Quantcast

Jump to content

» «
Photo

CLEO Animation Help

11 replies to this topic
syndrome994
  • syndrome994

    Player Hater

  • Members
  • Joined: 21 May 2012

#1

Posted 27 July 2013 - 01:37 AM

Im trying to recode a cleo smoke mod but I want to control the player when doing the smoking animation, can anyone put me the code or script please? (sry for bad eng)

TheGodfather.
  • TheGodfather.

    Nobody likes me here...I think...

  • Members
  • Joined: 19 Jun 2012

#2

Posted 27 July 2013 - 03:27 PM

I guess you want to control the player during the animation then here you go:

CODE
03EE:   player $PLAYER_CHAR controllable


syndrome994
  • syndrome994

    Player Hater

  • Members
  • Joined: 21 May 2012

#3

Posted 27 July 2013 - 11:22 PM

QUOTE (arijitsen @ Saturday, Jul 27 2013, 15:27)
I guess you want to control the player during the animation then here you go:

CODE
03EE:   player $PLAYER_CHAR controllable

Thx for replying but when I put that code and do the animation, the game crashes. Any solutions?

aStiffSausage
  • aStiffSausage

    Formerly Oksu

  • Members
  • Joined: 30 Sep 2010
  • Finland

#4

Posted 28 July 2013 - 02:05 AM

That's because it's GET, not SET.

You could try your luck with 0A1A.

syndrome994
  • syndrome994

    Player Hater

  • Members
  • Joined: 21 May 2012

#5

Posted 28 July 2013 - 12:40 PM

QUOTE (oksa8 @ Sunday, Jul 28 2013, 02:05)
That's because it's GET, not SET.

You could try your luck with 0A1A.

Crash :S

ZAZ
  • ZAZ

    Kernlochbohrer

  • Feroci
  • Joined: 10 Jan 2005
  • European-Union

#6

Posted 28 July 2013 - 01:31 PM

QUOTE (syndrome994 @ Sunday, Jul 28 2013, 13:40)
QUOTE (oksa8 @ Sunday, Jul 28 2013, 02:05)
That's because it's GET, not SET.

You could try your luck with 0A1A.

Crash :S

then you made something wrong
post your script

syndrome994
  • syndrome994

    Player Hater

  • Members
  • Joined: 21 May 2012

#7

Posted 28 July 2013 - 09:35 PM

QUOTE (ZAZ @ Sunday, Jul 28 2013, 13:31)
QUOTE (syndrome994 @ Sunday, Jul 28 2013, 13:40)
QUOTE (oksa8 @ Sunday, Jul 28 2013, 02:05)
That's because it's GET, not SET.

You could try your luck with 0A1A.

Crash :S

then you made something wrong
post your script

This isnt my mod, I downloaded it from a strange russian web.
Note that this is the original version, not the modified one.

CODE
// This file was decompiled using sascm.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013

{$VERSION 3.1.1000}
{$CLEO .cs}

//-------------MAIN---------------
0662: printstring "MOD_BY_NAIGHTMAR"
0000: NOP
thread "SMOKE"
04ED: load_animation "SMOKING"
04ED: load_animation "GANGS"
038B: load_requested_models
04EE:   animation "SMOKING" loaded
04EE:   animation "GANGS" loaded

:SMOKE_73
wait 0
if
  not Actor.Driving($PLAYER_ACTOR)
else_jump @SMOKE_73
jump @SMOKE_100

:SMOKE_100
wait 0
if
0AB0:   key_pressed 83
else_jump @SMOKE_100
jump @SMOKE_126

:SMOKE_126
wait 0
if
0AB0:   key_pressed 77
else_jump @SMOKE_126
jump @SMOKE_152

:SMOKE_152
wait 0
if
0AB0:   key_pressed 79
else_jump @SMOKE_152
jump @SMOKE_178

:SMOKE_178
wait 0
if
0AB0:   key_pressed 75
else_jump @SMOKE_178
jump @SMOKE_216
wait 2000
jump @SMOKE_178

