Game Development Community

Ai Arms Stop Animating Up and Down On Aiming

by Steve Acaster · in Torque 3D Professional · 06/16/2013 (10:24 am) · 6 replies

I noticed that after a while Ai stop playing their arm animations when aiming. Head still points to the aim location and animates fine, but arms don't. Having animateOnServer(true) doesn't help.

I was thinking it might be pack/unpack not updating but then that wouldn't explain why it works initially or why when it stops working head/neck still animates correctly.

Any thoughts?

#1
06/17/2013 (7:14 pm)
it's possible that you are sending more information when the animations stop working.
Go to the console and type in:
metrics("net");
And look at the numbers in the top left corner to see if the amount sent and received is higher when it stops working.
#2
06/18/2013 (7:44 am)
I'm just wondering how it is that Steve always finds the interesting bugs....
#3
06/18/2013 (9:05 am)
No changes on metrics or netgraph.

Seems to be more likely to occur when ghosts are higher, eg: 20+ (20 ai + 1 camera), but can also occur at lower. Once it starts it will also occur when starting a new game with lower ghost numbers (sub 20).

:/
#4
06/18/2013 (12:36 pm)
Okeedokee ...
Seems to Ai specific. Once it kicks in for one, it kicks in for all after, but does not apply to those who have already aimed successfully. Unmounting and remounted the weapon clears it up permanently.

So if 1-6 work fine, 7-10 don't, and then going back to 1-6 is still fine, but 7-10 isn't until unmount/mount again.

Often starts happening halfway through my ai list (turn based remember) but can also start right at the beginning so that all Ai are affected. Happens again on reloading a mission.
#5
06/18/2013 (1:41 pm)
Just have them all remount their weapons at the start (or end) of each turn. Should catch them all if they have buggered their state.
#6
06/18/2013 (2:30 pm)
Okay, sorted this out by having a delay between spawning the Ai and mounting their initial weapon. Previously all this happened before the client had arrived in-game - client not having direct control over Ai ... so ... maybe that had something to do with it ... or ... maybe not! ;)

Anyhow, it's working now, so thanks for the help, chaps.