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In final game, the loophole is used only for Ashot (who is not moving at all, just sitting with one of his hands on the table and another on his knee), but it has been used for Valerian and Lebedev before (and might be used in mods based on SRP).
A quick workaround that is possible just for Ashot - replace loophole to lead_sit_sleep_mechanic. The only two states Ashot uses (or rather not uses) are idle and lookout, which are equal in both (according to GSC's leaked SDK documentation).
The text was updated successfully, but these errors were encountered:
Oh yeah, I forgot to specify that. Ashot stays in the same place never moving and never uses lead_0_idle_0 and lead_0_sleep_idle_0 animations. Which he should use, according to SDK 0.6 docs.
If you somehow shoot him (by disabling the no weapon zone) and he tries to stand up from the stool he's sitting on, you'll see that there is no transition (furthermore proving his animation is broken). If you do the same to, say, Novikov, the transition will work fine.
And last but not least, his logic says that he should switch animations every other 14 seconds (from idle to lookout and back) and yet still nothing happens.
In final game, the loophole is used only for Ashot (who is not moving at all, just sitting with one of his hands on the table and another on his knee), but it has been used for Valerian and Lebedev before (and might be used in mods based on SRP).
A quick workaround that is possible just for Ashot - replace loophole to lead_sit_sleep_mechanic. The only two states Ashot uses (or rather not uses) are idle and lookout, which are equal in both (according to GSC's leaked SDK documentation).
The text was updated successfully, but these errors were encountered: