build:
Reproduced by another DH user:No First affected ArmA II version:
I am using some Mods:No Single / Multi Player?:
I am using: BIForumURL:
Reproducible for you:No NGUrl:
Related to content of DLC: WIKIurl:

Description

Any animation started by playMove is impossible to break.

Repro steps:
player playMove "actspercsnonwnondnon_carfixing"

player playerMove "" Does absolutely nothing
player switchMove "" Breaks the animation for a second, but the the unit goes back to the playMove anim it was told to do earlier

Afaik this problem has existed since OFP, so it'd be nice if it can be fixed in arma2.


Related issues

related to ARMA2 Community Issue Tracker - Bug #1684: Certain animations are not interrupted at death Assigned 05/31/2009

History

Updated by Fireball over 5 years ago

Isn't it a general impossibility to interrupt any animation at a point? I think that's the main reason why we got the unfixable #1684.

Updated by Fireball over 5 years ago

  • Status changed from New to Assigned

Updated by Vic over 5 years ago

player playMoveNow "AmovPercMstpSrasWrflDnon"
Transition isn't pretty, but it works. Maybe try another anim, such as prone.

Updated by Fireball over 5 years ago

  • Due date changed from 01/11/2010 to 03/11/2010
  • Affected ArmA II version changed from 1.05 BETA to 1.05.62017

Updated by Fireball about 5 years ago

  • Due date changed from 03/11/2010 to 08/19/2010
  • Status changed from Assigned to Resolved
  • Audio card set to Please specify!
  • Size of OS swap file set to Please specify!
  • I am using some Mods set to No
  • Reproducible for you set to No

Solution by ruebe:

Well, that behaviour is known for any (or at least most) animations if you switchMove/playMove into them. They will finish playing even if the unit died in the meantime.
You can easily avoid this with something like this:

_unit playMove "someLongAnimation";
waitUntil{(!(animationState _unit) in ["someLongAnimation"]) || !(alive _unit)};
_unit switchMove "";

... or an equivalent FSM linkage. And the moment the _unit dies, he will fall dead.

So we can treat this ticket as resolved, I think. Feedback appreciated.

Updated by kju almost 5 years ago

  • Status changed from Resolved to Feedback

Updated by kju almost 5 years ago

  • Due date deleted (08/19/2010)
  • Status changed from Feedback to Expired

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