Open xezon opened 2 years ago
I haven't seen it but I'm sure you have it. Infantry being stupid when chasing a guy who is running away. They stop to take aim, but by that time the guy ran off lol. Its countered by telling the guy to run until he is in range and then u manually attack, but that is far more micro time to do that, you either stare at it, or look away and have to come back.
Worker outruns people easy like this.
~~The issue with the Missile Defender and Tank Hunter may be related to their quirky INI setup. They have AnimationSpeedFactorRange = 0.8 1.2 defined in DefaultConditionState (standing idle), which is inherited by MOVING ConditionState. This means that once the unit starts moving, the walk animation may be played slower or faster than normally. The vast majority of units do play the walk animations at a constant speed. Randomization is done via RANDOMSTART (to make mass moving units look less synchronized).~~
It's not. SpeedFactorRange does not apply to animations with distance modifier defined (such as MOVING for these units).
Some infantry animations stutter on injured walk. Most obvious on USA Missile Defender and China Tank Hunter. To fix, W3D animation likely needs more frames.
The stutter amount was just estimated purely by observation.
https://user-images.githubusercontent.com/4720891/187480028-f5eef76b-e438-44de-b8de-1f419d088760.mp4