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How to rotate the player?


tamyl
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Hi, I have a problem. This is a part of my script:

 

 

:TRICKS_659wait 10 if and0AB0:   key_pressed 48 044B:   actor $PLAYER_ACTOR on_foot else_jump @TRICKS_729 0605: actor $PLAYER_ACTOR perform_animation_sequence "BF360" IFP_file "TRICKING" 4.0 loop 1 1 1 0 time 2950 // versionA wait 1500

 

 

This is an animation of backflip 180, so when CJ finish this animation, he's rotated in 180 degrees, and he suddenly rotated to the position before performing animation. What can I do?

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Hi, I have a problem. This is a part of my script:

 

 

:TRICKS_659wait 10 if and0AB0:   key_pressed 48 044B:   actor $PLAYER_ACTOR on_foot else_jump @TRICKS_729 0605: actor $PLAYER_ACTOR perform_animation_sequence "BF360" IFP_file "TRICKING" 4.0 loop 1 1 1 0 time 2950 // versionA wait 1500

 

 

This is an animation of backflip 180, so when CJ finish this animation, he's rotated in 180 degrees, and he suddenly rotated to the position before performing animation. What can I do?

 

loop 1 1 1 0 time 2950

means

 

loop 1 repeats the anim permanently

loop 0 do it only one time

 

loop 1 X Y: X Y = 1 1 means actor move to the animated position (x param for x direction/y param for y direction)

loop 1 X Y: X Y = 0 0 means actor keeps the default position

 

loop 0 1 1 0: the last 0 means: the animation ends and goes back to default position

loop 0 1 1 1: the last 1 means: the animation stay in the last frame of the animation at the end of the animation

 

instead time 2950 can be inserted -1

-1 let the actor do one full animation

 

set it to 4.0 loop 0 1 1 0 time -1

if the actor should do the animation one time

 

set it to 4.0 loop 1 1 1 0 time -1

if the actor should repeats the anim permanently

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Hmm, i have tried every combination od this one-zero after "loop" but it's still not working sad.gif I have to rotate the player after the animation in 180 degrees i think, how should I do this?

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Hmm, i have tried every combination od this one-zero after "loop" but it's still not working sad.gif I have to rotate the player after the animation in 180 degrees i think, how should I do this?

for more help we need the animation

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There are a few animations that slipped by QA that do this; there's even a couple that finish with the player facing to the left or right. Your best bet would be if you use one that does this is to simply set your z angle accordingly.

 

 

0173=2,set_actor %1d% Z_angle_to %2d%  (any actor, use PLAYER_ACTOR for the player)03C8=0,set_player_rotate_180_degrees (only the player, use PLAYER_CHAR)

 

I'm actually not against democracy though. I'm against things I think are f*cking stupid. I think this is f*cking stupid. - Sweets

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You could also try to add more frames, thouse frames would be the player rotating himself. You could just "copy/paste" the anim of CJ doing the 180º rotation (ped.ifp) and place it at the end of your anim.
Yl8KS.jpg
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This is my animation (colt45_reload in this colt45.ifp package) www.sendspace.com/file/drn2vt , and here's a script for this (key 80 is "p"):

 

 

// This file was decompiled using sascm.ini published by Seemann (http://sannybuilder.com/files/SASCM.rar) on 13.10.2007{$VERSION 3.1.0027}{$CLEO .cs}//-------------MAIN---------------0000: NOP thread 'TRICKS' :TRICKS_13wait 10 if   Player.Defined($PLAYER_CHAR)else_jump @TRICKS_13 04ED: load_animation "COLT45":TRICKS_45:TRICKS_1073wait 10 if and0AB0:   key_pressed 80 044B:   actor $PLAYER_ACTOR on_foot else_jump @TRICKS_45 0605: actor $PLAYER_ACTOR perform_animation_sequence "COLT45_RELOAD" IFP_file "COLT45" 4.0 loop 0 1 1 0 time 4000 // versionA wait 4000 jump @TRICKS_13 0A93: end_custom_thread 

 

 

 

Can someone fix this ?

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:TRICKS_45:TRICKS_1073

 

Why 2 threads?

 

 

jump @TRICKS_130A93: end_custom_thread 

 

0A93 will never be read, because you tell the game to jump to Tricks_13 before ending.

Yl8KS.jpg
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This is my animation (colt45_reload in this colt45.ifp package) www.sendspace.com/file/drn2vt ,

 

Can someone fix this ?

Lol, really funny when the cops do also the flickflack biggrin.gif or how do you call this figure?

take the script below

 

{$CLEO .cs}:TRICKS_1thread 'TRICKS' wait 1000 :TRICKS_16wait 50 if   Player.Defined($PLAYER_CHAR)jf @TRICKS_16 if and044B:   actor $PLAYER_ACTOR on_foot 0AB0:   key_pressed 80 jf @TRICKS_16 [email protected] = Actor.Angle($PLAYER_ACTOR)[email protected] += 180.0 06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 :TRICKS_81if 84EE:   not animation "COLT45" loaded jf @TRICKS_123 04ED: load_animation "COLT45" wait 0 jump @TRICKS_81 :TRICKS_1230812: AS_actor $PLAYER_ACTOR perform_animation "COLT45_RELOAD" IFP_file "COLT45" 4.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1 // versionB wait 1000 :TRICKS_171wait 0 if   Player.Defined($PLAYER_CHAR)jf @TRICKS_171 if 80E1:   not player 0 pressed_key 15 jf @TRICKS_283 if   Actor.Animation($PLAYER_ACTOR) == "COLT45_RELOAD"jf @TRICKS_283 0613: [email protected] = actor $PLAYER_ACTOR animation "COLT45_RELOAD" time if  [email protected] == 1.0 jf @TRICKS_171 :TRICKS_2830792: disembark_instantly_actor $PLAYER_ACTOR Actor.Angle($PLAYER_ACTOR) = [email protected]: release_animation "COLT45" 06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 jump @TRICKS_16 

 

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