tysman 0 Posted July 26, 2010 Hello I am making a mod with Leather_face89 and he made some awesome animations and rigged the bear model for me. What I need some help with is I would like to perform those animations using CLEO code, but I just don't know what to use to load those animations and make them work. The name of the ifp file is called "bear.ifp" and the names for the animations are "Bear_stand"(Bear_stand is the idle animation, the bear has all 4 legs on the ground) "Bear_run" "Bear_death" and "Bear_attack" any help with adding the codes to my script will be much appreciated. Here is my full code I have so far: {$VERSION 3.1.0027}{$CLEO .cs}//-------------MAIN---------------thread 'BEAR' :BEAR_11wait 0 if Player.Defined($PLAYER_CHAR)else_jump @BEAR_11 if $ONMISSION == 0 else_jump @BEAR_11 if 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere -696.9056 -2102.9678 26.2662 radius 60.0 60.0 60.0 else_jump @BEAR_11 023C: load_special_actor 'BEAR' as 5 // models 290-299 :BEAR_117wait 0 if 023D: special_actor 5 loaded else_jump @BEAR_117 [email protected] = Actor.Create(Mission1, #SPECIAL05, -594.8727, -2067.8113, 42.0035)Actor.Angle([email protected]) = 254.662Actor.Health([email protected]) = 100000446: set_actor [email protected] immune_to_headshots 0 04D8: set_actor [email protected] drowns_in_water 0 0946: set_actor [email protected] actions_uninterupted_by_weapon_fire 1 060B: set_actor [email protected] decision_maker_to 32 03FE: set_actor [email protected] money 0 05BF: AS_actor $PLAYER_ACTOR look_at_actor [email protected] 5000 ms 05BF: AS_actor [email protected] look_at_actor $PLAYER_ACTOR 5000 ms wait 200 $BEAR_ACTOR = Actor.Health([email protected])$BEAR_ACTOR /= 40 03C4: set_status_text $BEAR_ACTOR type 1 GXT 'NA' // global_variable 05E2: AS_actor [email protected] kill_actor $PLAYER_ACTOR Model.Destroy(#SPECIAL05)0296: unload_special_actor 5 :BEAR_321wait 0 if Player.Defined($PLAYER_CHAR)else_jump @BEAR_410 if not Actor.Dead([email protected])else_jump @BEAR_431 if 00F2: actor $PLAYER_ACTOR near_actor [email protected] radius 200.0 200.0 0 else_jump @BEAR_410 $BEAR_ACTOR = Actor.Health([email protected])$BEAR_ACTOR /= 25 jump @BEAR_321 :BEAR_410Actor.RemoveReferences([email protected])0151: remove_status_text $BEAR_ACTOR 065C: release_decision_maker 32 jump @BEAR_11 :BEAR_431Actor.RemoveReferences([email protected])0151: remove_status_text $BEAR_ACTOR 0A93: end_custom_thread Share this post Link to post Share on other sites
Leather_face89 0 Posted July 26, 2010 hey tysman, can u add to the post pics of the bear model textured??? or videos and gifts of the bears animations applyed to bear, so the people will be more interested in the bear mod and will help us more quickly Share this post Link to post Share on other sites
tysman 0 Posted July 26, 2010 it's ok the way it is, you don't use pictures in the coding section just code. Share this post Link to post Share on other sites
BnB 369 Posted July 27, 2010 i think you have to replace some animations Share this post Link to post Share on other sites
G The Generous 85 Posted July 27, 2010 u have to replace bear animation with some original animation Share this post Link to post Share on other sites
Ninjor 0 Posted July 27, 2010 If you have 3ds max you can use this tutorial http://www.gtaforums.com/index.php?showtopic=400901 to add animations to a preexisting ifp file. Share this post Link to post Share on other sites
Leather_face89 0 Posted July 27, 2010 to BnB: we dont want to replace the original animations, what we want to do its make the bear perform the custom attack animation every time when he attacks, and make him perform the custom stand animation when he stands, if we replace the original animations all the peds would move like the bear! to badboy_zay: i dont understand, why doing that??? to Ninjor: i dont have 3dsmax, but gmax works like 3dsmax, the animation that i maed were using gmax, and i already created a custom ifp! Anyway, thanks to all of u, what we want to do its to make the ped perform the correct animation acording to its action, like: The bears attacks CJ, then instead of playing the normal fight punch animation, the bear plays the bear_attack animation in the ifp that i amde, thats we want to do, have u seen the horse mod to gta sa??? well if u see it, the horse is a ped that performs the animations in its ifp! thats it! Share this post Link to post Share on other sites
