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Animations, ifp-files


ZAZ
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Hi everybody,

A guy asked me, how to add new animations to GTASA to use it by mission scripting.

So I first asked me myself:

Why have we animation-ifp´s in the anim.img and also in the gta3.img and wich of them are used in which case ?

Only the ped.ifp exist at once as stand allone anim file.

Does anyone know the answer ?

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Hey, ZAZ!

I always put my custom ifp's in both img's, but once I've forgot to put it also in the anim.img and it works, too.

Just for testing, I've deleted all ifp's in the anim.img and the game doesn't crashed.

After that I want to know if the anim.img will be loaded by the game and put an object into it...

...*Freeze!*...the img seems to be not loaded.

So, I think the anim.img is unused.

 

Greetz!

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Thx, oCain. Really interesting.

Meanwhile i wrote script to check out the animations.

 

Edit the sub script:

 

:IFPTEST_sub001

06D1: v$1221 = "BD_FIRE" ;; 16-byte strings

06D1: v$1225 = "WASH_UP" ;; 16-byte strings

0002: jump ££IFPTEST_subOUT1

.........

....

..

:IFPTEST_sub029

06D1: v$1221 = "nevada" ;; 16-byte strings

06D1: v$1225 = "NEVADA_getin" ;; 16-byte strings

0002: jump ££IFPTEST_subOUT1

 

v$1221 = the animation main name

v$1225 = the animation detail name

 

Note: some animations can cause a crash because they have to use on vehicle or other reasons

(use a stripped main, the variables are also used in the GFAGNT script)

 

 

Ingame, on foot:

 

press action key (Tab) to run the animation

press one of following keys to cancel the animation: left, right, forward, backward, fire, jump, enter, sprint

 

press yes key (Z) to switch upward for another animation

press no key (N) to switch downward for another animation

 

 

MB 0.22/sascm.ini from 1. september 2005

 

 

:IFPTEST03A4: name_thread 'IFP'0006: @7 =  0;; integer values06D1: v$1221 = "BEACH";; 16-byte strings06D1: v$1225 = "LAY_BAC_LOOP";; 16-byte strings:IFPTEST_010001: wait  0 ms00D6: if  00256:   player $PLAYER_CHAR defined004D: jump_if_false ££IFPTEST_0100D6: if  080DF:   NOT   actor $PLAYER_ACTOR driving004D: jump_if_false ££IFPTEST_0100D6: if  003EE:   player $PLAYER_CHAR controllable  004D: jump_if_false ££IFPTEST_0100D6: if  000E1:   key_pressed  0  4  004D: jump_if_false ££IFPTEST_050002: jump ££IFPTEST_25:IFPTEST_0500D6: if  000E1:   key_pressed  0  11  004D: jump_if_false ££IFPTEST_06000A: @7 +=  1;; integer values0050: gosub ££IFPTEST_subway10001: wait  350 ms0002: jump ££IFPTEST_01:IFPTEST_0600D6: if  000E1:   key_pressed  0  10  004D: jump_if_false ££IFPTEST_01000E: @7 -=  1;; integer values0050: gosub ££IFPTEST_subway10001: wait  350 ms0002: jump ££IFPTEST_01:IFPTEST_2504ED: load_animation v$1221:IFPTEST_260001: wait  0 ms00D6: if  004EE:   animation v$1221 loaded004D: jump_if_false ££IFPTEST_270002: jump ££IFPTEST_28:IFPTEST_2704ED: load_animation v$12210002: jump ££IFPTEST_26:IFPTEST_280605: actor $PLAYER_ACTOR perform_animation_sequence v$1225 from_file v$1221  4.0  1  0  0  0 -1 ms 0001: wait  1000 ms0002: jump ££IFPTEST_31:IFPTEST_310001: wait  0 ms00D6: if  00256:   player $PLAYER_CHAR defined004D: jump_if_false ££IFPTEST_3100D6: if  2500E1:   key_pressed  0  14  00E1:   key_pressed  0  15  00E1:   key_pressed  0  1600E1:   key_pressed  0  17    00E1:   key_pressed  0  1    00E1:   key_pressed  0  0    004D: jump_if_false ££IFPTEST_310002: jump ££IFPTEST_51:IFPTEST_510687: $PLAYER_ACTOR;clear_actor_task04EB: action_sequence actor $PLAYER_ACTOR  003F0: text_draw_toggle  00001: wait  1000 ms04EF: release_animation v$12210002: jump ££IFPTEST_01:IFPTEST_subway100D6: if 0 0019:   @7 >  24;; integer values004D: jump_if_false ££IFPTEST_subway20006: @7 =  0;; integer values0002: jump ££IFPTEST_subway3:IFPTEST_subway200D6: if 0 001B:    0 > @7;; integer values004D: jump_if_false ££IFPTEST_subway30006: @7 =  24;; integer values0002: jump ££IFPTEST_subway3:IFPTEST_subway30871: init_jump_table @7 total_jumps  25  0 ££IFPTEST_subnull1 jumps  0 ££IFPTEST_sub001  1 ££IFPTEST_sub002  2 ££IFPTEST_sub003  3 ££IFPTEST_sub004  4 ££IFPTEST_sub005  5 ££IFPTEST_sub006 6 ££IFPTEST_sub0070872: jump_table_jumps  7 ££IFPTEST_sub011  8 ££IFPTEST_sub012  9 ££IFPTEST_sub013  10 ££IFPTEST_sub014  11 ££IFPTEST_sub015  12 ££IFPTEST_sub016  13 ££IFPTEST_sub017  14 ££IFPTEST_sub018  15 ££IFPTEST_sub019 0872: jump_table_jumps  16 ££IFPTEST_sub021  17 ££IFPTEST_sub022  18 ££IFPTEST_sub023  19 ££IFPTEST_sub024  20 ££IFPTEST_sub025  21 ££IFPTEST_sub026  22 ££IFPTEST_sub027  23 ££IFPTEST_sub028  24 ££IFPTEST_sub029:IFPTEST_sub00106D1: v$1221 = "BD_FIRE";; 16-byte strings06D1: v$1225 = "WASH_UP";; 16-byte strings0002: jump ££IFPTEST_subOUT1:IFPTEST_sub00206D1: v$1221 = "ROB_BANK";; 16-byte strings06D1: v$1225 = "CAT_SAFE_OPEN";; 16-byte strings0002: jump ££IFPTEST_subOUT1:IFPTEST_sub00306D1: v$1221 = "GRAVEYARD";; 16-byte strings06D1: v$1225 = "PRST_LOOPA";; 16-byte strings0002: jump ££IFPTEST_subOUT1:IFPTEST_sub00406D1: v$1221 = "PARK";; 16-byte strings06D1: v$1225 = "TAI_CHI_IN";; 16-byte strings0002: jump ££IFPTEST_subOUT1:IFPTEST_sub00506D1: v$1221 = "PARK";; 16-byte strings06D1: v$1225 = "TAI_CHI_LOOP";; 16-byte strings0002: jump ££IFPTEST_subOUT1:IFPTEST_sub00606D1: v$1221 = "ON_LOOKERS";; 16-byte strings06D1: v$1225 = "POINTUP_LOOP";; 16-byte strings0002: jump ££IFPTEST_subOUT1:IFPTEST_sub00706D1: v$1221 = "silenced";; 16-byte strings06D1: v$1225 = "crouchreload";; 16-byte strings0002: jump ££IFPTEST_subOUT1:IFPTEST_sub01106D1: v$1221 = "CRIB";; 16-byte strings06D1: v$1225 = "CRIB_USE_SWITCH";; 16-byte strings0002: jump ££IFPTEST_subOUT1:IFPTEST_sub01206D1: v$1221 = "STRIP";; 16-byte strings06D1: v$1225 = "PUN_HOLLER";; 16-byte strings0002: jump ££IFPTEST_subOUT1:IFPTEST_sub01306D1: v$1221 = "STRIP";; 16-byte strings06D1: v$1225 = "STR_LOOP_B";; 16-byte strings0002: jump ££IFPTEST_subOUT1:IFPTEST_sub01406D1: v$1221 = "STRIP";; 16-byte strings06D1: v$1225 = "STR_LOOP_C";; 16-byte strings0002: jump ££IFPTEST_subOUT1:IFPTEST_sub01506D1: v$1221 = "DAM_JUMP";; 16-byte strings06D1: v$1225 = "SF_JUMPWALL";; 16-byte strings0002: jump ££IFPTEST_subOUT1:IFPTEST_sub01606D1: v$1221 = "DAM_JUMP";; 16-byte strings06D1: v$1225 = "DAM_LAUNCH";; 16-byte strings0002: jump ££IFPTEST_subOUT1:IFPTEST_sub01706D1: v$1221 = "DAM_JUMP";; 16-byte strings06D1: v$1225 = "DAM_DIVE_LOOP";; 16-byte strings0002: jump ££IFPTEST_subOUT1:IFPTEST_sub01806D1: v$1221 = "DAM_JUMP";; 16-byte strings06D1: v$1225 = "DAM_LAND";; 16-byte strings0002: jump ££IFPTEST_subOUT1:IFPTEST_sub01906D1: v$1221 = "DAM_JUMP";; 16-byte strings06D1: v$1225 = "JUMP_ROLL";; 16-byte strings0002: jump ££IFPTEST_subOUT1:IFPTEST_sub02106D1: v$1221 = "attractors";; 16-byte strings06D1: v$1225 = "stepsit_loop";; 16-byte strings0002: jump ££IFPTEST_subOUT1:IFPTEST_sub02206D1: v$1221 = "chainsaw";; 16-byte strings06D1: v$1225 = "weapon_csaw";; 16-byte strings0002: jump ££IFPTEST_subOUT1:IFPTEST_sub02306D1: v$1221 = "chainsaw";; 16-byte strings06D1: v$1225 = "csaw_hit_1";; 16-byte strings0002: jump ££IFPTEST_subOUT1:IFPTEST_sub02406D1: v$1221 = "skate";; 16-byte strings06D1: v$1225 = "skate_run";; 16-byte strings0002: jump ££IFPTEST_subOUT1:IFPTEST_sub02506D1: v$1221 = "skate";; 16-byte strings06D1: v$1225 = "skate_idle";; 16-byte strings0002: jump ££IFPTEST_subOUT1:IFPTEST_sub02606D1: v$1221 = "rocket";; 16-byte strings06D1: v$1225 = "rocketfire";; 16-byte strings0002: jump ££IFPTEST_subOUT1:IFPTEST_sub02706D1: v$1221 = "grenade";; 16-byte strings06D1: v$1225 = "weapon_throw";; 16-byte strings0002: jump ££IFPTEST_subOUT1:IFPTEST_sub02806D1: v$1221 = "nevada";; 16-byte strings06D1: v$1225 = "NEVADA_getout";; 16-byte strings0002: jump ££IFPTEST_subOUT1:IFPTEST_sub02906D1: v$1221 = "nevada";; 16-byte strings06D1: v$1225 = "NEVADA_getin";; 16-byte strings0002: jump ££IFPTEST_subOUT1:IFPTEST_subOUT103F0: text_draw_toggle  00001: wait  250 ms0340: set_text_draw_color  0  0  0  0033F: set_text_draw_letter_width_height 0.6 2.8045A: text_draw_1number  360.0  20.0 'NUMBER' @7; value0051: return:IFPTEST_subnull106D1: v$1221 = "BEACH";; 16-byte strings06D1: v$1225 = "LAY_BAC_LOOP";; 16-byte strings0051: return