:SMOKE_216
wait 0
if
0AB0:   key_pressed 69
else_jump @SMOKE_216
Player.Money($PLAYER_CHAR) += -5
0605: actor $PLAYER_ACTOR perform_animation "M_SMK_IN" IFP "SMOKING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 4500
wait 1000
1@ = Object.Create(1485, 0.0, 0.0, 0.0)
070A: AS_actor $PLAYER_ACTOR attach_to_object 1@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 0
wait 2500
0669: $SMOKES = attach_particle "EXHALE" to_actor $PLAYER_ACTOR with_offset 0.05 0.12 0.0 type 1
0883: attach_particle $SMOKES to_actor $PLAYER_ACTOR mode 5
064C: make_particle $SMOKES visible
wait 500
0650: destroy_particle $SMOKES
wait 100
jump @SMOKE_425

:SMOKE_425
wait 0
if
00E1:   player 0 pressed_key 6
else_jump @SMOKE_562
0605: actor $PLAYER_ACTOR perform_animation "SMKCIG_PRTL" IFP "GANGS" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 6500
wait 4420
0669: $SMOKE = attach_particle "EXHALE" to_actor $PLAYER_ACTOR with_offset 0.05 0.12 0.0 type 1
0883: attach_particle $SMOKE to_actor $PLAYER_ACTOR mode 5
064C: make_particle $SMOKE visible
wait 2000
0650: destroy_particle $SMOKE
wait 300
jump @SMOKE_425

:SMOKE_562
wait 0
if
0AB0:   key_pressed 70
else_jump @SMOKE_425
0605: actor $PLAYER_ACTOR perform_animation "M_SMK_TAP" IFP "SMOKING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 3000
wait 1500
Object.Destroy(1@)
wait 10
Object.RemoveReferences(1@)
jump @SMOKE_73
end_thread


EDIT: The smoke animation is :SMOKE_425

ZAZ
  • ZAZ

    Kernlochbohrer

  • Feroci
  • Joined: 10 Jan 2005
  • European-Union

#8

Posted 29 July 2013 - 07:12 PM

this is the animation code:
CODE
0605: actor $PLAYER_ACTOR perform_animation "SMKCIG_PRTL" IFP "GANGS" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 6500

change 0605: into 0A1A:

syndrome994
  • syndrome994

    Player Hater

  • Members
  • Joined: 21 May 2012

#9

Posted 30 July 2013 - 03:28 PM

QUOTE (ZAZ @ Monday, Jul 29 2013, 19:12)
this is the animation code:
CODE
0605: actor $PLAYER_ACTOR perform_animation "SMKCIG_PRTL" IFP "GANGS" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 6500

change 0605: into 0A1A:

Thanks it works but the cigar doesnt appear :C

ZAZ
  • ZAZ

    Kernlochbohrer

  • Feroci
  • Joined: 10 Jan 2005
  • European-Union

#10

Posted 30 July 2013 - 05:33 PM

QUOTE (syndrome994 @ Tuesday, Jul 30 2013, 16:28)
QUOTE (ZAZ @ Monday, Jul 29 2013, 19:12)
this is the animation code:
CODE
0605: actor $PLAYER_ACTOR perform_animation "SMKCIG_PRTL" IFP "GANGS" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 6500

change 0605: into 0A1A:

Thanks it works but the cigar doesnt appear :C

yes, it can happen that attached object at bone will be lost when the actor walks or run
insert a check if the object is near CJ and if not, attach it again

syndrome994
  • syndrome994

    Player Hater

  • Members
  • Joined: 21 May 2012

#11

Posted 30 July 2013 - 08:29 PM

QUOTE (ZAZ @ Tuesday, Jul 30 2013, 17:33)
QUOTE (syndrome994 @ Tuesday, Jul 30 2013, 16:28)
QUOTE (ZAZ @ Monday, Jul 29 2013, 19:12)
this is the animation code:
CODE
0605: actor $PLAYER_ACTOR perform_animation "SMKCIG_PRTL" IFP "GANGS" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 6500

change 0605: into 0A1A:

Thanks it works but the cigar doesnt appear :C

yes, it can happen that attached object at bone will be lost when the actor walks or run
insert a check if the object is near CJ and if not, attach it again

Wait what? xD I didnt understand you.

TheGodfather.
  • TheGodfather.

    Nobody likes me here...I think...

  • Members
  • Joined: 19 Jun 2012

#12

Posted 01 August 2013 - 02:10 AM

ZAZ means do something like this:
CODE

if
0471:   actor $PLAYER_ACTOR near_object_in_rectangle 1@ radius 50.0 50.0 sphere 0
then
//continue with the script
else
//attach the object again.


That's just to make you understand don't copy paste the code tounge.gif




1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users