Super Strength Haymaker stuck on original animation


Airhammer

 

Posted

Silly bug...

I noticed today that my Shield/SS tank haymaker was doing the double fisted original punch. I thought I had changed it so I went to the tailer to check and it was set on Bright Haymaker. So i paid 5000 influence just to check and make sure it was reset.

Left the tailorm used it.. sure enough it was still stuck on the original animation, wouldnt change to the alternate punch.


The hard things I can do--- The impossible just take a little bit longer.

If numbers are so much more important than a teammate who is fun to play with, forget about the game altogether and go play with a calculator instead. -Claws and Effect-

 

Posted

Known issue when pairing Super Strength with a Shield. I think BABs said it was fixed internally, but would have to wait until a later build before it appeared on the test server.

(And if you're reading this, big guy, I'm not trying to use you as "the catch-all Dev." This is a legitimate animation issue, and therefore your territory. )


Main Hero: Chad Gulzow-Man (Victory) 50, 1396 Badges
Main Villain: Evil Gulzow-Man (Victory) 50, 1193 Badges
Mission Architect arcs: Doctor Brainstorm's An Experiment Gone Awry, Arc ID 2093

-----
Quote:
Originally Posted by Nethergoat View Post
it's NEVER too late to pad your /ignore list!

 

Posted

BaB's post on the issue:

Quote:
Quote:
Originally Posted by Monkey_King
Bug: When a Martial Arts/Shield scrapper has his shield out, none of the custom Martial Arts animations play. If you chose any of the punch animations, your character reverts to using the kicks (although using the correct FX colors). This is not related to Ninja Run. With the shield away, my guy still throws punches while Ninja Running.
I believe I fixed that bug the other day. Same issue as custom animations for Super Strength and Shields.


--------------
"Chew Electric Death, Snarling Cur!"