Automan Posted December 13, 2008 Share Posted December 13, 2008 (edited) Hi! After about 100 mods for GTA-SA, including the Gundam and Misterix (with Zeb89) for my new mod (Atlantis) I started to use some 'CLEO3. So here's my problem: I gave an animation to a ped, but remains firm as a pile of light... thread 'SPW_PD2':STARTwait 0 msifPlayer.Defined($PLAYER_CHAR)jf @STARTif 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere -2490.0 1673.7 4.72 radius 100.0 100.0 50.0jf @STARTif$ACTIVEINTERIOR == 0jf @START0247: load_model #SWMOTR404ED: load_animation "COWER":ACTIONwait 500 ms009A: 2@ = create_actor_pedtype 4 model #SWMOTR4 at -2490.0 1673.7 4.720612: set_actor 2@ animation "COWER" paused 0 :ENDwait 0 ms004E: end_thread Remaining in the area, you can enlighten? Thank you! Edited December 13, 2008 by Automan Link to comment https://gtaforums.com/topic/383111-cleo3-0612-set_actor-xx-animation/ Share on other sites More sharing options...
spaceeinstein Posted December 13, 2008 Share Posted December 13, 2008 When you load an animation, you load its file. "COWER" is in file "PED" which I think is already preloaded into the game. Here's an example 0605: actor 0@ perform_animation_sequence "COWER" IFP_file "PED" 4.0 loop 0 0 0 0 time -1 Link to comment https://gtaforums.com/topic/383111-cleo3-0612-set_actor-xx-animation/#findComment-1058751271 Share on other sites More sharing options...
Automan Posted December 13, 2008 Author Share Posted December 13, 2008 Thanks, but now the game crashed when I approached! :STARTwait 0 msifPlayer.Defined($PLAYER_CHAR)jf @STARTif 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere -2490.0 1673.7 4.72 radius 100.0 100.0 50.0jf @STARTif$ACTIVEINTERIOR == 0jf @START0247: load_model #SWMOTR404ED: load_animation "COWER":ACTIONwait 500 ms009A: 2@ = create_actor_pedtype 4 model #SWMOTR4 at -2490.0 1673.7 4.720605: actor 2@ perform_animation_sequence "COWER" IFP_file "PED" 4.0 loop 0 0 0 0 time -1 :ENDwait 0 ms004E: end_thread Link to comment https://gtaforums.com/topic/383111-cleo3-0612-set_actor-xx-animation/#findComment-1058754913 Share on other sites More sharing options...
_VaNkAtA_ Posted December 13, 2008 Share Posted December 13, 2008 04ED: load_animation "COWER" Maybe this is your problem.... Link to comment https://gtaforums.com/topic/383111-cleo3-0612-set_actor-xx-animation/#findComment-1058755129 Share on other sites More sharing options...
Automan Posted December 13, 2008 Author Share Posted December 13, 2008 Thanks! Now the game no crashes, but not there is still animation ... :STARTwait 0 msifPlayer.Defined($PLAYER_CHAR)jf @STARTif 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere -2490.0 1673.7 4.72 radius 100.0 100.0 50.0jf @STARTif$ACTIVEINTERIOR == 0jf @START0247: load_model #SWMOTR4:ACTIONwait 500 ms009A: 2@ = create_actor_pedtype 4 model #SWMOTR4 at -2490.0 1673.7 4.720605: actor 2@ perform_animation_sequence "COWER" IFP_file "PED" 4.0 loop 0 0 0 0 time -1 :ENDwait 0 ms004E: end_thread Link to comment https://gtaforums.com/topic/383111-cleo3-0612-set_actor-xx-animation/#findComment-1058755470 Share on other sites More sharing options...
