Opened 8 years ago

Last modified 4 years ago

#4025 closed defect

Walk animation not triggered if a units starts and ends the walk in the same turn — at Initial Version

Reported by: elexis Owned by:
Priority: Nice to Have Milestone: Alpha 24
Component: Simulation Keywords:
Cc: Patch:

Description

Reproduce: Order a unit to walk a very short path. It will be moved but there is no walking animation.

The longer the turn length, the more apparent it becomes. Even with 200ms turns it is visible.

Maybe the CCmpPoisition component which animates the units positions on receive of CMessageInterpolate could trigger the walking animation if the unit is in its walking animation at the start and end of the turn (but with changed positions).

(Reducing the turn length isn't a magic bullet to cover up this bug, since a 200ms ping and a shorter turn length will mean the game will be paused for the temporal difference).

Change History (0)

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