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tysman

Bear Mod (help needed)

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tysman

Lets work on another easy animation, the death animation called bear_death. I added a piece of code to the end of the script that performs the death animation but it only works when I kill the bear with a knife from behind. My edited code:

 

// 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---------------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_ANIMATION"  :BEAR_117wait 0 if and 023D:   special_actor 5 loaded04EE:   animation "BEAR_ANIMATION" 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 00A1D: AS_actor [email protected] rotate_to_and_look_at_actor $PLAYER_ACTORwait 1000615: define_AS_pack_begin [email protected]: assign_actor [email protected] to_AS_pack [email protected]: actor -1 perform_animation_sequence "BEAR_STAND" IFP_file "BEAR_ANIMATION" 4.0 loop 1 0 0 0 time -1 // versionA 0616: define_AS_pack_end [email protected]: remove_references_to_AS_pack [email protected] 200 $BEAR_ACTOR = Actor.Health([email protected])$BEAR_ACTOR /= 40 03C4: set_status_text $BEAR_ACTOR type 1 GXT 'NA' // global_variable0296: unload_special_actor 5:BEAR_321wait 0 if   Player.Defined($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 0else_jump @BEAR_410 $BEAR_ACTOR = Actor.Health([email protected])$BEAR_ACTOR /= 25jump @BEAR_321 :BEAR_410Actor.RemoveReferences([email protected])0151: remove_status_text $BEAR_ACTOR065C: release_decision_maker 32jump @BEAR_11 :BEAR_4310829: actor [email protected] perform_animation "BEAR_DEATH" IFP_file "BEAR_ANIMATION" 4.0 time 0 and_diesActor.RemoveReferences([email protected])0151: remove_status_text $BEAR_ACTOR 0A93: end_custom_thread

 

I would like the bear to perform the death animation at health=1 then when the animation ends his health will=0. Without CJ shooting the bear, to go from 1 to 0

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Leather_face89

 

why you need to make a bear model, are you trying to make a bear mod without me? sad.gif

how the f*ck u dare to say that? no man! no way, i learned how to make models, and if we can put a better model made by the team working on the mod, its better!!! i just want to make best things for the mod! u are the unique coder that i know and that wanna work whit me in such mod, so why the f*ck i would do that??? that would be a suicide to the mod! also, u gave me a idea whitout ur knowlegde, i think i will make various animations for the bear, i mean, a death anim for melee weapons, a deaht anim for fire ones, and a death anim for drowning, also, if u can implementent limping, u know, if its health goes into 20 or less, the bear will walk and stand whit the limping anims, maybe it will start running from CJ, but i think u should make the bear die at 0 health, idk, if u make that of dieing at 1, and u take from it 5 health having 2 of health, i think it would make the bear go glitchy, whatever man, good job, at least we got some progress

Edited by Leather_face89

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sci4me

good luck!!!!!

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tysman

Sorry man I didn't know, I am totally fine with you making another model, again sorry sad.gif I think the limping animation is a good idea but it will prolong the release of the mod for now, I think I made the people wait long enough. How about we add those animations in a second release (updated version) so people will really badly want to download the mod and wait for the next release. Hopefully your OK with that smile.gif

Edited by tysman

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tysman

So yah I would like to perform the death animation called bear_death when the bears health reaches 1 then it will automatically reach 0 when the animation ends. I hope that is possible smile.gif

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BnB

Please post when you REALLY want help or you have serious reason!

If you want to talk to Leather_face89 just PM him!

Edited by BnB

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tysman

I don't want to talk to him I want to talk to ZAZ, Deji, The_Siggi, you, and other experienced coders. Leatherface89 is a great coder to, but I need some help in some advanced coding

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Deji
0829: actor [email protected] perform_animation "CRCKDETH3" IFP_file "CRACK" rate 4.0 time 0 and_dies

 

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tysman

So is there a code that will perform(start) the animation when the bears health reaches 1 and the animation ends when the health reaches 0? The reason i am doing that is you don't want the animation to start when the bear is already dead. Would it be easier to add the bear_death to animgrp.dat to make the death animation work better, instead of relying on a time to start it and end the animation? I don't know you guys let me know what would be the best method smile.gif

Edited by tysman

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tysman

Anybody? please I can't figure this out alone sad.gif

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BnB

 

if     10 >= $BEAR_HEALTHthen   0829: actor $BEAR perform_animation "CRCKDETH3" IFP_file "CRACK" rate 4.0 time 0 and_dies     0321: kill_actor $BEARend

 

 

Or

 

 

if     10 >= $BEAR_HEALTHthen   repeat       wait 0       // here preform the anim you want    until 0 == $BEAR_HEALTHend

 

 

WTF! 6 Pages!!