_VaNkAtA_ Posted December 13, 2008 Share Posted December 13, 2008 (edited) :STARTwait 0 ms077E: get_active_interior_to $ACTIVE_INTERIOR wait 150ifPlayer.Defined($PLAYER_CHAR)jf @STARTif00FE: actor $PLAYER_ACTOR sphere 0 in_sphere -2490.0 1673.7 4.72 radius 100.0 100.0 50.0jf @STARTif$ACTIVE_INTERIOR == 0jf @START0247: load_model #SWMOTR4:ACTIONwait 500 ms009A: 2@ = create_actor_pedtype 4 model #SWMOTR4 at -2490.0 1673.7 4.720605: actor 2@ perform_animation_sequence "COWER" IFP_file "PED" 4.0 loop 0 0 0 0 time -1:ENDwait 0 msjump @START Works now? Note: I have no Windows OS(again) Edited December 13, 2008 by _VaNkAtA_ Link to comment https://gtaforums.com/topic/383111-cleo3-0612-set_actor-xx-animation/#findComment-1058755547 Share on other sites More sharing options...
spaceeinstein Posted December 13, 2008 Share Posted December 13, 2008 When you load a model you have to check if the model is loaded... Check the modding wiki for examples on how to create a ped. Link to comment https://gtaforums.com/topic/383111-cleo3-0612-set_actor-xx-animation/#findComment-1058755826 Share on other sites More sharing options...
Automan Posted December 13, 2008 Author Share Posted December 13, 2008 But the ped me it works: the animation is not seen... In mod 'wiki' (?) there are animations?... Link to comment https://gtaforums.com/topic/383111-cleo3-0612-set_actor-xx-animation/#findComment-1058755861 Share on other sites More sharing options...
spaceeinstein Posted December 13, 2008 Share Posted December 13, 2008 Maybe 05C5 would be better. Link to comment https://gtaforums.com/topic/383111-cleo3-0612-set_actor-xx-animation/#findComment-1058755924 Share on other sites More sharing options...
Automan Posted December 13, 2008 Author Share Posted December 13, 2008 no, no change ... If it is so difficult to run something so simple, when there are complicated things will be a massacre!... Link to comment https://gtaforums.com/topic/383111-cleo3-0612-set_actor-xx-animation/#findComment-1058756259 Share on other sites More sharing options...
james227uk Posted December 14, 2008 Share Posted December 14, 2008 :STARTwait 0 ms077E: get_active_interior_to $ACTIVE_INTERIOR wait 150ifPlayer.Defined($PLAYER_CHAR)jf @STARTif00FE: actor $PLAYER_ACTOR sphere 0 in_sphere -2490.0 1673.7 4.72 radius 100.0 100.0 50.0jf @STARTif$ACTIVE_INTERIOR == 0jf @START0247: load_model #SWMOTR4:ACTIONwait 500 ms009A: 2@ = create_actor_pedtype 4 model #SWMOTR4 at -2490.0 1673.7 4.720605: actor 2@ perform_animation_sequence "COWER" IFP_file "PED" 4.0 loop 0 0 0 0 time -1:ENDwait 0 msjump @START Works now? Note: I have no Windows OS(again) The $ACTIVE_INTERIOR variable is already available without the get active interior thing Link to comment https://gtaforums.com/topic/383111-cleo3-0612-set_actor-xx-animation/#findComment-1058759159 Share on other sites More sharing options...
Automan Posted December 14, 2008 Author Share Posted December 14, 2008 Yes, but the pedestrian is there. But do not make any animation... The problem is that there is no soul, not even kicked! Link to comment https://gtaforums.com/topic/383111-cleo3-0612-set_actor-xx-animation/#findComment-1058759572 Share on other sites More sharing options...
_VaNkAtA_ Posted December 14, 2008 Share Posted December 14, 2008 Well, then, why don't you try 05C3 or 05C5 Link to comment https://gtaforums.com/topic/383111-cleo3-0612-set_actor-xx-animation/#findComment-1058759902 Share on other sites More sharing options...
