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Basically title.
After enabling this settings, it will play the reload animation to a weapon, but after you reload combat highlight doesn't work and you have to press shift after every reload to higlight critters in combat. I don't know if it's a limitation of this settings or not working as inteded.
Tested on fresh FO2 + newest Sfall
The text was updated successfully, but these errors were encountered:
I can't seem to reproduce that in my game. In a random encounter with two group of enemies fighting each other, I shoot someone and reload (playing "idle" animation), all critters still have their combat highlight (outlines) in subsequent turns.
EDIT: OK I got it. This specifically happens when the Target Highlight preference is in the default "targeting only".
Some boring technical details:
PlayIdleAnimOnReload inserts an animation sequence, and at the end of sequence it calls register_end() which invokes combat_anim_begin(). If the Target Highlight is targeting only (combat_highlight == 2), combat_anim_begin() will turn off highlights in combat.
So my fix is simple: force change the setting right before calling register_end() to avoid turning off combat highlights, then restore the setting afterward.
Basically title.
After enabling this settings, it will play the reload animation to a weapon, but after you reload combat highlight doesn't work and you have to press shift after every reload to higlight critters in combat. I don't know if it's a limitation of this settings or not working as inteded.
Tested on fresh FO2 + newest Sfall
The text was updated successfully, but these errors were encountered: