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Vigilantes => Confirm Fix Bugs => : ushas July 26, 2017, 12:31:03 AM

: [Confirm V20]Enemy Running Animation Won't stop
: ushas July 26, 2017, 12:31:03 AM
The enemy variant of the above allies remaining in the loop of running animation:

I'm not sure how much it's end turn related. In v18 version, an enemy running in loop can happen when there was some overwatch or perhaps AOO interruption. Sometimes it looked like at the end of the enemy's movement.

This one is happening on the ChopShop map with churchers. Sister Martinez triggered Ray's overwatch and from that point remains in the run loop animation. The log repeats many times the same error:
:
CharMoveScript.HandleMovement. Path is null
CharacterMovementScript.HandleMovement. Character name is: Sister Martinez
NullReferenceException: Object reference not set to an instance of an object
  at CharacterMovementScript.HandleMovement () [0x00000] in <filename unknown>:0
  at CharacterMovementScript.Update () [0x00000] in <filename unknown>:0

Later on when she gets to her turn, she moves but ends turn in running loop animation again. There seems to be slightly different error now:
:
CharMoveScript.StartMovement. Path position is: 8
NullReferenceException: Object reference not set to an instance of an object
  at CharacterMovementScript.StartMovement () [0x00000] in <filename unknown>:0
  at CharacterMovementScript.SetupMovement () [0x00000] in <filename unknown>:0
CharacterMovementScript.PlayFootSteps. Method called. SFX volume is: 0.7
BattleControlScript.EndCharacterTurn. Requested by AI. Can turn be ended: True
: Re: Enemy Running Animation Won't stop
: ushas July 27, 2017, 11:55:33 PM
Happened again. Not sure if the information is still useful, as this is the confirm fix section. But just in case:

-- Sam has a hammer and ends the turn in overwatch.
-- Enemy steps on an adjacent tile and the overwatch is triggered and it interrupts the enemy.
-- Next moment this enemy starts run movement, seems hadn't reached his destination yet.
-- But that triggered AOO from Ray and thus another interrupt.
-- The enemy stays in the run animation.

So the situation looked like Ray had two attacks, overwatch -> AOO, against the same enemy on the same tile. The run animation starts between those attacks I think.
: Re: Enemy Running Animation Won't stop
: Daithi July 28, 2017, 08:00:59 AM
Moved this here, forgot to relocate when it split. Looks like the more recent one is overwatch and AOO interfering with one another. Both code blocks below suggests the that path has been destroyed before it should. The overwatch/AOO is a promising place to start on recreating.
: Re: Enemy Running Animation Won't stop
: ushas August 02, 2017, 09:16:28 PM
By my understanding how AOO ought to work, that AOO attack after the Overwatch interrupt shouldn't happen -> thus must declare it as a bug too.

Edit: Nope. As the movement was interrupted by Overwatch, then it's alright that the next move is AOO triggering, right? AOO hadn't triggered before overwatch, because the enemy started his path not adjacent, then stepped next to Ray.
: Re: Enemy Running Animation Won't stop
: Daithi August 03, 2017, 08:58:41 AM
Yeah, the AOO should trigger before the move happens, then overwatch should occur on first tile the character moved to. Will look at this soon
: Re: Enemy Running Animation Won't stop
: ushas August 09, 2017, 12:46:34 PM
: Daithi
I'd really like to dig up that running animation bug. Hopefully I can make it happen prior to releasing V19.
I'll see what I can dig on reproduction tonight. Haven't played for a while so it's fuzzy, but one way I think it may happen is when an enemy decides to flee. You know which way he's heading. So... you step on a tile adjacent to the next tile on his escape path, and set CC overwatch.

Having a bunch of bugs yet to test & report. Yeah, am a bit of slow. Are you close to v19 release?
: Re: Enemy Running Animation Won't stop
: Daithi August 09, 2017, 01:28:00 PM
Sounds good. Not too much more work left on V19 - could happen by the weekend if testing goes smoothly, and if not probably less than a week.
: Re: Enemy Running Animation Won't stop
: ushas August 09, 2017, 11:37:29 PM
So did exactly that - ambushed a fleeing enemy. AOO hadn't triggered and Ray killed the enemy by overwatch attack. So the enemy is down and no looped animation to be seen. However, in the log there is still the same error repeated many times afterwards, the same as in the case of the running animation:
:
CharMoveScript.HandleMovement. Path is null
CharacterMovementScript.HandleMovement. Character name is: Ana Stuurman
NullReferenceException: Object reference not set to an instance of an object
  at CharacterMovementScript.HandleMovement () [0x00000] in <filename unknown>:0
  at CharacterMovementScript.Update () [0x00000] in <filename unknown>:0
 
I dunno, not sure if knowing the error happens even after being already killed is important to know.
Just for the record, when the running loop happened in the past, the enemy was still active, not technically incapacitated or killed.
: Re: Enemy Running Animation Won't stop
: ushas August 10, 2017, 12:29:44 AM
To this post I'm attaching excerpt from the log. It's the above situation. The lines start at the point when the enemy moves into adjacent tile and the game decides Ray is gonna get Overwatch attack. And it ends at the point where the first error occurrences start happening. Still before the next unit acts.

The reason is, it would be much more apparent to you what's happening, when taking a look at events there.

What is suspicious to me is that there are some lines called more times. As if the overwatch was resolved twice or so. There was end turn called in between.

For example CTH part:
The first time:
:
OverwatchManager.AttemptOverwatchAttackForThisMovement. Distance between melee overwatching Ray Case and moving: Ray Case is: 1 -> Checking if melee attack can be made
CharMainScript.SetupMeleeAttack. Body part damage modifier: 1 / is overwatch attack: True / is AOO: False
CharacterMainScript.SetupMeleeAttack. Character Ana Stuurman is not already on list. Adding
BattleControlScript.GetMeleeChanceToHit. defender wound level: 2, increasing CTH by: 10
BCS.GetMeleeCTH. Attacker Melee Skill: 49 / defence from melee 21 / defense from armour 0 / defense from evasion: 6 / attack rating: 1.814815 / melee multiplier: 37.5 bodyPart CTH Multipler:1 use mode CTH multiplier:1 / final chance to hit: 78
CharacterMainScript.SetupMeleeAttack. This is an unarmed attack
CharMainScript.SetupMeleeAttack. Attack damage is: 8.481825 defender HP: 3.613329
The second time:
:
OverwatchManager.AttemptOverwatchAttackForThisMovement. Distance between melee overwatching Ray Case and moving: Ray Case is: 1 -> Checking if melee attack can be made
CharMainScript.SetupMeleeAttack. Body part damage modifier: 1 / is overwatch attack: True / is AOO: False
BattleControlScript.GetMeleeChanceToHit. defender wound level: 2, increasing CTH by: 10
BCS.GetMeleeCTH. Attacker Melee Skill: 49 / defence from melee 21 / defense from armour 0 / defense from evasion: 6 / attack rating: 1.814815 / melee multiplier: 37.5 bodyPart CTH Multipler:1 use mode CTH multiplier:1 / final chance to hit: 78
CharacterMainScript.SetupMeleeAttack. This is an unarmed attack
CharMainScript.SetupMeleeAttack. Attack damage is: 8.481825 defender HP: 0

You can see other lines more times, like:
:
CharacterMainScript.StartMeleeAttack. Method called. Is overwatch attack: True / is AOO: FalseAnd many others...

Not sure what some do, like (2x with true/true, 4x with false/false):
:
OverwatchManager.SetOverwatchBeingResolved. Current state: True / new state: True
Perhaps the game just calls some functions more times for different reasons. I don't know. Could be completely ok.

But just in case, if there is really something called twice (or more times) and shouldn't, then it may as well be that some boolean/state was not set properly in case there is some loop, or anything else, and overwatch not closed. One would then get the null exceptions as things aren't as before anymore.

The issue doesn't look like being related to enemy removal event though, as when it happens as the looped animation bug, the enemy doesn't fall under this category. But there could be more problems at play, of course.