G The Generous 85 Posted July 27, 2010 you don't need to change any script to make bear animation work in game just change your animation with some exist animation but if u want to add new one,you have to make new animation script for ped and i advice you to use 3DS Max rather than Gmax because 3DS is much better Share this post Link to post Share on other sites
tysman 0 Posted July 27, 2010 hes right you technically replace exciting animations with the custom ones then you just add the code in your script. So how would I add those codes in my script to work? Share this post Link to post Share on other sites
G The Generous 85 Posted July 27, 2010 hes right you technically replace exciting animations with the custom ones then you just add the code in your script. So how would I add those codes in my script to work? i dunno how to change a new one but for easy way,try to replace it with ped's old man animation,u will see a result but it just work for walking,run,standing,... for now,won't work for fight,but i think bear can fight like a man Share this post Link to post Share on other sites
Leather_face89 0 Posted July 27, 2010 well now i understand, the thing that u are saying its that i have to make another ifp whit the oldman anim, then i replace the run, walk and stand old anims whit the bears one!, but there are 2 problems: a bear dont fight as a man, it will stand in 2 legs and then let fall the 2 paws in ur head and break it! but there are no anims for that, i have to make those custom! the bear dies in another way, it can be done whit the real ragdoll asi script from ryosuke but it isnt released! we stil having problem, we just need to know how the horse mod script of the anims works or we will need to someone like goin-god or another good scripter tell us how to apply custom anims in a script! Share this post Link to post Share on other sites
ZAZ 486 Posted July 27, 2010 (edited) Hello I am making a mod with Leather_face89 and he made some awesome animations and rigged the bear model for me. What I need some help with is I would like to perform those animations using CLEO code, but I just don't know what to use to load those animations and make them work. The name of the ifp file is called "bear.ifp" and the names for the animations are "Bear_stand"(Bear_stand is the idle animation, the bear has all 4 legs on the ground) "Bear_run" "Bear_death" and "Bear_attack" any help with adding the codes to my script will be much appreciated. I recomand to add new animations in the ifp file ped.ifp and use GTA Animation Manager ------------ anyway, we don't have your model and your animations first we must make shure that the code is correct for animation test test the script below, player should perform TAI_CHI it is an exemble to assign an animation of IFP file "PARK" by key_press to player actor The animation will be repeated as long as the key is not pressed again, because of the value 1 in the parameter of loopA {$CLEO .cs}:IFP_PARK03A4: name_thread 'IFPPARK':IFP_PARK_110001: wait 0 ms00D6: if0256: player $PLAYER_CHAR defined004D: jump_if_false @IFP_PARK_1100D6: if0AB0: key_pressed 8//-----------------key = Backspace004D: jump_if_false @IFP_PARK_1104ED: load_animation "PARK":IFP_PARK_540001: wait 0 ms00D6: if04EE: animation "PARK" loaded004D: jump_if_false @IFP_PARK_540812: AS_actor $PLAYER_ACTOR perform_animation "TAI_CHI_IN" IFP_file "PARK" 1.0 loopA 1 lockX 1 lockY 1 lockF 1 time -2 // versionB0001: wait 1000 ms:IFP_PARK_1410001: wait 0 ms00D6: if0256: player $PLAYER_CHAR defined004D: jump_if_false @IFP_PARK_14100D6: if and8AB0: not key_pressed 8//-----------------key = Backspace80E1: not player 0 pressed_key 15004D: jump_if_false @IFP_PARK_2210002: jump @IFP_PARK_141:IFP_PARK_2210792: disembark_instantly_actor $PLAYER_ACTOR04EF: release_animation "PARK"0001: wait 1000 ms0002: jump @IFP_PARK_11 Then test if the new animations are working change the ifp file name "PARK" into "bear" 4 entries: 04ED: load_animation "PARK" 00D6: if 04EE: animation "PARK" loaded 0812: AS_actor $PLAYER_ACTOR perform_animation "TAI_CHI_IN" IFP_file "PARK" 1.0 loopA 1 lockX 1 lockY 1 lockF 1 time 04EF: release_animation "PARK" and the animation "TAI_CHI_IN" into "Bear_attack" then player should do bear_attack by keypress Backspace then give me two answers: did TAI_CHI working? did bear_attack working? Edited July 28, 2010 by ZAZ Share this post Link to post Share on other sites
