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matthias43

help main.scm animations

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matthias43

Hi.I polish i don't understand good english.I modding animations in san andreas.http://youtube.com/watch?v=lYDNUczlzSo

But i want create new animation.I wasn't edit animations in game.So where is in main.scm(i open this missiobuilder) ruler about animation and his coment?Please help.I don't find

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coin-god
Hi.I polish i don't understand good english.I modding animations in san andreas.http://youtube.com/watch?v=lYDNUczlzSo

But i want create new animation.I wasn't edit animations in game.So where is in main.scm(i open this missiobuilder) ruler about animation and his coment?Please help.I don't find

Anims are not in MAIN.SCM, anims are in the IFP files in the anim folder. Also more IFP are in the anim.img and the gta3.img. You can edit them with 3d max and Kam's script.

 

So you have to create a NEW ifp. Then with SCM you can make that anim work with something, but you need to code that.

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Vicolaships

GTA San Andreas Working Animations

 

Opcode to launch animation :

 

0812: AS_actor $PLAYER_ACTOR perform_animation "CHOPPA_Still" IFP_file "CHOPPA" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1

 

$PLAYER_ACTOR Actor which perform the animation

CHOPPA_Still Name of the animation in the IFP file

CHOPPA Name of the IFP file (*.ifp)

loopA 0 0 will perform 1 time and 1 will perform loop

time -1 Will perform complete animation. 50 will perform the first 50 ms of the anim

 

Example of my skateboard mod :

 

:Skate_sautwait 0if00E1: player 0 pressed_key 4 // Sautjf @Skate_saut0812: AS_actor $PLAYER_ACTOR perform_animation "CHOPPA_bunnyhop" IFP_file "CHOPPA" 4.0 loopA -1 lockX 0 lockY 0 lockF 0 time -1wait 1000                                                                                    jump @Skate_saut

 

 

Bye bye. (if you have problems try the basics tutorials)

 

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matthias43

ok tkanks Vicolaships.................I can edit animations(3d max player.dff gta_ifp_io run script open ped.ifp apply animation for example.

 

 

 

 

I want this:I pres key X to load DAM_amL_fmLt animation in ped.ifp.What and where write or edit in main.scm???Help please confused.gif

Because I edit this animation to king kong parkour trick.

Edited by matthias43

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Vicolaships

The problem with main.scm if you have to restart a new game or the game crashes with the new main.

 

Here is a code wich work in SannyBuilder

 

 

DEFINE OBJECTS 1DEFINE OBJECT (noname)DEFINE MISSIONS 0DEFINE EXTERNAL_SCRIPTS 0 DEFINE UNKNOWN_EMPTY_SEGMENT 0DEFINE UNKNOWN_THREADS_MEMORY 0//-------------MAIN---------------03A4: name_thread 'MAIN'042C: set_total_missions_to 0030D: set_total_mission_points_to 1870997: (unknown) 133901F0: set_max_wanted_level_to 60111: set_wasted_busted_check_to 000C0: set_current_time 8 0016A: fade 0 10 ms01B6: set_weather 104BB: select_interior 004E4: unknown_refresh_game_renderer_at 0.0 0.003CB: set_camera 0.0 0.0 0.00053: $PLAYER_CHAR = create_player #NULL at 0.0 0.0 2.0 // Spawn place:Joueur07AF: $PLAYER_GROUP = player $PLAYER_CHAR group01F5: $PLAYER_ACTOR = create_emulated_actor_from_player $PLAYER_CHAR0373: set_camera_directly_behind_player0173: set_actor $PLAYER_ACTOR z_angle_to 0.00001: wait 100087B: set_player $PLAYER_CHAR clothes "tshirtwhite" "tshirt" body_part 0087B: set_player $PLAYER_CHAR clothes "JEANSDENIM" "JEANS" body_part 2087B: set_player $PLAYER_CHAR clothes "SNEAKERBINCBLK" "SNEAKER" body_part 3087B: set_player $PLAYER_CHAR clothes "PLAYER_FACE" "HEAD" body_part 1070D: build_player $PLAYER_CHAR016C: restart_if_wasted at 2027.77 -1420.52 15.99 angle 137.0 unknown 0016D: restart_if_busted at 1550.6801 -1675.49 14.51 angle 90.0 unknown 0fade 1 1000:Anim_onewait 0if00E1: player 0 pressed_key X // Choose the keyjf @Anim_one0812: AS_actor $PLAYER_ACTOR perform_animation "DAM_amL_fmLt" IFP_file "ped" 4.0 loopA -1 lockX 0 lockY 0 lockF 0 time -1wait 1000 // Time before you can't start anim                                                                                     jump @Anim_one:finwait 0end_thread

 

 

The anim will probaly not work cause its not in the list ! Copy the anim in an other anim like "ENDCHAT_01" or other...

 

To choose the key replace X by a number (00E1: player 0 pressed_key X // Choose the key)

 

 

ONFOOT CONTROLS

0 left/right

1 forward/backward

2 special ctrl left/right

3 special ctrl up/down

4 action/secondary fire

5 previous weapon/zoom in

6 aim weapon

7 next weapon/zoom out

8 group CTRL forward

9 group CTRL back

10  conversation - no

11  conversation - yes

12 (does not exist) -- -- --

13 change camera

14 jump

15 enter vehicle

16 sprint

17 fire

18 crouch

19 look behind

 

VEHICLE CONTROLS   

0 left/right

1 steer back/up

2 special ctrl left/right

3 special control up/down

4 secondary fire

5 look left

6 hand brake

7 look right

8 next radio station

9 previous radio station

10 no

11 yes / trip skip

12 (does not exist) -- -- --

13 camera

14 brake/reserve

15 enter/exit

16 accelerate

17 fire

18 horn

19 submission

 

Bye bye

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matthias43

I paste this code to main.scm but this animation don't load when I insert key X what's wrong???

 

 

I don't good understand i must paste this code to main.scm???Help please i don't know confused.gif

Edited by matthias43

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coin-god
I don't good understand i must paste this code to main.scm???Help please i don't know confused.gif

Of cpurse you have! And delet the full script in the MAIN.SCM before.

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matthias43

What How delete fullscript?Sorry because I green in this.I must paste this code anywhere and what? confused.gif

 

I must delete all before I paste it???

Edited by matthias43

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coin-god
What How delete fullscript?Sorry because I green in this.I must paste this code anywhere and what? confused.gif

 

I must delete all before I paste it???

man, its TEXT. Delet all and leave the script in blank. Then paste the script Vicolaships gave to you. It is not dificult. Then compile.

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matthias43

Ok I try out this.I open main.scm delete all paste code and compile and save as main.txt.

 

I set compile but is error:not many parameter.

Edited by matthias43

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coin-god

You are using Sanny Builder?

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matthias43

Yes.Error is not much parameter..................what number is key X???

 

This animation don't load when I press X or look behind-19.

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SteaVor

 

To choose the key replace X by a number (00E1: player 0 pressed_key X // Choose the key)

sarcasm.gif

YOU need to ask yourself which functional key you want to use, THEN you can replace the X in the code with the appropriate number.

 

GTA key assignment works by their function, not their ASCII representation.

If you say 'key 18 pressed', then this could be any key, depending on the configuration of the player. Standard would be 'c'.

 

The game just tells you if the player wants to crouch, nothing more. It's independent of individual keys.

Edited by SteaVor

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matthias43

Now i don't understand sad.gif .I must paste this code to main.scm(main.txt)compile nad save as main.txt.Because I want when I press key X this animation load.I press X but animation don't load.Where I must paste this code???Help please my trial version end to 8 days confused.gif

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P.I.M.P_PL

hi. i doing the script to mattias43 but its not work(its must work when i press button look behind)

(i programming correct the keypressed setup but it not work.

 

 

:kongwait 0if00E1:   player 0 pressed_key 19jf @kong0812: AS_actor $PLAYER_ACTOR perform_animation "DAM_amL_fmLt" IFP_file "ped" 4.0 loopA -1 lockX 0 lockY 0 lockF 0 time -1wait 1000                                                                                    jump @kong

 

 

what i do wrong??

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matthias43

I must paste this code to new main.txt in script folder???

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SteaVor

As I've said:

Click 'New file' in Sanny Builder, paste the code and click compile. It will ask you for a file name, and then it will create a SCM file of the same name. It needs to be renamed to main.scm, after that you can copy it to the <SA dir>\data\script directory.

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P.I.M.P_PL

 

As I've said:

Click 'New file' in Sanny Builder, paste the code and click compile. It will ask you for a file name, and then it will create a SCM file of the same name. It needs to be renamed to main.scm, after that you can copy it to the <SA dir>\data\script directory.

i use the cleo library scripts;)

Its easy way to do own scripts

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ZAZ

Backflip?

Ok, i will write a script for you.

But i need the ifp files. Send me a e-mail.

 

Describe the conditions to let CJ make the animations.

Key press?

Key press combinations?

 

Which original ifp files should be changed ?

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matthias43

But can this in game?:i press for example X to load animation .........Because i replace backlip and frontflip to animation Fight_1.So when i want backflip i replace file ped.ifp BUT when I want frontflip i replace again another file from my mod. confused.gif

 

 

So please write me code to load animation for example DAM_amL_fmLt when i press X or another.Because I don't already free animations.All which to load to press key I replace.When I can edit main.scm I add many new animation For example.king kong, monkey and another.Please write me this code confused.gif

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coin-god
But can this in game?:i press for example X to load animation .........Because i replace backlip and frontflip to animation Fight_1.So when i want backflip i replace file ped.ifp BUT when I want frontflip i replace again another file from my mod. confused.gif

 

 

So please write me code to load animation for example DAM_amL_fmLt when i press X or another.Because I don't already free animations.All which to load to press key I replace.When I can edit main.scm I add many new animation For example.king kong, monkey and another.Please write me this code confused.gif

Tell us what does X do in your game. Because you cant use keys that the game are not using. (example: Walk Forfard button, crouinch buton, etc.)

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ZAZ

 

But can this in game?:i press for example X to load animation .........Because i replace backlip and frontflip to animation Fight_1.So when i want backflip i replace file ped.ifp BUT when I want frontflip i replace again another file from my mod. confused.gif

 

 

So please write me code to load animation for example DAM_amL_fmLt when i press X or another.Because I don't already free animations.All which to load to press key I replace.When I can edit main.scm I add many new animation For example.king kong, monkey and another.Please write  me this code confused.gif

 

If you use Sanny Builder ingnor step 1

 

1. Install the same sascm.ini like I in your BW MissionBuilder0.33. Use the sascm.ini of 1.Sep.2005

>>KLICK<<

Copy the file into the MissionBuilder installation directory

 

 

2. You should use a stripped main. Therefor I posted for you a stripped main including the animaition script

Replace the whole script text of your decompiled main.scm with the posted script below.

Save it with a new name and compile it.