Automan Posted December 14, 2008 Author Share Posted December 14, 2008 (edited) Nope... Do not work ... There is a simple script that animation does to you?... *** Ok: no animation... Edited December 15, 2008 by Automan Link to comment https://gtaforums.com/topic/383111-cleo3-0612-set_actor-xx-animation/#findComment-1058760857 Share on other sites More sharing options...
spaceeinstein Posted December 25, 2008 Share Posted December 25, 2008 Ok, I got this to work {$CLEO}0000::STARTwait 0 msifPlayer.Defined($PLAYER_CHAR)jf @STARTif00FE: actor $PLAYER_ACTOR sphere 1 in_sphere 54.3 782.38 1.47 radius 5.0 5.0 5.0jf @START077E: get_active_interior_to $ACTIVE_INTERIOR if$ACTIVE_INTERIOR == 0jf @START0247: load_model #SWMOTR4:ACTIONwait 0ifmodel.Available(#SWMOTR4)jf @ACTION009A: 0@ = create_actor_pedtype 4 model #SWMOTR4 at 54.3 782.38 1.470605: actor 0@ perform_animation_sequence "COWER" IFP_file "PED" 4.0 loop 1 0 0 0 time -1:END0A93: end_custom_thread But one little bump and the animation is over. If you want to make him cower constantly no matter what, you have to check if the ped is using the cower animation. Link to comment https://gtaforums.com/topic/383111-cleo3-0612-set_actor-xx-animation/#findComment-1058807509 Share on other sites More sharing options...
xnotoriousss Posted December 25, 2008 Share Posted December 25, 2008 Ok, I got this to work {$CLEO}0000::STARTwait 0 msifPlayer.Defined($PLAYER_CHAR)jf @STARTif00FE: actor $PLAYER_ACTOR sphere 1 in_sphere 54.3 782.38 1.47 radius 5.0 5.0 5.0jf @START077E: get_active_interior_to $ACTIVE_INTERIOR if$ACTIVE_INTERIOR == 0jf @START0247: load_model #SWMOTR4:ACTIONwait 0ifmodel.Available(#SWMOTR4)jf @ACTION009A: 0@ = create_actor_pedtype 4 model #SWMOTR4 at 54.3 782.38 1.470605: actor 0@ perform_animation_sequence "COWER" IFP_file "PED" 4.0 loop 1 0 0 0 time -1:END0A93: end_custom_thread But one little bump and the animation is over. If you want to make him cower constantly no matter what, you have to check if the ped is using the cower animation. yo cant you just use a loop with a check if hes doing cower or not? Link to comment https://gtaforums.com/topic/383111-cleo3-0612-set_actor-xx-animation/#findComment-1058807611 Share on other sites More sharing options...
spaceeinstein Posted December 25, 2008 Share Posted December 25, 2008 I just said you can if you want. It's simple to do it yourself. Link to comment https://gtaforums.com/topic/383111-cleo3-0612-set_actor-xx-animation/#findComment-1058807631 Share on other sites More sharing options...
Automan Posted December 25, 2008 Author Share Posted December 25, 2008 Many thanks spaceeinstein! I change all the scripts to see if it solves the principal problem: Not all are spawaning ped, but not always them, depends on where it come to them. Link to comment https://gtaforums.com/topic/383111-cleo3-0612-set_actor-xx-animation/#findComment-1058809179 Share on other sites More sharing options...
Automan Posted December 26, 2008 Author Share Posted December 26, 2008 Very good! This form of script: {$CLEO}0000:(---)0A93: end_custom_thread Instead of this: {$VERSION 3.1.0027}{$CLEO .CS}thread 'name'(---)004E: end_thread has solved the problem with the peds: and between ped and sphere: But I do not remember where I saw the solution of this problem: when the player dies replaced ... This repositioning of the camera does not work: 00A1: put_actor $PLAYER_ACTOR at 2027.1 996.5 10.820173: set_actor $PLAYER_ACTOR Z_angle_to -90.00001: wait 1000 ms015F: set_camera_position 2027.1 996.5 10.82 rotation 0.0 0.0 -90.0 There is another opcode better, or I who use this evil?... Link to comment https://gtaforums.com/topic/383111-cleo3-0612-set_actor-xx-animation/#findComment-1058811228 Share on other sites More sharing options...
