ZAZ Posted July 15, 2007 Share Posted July 15, 2007 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 ? CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
oCain Posted July 15, 2007 Share Posted July 15, 2007 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! Link to comment Share on other sites More sharing options...
ZAZ Posted July 15, 2007 Author Share Posted July 15, 2007 (edited) 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 August 16, 2007 by ZAZ CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
Hrnchak Posted July 15, 2007 Share Posted July 15, 2007 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. Link to comment Share on other sites More sharing options...
Vakselj Posted August 15, 2007 Share Posted August 15, 2007 hey I don't know how to change any of ifps so please tell me how to change them And wich program do i need (not how to change them but edit them) please help 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 my horryble english it happens I'm from slovenia and am not taking alot of time to on language sorry my bad Link to comment Share on other sites More sharing options...
ZAZ Posted August 16, 2007 Author Share Posted August 16, 2007 hey I don't know how to change any of ifps so please tell me how to change them And wich program do i need (not how to change them but edit them) please help 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 CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
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