The result is only a main.scm and no script.img

Copie this main into your game and test it.

 

 

3. You mean the DAM_JUMP.IFP

The script use of this IFP following animations:

DAM_LAUNCH

DAM_LAND

 

4. 2 key_press for 2 animtions

Press "conversation YES"-key

or

Press "conversation NO"-key

 

CJ makes only one animation per key'_press

During an animation move you can cancel the move with a lot usual keys:

up, down, left, right, enter/exit, sprint, action

 

 

 

DEFINE VERSION SA 0.33;;;--------------------------MB0.33/sascm.ini vom 1.Sep.20050002: jump ££Second_SegmentDEFINE MEMORY 3200; Equals Mission Builder type global variable range $2 to $8000:Second_Segment              0002: jump ££Third_SegmentDEFINE OBJECTS  6           DEFINE OBJECT (unbenutzt)             ; This is an unused object. You can put anything here.DEFINE OBJECT INFO                    ; Object number -1DEFINE OBJECT KEYCARD                 ; Object number -2DEFINE OBJECT PICKUPSAVE              ; Object number -3DEFINE OBJECT BODYARMOUR              ; Object number -4DEFINE OBJECT BRIBE                   ; Object number -5:Third_Segment0002: jump ££Fourth_SegmentDEFINE MISSIONS  1DEFINE MISSION 0 AT ££INITIAL_1; originally: Initial 1:Fourth_Segment0002: jump ££Fifth_SegmentDEFINE EXTERNAL_SCRIPTS  0:Fifth_Segment0002: jump ££Sixth_SegmentDEFINE UNKNOWN_FIFTH_SEGMENTDEFINE UNKNOWN1  0:Sixth_Segment0002: jump ££MAIN_1DEFINE UNKNOWN_SIXTH_SEGMENTDEFINE UNKNOWN3  0;-------------MAIN---------------:MAIN_103A4: name_thread 'MAIN'016A: fade  0 ()  0 ms042C: set_total_missions_to  0030D: set_total_mission_points_to  001F0: set_max_wanted_level_to  60111: set_wasted_busted_check_to  0 (disabled)00C0: set_current_time  10  004E4: unknown_refresh_game_renderer_at  -1981.5 275.503CB: set_camera  -1981.5 275.5 35.20053: $PLAYER_CHAR = create_player #NULL at  -1981.5 275.5 35.207AF: $PLAYER_GROUP = player $PLAYER_CHAR group01F5: $PLAYER_ACTOR = create_emulated_actor_from_player $PLAYER_CHAR0173: set_actor $PLAYER_ACTOR z_angle_to  90.00373: set_camera_directly_behind_player0629: change_stat  181 (islands unlocked) to  4; integer see statdisp.dat0998: add_respect 1000062A: change_stat 165 (energy) to 800.0; float062A: change_stat 23 (muscle) to 800.0; float062A: change_stat 21 (fat) to 200.0; float062A: change_stat 160 (driving skill) to 1000.0; float062A: change_stat 223 (pilot skill) to 1000.0; float062A: change_stat 229 (bike skill) to 1000.0; float062A: change_stat 230 (cycling skill) to 1000.0; float0629: change_stat 225 (lung capasity) to 1000; integer see statdisp.dat0629: change_stat 22 (stamina) to 1000; integer see statdisp.dat0629: change_stat 156 (dance skill) to 1000; integer see statdisp.dat062A: change_stat 81 (gambling skill) to 1000.0; integer see statdisp.dat0629: change_stat 64 (respect) to 1000; integer see statdisp.dat0629: change_stat 65 () to 1000; integer see statdisp.dat062A: change_stat 69 (Weap skill: pistol) to 1000.0; float062A: change_stat 70 (Weap skill: silence) to 1000.0; integer see statdisp.dat062A: change_stat 71 (Weap skill: desert ) to 1000.0; integer see statdisp.dat062A: change_stat 72 (Weap skill: shotgun) to 1000.0; integer see statdisp.dat062A: change_stat 73 (Weap skill: sawn of) to 1000.0; integer see statdisp.dat062A: change_stat 74 (Weap skill: combat ) to 1000.0; integer see statdisp.dat062A: change_stat 75 (Weap skill: machine) to 1000.0; integer see statdisp.dat062A: change_stat 76 (Weap skill: smg) to 1000.0; integer see statdisp.dat062A: change_stat 77 (Weap skill: ak-47) to 1000.0; integer see statdisp.dat062A: change_stat 78 (Weap skill: m4) to 1000.0; integer see statdisp.dat062A: change_stat 79 (Weap skill: rifle) to 1000.0; integer see statdisp.dat0629: change_stat 181 (islands unlocked) to 4; integer see statdisp.dat0A1F: 24 500.0;Healthskill055E: set_player $PLAYER_CHAR max_health += 150055F: set_player $PLAYER_CHAR max_armour += 1500223: set_actor $PLAYER_ACTOR health_to 250035F: set_actor $PLAYER_ACTOR armour_to 2500330: set_player $PLAYER_CHAR infinite_run_to 1 (true)07FE: set_actor $PLAYER_ACTOR fighting_style_to 6 60572: set_taxi_boost_jump 1087B: set_player $PLAYER_CHAR clothes "bballjackrstar" "bbjack"  0087B: set_player $PLAYER_CHAR clothes "JEANSDENIM" "JEANS"  2087B: set_player $PLAYER_CHAR clothes "SNEAKERBINCBLK" "SNEAKER"  3087B: set_player $PLAYER_CHAR clothes "PLAYER_FACE" "HEAD"  1070D: $PLAYER_CHAR0109: player $PLAYER_CHAR money += 50000008DE:  0; (Keep stuff after busted)(0=on/1=off)08DD:  0; (Keep stuff after wasted)(0=on/1=off)0180: set_on_mission_flag_to $ON_MISSION02FA: garage 'BODLAWN' change_to_type  3802FA: garage 'MODLAST' change_to_type  3602FA: garage 'MDSSFSE' change_to_type  3802FA: garage 'MDS1SFS' change_to_type  3702FA: garage 'VECMOD' change_to_type  3802FA: garage 'MICHDR' change_to_type  502FA: garage 'HBGDSFS' change_to_type  190237: gang_weapons  1  30  32  2401B6: set_weather  104BB: select_interior  0;; select render area01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)01B7: release_weather016C: restart_if_wasted at  2494.5 -1668.5 13.4 angle  180.0 unknown  0016D: restart_if_busted at  2494.5 -1668.5 13.4 angle  180.0 unknown  00417: start_mission  0004F: create_thread ££Backflip016A: fade  1 ()  1000 ms0001: wait  100 ms03E6: remove_text_box:MAIN_30001: wait 2500 ms0002: jump ££MAIN_3:Backflip;;;----------MB0.33/sascm.ini vom 1.Sep.200503A4: name_thread 'SSMK':Backflip_010001: wait 0 ms00D6: if 00256: player $PLAYER_CHAR defined004D: jump_if_false ££Backflip_0100D6: if 180DF: NOT actor $PLAYER_ACTOR driving03EE: player $PLAYER_CHAR controllable004D: jump_if_false ££Backflip_0100D6: if 2100E1: key_pressed 0 1000E1: key_pressed 0 11004D: jump_if_false ££Backflip_010007: @4 = 0.0;; floating-point values04ED: load_animation "DAM_JUMP":Backflip_030001: wait 0 ms00D6: if 004EE: animation "DAM_JUMP" loaded004D: jump_if_false ££Backflip_040002: jump ££Backflip_05:Backflip_0404ED: load_animation "DAM_JUMP"0002: jump ££Backflip_03:Backflip_0500D6: if 000E1: key_pressed 0 10004D: jump_if_false ££Backflip_070605: actor $PLAYER_ACTOR perform_animation_sequence "DAM_LAUNCH" from_file "DAM_JUMP"  4.0  0  0  0  0  -10001: wait 1000 ms0002: jump ££Backflip_21:Backflip_0700D6: if 000E1: key_pressed 0 11004D: jump_if_false ££Backflip_010605: actor $PLAYER_ACTOR perform_animation_sequence "DAM_LAND" from_file "DAM_JUMP"  4.0  0  0  0  0  -10001: wait 1000 ms0002: jump ££Backflip_21:Backflip_210001: wait 0 ms00D6: if 00256: player $PLAYER_CHAR defined004D: jump_if_false ££Backflip_2100D6: if  00611:   actor $PLAYER_ACTOR animation == "DAM_LAUNCH" 004D: jump_if_false ££Backflip_230613: @4 = actor $PLAYER_ACTOR animation "DAM_LAUNCH" time:Backflip_2300D6: if  00611:   actor $PLAYER_ACTOR animation == "DAM_LAND" 004D: jump_if_false ££Backflip_270613: @4 = actor $PLAYER_ACTOR animation "DAM_LAND" time:Backflip_2700D6: if 2500E1: key_pressed 0 1400E1: key_pressed 0 1500E1: key_pressed 0 1600E1: key_pressed 0 400E1: key_pressed 0 100E1: key_pressed 0 0004D: jump_if_false ££Backflip_350002: jump ££Backflip_51:Backflip_3500D6: if 000E1: key_pressed 0 10004D: jump_if_false ££Backflip_370687: $PLAYER_ACTOR;clear_actor_task04EB: action_sequence actor $PLAYER_ACTOR 00001: wait 0 ms0605: actor $PLAYER_ACTOR perform_animation_sequence "DAM_LAUNCH" from_file "DAM_JUMP"  4.0  0  0  0  0  -10001: wait 1000 ms0002: jump ££Backflip_21:Backflip_3700D6: if 000E1: key_pressed 0 11004D: jump_if_false ££Backflip_390687: $PLAYER_ACTOR;clear_actor_task04EB: action_sequence actor $PLAYER_ACTOR 00001: wait 0 ms0605: actor $PLAYER_ACTOR perform_animation_sequence "DAM_LAND" from_file "DAM_JUMP"  4.0  0  0  0  0  -10001: wait 1000 ms0002: jump ££Backflip_21:Backflip_3900D6: if  00043:   @4 ==  1.0;; floating-point values004D: jump_if_false ££Backflip_210687: $PLAYER_ACTOR;clear_actor_task04EB: action_sequence actor $PLAYER_ACTOR 00001: wait 0 ms0002: jump ££Backflip_21:Backflip_510687: $PLAYER_ACTOR;clear_actor_task04EB: action_sequence actor $PLAYER_ACTOR 00007: @4 = 0.0;; floating-point values0001: wait 1000 ms04EF: release_animation "DAM_JUMP"0002: jump ££Backflip_01;-------------Mission 0---------------; Originally: Initial 1:INITIAL_103A4: name_thread 'INITIAL'014B: $MR1 = init_parked_car_generator #PCJ600 0 17 1 alarm 0 door_lock 0 0 10000 at -1969.4 279.5 35.2 angle 0.0014C: set_parked_car_generator $MR1 cars_to_generate_to 101032B: $WP1 = create_weapon_pickup #AK47 15 ammo 3000 at -1969.4 271.5 35.2032B: $WP2 = create_weapon_pickup #JETPACK 15 ammo 0 at -1969.4 267.5 35.20213: $OP1 = create_pickup #BODYARMOUR type 15 at -1969.4 264.5 35.20213: $OP2 = create_pickup #GUN_PARA type 15 at -1969.4 261.5 35.2004E: end_thread

