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Zombie schedule and animations go out of sync (in particular banshee leaps) #316
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Could be related to this issue: This issue obviously applies to all animated entities, not just NPCs exclusively, players are affected too. Also worth to mention that banshees sometimes will run around with "ceiling ambush" idle animation too if you ordered them to use ceiling ambush before. Would look like banshee is sliding around upside down. From what I understand, the animations or animation events for NPCs/Players aren't processed on your client side if they are not in the same visleaf you're in (or not in your PVS). So their world-model keeps looping last played/triggered animation that is flagged as "loop" in their MDL/QC/QCI (non-looped animations like swatting or melee animations ignored and not played at all in this case) if the certain NPC/Player is outside of your PVS (or if you're outside of the map while playing as ZM). To test the "non-looped animations ignored" theory you can forcezm yourself, spawn a hidden shambler somewhere not far from a prop_physics and order him to swat/push that prop, while he's walking towards that prop you have to stay outside of the map or in other visleaf (behind the wall with night-vision enabled preferably) and watch how your shambler will swat/push that prop without playing swatting animation. |
Found a problem with shamblers swatting props then refusing to move. Tracked it here. May help #316
Found a problem with shamblers swatting props then refusing to move. Tracked it here. May help #316
ie. a banshee is moving with the leaping animation instead of the intended running animation.
This could be a few things:
There was a similar issue that was fixed a while ago for shamblers moving while swatting an object.
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