Edited by BnB

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tysman

Hey thanks man it works perfectly, I decided to put a zero instead of 10 to perform the animation when the bears health reaches zero and it works great, now I just have 2 more animations to figure out and I am done with this mod. Here is my edited full code:

 

// 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---------------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_ANIMATION"  :BEAR_117wait 0 if and 023D:   special_actor 5 loaded04EE:   animation "BEAR_ANIMATION" 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 00A1D: AS_actor [email protected] rotate_to_and_look_at_actor $PLAYER_ACTORwait 1000615: define_AS_pack_begin [email protected]: assign_actor [email protected] to_AS_pack [email protected]: actor -1 perform_animation_sequence "BEAR_STAND" IFP_file "BEAR_ANIMATION" 4.0 loop 1 0 0 0 time -1 // versionA 0616: define_AS_pack_end [email protected]: remove_references_to_AS_pack [email protected] 200 $BEAR_ACTOR = Actor.Health([email protected])$BEAR_ACTOR /= 40 03C4: set_status_text $BEAR_ACTOR type 1 GXT 'NA' // global_variable0296: unload_special_actor 5:BEAR_321wait 0 if   Player.Defined($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 0else_jump @BEAR_410 $BEAR_ACTOR = Actor.Health([email protected])$BEAR_ACTOR /= 25if    0 >= $BEAR_ACTOR then  0829: actor [email protected] perform_animation "BEAR_DEATH" IFP_file "BEAR_ANIMATION" rate 4.0 time 0 and_dies  0321: kill_actor [email protected] @BEAR_321 :BEAR_410Actor.RemoveReferences([email protected])0151: remove_status_text $BEAR_ACTOR065C: release_decision_maker 32jump @BEAR_11 :BEAR_431Actor.RemoveReferences([email protected])0151: remove_status_text $BEAR_ACTOR 0A93: end_custom_thread

 

Now the last 2 animations are bear_run and bear_attack. Lets start with bear_run, how would I make it perform that animation when CJ is near the bear at a certain distance away, and to follow him with that same animation?

Edited by tysman

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Leather_face89

hemmm man, there various things u should do before try the other 2 anims:

 

everytime the bear gets hitted, he flinchs, dont make it flinch when hitted by anything or smashed by a car...

 

when he stops running, or when its in idle fighting, make it only play the stand anim

 

dont let the bear crouch... walk or sprint, as i dont have those anims done yet

Edited by Leather_face89

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tysman

there is no flinch animation?

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BnB

Hmm...

 

 

if   0 >= $BEAR_ACTORthen 0829: actor [email protected] perform_animation "BEAR_DEATH" IFP_file "BEAR_ANIMATION" rate 4.0 time 0 and_dies 0321: kill_actor [email protected]

 

 

 

0 >= $BEAR_ACTOR

 

You have to use a number bigger than 0 because when bear health is 0 the actor has already died

 

 

5 >= $BEAR_ACTOR

 

Use a number 2 - 10

 

You could replace an unused walkstyle and use 0245

 

Animgrp.dat

 

 

skate, skate, walkcycle, 6skate_runskate_sprintskate_sprintskate_idleskate_idleskate_idleend

 

 

You could easily replace skate walkstyle!

 

skate is the walkstyle name

skate is the IPF file

 

skate_run

skate_sprint

skate_sprint

skate_idle

skate_idle

skate_idle

Are the animations from skate IFP file!

Edited by BnB

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Leather_face89
Hmm...

 

 

if   0 >= $BEAR_ACTORthen 0829: actor [email protected] perform_animation "BEAR_DEATH" IFP_file "BEAR_ANIMATION" rate 4.0 time 0 and_dies 0321: kill_actor [email protected]

 

 

 

0 >= $BEAR_ACTOR

 

You have to use a number bigger than 0 because when bear health is 0 the actor has already died

 

 

5 >= $BEAR_ACTOR

 

Use a number 2 - 10

 

You could replace an unused walkstyle and use 0245

 

Animgrp.dat

 

 

skate, skate, walkcycle, 6skate_runskate_sprintskate_sprintskate_idleskate_idleskate_idleend

 

 

You could easily replace skate walkstyle!

 

skate is the walkstyle name

skate is the IPF file

 

skate_run

skate_sprint

skate_sprint

skate_idle

skate_idle

skate_idle

Are the animations from skate IFP file!

well good point there, but we have to make teh bear for this release don sprint, or wlak, since i dont have done those, and also we dont want to replace, i mean add anims, also the skate wlak style is use for the ped whit skates in the beach!

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BnB

I don't know a f*uck about anims! Just replace or add a walk style!

 

 

for this release don sprint, or wlak, since i dont have done those

WTF! Will you make a bear or a statue?

 

BTW Bears health is too much!

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tysman

I will lower the health later, can I just use an as pack again to perform the run animation? The only thing that will make performing this animation is when CJ is near by, oh and to follow him

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Leather_face89
I don't know a f*uck about anims! Just replace or add a walk style!

 

 

for this release don sprint, or wlak, since i dont have done those

WTF! Will you make a bear or a statue?

