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GTA SA Cleo Script that plays animation when COLT45 is selected.

5 replies to this topic
mangrande
  • mangrande

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#1

Posted 20 August 2014 - 11:46 AM

Pretty much what the title says.

So what I need is a Cleo Script that plays an different animation (animation is called "gunholding" and is in my gta3.img) than just holding the gun pointing it down when I scroll to use my COLT45.

Since there's no default animation in GTA.3 IMG that allows you to change the way you hold the gun without changing the way the player walks and runs, and by changing that he will run like that even if he has no gun in his hand.

 

Here's a pic of the animation I want my cleo script to play when I scroll to use a COLT45: (I'm not requesting the animation, just the script).

sa-mp-207.png


Node
  • Node

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#2

Posted 20 August 2014 - 01:59 PM

Requests go here.


BoyHacker
  • BoyHacker

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#3

Posted 21 May 2015 - 09:05 AM Edited by BoyHacker, 21 May 2015 - 09:32 AM.

Ok This is what I know.You need Ryosuke's Animation Manager to view your animation.

{$CLEO .cs}

thread 'GUN_WALK'

:GUN_WALK_12
wait 0
04ED: load_animation "Put the .ifp filename here"
if
04EE: animation_loaded "The .ifp filename"

:GUN_WALK_19
wait 0
if
02D8:   actor $PLAYER_ACTOR current_weapon == 22
else_jump @GUN_WALK_19
if
0AB0:   key_pressed 18
else_jump @GUN_WALK_19
if or
0AB0:   key_pressed 87
0AB0:   key_pressed 65
0AB0:   key_pressed 83
0AB0:   key_pressed 68
else_jump @GUN_WALK_19
jump @GUN_WALK_82

:GUN_WALK_82
wait 0
0A1A: actor $PLAYER_ACTOR perform_walk_animation "Here type your walk animation" IFP "Here type your .ifp filename" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 -1 ms // versionC
jump @GUN_WALK_19

If your animation is for running just remove the:

if
0AB0:   key_pressed 18
else_jump @GUN_WALK_19

BoyHacker
  • BoyHacker

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#4

Posted 21 May 2015 - 10:03 AM

Sorry for my possible wrong English grammar.


ZAZ
  • ZAZ

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#5

Posted 21 May 2015 - 03:58 PM

Ok This is what I know.You need Ryosuke's Animation Manager to view your animation.

{$CLEO .cs}

thread 'GUN_WALK'

:GUN_WALK_12
wait 0
04ED: load_animation "Put the .ifp filename here"
if
04EE: animation_loaded "The .ifp filename"

:GUN_WALK_19
wait 0
if
02D8:   actor $PLAYER_ACTOR current_weapon == 22
else_jump @GUN_WALK_19
if
0AB0:   key_pressed 18
else_jump @GUN_WALK_19
if or
0AB0:   key_pressed 87
0AB0:   key_pressed 65
0AB0:   key_pressed 83
0AB0:   key_pressed 68
else_jump @GUN_WALK_19
jump @GUN_WALK_82

:GUN_WALK_82
wait 0
0A1A: actor $PLAYER_ACTOR perform_walk_animation "Here type your walk animation" IFP "Here type your .ifp filename" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 -1 ms // versionC
jump @GUN_WALK_19

If your animation is for running just remove the:
if
0AB0:   key_pressed 18
else_jump @GUN_WALK_19

Please correct the script! There's missing a very important detail


BoyHacker
  • BoyHacker

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#6

Posted 31 May 2015 - 11:26 AM

Sorry ZAZ I said that's only what I know. I'm noob to scripting.





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