Leather_face89 0 Posted July 27, 2010 (edited) well, im not coder, but i understand a bit, what u want to do whit that code in the example, i will add the anims into the ped.ifp and thanks by the way EDIT: sorry i cant answer, i dont know how to compile/make/edit cleo scripts but i will try at least compiling it whit sanny builder, then i will answer u 2ND EDIT: YES IT WORKED, THE TAICHI ANIMATION WAS PERFORMED!!! I ONLY HAVE TO CHANGE THE THINGS THAT U SAID INTO bear AND bear_attack 3TH EDIT: HELL YEAH!! IT WORKED!!, i also tried replacing the bear attack whit the satnd, wlak and death!!!! it works thanks ZAZ! now we have only to assign those anims to a especifyc action, such as the ped attacks CJ, or the ped stands or the ped dies! Edited July 27, 2010 by Leather_face89 Share this post Link to post Share on other sites
tysman 0 Posted July 27, 2010 we don't need to add the animations in ped.ifp they can be loaded from the bear.ifp (The horse mod has it's own ifp file as well) All I need to do is load that file and add the codes to perform those animations. My first post that has my full code explains the names of the animations already completed. Lets start off with the easy bit first, what code do I use to load (bear.ifp) Share this post Link to post Share on other sites
Leather_face89 0 Posted July 27, 2010 we don't need to add the animations in ped.ifp they can be loaded from the bear.ifp (The horse mod has it's own ifp file as well) All I need to do is load that file and add the codes to perform those animations. My first post that has my full code explains the names of the animations already completed. Lets start off with the easy bit first, what code do I use to load (bear.ifp) well, thats its true, its possible to load a ifp as i seen in that mod, but that i understand from what said ZAZ, there are varios advantages/dissavantages doing that: *if we load the custom bear ifp: advantages: we dont have to edit the ped.ifp, so we can have our own ped.ifp whit ragdoll and all that!, also we only have to add the bear.ifp to the gta3.img dissavantages: the script needs to load the custom ifp and seems that u dont know how to do that (there is more advantage in doing the load ifp, cuz i dont have to edit my own ped.ifp) *if we add the bear.ifp into the ped.ifp advantages: u can do it more faster but; dissavantages: we have to download a new ped.ifp and if we haved a ragdoll mod, we will loss it! whatever, juts read some tutorials, these should say u how to load a custom ifp added in the gta3.img, but i dont know why, but coin-god and ZAZ says thats its better adding the bear.ifp into the ped.ifp, i dont know why doing thta its better, as i said "i dont know coding" so thats why i dont know that Share this post Link to post Share on other sites
ZAZ 486 Posted July 27, 2010 well, im not coder, but i understand a bit, what u want to do whit that code in the example, i will add the anims into the ped.ifp and thanks by the way EDIT: sorry i cant answer, i dont know how to compile/make/edit cleo scripts but i will try at least compiling it whit sanny builder, then i will answer u 2ND EDIT: YES IT WORKED, THE TAICHI ANIMATION WAS PERFORMED!!! I ONLY HAVE TO CHANGE THE THINGS THAT U SAID INTO bear AND bear_attack 3TH EDIT: HELL YEAH!! IT WORKED!!, i also tried replacing the bear attack whit the satnd, wlak and death!!!! it works thanks ZAZ! now we have only to assign those anims to a especifyc action, such as the ped attacks CJ, or the ped stands or the ped dies! congraz change the parameter to this "bear" 8.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB lockX 1 lockY 1 means he really moves in x and y axis lockF 1 = freeze at the end in last frame time -1 = plays the whole animation for one time time 500 = plays the animation for 500 milliseconds Share this post Link to post Share on other sites
