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Mobiles running effect issue

Discussion in 'Script Support' started by Piotr, Mar 19, 2017.

  1. Piotr
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    Piotr New Member

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    Hi,

    I noticed that mobiles in general don't use their run effect (animation). They seem to be always walking, even if I improve their movement speed, they just walk very fast (actually giving the impression of teleporting towards a target) in warmode.

    I want the monsters, bandits and animals to use their run animation. Just like a player does.
    I know how to modify their default active and passive speed, but can't figure out how to get rid of this weird forced walk effect...

    Any ideas?
     
  2. Vorspire
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    Vorspire Vita-Nex: Core Creator
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    The client is responsible for the walking/running animations, if you [move any mobile to a tile next to it, you'll see the client makes it look like it's "walking".

    I believe in order for the client to interpret a one-tile move as a running movement, it would have to know about it for creatures - this could maybe be done by including the Direction.Running flag when the AI tells the creature to move. If I remember correctly, AI just uses the direction as a way to point the creature before moving it.

    This is just a theory though, if it works, let me know :p
    I'll test it myself at some point tonight.
     
  3. Vorspire
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    Vorspire Vita-Nex: Core Creator
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  4. Dexter_Lexia
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    Nice! But you didn't give them enough time to get back to you!
     
  5. timginter
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    timginter New Member

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    Did you manage to get it working, Vorspire? For me mobiles are still walking in warmode
     
  6. Dexter_Lexia
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    They only run if they are fast enough, so to speak.
     
  7. timginter
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    timginter New Member

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    Yes, I have a mob with speed ActiveSpeed: 0.150, PassiveSpeed: 0.4 and still it just stays in WarMode and sort of flows towards the enemy in combat position instead of a clear run animation. I was wondering if it's something with my animations, but when I reverse the logic in Vorspire's code mobiles do run when idle. Just not in WarMode
     
  8. GriffonSpade
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    GriffonSpade Member

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    Hey Vorspire, I was looking at the merge request, and I noticed that it only looks like it uses the run animation when at or exceeding run speed. Shouldn't it use the run animation whenever it exceeds walking speed instead to prevent 'bouncing/teleporting'?
     
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