I didn't see more than one attack, but it happened fast.
: Re: Enemy Running Animation Won't stop
: Nomad August 10, 2017, 07:51:51 AM
Sounds good. Not too much more work left on V19 - could happen by the weekend if testing goes smoothly, and if not probably less than a week.
Ooooooh... I hope testing goes smoothly.  =D
: Re: Enemy Running Animation Won't stop
: Daithi August 10, 2017, 12:39:57 PM
So did exactly that - ambushed a fleeing enemy. AOO hadn't triggered and Ray killed the enemy by overwatch attack. So the enemy is down and no looped animation to be seen. However, in the log there is still the same error repeated many times afterwards, the same as in the case of the running animation:
:
CharMoveScript.HandleMovement. Path is null
CharacterMovementScript.HandleMovement. Character name is: Ana Stuurman
NullReferenceException: Object reference not set to an instance of an object
  at CharacterMovementScript.HandleMovement () [0x00000] in <filename unknown>:0
  at CharacterMovementScript.Update () [0x00000] in <filename unknown>:0
 
I dunno, not sure if knowing the error happens even after being already killed is important to know.
Just for the record, when the running loop happened in the past, the enemy was still active, not technically incapacitated or killed.

Great, this can be recreated. This is just a boolean not being reset, must be something in the flee code block which is skipping this part of the code.
: Re: Enemy Running Animation Won't stop
: Daithi August 10, 2017, 12:42:35 PM
To this post I'm attaching excerpt from the log. It's the above situation. The lines start at the point when the enemy moves into adjacent tile and the game decides Ray is gonna get Overwatch attack. And it ends at the point where the first error occurrences start happening. Still before the next unit acts.

The reason is, it would be much more apparent to you what's happening, when taking a look at events there.

What is suspicious to me is that there are some lines called more times. As if the overwatch was resolved twice or so. There was end turn called in between.

For example CTH part:
The first time:
:
OverwatchManager.AttemptOverwatchAttackForThisMovement. Distance between melee overwatching Ray Case and moving: Ray Case is: 1 -> Checking if melee attack can be made
CharMainScript.SetupMeleeAttack. Body part damage modifier: 1 / is overwatch attack: True / is AOO: False
CharacterMainScript.SetupMeleeAttack. Character Ana Stuurman is not already on list. Adding
BattleControlScript.GetMeleeChanceToHit. defender wound level: 2, increasing CTH by: 10
BCS.GetMeleeCTH. Attacker Melee Skill: 49 / defence from melee 21 / defense from armour 0 / defense from evasion: 6 / attack rating: 1.814815 / melee multiplier: 37.5 bodyPart CTH Multipler:1 use mode CTH multiplier:1 / final chance to hit: 78
CharacterMainScript.SetupMeleeAttack. This is an unarmed attack
CharMainScript.SetupMeleeAttack. Attack damage is: 8.481825 defender HP: 3.613329
The second time:
:
OverwatchManager.AttemptOverwatchAttackForThisMovement. Distance between melee overwatching Ray Case and moving: Ray Case is: 1 -> Checking if melee attack can be made
CharMainScript.SetupMeleeAttack. Body part damage modifier: 1 / is overwatch attack: True / is AOO: False
BattleControlScript.GetMeleeChanceToHit. defender wound level: 2, increasing CTH by: 10
BCS.GetMeleeCTH. Attacker Melee Skill: 49 / defence from melee 21 / defense from armour 0 / defense from evasion: 6 / attack rating: 1.814815 / melee multiplier: 37.5 bodyPart CTH Multipler:1 use mode CTH multiplier:1 / final chance to hit: 78
CharacterMainScript.SetupMeleeAttack. This is an unarmed attack
CharMainScript.SetupMeleeAttack. Attack damage is: 8.481825 defender HP: 0

You can see other lines more times, like:
:
CharacterMainScript.StartMeleeAttack. Method called. Is overwatch attack: True / is AOO: FalseAnd many others...

Not sure what some do, like (2x with true/true, 4x with false/false):
:
OverwatchManager.SetOverwatchBeingResolved. Current state: True / new state: True
Perhaps the game just calls some functions more times for different reasons. I don't know. Could be completely ok.