coin-god 24 Posted July 27, 2010 Just use your custom IFP, no need to use the ped.ifp Personally I wouldnt add anything to ped.ifp. And there is an easier way to set up a walk style for peds. In animgrp.dat Thats how my dog works now. Then use scripting to prevent the bear from doing anims he should not do. Share this post Link to post Share on other sites
Leather_face89 0 Posted July 27, 2010 (edited) what i have to say, thanks again!!!! xD, so whit these the bear will move normaly while running, the death anim will play only 1 time and stop in the last frame, and some anims such as the attack one will be more fast or slow depending that last parameter that u did put?? cool!!! then i only have to wait for tysman to put those codes and asociates them whit that type of actions like dying and standing etc... and WE WILL HAVE THE 1RTH AGRESIVE-INTERACTIVE-KILLABLE animal mod!!! lol EDIT: thats right goin-god!!! so if i make a new group like bear anim, and then i put in that group the bear_stand and the bear_run anims, when standing or running the bear will perform these!!! i think it works that way!!! for preventing that he does a walking or sprinting anim or even the crouch or jump anims i think that its possible to prevent that the bear does that type of things whit the cleo script, like editing its AI, but the anims like death or attack must be performed using the script! thanks goin-god Edited July 27, 2010 by Leather_face89 Share this post Link to post Share on other sites
tysman 0 Posted July 28, 2010 yep so what code to add to my script to load bear.ifp? Share this post Link to post Share on other sites
coin-god 24 Posted July 28, 2010 yep so what code to add to my script to load bear.ifp? 04ED: load_animation "BEAR" 04EE: animation "BEAR" loaded 04EF: release_animation "BEAR" Now put it together yourelf Share this post Link to post Share on other sites
tysman 0 Posted July 28, 2010 (edited) Ok those codes are added, here is my code now with those added (except for the release_animation "BEAR") thread 'BEAR' :BEAR_11wait 0 if Player.Defined($PLAYER_CHAR)else_jump @BEAR_11 if $ONMISSION == 0 else_jump @BEAR_11 if 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere -696.9056 -2102.9678 26.2662 radius 60.0 60.0 60.0 else_jump @BEAR_11 023C: load_special_actor 'BEAR' as 5 // models 290-299wait 504ED: load_animation "BEAR" :BEAR_117wait 0 if 023D: special_actor 5 loaded04EE: animation "BEAR" loaded else_jump @BEAR_117 [email protected] = Actor.Create(Mission1, #SPECIAL05, -594.8727, -2067.8113, 42.0035)Actor.Angle([email protected]) = 254.662Actor.Health([email protected]) = 100000446: set_actor [email protected] immune_to_headshots 0 04D8: set_actor [email protected] drowns_in_water 0 0946: set_actor [email protected] actions_uninterupted_by_weapon_fire 1 060B: set_actor [email protected] decision_maker_to 32 03FE: set_actor [email protected] money 0 05BF: AS_actor $PLAYER_ACTOR look_at_actor [email protected] 5000 ms 05BF: AS_actor [email protected] look_at_actor $PLAYER_ACTOR 5000 ms wait 200 $BEAR_ACTOR = Actor.Health([email protected])$BEAR_ACTOR /= 40 03C4: set_status_text $BEAR_ACTOR type 1 GXT 'NA' // global_variable 05E2: AS_actor [email protected] kill_actor $PLAYER_ACTOR Model.Destroy(#SPECIAL05)0296: unload_special_actor 5 :BEAR_321wait 0 if Player.Defined($PLAYER_CHAR)else_jump @BEAR_410 if not Actor.Dead([email protected])else_jump @BEAR_431 if 00F2: actor $PLAYER_ACTOR near_actor [email protected] radius 200.0 200.0 0 else_jump @BEAR_410 $BEAR_ACTOR = Actor.Health([email protected])$BEAR_ACTOR /= 25 jump @BEAR_321 :BEAR_410Actor.RemoveReferences([email protected])0151: remove_status_text $BEAR_ACTOR 065C: release_decision_maker 32 jump @BEAR_11 :BEAR_431Actor.RemoveReferences([email protected])0151: remove_status_text $BEAR_ACTOR 0A93: end_custom_thread Now what i want to do next is perform the (Bear_stand) animation after the animation file is loaded Edited July 28, 2010 by tysman Share this post Link to post Share on other sites
Gramps 757 Posted July 28, 2010 Thats how my dog works now. Then use scripting to prevent the bear from doing anims he should not do. You have a dog in SA ? Share this post Link to post Share on other sites
