Fix for unsync siege weapons unpacked with horses idle animations
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Description
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Details
- Committed
Alexandermb Jul 19 2019, 5:30 PM - Parents
- rP22511: Fix the -Wclass-memaccess compiler warning in the pathfinders Grid.h, refsā¦
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Buildable 8461 Build 13823: Post-Commit Build Jenkins
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(Was it just about cavalry units being idle while packing or also related to https://wildfiregames.com/forum/index.php?/topic/26012-task-animations-re-export-and-unit-meshes-fix/&do=findComment&comment=378701 ?)
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Only related of being idle in the packed state (Not related to the action or timer between packing/unpacking). In a skirmish scenario today i noted idle animation between tail and horse wasn't sync like it does with trader cart. At first glance it didn't worked as the usual fix (Having the "charioth/cart" having the idle animations in the exact order Idle1 Idle2 Idle3 making the cart force the horse/tail/mane, play the exact same animation) only the actor being called by the template tells the props or sub actors to play the same animation, in this case packed_weapons weren't the actor called by the template but the Object hide under floor with prop points so it wasn't working in this case.