spaceeinstein Posted December 26, 2008 Share Posted December 26, 2008 The CJ spaghetti can be fixed if you prevent him from gaining/losing weight and muscle. When you set_camera, you also have to point_camera. Link to comment https://gtaforums.com/topic/383111-cleo3-0612-set_actor-xx-animation/#findComment-1058812144 Share on other sites More sharing options...
Automan Posted December 26, 2008 Author Share Posted December 26, 2008 But CJ dies/stops, it does not lose weight/muscle... 0920: point_camera? ... I have to use this? Link to comment https://gtaforums.com/topic/383111-cleo3-0612-set_actor-xx-animation/#findComment-1058812762 Share on other sites More sharing options...
Wesser Posted December 27, 2008 Share Posted December 27, 2008 You must use 0160 (point camera) or 0159 (camera on ped) if you want to change the current camera position because it seems that it's locked. Follow what spaceeinstein said and set the muscle\fat values to 0 or erase their opcodes. Link to comment https://gtaforums.com/topic/383111-cleo3-0612-set_actor-xx-animation/#findComment-1058814790 Share on other sites More sharing options...
Automan Posted December 27, 2008 Author Share Posted December 27, 2008 (edited) I can not find opcode with muscle/fat... With both the opcode the visual moves to 0 0 0 xyz and freezes... 00A1: put_actor $PLAYER_ACTOR at 2027.1 997.5 10.820173: set_actor $PLAYER_ACTOR Z_angle_to -90.00160: set_camera_point_at 2027.1 997.5 10.82 mode 2 00A1: put_actor $PLAYER_ACTOR at 2027.1 997.5 10.820173: set_actor $PLAYER_ACTOR Z_angle_to -90.00159: camera_on_ped $PLAYER_ACTOR 15 2 *** Problem solved with: 0373: set_camera_directly_behind_player Now lacks only CJ Spaghetti! And if I do not want me, spaghetti! Edited December 27, 2008 by Automan Link to comment https://gtaforums.com/topic/383111-cleo3-0612-set_actor-xx-animation/#findComment-1058815284 Share on other sites More sharing options...
Wesser Posted December 27, 2008 Share Posted December 27, 2008 All opcodes and their values type or params number are stored in SB\data\sascm.ini. The muscle\fat weight is a stat value defined by an ID. You can find all stat values in Help->Contents->SCM Documentation->GTA SA->Statistics ID. What you need is to delete these opcodes from main.scm (if you use .cs files leave them). 062A: change_float_stat 23 to 50.0 062A: change_float_stat 21 to 200.0 The first parameters mean respectively muscle and fat weight. If you don't want to delete them you can set their value to 0.0. Link to comment https://gtaforums.com/topic/383111-cleo3-0612-set_actor-xx-animation/#findComment-1058816606 Share on other sites More sharing options...
Automan Posted December 28, 2008 Author Share Posted December 28, 2008 Thanks! I tried that, but the question remains: {$CLEO}0000:$RADAR_1 = Marker.CreateIconWithoutSphere(42, -2806.5, 1847.8, 23.2)02A8: $RADAR_2 = create_marker 38 at 1500.0 1000.0 10.8302A8: $RADAR_3 = create_marker 40 at -2801.26 1942.52 21.002A8: $RADAR_4 = create_marker 16 at 16, 271.7 1859.3 8.8$RADAR_5 = Marker.CreateIconWithoutSphere(35, -2348.0, 1838.0, 9.5)062A: change_float_stat 23 to 0.0 062A: change_float_stat 21 to 0.0 0247: load_model #SOFYRIwait 500 ms09c7: change_player_model $PLAYER_CHAR #SOFYRI:END0A93: end_custom_thread Back CJ 'spaghetti', instead dell'actor replaced... If I try to put controls in the rerun replace, or crashes the game or the player is replaced continuously. Link to comment https://gtaforums.com/topic/383111-cleo3-0612-set_actor-xx-animation/#findComment-1058818354 Share on other sites More sharing options...