 

 

 

If you wonna us Sanny Builder use that script VV

 

// DEFINE VERSION SA 0.33////----------SannyBuilder// 0002: jump @Second_Segment// DEFINE MEMORY 3200 // Equals Mission Builder type global variable range $2 to $8000// :Second_Segment              // 0002: jump @Third_SegmentDEFINE OBJECTS  6           DEFINE OBJECT (unbenutzt)                 // This is an unused object. You can put anything here.DEFINE OBJECT INFO                        // Object number -1DEFINE OBJECT KEYCARD                     // Object number -2DEFINE OBJECT PICKUPSAVE                  // Object number -3DEFINE OBJECT BODYARMOUR                  // Object number -4DEFINE OBJECT BRIBE                       // Object number -5// :Third_Segment// 0002: jump @Fourth_SegmentDEFINE MISSIONS  1DEFINE MISSION 0 AT @INITIAL_1   // originally: Initial 1// :Fourth_Segment// 0002: jump @Fifth_SegmentDEFINE EXTERNAL_SCRIPTS  0// :Fifth_Segment// 0002: jump @Sixth_Segment// DEFINE UNKNOWN_FIFTH_SEGMENTDEFINE UNKNOWN_EMPTY_SEGMENT  0// :Sixth_Segment// 0002: jump @MAIN_1// DEFINE UNKNOWN_SIXTH_SEGMENTDEFINE UNKNOWN_THREADS_MEMORY  0//-------------MAIN---------------:MAIN_103A4: name_thread 'MAIN'016A: fade  0 ()  0 ms042C: set_total_missions_to  0030D: set_total_mission_points_to  001F0: set_max_wanted_level_to  60111: set_wasted_busted_check_to  0 (disabled)00C0: set_current_time  10  004E4: unknown_refresh_game_renderer_at  -1981.5 275.503CB: set_camera  -1981.5 275.5 35.20053: $PLAYER_CHAR = create_player #NULL at  -1981.5 275.5 35.207AF: $PLAYER_GROUP = player $PLAYER_CHAR group01F5: $PLAYER_ACTOR = create_emulated_actor_from_player $PLAYER_CHAR0173: set_actor $PLAYER_ACTOR z_angle_to  90.00373: set_camera_directly_behind_player0629: change_stat  181 (islands unlocked) to  4  // integer see statdisp.dat0998: add_respect 1000062A: change_stat 165 (energy) to 800.0 // float062A: change_stat 23 (muscle) to 800.0 // float062A: change_stat 21 (fat) to 200.0 // float062A: change_stat 160 (driving skill) to 1000.0 // float062A: change_stat 223 (pilot skill) to 1000.0 // float062A: change_stat 229 (bike skill) to 1000.0 // float062A: change_stat 230 (cycling skill) to 1000.0 // float0629: change_stat 225 (lung capasity) to 1000 // integer see statdisp.dat0629: change_stat 22 (stamina) to 1000 // integer see statdisp.dat0629: change_stat 156 (dance skill) to 1000 // integer see statdisp.dat062A: change_stat 81 (gambling skill) to 1000.0 // integer see statdisp.dat0629: change_stat 64 (respect) to 1000 // integer see statdisp.dat0629: change_stat 65 () to 1000 // integer see statdisp.dat062A: change_stat 69 (Weap skill: pistol) to 1000.0 // float062A: change_stat 70 (Weap skill: silence) to 1000.0 // integer see statdisp.dat062A: change_stat 71 (Weap skill: desert ) to 1000.0 // integer see statdisp.dat062A: change_stat 72 (Weap skill: shotgun) to 1000.0 // integer see statdisp.dat062A: change_stat 73 (Weap skill: sawn of) to 1000.0 // integer see statdisp.dat062A: change_stat 74 (Weap skill: combat ) to 1000.0 // integer see statdisp.dat062A: change_stat 75 (Weap skill: machine) to 1000.0 // integer see statdisp.dat062A: change_stat 76 (Weap skill: smg) to 1000.0 // integer see statdisp.dat062A: change_stat 77 (Weap skill: ak-47) to 1000.0 // integer see statdisp.dat062A: change_stat 78 (Weap skill: m4) to 1000.0 // integer see statdisp.dat062A: change_stat 79 (Weap skill: rifle) to 1000.0 // integer see statdisp.dat0629: change_stat 181 (islands unlocked) to 4 // integer see statdisp.dat0A1F: 24 500.0//Healthskill055E: set_player $PLAYER_CHAR max_health += 150055F: set_player $PLAYER_CHAR max_armour += 1500223: set_actor $PLAYER_ACTOR health_to 250035F: set_actor $PLAYER_ACTOR armour_to 2500330: set_player $PLAYER_CHAR infinite_run_to 1 (true)07FE: set_actor $PLAYER_ACTOR fighting_style_to 6 60572: set_taxi_boost_jump 1087B: set_player $PLAYER_CHAR clothes "bballjackrstar" "bbjack"  0087B: set_player $PLAYER_CHAR clothes "JEANSDENIM" "JEANS"  2087B: set_player $PLAYER_CHAR clothes "SNEAKERBINCBLK" "SNEAKER"  3087B: set_player $PLAYER_CHAR clothes "PLAYER_FACE" "HEAD"  1070D: $PLAYER_CHAR0109: player $PLAYER_CHAR money += 50000008DE:  0 // (Keep stuff after busted)(0=on/1=off)08DD:  0 // (Keep