But just in case, if there is really something called twice (or more times) and shouldn't, then it may as well be that some boolean/state was not set properly in case there is some loop, or anything else, and overwatch not closed. One would then get the null exceptions as things aren't as before anymore.

The issue doesn't look like being related to enemy removal event though, as when it happens as the looped animation bug, the enemy doesn't fall under this category. But there could be more problems at play, of course.

I didn't see more than one attack, but it happened fast.

Looks like overwatch isn't resolved in this scenario, some code which fleeing characters aren't calling. Worse still, it looks like Ray is attempting to target himself : )
: Re: Enemy Running Animation Won't stop
: Daithi August 10, 2017, 12:43:17 PM
Ooooooh... I hope testing goes smoothly.  =D

Hey Nomad! As usual, it isn't :)
: Re: Enemy Running Animation Won't stop
: ushas August 10, 2017, 03:37:33 PM
Well, in other scenarios the enemy wasn't fleeing at the beginning. But it's possible, that after the overwatch attack their status changed.

I was also thinking to report an issue of fleeing enemy reseting behaviour on AOO. But I'm not sure about that. Just preliminary mentioning in case it's something related.

Worse still, it looks like Ray is attempting to target himself : )
I think he's a little bit depressed. As it happens he killed a lot of people. His comrades are using him as a bait, but at the end of the day, they haven't hesitated to sacrifice Ray.
: Re: Enemy Running Animation Won't stop
: Daithi August 11, 2017, 01:33:36 PM
I think he's a little bit depressed. As it happens he killed a lot of people. His comrades are using him as a bait, but at the end of the day, they haven't hesitated to sacrifice Ray.

:) Fixed the issue with the combined AOO & overwatch. This was one instance whereby the running animation wouldn't stop. I believe this issue was also causing the problem with enemies appearing to be knocked into another tile. Based on your posts, it's likely there are some more issues in this area. Will try to dig some of them up.
: Re: Enemy Running Animation Won't stop
: Daithi August 11, 2017, 02:16:05 PM
Have also addressed the issue with characters not switching back to their original equipment after AOO. This was also causing a hang. It's pretty neat landing an AOO and then whipping out a pistol and shooting them in the back as they run... hmm that didn't sound great did it :)
: Re: Enemy Running Animation Won't stop
: ushas August 14, 2017, 12:19:42 AM
It's pretty neat landing an AOO and then whipping out a pistol and shooting them in the back as they run... hmm that didn't sound great did it :)
Sounds great low!
Btw. an overwatch cascade is also pretty neat...

I believe this issue was also causing the problem with enemies appearing to be knocked into another tile. Based on your posts, it's likely there are some more issues in this area. Will try to dig some of them up.
Had some seeings. But did a lousy job at investigation. Will try atone with v19.

For example, enemies seem to run superfast when moving after being interrupted by overwatch. So deducted, what originally looked like being knocked into another tile, was perhaps this continuation of movement. Not sure.
: Re: Enemy Running Animation Won't stop
: Daithi August 15, 2017, 06:21:21 AM
The enemies moving really fast seems to be a variation of being knocked into another tile - maybe just a shorter distance to move. Haven't observed it since the fix.
: Re: Enemy Running Animation Won't stop
: ushas August 17, 2017, 08:32:30 PM
Um. I a kind of accidentally stumbled upon the "O" key right on the first turn of the first mission, and got Sam into HtH Overwatch. Then damaged approaching enemy... And it recreated the running enemy loop bug, including Path is null errors in the log. Oh well.
: Re: Enemy Running Animation Won't stop
: Daithi August 18, 2017, 11:15:35 AM
Looks like there's another case which hasn't been addressed. Going to finish off the two maps am working on and try to recreate.
: Re: Enemy Running Animation Won't stop
: ushas August 18, 2017, 06:01:05 PM
Nice! Don't need to hurry. Brace yourself for some necroing though. The first wave from me can come on Sunday night if free time permits.