 

 

 

 

How to find animation entry names ?

ceedj made a list, look in this topic

The other way is to open ifp files with kams ifp io script in 3dmax

 

Edited by ZAZ
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hi ZAZ, thanks for opening this thread.

i have an other question to the users from gtaforums: how can i export the edited ifp's? it comes always an error.

i use GMax and Kam's Script.

 

Greetz.

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  • 5 weeks later...

hey I don't know how to change any of ifps so please tell me how to change them biggrin.gif

And wich program do i need

(not how to change them but edit them)

sad.gif please help cryani.gif I know how to extract them... I just don't know how to change the picture inside i would *appriciate* your help an please please tell me wich program i need I've got Gmax And I will get 3dsmax or 3dmax and something more where do I find KAMS skript for gmax/3dsmax? thanks, bye

 

Some words are wrong i belive biggrin.gif my horryble english biggrin.gif it happens I'm from slovenia and am not taking alot of time to on language sorry my bad biggrin.gif

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hey I don't know how to change any of ifps so please tell me how to change them biggrin.gif

And wich program do i need

(not how to change them but edit them)

sad.gif  please help cryani.gif  I know how to extract them... I just don't know how to change the picture inside i would *appriciate* your help an please please tell me wich program i need I've got Gmax And I will get 3dsmax or 3dmax and something more where do I find KAMS skript for gmax/3dsmax? thanks,    bye

 

find here Kams script

 

 

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