stuff after wasted)(0=on/1=off)0180: set_on_mission_flag_to $ONMISSION02FA: garage 'BODLAWN' change_to_type  3802FA: garage 'MODLAST' change_to_type  3602FA: garage 'MDSSFSE' change_to_type  3802FA: garage 'MDS1SFS' change_to_type  3702FA: garage 'VECMOD' change_to_type  3802FA: garage 'MICHDR' change_to_type  502FA: garage 'HBGDSFS' change_to_type  190237: gang_weapons  1  30  32  2401B6: set_weather  104BB: select_interior  0  // select render area01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)01B7: release_weather016C: restart_if_wasted at  2494.5 -1668.5 13.4 angle  180.0 unknown  0016D: restart_if_busted at  2494.5 -1668.5 13.4 angle  180.0 unknown  00417: start_mission  0004F: create_thread @Backflip016A: fade  1 ()  1000 ms0001: wait  100 ms03E6: remove_text_box:MAIN_30001: wait 2500 ms0002: jump @MAIN_3:Backflip////----------SannyBuilder03A4: name_thread 'SSMK':Backflip_010001: wait 0 ms00D6: if 00256: player $PLAYER_CHAR defined004D: jump_if_false @Backflip_0100D6: if 180DF: NOT actor $PLAYER_ACTOR driving03EE: player $PLAYER_CHAR controllable004D: jump_if_false @Backflip_0100D6: if 2100E1: key_pressed 0 1000E1: key_pressed 0 11004D: jump_if_false @Backflip_010007: [email protected] = 0.0  // floating-point values04ED: load_animation "DAM_JUMP":Backflip_030001: wait 0 ms00D6: if 004EE: animation "DAM_JUMP" loaded004D: jump_if_false @Backflip_040002: jump @Backflip_05:Backflip_0404ED: load_animation "DAM_JUMP"0002: jump @Backflip_03:Backflip_0500D6: if 000E1: key_pressed 0 10004D: jump_if_false @Backflip_070605: actor $PLAYER_ACTOR perform_animation_sequence "DAM_LAUNCH" from_file "DAM_JUMP"  4.0  0  0  0  0  -10001: wait 1000 ms0002: jump @Backflip_21:Backflip_0700D6: if 000E1: key_pressed 0 11004D: jump_if_false @Backflip_010605: actor $PLAYER_ACTOR perform_animation_sequence "DAM_LAND" from_file "DAM_JUMP"  4.0  0  0  0  0  -10001: wait 1000 ms0002: jump @Backflip_21:Backflip_210001: wait 0 ms00D6: if 00256: player $PLAYER_CHAR defined004D: jump_if_false @Backflip_2100D6: if  00611:   actor $PLAYER_ACTOR animation == "DAM_LAUNCH" 004D: jump_if_false @Backflip_230613: [email protected] = actor $PLAYER_ACTOR animation "DAM_LAUNCH" time:Backflip_2300D6: if  00611:   actor $PLAYER_ACTOR animation == "DAM_LAND" 004D: jump_if_false @Backflip_270613: [email protected] = actor $PLAYER_ACTOR animation "DAM_LAND" time:Backflip_2700D6: if 2500E1: key_pressed 0 1400E1: key_pressed 0 1500E1: key_pressed 0 1600E1: key_pressed 0 400E1: key_pressed 0 100E1: key_pressed 0 0004D: jump_if_false @Backflip_350002: jump @Backflip_51:Backflip_3500D6: if 000E1: key_pressed 0 10004D: jump_if_false @Backflip_370687: $PLAYER_ACTOR//clear_actor_task04EB: action_sequence actor $PLAYER_ACTOR 00001: wait 0 ms0605: actor $PLAYER_ACTOR perform_animation_sequence "DAM_LAUNCH" from_file "DAM_JUMP"  4.0  0  0  0  0  -10001: wait 1000 ms0002: jump @Backflip_21:Backflip_3700D6: if 000E1: key_pressed 0 11004D: jump_if_false @Backflip_390687: $PLAYER_ACTOR//clear_actor_task04EB: action_sequence actor $PLAYER_ACTOR 00001: wait 0 ms0605: actor $PLAYER_ACTOR perform_animation_sequence "DAM_LAND" from_file "DAM_JUMP"  4.0  0  0  0  0  -10001: wait 1000 ms0002: jump @Backflip_21:Backflip_3900D6: if  00043:   [email protected] ==  1.0  // floating-point values004D: jump_if_false @Backflip_210687: $PLAYER_ACTOR//clear_actor_task04EB: action_sequence actor $PLAYER_ACTOR 00001: wait 0 ms0002: jump @Backflip_21:Backflip_510687: $PLAYER_ACTOR//clear_actor_task04EB: action_sequence actor $PLAYER_ACTOR 00007: [email protected] = 0.0  // floating-point values0001: wait 1000 ms04EF: release_animation "DAM_JUMP"0002: jump @Backflip_01//-------------Mission 0---------------// Originally: Initial 1:INITIAL_103A4: name_thread 'INITIAL'014B: $MR1 = init_parked_car_generator #PCJ600 0 17 1 alarm 0 door_lock 0 0 10000 at -1969.4 279.5 35.2 angle 0.0014C: set_parked_car_generator $MR1 cars_to_generate_to 101032B: $WP1 = create_weapon_pickup #AK47 15 ammo 3000 at -1969.4 271.5 35.2032B: $WP2 = create_weapon_pickup #JETPACK 15 ammo 0 at -1969.4 267.5 35.20213: $OP1 = create_pickup #BODYARMOUR type 15 at -1969.4 264.5 35.20213: $OP2 = create_pickup #GUN_PARA type 15 at -1969.4 261.5 35.2004E: end_thread