Btw. you can get it with any overwatch (tried pistol, machete, HtH), no AOO this time. It doesn't look to me like the guys were trying to flee or go somewhere else. They came to Sam to attack him in close, not continue movement. Sam's attack of opportunity just comes before their own attack, or their end turn.
: Re: Enemy Running Animation Won't stop
: Daithi August 18, 2017, 10:38:15 PM
Does it happen every time?
: Re: Enemy Running Animation Won't stop
: ushas August 19, 2017, 09:01:46 AM
No. It looks happening often but not always - I'm having CC Sam this time and only played first three missions, all with Mafia. Will try to do further investigation. Do you have some suspects to focus on?

PS: Got only one mafioso on Ray's initial mission (after Cuda). So it was Ray+Sam vs. one.
: Re: Enemy Running Animation Won't stop
: Daithi August 19, 2017, 11:40:25 AM
No. It looks happening often but not always - I'm having CC Sam this time and only played first three missions, all with Mafia. Will try to do further investigation. Do you have some suspects to focus on?

PS: Got only one mafioso on Ray's initial mission (after Cuda). So it was Ray+Sam vs. one.

Ah, ok. Honestly, not sure - there could be a number of variables, whether it hits, whether it kills would seem like the obvious ones, but it's hard to call. Hopefully it will be fairly easy to recreate when I get to it early next week. Did the first mission have mafia? It shouldn't :/ Yeah, I was testing on Hard Boiled with Sam CC & Ray, and that enforcer was brutal to take down at level 1. Got killed multiple times, so reduced number of enemies to one. On that playthrough I only used lower level weapons, just to get a feel for difficulty.

: Re: Enemy Running Animation Won't stop
: ushas August 20, 2017, 09:52:03 PM
Did the first mission have mafia? It shouldn't :/
No. Sorry I forgot to include the initial one. It was the siblings as usual.

Yeah, I was testing on Hard Boiled with Sam CC & Ray, and that enforcer was brutal to take down at level 1. Got killed multiple times, so reduced number of enemies to one. On that playthrough I only used lower level weapons, just to get a feel for difficulty.
I'm playing Vigilante now and wasn't even trying to kill him, just testing overwatch. Could be simply lucky. So as the first ally happens before the map access, does it mean its enemy side composition isn't tied to any tile parameters?

Generally, I don't think it's necessarily bad to start on easier side even with hardest difficulties. Familiarizing with the game is also a spike on its own. One may simply have harder time to keep up with the speed in the race... So was just noting in relation to your "maintain the feeling being outnumbered" intention.

Will try to go through initial missions more times. As it's different. Low lvl as you said. Plus changes on the enemy side...

In the meantime, by the past experience: the most important factors for the difficulty feeling were the maps/encounters themselves. Tbh. our weapons not so much. Unless ammo scarcity, but past the first 2 missions wasn't happening even on Hero (still secretly hoping you will pull that off, no pressure:))

For allies, hands down the hardest one is Emilia's. No place to hide. While the Ray's map was by far the easiest.

Uff, recalling the B&E encounter (HB, danger 3, v16 or v17 I think): we were squeezed in that small space with 13-15  enemies with pistols. Took me several tries, and used like 12 grenades in the whole battle, floor on fire. Btw. that's how the fireproof zones were discovered... 
: Re: Enemy Running Animation Won't stop
: Daithi August 21, 2017, 10:20:07 AM
No. Sorry I forgot to include the initial one. It was the siblings as usual.
At least that's working :)

I'm playing Vigilante now and wasn't even trying to kill him, just testing overwatch. Could be simply lucky. So as the first ally happens before the map access, does it mean its enemy side composition isn't tied to any tile parameters?

Generally, I don't think it's necessarily bad to start on easier side even with hardest difficulties. Familiarizing with the game is also a spike on its own. One may simply have harder time to keep up with the speed in the race... So was just noting in relation to your "maintain the feeling being outnumbered" intention.
The first 3 encounters are all danger level 1, the first 2 have set enemies, whereas the ally encounter will spawn whatever enemies are present in the encounter vs that ally. Agree about easing players in. The enforcer is an exception to the rule - he's easier to take down with firearms, but very tough with melee.

