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If Actor near Actor...


coin-god
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Well, im doing some coding again; after 2 months with out SA. Well i've been doing some changes to my script and stuff, and now i got a problem in a simple thread:

 

Fixed it myself, now works perfectly. Thanks anyway.

 

The Male01 appears, he does the lying in the floor anim and loocks his position. But when i go near him so he stand up he dosn't move. The only way to make him move is hitting or pushing him. I want him to play the stand up anim when im close to him (not touching him). But he dosn't do anything.

 

Ive been trying with many "actor_near_actor" opcodes but none of tehm seems to make a diference, so i think i may have a problem in some other part of the code.

Edited by goin-god
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Some adjustments:

 

:Sleeping_Zombie03A4: name_thread '???????'; Put some name for thread0247: request_model #MALE01038B: load_requested_models:Load_Model_loop0001: wait 0 ms00D6: if0248:   model #MALE01  available004D: jump_if_false @Load_Model_loop009A: [email protected] = create_actor 4 #MALE01 at -1146.2952 -1005.3998 129.21870001: wait 0 ms0605: actor [email protected] perform_animation_sequence "floor_hit" from_file "PED" 4.0 loop 0 1 0 0 -1 ms0332: set_actor [email protected] bleeding_to 1:Check_Zombie0001: wait 250 ms00d6: if00F2:   actor $PLAYER_ACTOR near_actor [email protected] radius 5.0 5.0 0004e: jump_if_false @Check_Zombie0605: actor [email protected] perform_animation_sequence "getup" from_file "PED" 4.0 loop 0 1 0 0 -1 ms01C2: remove_references_to_actor [email protected]: release_model #MALE01004e: end_thread

 

Work?

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No, and you disabled the Lock animation in "floor_hit" so now he odes the anim and when finished goes back to normal stand up anim. And when im closse to him still dont do the "getup" anim.

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No, and you disabled the Lock animation in "floor_hit" so now he odes the anim and when finished goes back to normal stand up anim. And when im closse to him still dont do the "getup" anim.

"floor_hit" from_file "PED" is not an animation of a lying ped

and it is very short

loop 0 1 1 0 -1 ms should be th normal setting

by this the actor is fidgeting for a moment like getting a hit with the foot of an other ped and then he stand by alone

seems not made for using in main.

 

use "crckidle2" from_file "crack" for a lying ped

 

:Sleeping_Zombie03A4: name_thread 'ZB':Sleeping_Zombie20001: wait  0 ms00D6: if  00256:   player $PLAYER_CHAR defined004D: jump_if_false @Sleeping_Zombie200D6: if  000FF:   actor $PLAYER_ACTOR  1 (in-sphere)near_point_on_foot -1146.2952 -1005.3998 129.2187 radius  18.0  18.0  1.0004D: jump_if_false @Sleeping_Zombie20247: request_model #male01      038B: load_requested_models:Sleeping_Zombie30001: wait 0 ms00D6: if0248:   model #male01  available004D: jump_if_false @Sleeping_Zombie304ED: load_animation "crack":Sleeping_Zombie310001: wait 0 ms00D6: if 004EE: animation "crack" loaded004D: jump_if_false @Sleeping_Zombie320002: jump @Sleeping_Zombie33:Sleeping_Zombie3204ED: load_animation "crack"0002: jump @Sleeping_Zombie31:Sleeping_Zombie33009A: [email protected] = create_actor 4 #MALE01 at -1146.2952 -1005.3998 129.2187//0605: actor [email protected] perform_animation_sequence "floor_hit" from_file "PED" 4.0 loop 0 1 1 0 -1 ms0605: actor [email protected] perform_animation_sequence "crckidle2" from_file "crack" 4.0 loop 0 1 1 0 -1 ms0332: set_actor [email protected] bleeding_to 1:Check_Zombie0001: wait 0 ms00D6: if  00256:   player $PLAYER_CHAR defined004D: jump_if_false @Check_Zombie00d6: if00F2:   actor $PLAYER_ACTOR near_actor [email protected] radius 5.0 5.0 0004e: jump_if_false @Check_Zombie:loop//0687: [email protected]//clear_actor_task//04EB: action_sequence actor [email protected] 00001: wait 0 ms0605: actor [email protected] perform_animation_sequence "getup" from_file "PED" 4.0 loop 0 1 1 0 -1 ms04EF: release_animation "crack"004e: end_thread

 

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