problem with speed of panel animation in coop [SOLVED]
Quote from PortalCombat on November 22, 2011, 6:27 pmHey guys.
I am trying to use an prop_dynamic model 'arm64x64_interior.mdl' with these animations:
0.00: '224_out_straight'
1.00: '224_idle'
1.10: '224_in_straight'On my singleplayer test map the animations work fine, but when I load the map via
splitscreen or coop, the animation speed sometimes switches to more then 100%.
So the panel randomly moves much faster than 100% animation speed, which looks very bad.I already tried using the 'SetPlaybackRate' Output with 'OnAnimationBegun', but it does not help.
Any idea how to fix this?
Hey guys.
I am trying to use an prop_dynamic model 'arm64x64_interior.mdl' with these animations:
0.00: '224_out_straight'
1.00: '224_idle'
1.10: '224_in_straight'
On my singleplayer test map the animations work fine, but when I load the map via
splitscreen or coop, the animation speed sometimes switches to more then 100%.
So the panel randomly moves much faster than 100% animation speed, which looks very bad.
I already tried using the 'SetPlaybackRate' Output with 'OnAnimationBegun', but it does not help.
Any idea how to fix this?
Quote from Another Bad Pun on November 22, 2011, 6:47 pmHow is it triggered? Sometimes triggers in coop can be problematic, especially if it's triggered by a logic_auto. Be careful with the output OnMapSpawn in coop, if the players spawn at different times in the map it can confuse the game.
How is it triggered? Sometimes triggers in coop can be problematic, especially if it's triggered by a logic_auto. Be careful with the output OnMapSpawn in coop, if the players spawn at different times in the map it can confuse the game.
Quote from PortalCombat on November 23, 2011, 3:00 amI am using an 'logic_auto' with 'OnMapSpawn' to attach the Brush to the Panel arm.
The Animations are triggered via 'prop_button' but both players can press it and
both times there are different animation speeds.
I am using an 'logic_auto' with 'OnMapSpawn' to attach the Brush to the Panel arm.
The Animations are triggered via 'prop_button' but both players can press it and
both times there are different animation speeds. ![]()
Quote from Skotty on November 23, 2011, 1:57 pmAnother Bad Pun wrote:Be careful with the output OnMapSpawn in coop, if the players spawn at different times in the map it can confuse the game.You missunderstand the output "OnMapSpawn". Its not related to players. It means "On the creation/spawn of the map itself". So it will get fired directly after the map was created. Like "OnSpawn" of the logic_relay that gets fired if the logic_relay gets spawned by a template.
I dont know why you need the idle animation after 1 sec. If you dont have any default animation set in the keyvalues, they will just hold the last frame of the animation, in this case the same like idle.
I never had such a problem like you. Maybe posting the VMF, or a part of it, could help to find some bad settings in your prop_dynamic.
You missunderstand the output "OnMapSpawn". Its not related to players. It means "On the creation/spawn of the map itself". So it will get fired directly after the map was created. Like "OnSpawn" of the logic_relay that gets fired if the logic_relay gets spawned by a template.
I dont know why you need the idle animation after 1 sec. If you dont have any default animation set in the keyvalues, they will just hold the last frame of the animation, in this case the same like idle.
I never had such a problem like you. Maybe posting the VMF, or a part of it, could help to find some bad settings in your prop_dynamic.
Quote from PortalCombat on November 24, 2011, 4:44 amSkotty wrote:I dont know why you need the idle animation after 1 sec. If you dont have any default animation set in the keyvalues, they will just hold the last frame of the animation, in this case the same like idle.That solved my problem Skotty, thanks!
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My robot arm model was set to an default animation.
I just tried it without and now I dont have the problem and I dont need the 'idle' Animation anymore.*solved*
That solved my problem Skotty, thanks!
My robot arm model was set to an default animation.
I just tried it without and now I dont have the problem and I dont need the 'idle' Animation anymore.
*solved*
