Hi people.
I just think about animations from melee combat.
There animations just stop when You hit something.
I just have ask - somebody know how it works? I do not remember with option of native give collision for animation. I think that is some AnimationFlag...
Thank You for reply.

Melee fight
Started by Michael Wojtanis, Aug 24 2013 06:04 AM
6 replies to this topic
#2
Posted 24 August 2013 - 10:13 AM
Hi,
maybe I'm wrong but I think it's:
The "1" is for repeat.
I know I have tried to hit a animated whore and she never stopped dancing...
but it's long time ago and I'm not sure now.
maybe I'm wrong but I think it's:
CODE |
TaskPlayAnimNonInterruptable(Ped ped, const char *animName, const char *animGroup, 8.0f, 1, 0, 0, 0, -2) |
The "1" is for repeat.
I know I have tried to hit a animated whore and she never stopped dancing...

#3
Posted 27 August 2013 - 02:37 PM
Okey but ...
I need animation to load collision of example - hand.
Like in melee fight. If You hit wall - animation stopped. I just want know that animation.
I need animation to load collision of example - hand.
Like in melee fight. If You hit wall - animation stopped. I just want know that animation.

#4
Posted 01 September 2013 - 02:20 AM
QUOTE (Michael Wojtanis @ Tuesday, Aug 27 2013, 14:37) |
Okey but ... I need animation to load collision of example - hand. Like in melee fight. If You hit wall - animation stopped. I just want know that animation. ![]() |
could you explain it alittle better, you are wanting for an melee animation to stop once you have hit something yes?
#5
Posted 03 September 2013 - 05:00 PM
Yes. You see, You will hit something and the animation is going... back. Just from that position to beginning.
I want find how it works.
I just found how to detec collision of hands... but how to make animation play back? I know about native call "get_anim_time" [from 0.00 to 1.00] but the backward animation...
I want find how it works.
I just found how to detec collision of hands... but how to make animation play back? I know about native call "get_anim_time" [from 0.00 to 1.00] but the backward animation...
#6
Posted 03 September 2013 - 08:46 PM
to play the animation "backwards" you can set the anim time reducing the percent coeficient, for example:
in my anims tutorials you can find example of this native method use
the problem will be find the correct wait() or step to use to make it look like a real play
CODE |
for c as double = 1 to 0 step -0.01 native call SET_CHAR_ANIM_CURRENT_TIME, required params..., c) wait(10) next |
in my anims tutorials you can find example of this native method use
the problem will be find the correct wait() or step to use to make it look like a real play
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