 

 

 

//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

 

EDIT..<<

 

Ok i found now DAM_amL_fmLt

from the ifp file "PED"

in this case its not necessary to load the file PED

I made a new script

 

The script below is for SannyBuilder

Add it between

the Backflip script

and

;-------------Mission 0---------------

; Originally: Initial 1

 

and change

004F: create_thread @Backflip

into

004F: create_thread @Frontflip

 

 

Note:

The script use DAM_amL_fmLt and DAM_amL_fmFt in the same way like the first script.

But in my test, CJ didnt do anything.

But the script is working. I testet it with

0605: actor $PLAYER_ACTOR perform_animation_sequence "ATM" from_file "PED" 4.0 0 0 0 0 -1

 

 

:Frontflip////----------SannyBuilder03A4: name_thread 'SSMK':Frontflip_010001: wait 0 ms00D6: if 00256: player $PLAYER_CHAR defined004D: jump_if_false @Frontflip_0100D6: if 180DF: NOT actor $PLAYER_ACTOR driving03EE: player $PLAYER_CHAR controllable004D: jump_if_false @Frontflip_0100D6: if 000E1: key_pressed 0 10004D: jump_if_false @Frontflip_070605: actor $PLAYER_ACTOR perform_animation_sequence "DAM_amL_fmLt" from_file "PED"  4.0  0  0  0  0  -10001: wait 1000 ms0002: jump @Frontflip_21:Frontflip_0700D6: if 000E1: key_pressed 0 11004D: jump_if_false @Frontflip_010605: actor $PLAYER_ACTOR perform_animation_sequence "DAM_amL_fmFt" from_file "PED"  4.0  0  0  0  0  -10001: wait 1000 ms:Frontflip_210001: wait 0 ms00D6: if 00256: player $PLAYER_CHAR defined004D: jump_if_false @Frontflip_2100D6: if  00611:   actor $PLAYER_ACTOR animation == "DAM_amL_fmLt"004D: jump_if_false @Frontflip_230613: [email protected] = actor $PLAYER_ACTOR animation "DAM_amL_fmLt" time:Frontflip_2300D6: if  00611:   actor $PLAYER_ACTOR animation == "DAM_amL_fmFt"004D: jump_if_false @Frontflip_270613: [email protected] = actor $PLAYER_ACTOR animation "DAM_amL_fmFt" time:Frontflip_2700D6: if 2500E1: key_pressed 0 1400E1: key_pressed 0 1500E1: key_pressed 0 1600E1: key_pressed 0 400E1: key_pressed 0 100E1: key_pressed 0 0004D: jump_if_false @Frontflip_390002: jump @Frontflip_51:Frontflip_3900D6: if  2200E1: key_pressed 0 1100E1: key_pressed 0 100043:   [email protected] ==  1.0 // floating-point values004D: jump_if_false @Frontflip_21:Frontflip_510687: $PLAYER_ACTOR//clear_actor_task04EB: action_sequence actor $PLAYER_ACTOR 00007: [email protected] = 0.0 // floating-point values0002: jump @Frontflip_01

 

Edited by ZAZ

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P.I.M.P_PL

ok zaz but when i have this script in the .cs file(custom script file)and i dont do some changes the script work great(the animation work), when i replace old ifp file with new on this same name the scfript work great and the animation is correct.

But when i add new ifp for example with name dam_jump2.ifp and i do changes in the script (the dam_jump rename to dam_jump2 with all of the lines when i found dam_jump)

i do corrrect all changes but when i click the buttons its not do the animations(maybe its be but in the dam_jump2.ifp who i add be the same names of animations who be in the dam_jump.ifp)

 

this bugs its be in the script with name backflip.

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ZAZ

 

ok zaz but when i have this script in the .cs file(custom script file)and i dont do some changes the script work great(the animation work), when i replace old ifp file with new on this same name the scfript work great and the animation is correct.

But when i add new ifp for example with name dam_jump2.ifp and i do changes in the script (the dam_jump rename to dam_jump2 with all of the lines when i found dam_jump)

i do corrrect all changes but when i click the buttons its not do the animations(maybe its be but in the dam_jump2.ifp who i add be the same names of animations who be in the dam_jump.ifp)

 

this bugs its be in the script with name backflip.

I try to understand:

You added a copy of dam_jump.ifp to gta3.img and named it dam_jump2.ifp ?

and changed in the script dam_jump to dam_jump2 ?

But it dont work ?!

 

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P.I.M.P_PL

 

ok zaz but when i have this script in the .cs file(custom script file)and i dont do some changes the script work great(the animation work), when i replace old ifp file with new on this same name the scfript work great and the animation is correct.

But when i add new ifp for example with name dam_jump2.ifp and i do changes in the script (the dam_jump rename to dam_jump2 with all of the lines when i found dam_jump)

i do corrrect all changes but when i click the buttons its not do the animations(maybe its be but in the dam_jump2.ifp who i add be the same names of animations who be in the dam_jump.ifp)

 

this bugs its be in the script with name backflip.

