Vigilantes > Resolved Bugs
[Resolved] Animation Freeze
ushas:
And here I was enjoying overwatch cascades:)...
Hm. Is a knife 1h or 2h?
One other most probably unrelated tidbit is that the map (OldIndustrial2) has the elevation a bit uneven. The central road is slightly lower than the area in the picture.
Edit: Ugh. Forgot to switch to bat before end turn. Yeah time to call it a day.
Daithi:
Yeah. it was cool when 2-3 melee overwatches were triggered and maybe an enemy gets an attack too. Not quite as fast now, but still fairly rapid.
All the knifes are 1H - you can tell by how many hands are on the weapon in attack & idle animation.
Daithi:
Would guess that the emilia issue (not freeing tile) is separate from the Ray Case one.
Concerning the Ray Case issue, have found a condition using 2H melee that wasn't covered (character orthagonal to full cover) which was causing an issue like the one you described (and indeed Ray is orth to full cover in the image). Will play some more with 1H & 2H melee and see if anything else comes up.
ushas:
--- Quote from: Daithi on September 19, 2017, 11:26:28 AM ---Concerning the Ray Case issue, have found a condition using 2H melee that wasn't covered (character orthagonal to full cover) which was causing an issue like the one you described (and indeed Ray is orth to full cover in the image). Will play some more with 1H & 2H melee and see if anything else comes up.
--- End quote ---
Aha, good one! I need to start paying attention to facing...
Wasn't using melee OW for some time, because of running animation loop. Recalling also neat 1v1 boxing matches, but that was due to bugs in the past. Though it would be cool to have some reactionary punch perk. Imagine if one lieutenant has it too: he punches -> ally punches -> he punches -> ally... till one is down... Ups, if they miss all the time it's an infinite loop. But still!
PS: One most probably unrelated thing is that when you end the turn via shortcut, you can do it at the point when pointing at enemy so an ally is in the action-targeting state (tried guns and grenades). Then they stay in that state till next turn, not in the idle one. Not sure about CC weapons though. Mentioning in case there could be some further issues with this.
Daithi:
I've split the topics out. Found another issue with a 2H evade which could have caused same issue. Will continue with testing this for another while, see if anything else turns up.
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