Player - problems with script driven animations (Resolved)
by Ivan Mandzhukov · in Torque 3D Professional · 01/24/2011 (6:55 am) · 1 replies
Today I saw when the player is moving,setActionThread calls (from script) seem to be ignored.
The problem turned out to be that in updateMove(),there is a code that cleans the server version of mActionAnimation.action and the client never receives the real call.
I don't know the real purpose of this code, this is a bug for me. Please remove this code.
It ignores all outer setActionThread calls when the player is moving.
The problem turned out to be that in updateMove(),there is a code that cleans the server version of mActionAnimation.action and the client never receives the real call.
I don't know the real purpose of this code, this is a bug for me. Please remove this code.
It ignores all outer setActionThread calls when the player is moving.
// Cancel any script driven animations if we are going to move.
if (moveVec.x + moveVec.y + moveVec.z != 0.0f &&
(mActionAnimation.action >= PlayerData::NumTableActionAnims
|| mActionAnimation.action == PlayerData::LandAnim))
mActionAnimation.action = PlayerData::NullAnimation;
Torque Owner Rex
BrokeAss Games
...is this a network limitation thing?