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Some infantry animations stutter on injured walk. Most obvious on USA Missile Defender and China Tank Hunter. To fix, W3D animation likely needs more frames.
The stutter amount was just estimated purely by observation.
Object
Injured Stutter
Original USA Ranger
Original USA Missile Defender
50%
Original USA Pathfinder
Original USA Burton
20%
Original USA Pilot
Original China Red Guard
Original China Minigunner
Original China Tank Hunter
50%
Original China Lotus
Original China Hacker
33%
Original GLA Rebel
Original GLA Tunnel Defender
Original GLA Terror
20%
Original GLA Hijacker
Original GLA Saboteur
Original GLA Jarmen
stutter_walk.mp4
The text was updated successfully, but these errors were encountered:
xezon
added
Bug
Something is not working right
Minor
Severity: Minor < Major < Critical < Blocker
labels
Aug 30, 2022
The issue with the Missile Defender and Tank Hunter may be related to their quirky INI setup. They have
AnimationSpeedFactorRange = 0.8 1.2 defined in DefaultConditionState (standing idle), which is inherited by MOVING ConditionState. This means that once the unit starts moving, the walk animation may be played slower or faster than normally. The vast majority of units do play the walk animations at a constant speed. Randomization is done via RANDOMSTART (to make mass moving units look less synchronized).
It's not. SpeedFactorRange does not apply to animations with distance modifier defined (such as MOVING for these units).
Some infantry animations stutter on injured walk. Most obvious on USA Missile Defender and China Tank Hunter. To fix, W3D animation likely needs more frames.
The stutter amount was just estimated purely by observation.
stutter_walk.mp4
The text was updated successfully, but these errors were encountered: