HomoRadioactivis Posted March 30, 2012 Share Posted March 30, 2012 (edited) Hello I'm surprised to find no reference to this problem, so I put a simple way to reproduce it :1) open FO3, equip a weapon and go in 1stP view2) press forward key3) without releasing forward, open the console4) release forward, and type "player.playGroup ReloadA 1"5) press enter without closing console yet6) press forward key7) without releasing forward, close the console8) keep holding forward key, and try to attack, reload, go diagonally, etc... You should not be able to do anything but jump and move camera, as long as you hold forward and/or press walk/run key.___This problem is even worst in 3rdP view : the player will keep going forward and the only i found to stop it is to go 1stP view, open the console, play an anim with playIdle/playGoup.... Of course, the problem happens too when using scripts rather than console (otherwise i would not care about it), and with playIdle too. When "stuck with forward anim" in 3rdP view, i've noticed that the run (or walk) anim is still playing, even when i jump there's no jump and jump-land anims : the player just run in the air in a ridiculously lunar way... I've also tested with other controls : backward causes have the same issue, but not left/right ; except if you hold forward/backward at the same time, in this case the bug happens and and you just go forward/backward (not diagonally) as same as if you didn't pressed left/right at all. Now I have 2 questions :- Do you experience the same issue ?- How to fix it ?I've tested a lot of stuff with enable/disableControl, enable/disablePlayerControls at different moments of the animation. But the only thing that make this thing a little better it to call "disablePlayerControls 1 0 0 0" when (and only when) the playIdle/playGroup anim is finished (when player is stuck with forward/backward anim playing only), and then call enablePlayerControls the next frame.But with this solution, the player is still stuck with forward anim during my playidle/playgroup animation (except if he manually release forward/backward), and this seems to work only if player stays in 1stP view. Edit: After more tests, I found a little better solution : calling "playGroup Idle 1" every frame (yea a LITTLE better solution...) This seems to fix perfectly the problem after play an anim with playGroup. For anim played with playIdle the player is still locked in his "go forward" state as long as the anim plays. I suspect there's something to do with bone priority there, maybe... Edited March 30, 2012 by HomoRadioactivis Link to comment Share on other sites More sharing options...
GrindedStone Posted March 30, 2012 Share Posted March 30, 2012 Playgroup is a way of putting animations into seperate sets which override each other. Animations without a parent group are just going to loop forever. To that end you can create a bogus group or use one of the vanilla groups. I would use one of the vanilla groups as a parent. Most of them will fit into loose idle. This way the vanilla animations will override. In scripting there are also times you need to enable controls. These often need condions added to the animation to keep every actor in the game from playing them out. Link to comment Share on other sites More sharing options...
HomoRadioactivis Posted March 31, 2012 Author Share Posted March 31, 2012 But my animation does not loop at all. It starts and stops at the perfect moment.The problem is that forward/backward key restricts players actions if it is pressed while my anim is playing, and as long as player is holding it. Link to comment Share on other sites More sharing options...
GrindedStone Posted March 31, 2012 Share Posted March 31, 2012 After you play the animation in the script, the next line under it add EnablePlayerControls, an try it, come back here, then say stuff we can read. :D Link to comment Share on other sites More sharing options...
Recommended Posts