I try to understand:

You added a copy of dam_jump.ifp to gta3.img and named it dam_jump2.ifp ?

and changed in the script dam_jump to dam_jump2 ?

But it dont work ?!

no.

mattias do the ifp file and send me(he edit the dam_jump but the names of animations in the ifp its be the same who be in the old ifp)when i replace old ifp with new its be work great(backflip good working in the n button and other animation in they button)but when i edit name to dam_jump2.ifp(in the local disk not gta3.img) and add this to gta3.img and edit your script to this:

 

 

:Backflip03A4: name_thread 'SSMK':Backflip_010001: wait 0 ms00D6: if 00256: player $PLAYER_CHAR defined004D: jump_if_false @Backflip_0100D6: if 180DF: NOT actor $PLAYER_ACTOR driving03EE: player $PLAYER_CHAR controllable004D: jump_if_false @Backflip_0100D6: if 2100E1: key_pressed 0 1000E1: key_pressed 0 11004D: jump_if_false @Backflip_010007: [email protected] = 0.0  // floating-point values04ED: load_animation "DAM_JUMP2":Backflip_030001: wait 0 ms00D6: if 004EE: animation "DAM_JUMP2" loaded004D: jump_if_false @Backflip_040002: jump @Backflip_05:Backflip_0404ED: load_animation "DAM_JUMP2"0002: jump @Backflip_03:Backflip_0500D6: if 000E1: key_pressed 0 10004D: jump_if_false @Backflip_070605: actor $PLAYER_ACTOR perform_animation_sequence "DAM_LAUNCH" from_file "DAM_JUMP2"  4.0  0  0  0  0  -10001: wait 1000 ms0002: jump @Backflip_21:Backflip_0700D6: if 000E1: key_pressed 0 11004D: jump_if_false @Backflip_010605: actor $PLAYER_ACTOR perform_animation_sequence "DAM_LAND" from_file "DAM_JUMP2"  4.0  0  0  0  0  -10001: wait 1000 ms0002: jump @Backflip_21:Backflip_210001: wait 0 ms00D6: if 00256: player $PLAYER_CHAR defined004D: jump_if_false @Backflip_2100D6: if  00611:   actor $PLAYER_ACTOR animation == "DAM_LAUNCH"004D: jump_if_false @Backflip_230613: [email protected] = actor $PLAYER_ACTOR animation "DAM_LAUNCH" time:Backflip_2300D6: if  00611:   actor $PLAYER_ACTOR animation == "DAM_LAND"004D: jump_if_false @Backflip_270613: [email protected] = actor $PLAYER_ACTOR animation "DAM_LAND" time:Backflip_2700D6: if 2500E1: key_pressed 0 1400E1: key_pressed 0 1500E1: key_pressed 0 1600E1: key_pressed 0 400E1: key_pressed 0 100E1: key_pressed 0 0004D: jump_if_false @Backflip_350002: jump @Backflip_51:Backflip_3500D6: if 000E1: key_pressed 0 10004D: jump_if_false @Backflip_370687: $PLAYER_ACTOR//clear_actor_task04EB: action_sequence actor $PLAYER_ACTOR 00001: wait 0 ms0605: actor $PLAYER_ACTOR perform_animation_sequence "DAM_LAUNCH" from_file "DAM_JUMP2"  4.0  0  0  0  0  -10001: wait 1000 ms0002: jump @Backflip_21:Backflip_3700D6: if 000E1: key_pressed 0 11004D: jump_if_false @Backflip_390687: $PLAYER_ACTOR//clear_actor_task04EB: action_sequence actor $PLAYER_ACTOR 00001: wait 0 ms0605: actor $PLAYER_ACTOR perform_animation_sequence "DAM_LAND" from_file "DAM_JUMP2"  4.0  0  0  0  0  -10001: wait 1000 ms0002: jump @Backflip_21:Backflip_3900D6: if  00043:   [email protected] ==  1.0  // floating-point values004D: jump_if_false @Backflip_210687: $PLAYER_ACTOR//clear_actor_task04EB: action_sequence actor $PLAYER_ACTOR 00001: wait 0 ms0002: jump @Backflip_21:Backflip_510687: $PLAYER_ACTOR//clear_actor_task04EB: action_sequence actor $PLAYER_ACTOR 00007: [email protected] = 0.0  // floating-point values0001: wait 1000 ms04EF: release_animation "DAM_JUMP2"0002: jump @Backflip_01

 

 

and its not work yet;/

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ZAZ

Yes, its that as I understood.

You added the IFP as new, called dam_jump2.ifp.

Why do you know that a new ifp with new name can work ?

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P.I.M.P_PL

 

Yes, its that as I understood.

You added the IFP as new, called dam_jump2.ifp.

Why do you know that a new ifp with new name can work ?

sure i dont know the new ifp is working but with the script i know it working but its dont work yet maybe the new ifp when have that same name of animations in the file and the old have this same name tis not work yet(the new ifp ro ifp must beloaded with some file??

 

but i must have this animations in the new ifp file without replacing old;)

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ZAZ

 

but i must have this animations in the new ifp file without replacing old;)

Dont know if its possible

A other way would be:

Add the new animations with new names into the dam_jump.ifp

and change the animations in the script.

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P.I.M.P_PL
but i must have this animations in the new ifp file without replacing old;)

Dont know if its possible

A other way would be:

Add the new animations with new names into the dam_jump.ifp

and change the animations in the script.

ok thanks zaz for your answer i try this;)

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