Vigilantes > Resolved Bugs

[Resolved] Animation Freeze

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ushas:
(v19, linux)

Emilia got incapacitated by one of the mafia specialists on facility mission (workshop map). Everything seems alright, including her portrait removal from the queue. Except, her tile isn't available and if I try to move mouse there, it seems the tooltip says she is still alive with 2/37 HP.

Problem is that I've realised this later, after looking at the screenshot taken when Elena couldn't step on the tile. The log got accidentally rewritten in the meantime.

Another situation, and this may be totally unrelated, is when Ray stays standing but he is incapacitated already. I can step on his tile alright.

As far as I know there was no battle stopper in either cases (they were both counted as incapacitated in the end). Just an inaccessible tile or a glitch of two units standing on the same one. So unless you say otherwise, I'll leave this for later investigation?

One very wild hypothesis is, if the game somehow decides on incapacitation of unit prior applying armour influence on damage. But that's most probably wrong course.

Daithi:
If it happens all the time, will try to recreate and fix. I had a few allies KO during testing with no issues. You may be right on the incapacitation logic, that does happen in many cases. Do you remember what type of damage the KO was caused by? Would be a good place to start.

Daithi:
Also armour, if any would be good to know. Most probably I'll pick this up after EA if I can't recreate quickly - need to have a few days to spare in case it's necessary to make critical fixes to V20.

ushas:
It doesn't happen often at all (was letting allies go down periodically in the past). The Emilia case only once to me. Till today the Rays's too. But I also saw Sam standing post-incapacitated on tonight mission with survivalists - so that's twice. He was hit by a specialist and inside a smoke. Probably not related though.

Is it possible that the falling down animation isn't properly triggered / concluded?

I saved the log for the Ray's case. From the point of the shot till the end of attacker's turn:

--- Code: ---CharacterMainScript.SetupRangedAttack. Method called. Selected weapon name is: General Arms Patriot use mode pos: 0 body part damage modifier1 status effect: -1 is overwatch: False
Item.ApplyDeteriorationFromUse. Method called. Item condition %: 0.9400001
CharacterMainScript.SetupRangedAttack. Character has small arms & fastest gun perk.
BattleControlScript.CalculateShotDifficulty. Method called. Distance is: 4
BCS.CalculateShotDifficulty. Shot difficulty is: 132.0461 base shot difficulty: 60 shot difficulty from distance: 44 shot difficulty from crouching target: 0 shot difficulty from smoke: 0 shot difficulty from directional cover: 20.04611 defense from evasion: 8 defense from armour: 0
BattleControlScript.CalculateShotScore. Character gets accuracy bonus from cover
BattleControlScript.GetRangedChanceToHit. defender wound level: 2, increasing CTH by: 10
BCS.GetRangedChanceToHit. Shot difficulty is: 132.0461 / shot score is: 66.5 chance to hit is: 60 use mode: 0
CharacterMainScript.SetupRangedAttack. Method called. Chance to hit: 60 body part modified CTH: 1
BattleControlScript.ReturnCriticalHitsList. Crit: 9.85 target penalty: 0
CharacterMainScript.StartRangedAttack. Method called. Is overwatch attack: False
BattleControlScript.NotifyEnemyTheyAreUnderAttack. Method called.
CameraControlScript.CheckIfRangedAttackerAndDefenderWithinFieldOfView. Method called.
CameraControlScript.CheckIfCameraHasLOSToBothCharacters. Character B has LOS.
CharacterMainScript.StartRangedAttack. selected item is: General Arms Patriot ranged weapon clas: 0 bullet spawn point is: 0
Gunscript.HandleFiringEffects. Is shotgun: False
BattleSceneSFXScript.PlayShootingSound. Method called. Sound pos is: 2
CharacterMainScript.FireBullet. Method called. direction is: (0.5, 0.0, -0.9)
BulletScript.SetDirection. Method called. Direction is: (0.5, 0.0, -0.9)
BulletScript.OnTriggerEnter. Trigger event detected with object of tag: Characterbullet hits target: True
BulletScript.OnTriggerEnter. Hit character ID is: 1 target character id is: 1
BulletScript.OnTriggerEnter. Bullet hit correct character, destroying. Time when shot hit: 631.12
CharMainScript.StartRangedAttack. Attack has succeeded. Hit miss count: 1 attack damage list: 1
CharacterMainScript.ReduceHP. Method called. is overwatch: False /is AOO: False
Item.ReturnDamageAfterResistance. Damage is: 13.77585 / damage type: 0
Item.ReturnDamageAfterResistance. Start Damage: 13.77585 /armour condition %: 0 /absorbed 0 /resisted: 0 /damage applied: 13.77585
Item.ApplyDamageToArmour. Method called damage: 13.77585 /armour damage level: 2 /is crit:False /wrecking ball: False targetted body: False
Item.ApplyDamageToArmour. Total armour damage: 1.102068 /Total %: 0.08 /base: 0.08 /from crit: 0 /from wrecking ball: 0 /from target body: 0
CharacterMainScript.HandleWoundedState. Health %: -0.1240888 < Heavy: 0.25 < Light: 0.5
CharacterContainer.SetWoundedState. Method called. Wounded state is: 2
CharMainScript.ReduceHP. This character is in combat. Updating combatant icons
CombatQueueManager.UpdateCombatantIcon. Method called for character ID: 1 health is: -5.956264
CombatantIconScript.SetNotCombatCapable
CharacterMainScript.ReduceHP. This character HP current: -5.956264
CombatQueueManager.RemoveCombatantIconWithID. Method called. Character ID: 1
CombatQueueManager.RemoveCombatantIconWithID. Remove Icon is in list
CombatQueueManager.RemoveCombatantIconWithID: Number of queue icons removed: 1
CharacterMainScript.ReduceHP. This character has HP < 0
CharacterMovementScript.SetAdjacentMeleeOpponentAnimatorParameter. Method called: True
CharacterContainer.AdjustRelationship. Ray Case adjustment is: -3
VictoryDefeatConditionManager.CheckVictoryDefeatConditions. Method called. Level won: False mission failed: False
VictoryDefeatConditionManager.GetNumberOfCombatCapableAllies: Count is: 2
VictoryDefeatConditionManager.CheckVictoryDefeatConditions. Combat capable: 2 incapacitated: 2 fled: 0
BattleControlScript.CheckIfVictoryConditionsSatisfied. Criminal at pos: 0 is still combat capable. Not all criminals have been disabled.
CharMainScript.ReduceHP. Health for Ray Case reduced by 13.77585
CharacterMainScript.HandleHitByRangedFire. Method called. Hit character is: Ray Case
CharacterMainScript.HandleHitByRangedFire. Character HP is < 0, killed
CharacterMovementScript.CheckIfEnoughClearanceForBackwardKOAnimation. Method called.
CharacterMainScript.StartRangedSingleTargetAttack. Is in strafe origin: True
CharacterMainScript.ConcludeRangedAttack. Method called. Number of hits: 1 number of misses: 0
CharacterMainScript.SetOnFireParticlesState. Method called. Requested state: False
CharAIScript.ReturnControlToAI. Method called
CharAIScript.ReturnControlToAI. Out of AP. Ending Turn
--- End code ---
... so, Patriot snap mode, Ray heavy wounded and his armour already broken?

Apart a little bit confusion, it's not critical. I'm still not sure on recreation though. Sorry!

ushas:
Probably not helping anything, but just in case: both persistent standing allies (Ray and Sam above), were as if frozen in time, no usual between turns idle movement.

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