 

BTW Bears health is too much!

gezz, man, i sayd dont be able to sprint or walk, not run, i mean, run is when u move whitout using a walk keyor the sprint key, as i dont have the anims for srprinting or wlaking only for running, as i know we can use the same anim, but affect the movement speed of the anim

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tysman

exactly smile.gif thats why I said I can use the run animation also for the bear to follow CJ, all I have to do is change the speed of the animation, it makes it easier

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BnB

I added a walk style and I named it WTF I made a little script which creates a ped and walks to a point and worked properly!

 

 

wtf, ped, walkcycle, 6walk_fatrun_fatwoman_runpanicIdlestance_fatroadcrosswalk_startend

 

I put it under skate walk style!

 

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tysman

Thanks but I need to use the bear_run animation in my IFP file confused.gif

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TheSiggi

Think one second and you'll figure ou that 'woman_runpanic' is an animation for running... so I don't see your problem sad.gif

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tysman

I want to use my bear_run animation cause when I use a ped run animation the front 2 legs are in the air and the back 2 kick backwards alot, that's why I got a run animation made for a 4 legged animal smile.gif

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Leather_face89
I want to use my bear_run animation cause when I use a ped run animation the front 2 legs are in the air and the back 2 kick backwards alot, that's why I got a run animation made for a 4 legged animal smile.gif

well in that case if u want i can make a separate ifp for the walkstyle fo the bear and change the name of every anim to fit into teh walkstyle! but i need to know exactly teh anme of to what im supposed to change to...

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tysman

you don't need to do any of that, why make it harder to perform an animation. All I need to do is load the run animation from the ifp file and just fool around with speed. Leatherface89 all I would like you to do is modify the run animation, can you make the bear run like it is already but don't make the bear move forward at all (basically the bear is running in the animation but not going anywhere) can you please do that for me smile.gif

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tysman

Is there an easier way to move your post to the top of the page without double posting confused.gif

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tysman

Hey everyone I am sorry for not keeping this post running for a while I was in college, but now I am back and ready to finally get this mod done smile.gif also sorry for triple posting I won't do it again, anyway like I said before I have the death and idle animations working perfectly, now all I need to do is load the other 2 animations from the ifp file, first I want to load the run animation and I want the bear to run after it gets shot at by CJ here is my full code that I have so far

 

// 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---------------thread 'BEAR':BEAR_11wait 0if Player.Defined($PLAYER_CHAR)else_jump @BEAR_11if$ONMISSION == 0else_jump @BEAR_11if00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -696.9056 -2102.9678 26.2662 radius 60.0 60.0 60.0else_jump @BEAR_11023C: load_special_actor 'BEAR' as 5 // models 290-299wait 504ED: load_animation "BEAR_ANIMATION"  :BEAR_117wait 0if and023D:   special_actor 5 loaded04EE:   animation "BEAR_ANIMATION" loaded  else_jump @[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 004D8: set_actor [email protected] drowns_in_water 00946: set_actor [email protected] actions_uninterupted_by_weapon_fire 1060B: set_actor [email protected] decision_maker_to 3203FE: set_actor [email protected] money 00A1D: AS_actor [email protected] rotate_to_and_look_at_actor $PLAYER_ACTORwait 1000615: define_AS_pack_begin [email protected]: assign_actor [email protected] to_AS_pack [email protected]: actor -1 perform_animation_sequence "BEAR_STAND" IFP_file "BEAR_ANIMATION" 4.0 loop 1 0 0 0 time -1 // versionA0616: define_AS_pack_end [email protected]: remove_references_to_AS_pack [email protected] 200$BEAR_ACTOR = Actor.Health([email protected])$BEAR_ACTOR /= 4003C4: set_status_text $BEAR_ACTOR type 1 GXT 'NA' // global_variable0296: unload_special_actor 5:BEAR_321wait 0if Player.Defined($PLAYER_CHAR)else_jump @BEAR_410if not Actor.Dead([email protected])else_jump @BEAR_431if00F2:   actor $PLAYER_ACTOR near_actor [email protected] radius 200.0 200.0 0else_jump @BEAR_410$BEAR_ACTOR = Actor.Health([email protected])$BEAR_ACTOR /= 25if   0 >= $BEAR_ACTORthen 0829: actor [email protected] perform_animation "BEAR_DEATH" IFP_file "BEAR_ANIMATION" rate 4.0 time 0 and_dies 0321: kill_actor [email protected] @BEAR_321:BEAR_410Actor.RemoveReferences([email protected])0151: remove_status_text $BEAR_ACTOR065C: release_decision_maker 32jump @BEAR_11:BEAR_431Actor.RemoveReferences([email protected])0151: remove_status_text $BEAR_ACTOR0A93: end_custom_thread

 

Edited by tysman

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ZAZ
now all I need to do is load the other 2 animations from the ifp file, first I want to load the run animation

which animation file?

do you mean animations of file "BEAR_ANIMATION"

or do you mean "run_civi" of file "ped" ?

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tysman

from the BEAR_ANIMATION file the animation for running is BEAR_RUN

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