Vigilantes > Resolved Bugs

[Resolved] NPC in Running animation loop

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ushas:
(v20, linux, Suburbs2, conf:2)

Had the mission against Mafia with the police officer as joinable NPC. At one point he is next to one of the enemies and the second enemy is fleeing. He decides to switch to HtH and go after the one fleeing by left-clicking at him (this enemy is out of reach but move+attackCC feature has peculiarity that it let's you to move till AP deplenished even when clicking outside of the reach):
-- At the beginning of Bill's movement he triggers AOO attack of the first enemy
-- Then moves as ordered, stops right at the point when spending all AP
-- His turn is auto-ended with him in running animation loop

Compare to previous animation loop bugs this doesn't spam the log and won't influence the rest of the battle. Bill will simply stop the loop on the next turn as soon as he moves again.   

In the log:

--- Code: ---KScript.SetCurrentIKPosition. Method called. Position is: 2
WeaponListObjectScript.ActivateWeaponGameObject. Current spawn point is: (23.6, 0.9, -41.8)
CameraControlScript.FocusCamera. Method complete
BattleControlScript.EnablePlayerInput. Time is: 17857.4 time until user input enabled: 17857.37
BattleControlScript.EnablePlayerInput. Time is: 17857.4 time until user input enabled: 17857.37 ENABLING
MouseTrackerScript.RefreshInput. Method called. Grid position is: (18.0, 28.0)
OverWatchManager.StartNextAttackOfOpportunity. No AOO left for this move.
OverwatchManager.SetAOOResolvedState. Current state: False new state: False
NullReferenceException: Object reference not set to an instance of an object
  at CharacterMovementScript.StartMovement () [0x00000] in <filename unknown>:0
  at OverwatchManager+<StartNextAttackOfOpportunity>c__Iterator62.MoveNext () [0x00000] in <filename unknown>:0
--- End code ---

I think there was as if the second AOO happening (only one attack in game), but unsure. Will try digging later.
Haven't recreated with the allies so far.

Daithi:
Ugh, I hoped the running bug was gone. Added code to stop the animation when a turn is ended, as a safeguard, but it seems that it's not doing anything in this instance. At least there are clues how how to recreate.

ushas:
Wasn't much happy to report this either. But compare to the past ones this was more like a small glitch. Will try to undertake the mission again.

Btw. hadn't held back any overwatch bugs!

Daithi:
Remember (after several weeks) if it was a hit or a miss?

Daithi:
Have been unable to recreate. What might be happening here is that some process relating to the AOO is resolving after the character has auto ended turn, but not too convinced about that. Have increased the gap after auto end turn as a possible fix.

There's code to stop footsteps and running animation in the end turn method, so another possibility is that the turn has ended twice, and code is being called on the next character.

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