In the meantime, by the past experience: the most important factors for the difficulty feeling were the maps/encounters themselves. Tbh. our weapons not so much. Unless ammo scarcity, but past the first 2 missions wasn't happening even on Hero (still secretly hoping you will pull that off, no pressure:))

For allies, hands down the hardest one is Emilia's. No place to hide. While the Ray's map was by far the easiest.
I think I reduced number of enemies in Emilia encounter by 1, so it should be easier now. If it's very tough will pull another enemy out. I do need to have a look at the loot system pretty soon, add some items and enhance the code, so will see what I can do.
: Re: Enemy Running Animation Won't stop
: Daithi August 23, 2017, 05:02:19 PM
and wasn't even trying to kill him, just testing overwatch.

Tell that to the boys in blue, Ushas... :)

Have manage to recreate with melee overwatch, when enemy is not killed. Now, to fix it. Will try with firearms too - would be good to nail this one down.
: Re: [Fix Req]Enemy Running Animation Won't stop
: ushas August 23, 2017, 05:48:38 PM
I'll tell them you gave us a license to kill.:)

Wasn't getting it later on, does it have something to do with mode of incapatitatition?
: Re: [Fix Req]Enemy Running Animation Won't stop
: Daithi August 23, 2017, 05:52:09 PM
The issue I found is melee overwatch hitting a character on the last step of their move -> is causing running animation and turn not to be passed.

Concerning lethality, it's unlikely, but not impossible.
: Re: [Fix Req]Enemy Running Animation Won't stop
: ushas August 23, 2017, 06:28:32 PM
Yeah that's what I was getting too. Though no battle freeze.
Probably was just doing less overwatching then.

Quick tried again and recreated something similar, in combination with another unreported issue:
-- Ray in HtH overwatch
-- Enemy comes to him
-- Ray has two overwatch attacks!
-- Enemy attacks Ray
-- Enemy ends turn in running animation...

I will try to isolate related lines in the log if useful.
A few days back had a double HtH OW with Sam. It was a boxing match: Sam (OW) hits - Enemy hits - Sam(OW?) hits.
But in that case there was no running animation bug. As far as I know it doesn't subtract more AP from them, but need to check.
: Re: [Fix Req]Enemy Running Animation Won't stop
: Daithi August 23, 2017, 06:44:33 PM
In either Sam or Ray example, was it possible that second attack was AOO? If the enemy was killed before moved, it might not be clear. Equally possible there's another issue with OW issue. Yeah that would be good, maybe get some sort of idea what's happening...
: Re: [Fix Req]Enemy Running Animation Won't stop
: Daithi August 23, 2017, 06:58:21 PM
Have fixed the issue with HTH OW attack on last tile, but don't have great confidence that this is the end of the issues. Going to test some variations on this.
: Re: [Fix Req]Enemy Running Animation Won't stop
: ushas August 23, 2017, 08:23:59 PM
In either Sam or Ray example, was it possible that second attack was AOO? If the enemy was killed before moved, it might not be clear. Equally possible there's another issue with OW issue. Yeah that would be good, maybe get some sort of idea what's happening...
Attaching Ray's case - starts at the beginning of the movement order up to the end turn, at least I think so. Was also thinking about AOO, but according to the log seems there are two OW attacks. This looks very similar to the issue during v18. Another interesting thing is that the guy got into the error right after the second Ray's OW attack, before he himself attacked. On the screen I saw the looped animation later.

There is one more thing, I'm confused about: Can enemies decide to flee before their turn? I've seen Emilia shooting in overwatch a guy before it was his turn, and once the queue moved to him he starts to flee. I think it was the same guy as the one who got into looped running animation with Ray before.
: Re: [Fix Req]Enemy Running Animation Won't stop
: Daithi August 23, 2017, 08:47:33 PM
Yeah, looks like it's 2x overwatch. It's a successful melee attack on 1st OW, will follow the code to see if there's a case in which overwatcher isn't removed, or wrong overwatcher is removed (was there anyone else overwatching at the same time?)

The decision to flee happens at beginning of turn, before search for orders. Shot shouldn't be fired until character reaches first tile. Could be another error.
: Re: [Fix Req]Enemy Running Animation Won't stop
: ushas August 23, 2017, 08:56:57 PM
Yeah, I was trying to put on overwatch more party members. Not sure if on that specific turn. However, there wasn't any other ally nearby and Ray was the only guy who got the OW at this enemy, IIRC.