tysman 0 Posted July 28, 2010 not me but Coin God has made a dog and is adding it into his latest Bio Hazard Alert Mod This is a Bear mod I am working on Share this post Link to post Share on other sites
Gramps 757 Posted July 28, 2010 Ahh i see, thanks for the the quick reply lol... hopefully it is released stand-alone as well, as I would want a dog in my game, but not to install a TC to have it. I've been following this thread since it was started, and the progress looks pretty good. Can't wait for screens Keep up the good work peeps Share this post Link to post Share on other sites
coin-god 24 Posted July 28, 2010 tysman I would really like you to follow my advice. (animgrp.dat) But If you just want to make things more complicated, go ahead. Share this post Link to post Share on other sites
tysman 0 Posted July 28, 2010 sorry man so whats your advice on the animgrp.dat cause I don't want it to be hard, I just chose the way I wanted to do just cause I didn't know about your advice about the animgrp.dat. So please let me know the easier way (your way) Share this post Link to post Share on other sites
Leather_face89 0 Posted July 28, 2010 well as goin-god says, yup, its better to make our own animation group for the bear, as goin-god explained me: we want to add a new group of animations to the bear, these animation are for the walk cycle of the bear, so, once u load the bear.ifp, he automaticall will perfomr the stand animation while standing, the run animation while runing and those, he will not perform the death or attack animation in the animation group, those groups are only to apply stands and moving anims, but not death or combat ones, so that must be doing in the cleo3 script! i will make that animgrp.dat let me doing that! to goin-god: well i only have a question about that method, i only put the bear_stand and the bear_run, should i chANGE THE ANIMATIONS NAMES??? something like: bear_idlestance or bear_run and bear_walk and bear_sprint and etc...??? i know that in the script its gonna to be said to make the bear dont walk, sprint, jump, use weapons (except the fist) and those, but these animations in the group will work whit the original names???? or whit the new ones that i said??!!!! to methodunderg: im also working in a "puppy" mod, yes im making puppy animations for some dogs that i have riged!!! why?? cuz i would like to see dogs in gta sa, but the little ones would be even more... hemm. uhh... PSYCO!!!!! XD!!!! whatever, the coin_god`s dogs its a zombien one, mine going to be a puppy, no adult, and it will have some features like doing tricks and attack enemies in another way, it would be interesting seeing goin.god´s zombien cerberus dog VS my little puppyes XD Share this post Link to post Share on other sites
ZAZ 486 Posted July 28, 2010 (edited) Ok those codes are added, here is my code now with those added (except for the release_animation "BEAR") thread 'BEAR' :BEAR_11wait 0 if Player.Defined($PLAYER_CHAR)else_jump @BEAR_11 if $ONMISSION == 0 else_jump @BEAR_11 if 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere -696.9056 -2102.9678 26.2662 radius 60.0 60.0 60.0 else_jump @BEAR_11 023C: load_special_actor 'BEAR' as 5 // models 290-299wait 504ED: load_animation "BEAR" :BEAR_117wait 0 if 023D: special_actor 5 loaded04EE: animation "BEAR" loaded else_jump @BEAR_117 Tysman, you forgot again to insert the and :BEAR_117wait 0if023D: special_actor 5 loaded04EE: animation "BEAR" loaded else_jump @BEAR_117 by more than one condition in the conditional check needs to determine if it means if and or if or Edited July 28, 2010 by ZAZ Share this post Link to post Share on other sites
tysman 0 Posted July 28, 2010 So it should look like this :BEAR_117wait 0 if and 023D: special_actor 5 loaded04EE: animation "BEAR" loaded else_jump @BEAR_117 [email protected] = Actor.Create(Mission1, #SPECIAL05, -594.8727, -2067.8113, 42.0035) Share this post Link to post Share on other sites
tysman 0 Posted July 28, 2010 OK so now I need to perform the animation Bear_stand (The idle animation) what code do I use, and where do I put it? Share this post Link to post Share on other sites