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Tiffany Dragonash
Registered User
Join date: 26 Jan 2008
Posts: 1
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07-28-2008 08:42
I've noticed in the latest RC viewers, a rapid double tap of the up arrow cursor key engages the run option. Being a model, I am used to tapping this key while turning to reduce the turn radius as needed for some runways. I really don't want to engage run in this situation. For that matter, I rarely run and have absolutely no use for this feature. Does anyone know how to disable this function?
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spinster Voom
Registered User
Join date: 14 Jun 2007
Posts: 1,069
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07-28-2008 10:20
I think it's in the debug settings somewhere and I think it's called tap-tap-run.
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Fredi Munro
Registered User
Join date: 25 Apr 2007
Posts: 10
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Default walk to run...double tap
07-28-2008 10:27
I was checking that out, because I have a nice long striding "run" AO....but the double tap on the W (forward) key didn't kick my sexy walking into run mode. When I took off all "walk AO's" and just had the basic stutter step....the double tap did work and I jitter ran just fine. Perhaps if you use a modeling AO walk, you won't have that problem, unless som AO's do allow that transition and that's what you're experiencing. Maybe someone else out there knows how to turn off the double tap to run feature in Preferences?
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Viktoria Dovgal
…
Join date: 29 Jul 2007
Posts: 3,593
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07-28-2008 10:44
It's ctrl-alt-d for the Advanced menu, and the new option is Advanced->Character->Tap-Tap-Hold To Run.
Objects can sort of block this, if they don't pass controls along and instead handle movement themselves.
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Barrington John
Yorkshire guy
Join date: 17 Nov 2007
Posts: 119
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07-28-2008 14:01
Mind if I piggyback a related question? No? Thanks!  I've got a Zhao AO with Vista animations, and as Fredi says, the "run" is a striding alternative walk. Double-tap works fine with that. However ... sometimes, when my av trips on a step, it goes into a rapid duck-waddle and, these days, stays in that until I come to a complete stop. If I don't stop for a moment, it'll just keep on waddling and waddling for as long as I'm "walking". A single tap makes no difference. I say "these days" because I'm certain this didn't use to happen until fairly recently - it would waddle a couple of steps then carry on with the AO walk. I'm using the RC viewer, and have been for a long time now; I'm not sure what it looks like to other people. Does this sound familiar to anyone? Any suggestions? Waddling is soooo uncool.
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Viktoria Dovgal
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Join date: 29 Jul 2007
Posts: 3,593
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07-28-2008 14:21
From: Barrington John However ... sometimes, when my av trips on a step, it goes into a rapid duck-waddle and, these days, stays in that until I come to a complete stop. If I don't stop for a moment, it'll just keep on waddling and waddling for as long as I'm "walking". A single tap makes no difference. I say "these days" because I'm certain this didn't use to happen until fairly recently - it would waddle a couple of steps then carry on with the AO walk. I'm using the RC viewer, and have been for a long time now; I'm not sure what it looks like to other people. That really sounds like packet loss more than anything, animation start messages not making their way back to your client so the defaults take over. There is one other possibility, Franimation-type AO scripts have a little optimization that short circuits the loop if the animation state appears to be unchanged since the last check. If your avatar were to flip into a different state and back again within the 1/4 second between polls, the AO could lose track. That should be pretty rare, but you might be more open to it if you spend much time in overloaded sims struggling with dilation issues (nasty dilation is a lot more commonly seen with Havok 4, because sims under that much load tended to crash in the past).
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