Ok. I will try to catch that preliminary OW without combination with running animation loop... Wish me luck:)
: Re: [Fix Req]Enemy Running Animation Won't stop
: Daithi August 23, 2017, 08:59:17 PM
Good luck :) Have done a good bit of testing on OW, melee, single shot ranged, burst, attacking at start of path/end of path - nothing new yet.
: Re: [Fix Req]Enemy Running Animation Won't stop
: Daithi August 23, 2017, 09:04:41 PM
Just got it to happen. I have a keycode to force enemies to flee (maybe should add that into build, but hidden to avoid accidental use). Sam went on melee overwatch. AOO triggered as enemy moved, then 2x OW on first tile moved to. There's an error thrown where the character is removed from OW list, so will have a look at that now.

Edit: Looks like a caused this with a debug statement. Maybe it's time to call it a day  :)
: Re: [Fix Req]Enemy Running Animation Won't stop
: ushas August 24, 2017, 02:20:44 AM
This was a double-edged luck, I tell you. Not sure I wanted to experience...

Moving dead bodies!
-- Having a good time with churchers.
-- Brother Karlsson got himself into running animation loop. As usual.
-- So we KO him, hoping that puts the loop to rest too... Except it doesn't.
-- Attached excerpt from the log starts at the last Karlsson's movement error. He is already KOed at the time.
-- Elena ends her turn with overwatch (Bellum). The next follows the turn of brother Iva.
-- It's fuzzy but I think Elena shot her overwatch attack before Iva moves.
-- Then I realized, Karlsson's body disappeared during the above OW action!
-- Found him under Ray's feet, see attached image how I think it moved (the arrow).
-- In the log Elena's attack was done at distance 1 and Ray's tile is indeed next to her.
-- I've marked which one is Iva - he is further away from her.
-- And indeed the log indicates the damage was done to Karlsson's body, if I read that well (it's mixed within Iva's turn)
-- Iva does his stuff and ends the turn.

I think (aka hope) this is is the pre-movement OW I was experiencing before, and thus it probably relates to the running animation loop issue. But who knows...

PS: Ups. It told me upload folder is full... But my files aren't big. So I went and removed some attachments from old resolved reports about map clippings. Seems helped for now... I hope you don't mind.  ;D
: Re: [Fix Req]Enemy Running Animation Won't stop
: Daithi August 24, 2017, 07:22:02 AM
Was the running issue caused by a melee attack, possibly at the end of the movement? What's possibly happening with OW triggering before attack - if Karlsson is still considered to be moving this might be picked up by another overwatching character. Will try to tighten this up by making sure that character is no longer moving - though, if the root issue is the one I've fixed, this problem won't happen anymore.

Ha, thanks, you're also responsible for server maintenance now :) Will look at the hosting and clear out some threads/delete emails (incase the hosting space is shared)
: Re: [Fix Req]Enemy Running Animation Won't stop
: Daithi August 24, 2017, 12:28:05 PM
Have done extensive testing on overwatch. That's not to say there won't be any issues in the future, but the feature should be much more stable in V20.
: Re: [Fix Req]Enemy Running Animation Won't stop
: ushas August 24, 2017, 01:04:14 PM
Was the running issue caused by a melee attack, possibly at the end of the movement? What's possibly happening with OW triggering before attack - if Karlsson is still considered to be moving this might be picked up by another overwatching character. Will try to tighten this up by making sure that character is no longer moving - though, if the root issue is the one I've fixed, this problem won't happen anymore.
Yeah, I think it was something like that. But he was already down during this event. Think I backed up the whole log, if needed.

All I demonstrated with that feeble attempt at investigation is that there is suspicious correlation with running animation loop. And that's good, because it's possible you have it all fixed by now, judging from the posts.

Ha, thanks, you're also responsible for server maintenance now :) Will look at the hosting and clear out some threads/delete emails (incase the hosting space is shared)
Oh, well.  :-[
I decided to trim the images and upload it here instead of using public sharing services, also so you can easily delete stuff no longer valid yourself. Though, don't hesitate to give me different instructions if anything.