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but if added in exactly that block, the bug will only be fixed for anims set by setPedAnimation, not other animations updated with setPedAnimationSpeed
The text was updated successfully, but these errors were encountered:
Animation speed also resets when the animation gets re-applied, for example if i modify speed of idle_stance Animation and go crouching and stand up again, the speed is reset.
However its not a Problem, i simply use setPedAnimationSpeed in onClientPreRender.
I've taken a quick look at fixing this issue (setElementModel resetting the speed).
Simply getting the speed and applying it after the animation is re-applied (post-model change) doesn't really work because the animation is applied downstream using a SimpleRunNamedAnim task (via RunNamedAnimation).
That task doesn't have an fAnimSpeed flag.
if i modify speed of idle_stance Animation and go crouching and stand up again, the speed is reset
For a separate issue: perhaps we could have a persist=false argument that saves the expected animation speed somewhere, that should do what you're looking for. We would need to evaluate if looking up the animation speed in a map will be a bottleneck for the animation system.
Animation speed also resets when the animation gets re-applied
I can't reproduce this with setPedAnimation, only with "natural animations" (like the one you mentioned above)
Describe the bug
Changing skin resets ped animation speed
To reproduce
ss 0
anim fat fatsprint
me:setAnimationSpeed("fatsprint", 2)
ss 1
Expected behaviour
Animation speed should not be reset
Version
49ffc91 windows
Additional context
fix can be added here
mtasa-blue/Client/mods/deathmatch/logic/CClientPed.cpp
Line 3965 in 49ffc91
The text was updated successfully, but these errors were encountered: