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task object on bone

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HeresOtis
  • HeresOtis

    The SCM Undergrad

  • Feroci
  • Joined: 29 Apr 2011
  • United-States

#1

Posted 22 July 2014 - 10:22 PM Edited by HeresOtis, 23 July 2014 - 12:59 AM.

Why does the "phone_talk" animation stay even after the time limit 3000? And when add any task after the initial 070A, it seems to skip over the 070A animation and go right to the second task?

0615: open_sequence_task iWTRandom2
                070A: task_pick_up_object -1 object hWalkieTalkie offset 0.0 0.0 0.0 bone 6 16 anim "phone_talk" ifp "PED" time 3000   // right hand
                070A: task_pick_up_object -1 object hWalkieTalkie offset 0.0 0.0 0.0 bone 8 16 anim "NULL" ifp "NULL" time 1    // right thigh
                0616: close_sequence_task iWTRandom2
                0618: perform_sequence_task $PLAYER_ACTOR sequence iWTRandom2
                061B: clear_sequence_task iWTRandom2

EDIT: Nevermind the initial question.

How come I can't enter a vehicle while the object is attach to the player? 


Shmoopy
  • Shmoopy

    Thug (͡ ͜ʖ ͡)

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  • Joined: 16 Jun 2009
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#2

Posted 23 July 2014 - 10:25 AM

Try with this one :

0AB1: call_scm_func @ATEST_ATTACH 6 $player_actor attach_to_object hWalkieTalkie offset 0.0 0.0 0.0 on_bone 6

Function ( By Ryosuke ) :

Spoiler

 

- Or this one , it works but it isn't perfect , the object does not stick to the bone :

069B: attach_object hWalkieTalkie to_actor $PLAYER_ACTOR with_offset -0.088 0.29 0.3 rotation 0.0 0.0 0.0 




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