Wesser Posted December 28, 2008 Share Posted December 28, 2008 I don't know. However you have to put 0248 (is_model_available) as a condition to check if the model is correctly loaded. {$VERSION 3.1.0027}{$CLEO .cs}//-------------MAIN---------------thread 'MODEL' :MODEL_50001: wait 0 0247: load_model #SOFYRI 00D6: if 0248: model #SOFYRI available 004D: jump_if_false @MODEL_5 09C7: change_player $PLAYER_CHAR model_to #SOFYRI 0A93: end_custom_thread If you can't resolve this annoying problem try to separate all model groups (1,2,...) with 3dsmax and then save them as some bodyparts (add them in player.img). In data\clothes.dat you can create new anim sets like gimpsuit and call them with 087B. 087B: set_player $PLAYER_CHAR clothes_texture "TEXTURE_NAME" model "MODEL_NAME" body_part 17 Anyway, that code works correctly if you use a stripped .scm. Link to comment https://gtaforums.com/topic/383111-cleo3-0612-set_actor-xx-animation/#findComment-1058818960 Share on other sites More sharing options...
Automan Posted December 28, 2008 Author Share Posted December 28, 2008 I have not yet put the controls, because before I wanted to do the main lain! However neither 3dsmax or animations fall into my competence. I use only ZModeler2... I think the player must restart the game! Link to comment https://gtaforums.com/topic/383111-cleo3-0612-set_actor-xx-animation/#findComment-1058819029 Share on other sites More sharing options...
Automan Posted December 30, 2008 Author Share Posted December 30, 2008 I tried to put an external command for reloaded the player, but the game stops: {$CLEO}0000::LOADwait 0 ms0247: load_model #SOFYRI00D6: if 0248: model #SOFYRI available 004D: jump_if_false @LOAD:STARTwait 500 ms09c7: change_player_model $PLAYER_CHAR #SOFYRI:CTRLwait 0 msIF00E1: player 0 pressed_key 19 // look behindelse_jump @CTRLjump @START:END0A93: end_custom_thread Link to comment https://gtaforums.com/topic/383111-cleo3-0612-set_actor-xx-animation/#findComment-1058825825 Share on other sites More sharing options...
coin-god Posted December 30, 2008 Share Posted December 30, 2008 {$CLEO}0000::LOADwait 0 ms0247: load_model #SOFYRI00D6: if 0248: model #SOFYRI available 004D: jump_if_false @LOAD:CTRLwait 0 msIF00E1: player 0 pressed_key 19 // look behindelse_jump @CTRL:STARTwait 500 ms09c7: change_player_model $PLAYER_CHAR #SOFYRI0A93: end_custom_thread Link to comment https://gtaforums.com/topic/383111-cleo3-0612-set_actor-xx-animation/#findComment-1058826978 Share on other sites More sharing options...
_VaNkAtA_ Posted December 30, 2008 Share Posted December 30, 2008 {$CLEO}0000::LOADwait 0 ms0247: load_model #SOFYRI00D6: if 0248: model #SOFYRI available 004D: jump_if_false @LOAD:CTRLwait 0 msIF00E1: player 0 pressed_key 19 // look behindelse_jump @CTRL:STARTwait 500 ms09c7: change_player_model $PLAYER_CHAR #SOFYRI0A93: end_custom_thread You've forgot one jump. Link to comment https://gtaforums.com/topic/383111-cleo3-0612-set_actor-xx-animation/#findComment-1058827146 Share on other sites More sharing options...
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