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tysman

Bear Mod (help needed)

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tysman

it's the BEAR_ATTACK animation it is performing it to fast if it was 0.5 like the run animation it would be perfect smile.gif

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ZAZ
it's the BEAR_ATTACK animation it is performing it to fast if it was 0.5 like the run animation it would be perfect smile.gif

so add the animation speed codes

 

:BEAR_325if0611:   actor [email protected] performing_animation "BBALL_run" else_jump @BEAR_3260393: actor [email protected] perform_animation "BBALL_run" at [email protected] times_normal_rate:BEAR_326if0611:   actor [email protected] performing_animation "FightA_3" else_jump @BEAR_3270393: actor [email protected] perform_animation "FightA_3" at 0.5 times_normal_rate:BEAR_327

 

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tysman

Thanks works like a charm smile.gif so are we ready to hurt CJ?

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ZAZ
Thanks works like a charm smile.gif so are we ready to hurt CJ?

 

{$CLEO .cs}//-------------MAIN---------------thread 'BEAR':BEAR_11wait 0ifPlayer.Defined($PLAYER_CHAR)else_jump @BEAR_11if$ONMISSION == 0else_jump @BEAR_11if00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere -696.9056 -2102.9678 26.2662 radius 60.0 60.0 60.0 on_footelse_jump @BEAR_11023C: load_special_actor 'BEAR' as 5 // models 290-299wait 504ED: load_animation "BSKTBALL"  :BEAR_117wait 0if and023D:   special_actor 5 loaded04EE:   animation "BSKTBALL" 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 0wait 5000639: AS_actor [email protected] rotate_to_actor $PLAYER_ACTOR wait 1500$BEAR_ACTOR = Actor.Health([email protected])$BEAR_ACTOR /= 4003C4: set_status_text $BEAR_ACTOR type 1 GXT 'NA' // global_variable0296: unload_special_actor 50812: AS_actor [email protected] perform_animation "BBALL_run" IFP_file "BSKTBALL" 4.0 loopA 1 lockX 1 lockY 1 lockF 0 time -1 // [email protected] = 0:BEAR_321wait 0ifPlayer.Defined($PLAYER_CHAR)else_jump @BEAR_410ifnot Actor.Dead([email protected])else_jump @BEAR_431if00F2:   actor $PLAYER_ACTOR near_actor [email protected] radius 200.0 200.0 0else_jump @BEAR_410if [email protected] == 000F2:  actor $PLAYER_ACTOR near_actor [email protected] radius 1.5 1.5 0else_jump @BEAR_3220812: AS_actor [email protected] perform_animation "FightA_3" IFP_file "PED" 4.0 loopA 1 lockX 1 lockY 1 lockF 0 time -1 // [email protected] = 1jump @BEAR_324:BEAR_322if [email protected] == 180F2: not  actor $PLAYER_ACTOR near_actor [email protected] radius 1.7 1.7 0else_jump @BEAR_3240812: AS_actor [email protected] perform_animation "BBALL_run" IFP_file "BSKTBALL" 4.0 loopA 1 lockX 1 lockY 1 lockF 0 time -1 // [email protected] = 0:[email protected] = 1.0if00F2:   actor $PLAYER_ACTOR near_actor [email protected] radius 8.0 8.0 0else_jump @[email protected] = 0.5:BEAR_325if0611:   actor [email protected] performing_animation "BBALL_run" else_jump @BEAR_3260393: actor [email protected] perform_animation "BBALL_run" at [email protected] times_normal_rate:BEAR_326if0611:   actor [email protected] performing_animation "FightA_3" else_jump @BEAR_3350393: actor [email protected] perform_animation "FightA_3" at 0.5 times_normal_rate0613: [email protected] = actor [email protected] animation "FightA_3" timeif  [email protected] > 0.40.5 > [email protected]:  actor $PLAYER_ACTOR near_actor [email protected] radius 1.5 1.5 0004D: jump_if_false @BEAR_33504DD: [email protected] = actor $PLAYER_ACTOR [email protected] > 0jf @BEAR_328035F: actor $PLAYER_ACTOR armour += -5jump @BEAR_335:BEAR_3280851: set_actor $PLAYER_ACTOR decrease_health_by 5 flag 1jump @BEAR_335:BEAR_335Actor.StorePos([email protected], [email protected], [email protected], [email protected])Actor.StorePos($PLAYER_ACTOR, [email protected], [email protected], [email protected])0063: [email protected] -= [email protected] // (float)0063: [email protected] -= [email protected] // (float)0604: get_Z_angle_for_point [email protected] [email protected] store_to [email protected]@ += 180.0Actor.Angle([email protected]) = [email protected]:BEAR_377if or051A:   actor [email protected] damaged_by_actor $PLAYER_ACTOR0457:   player $PLAYER_CHAR aiming_at_actor [email protected]$BEAR_ACTOR = Actor.Health([email protected])$BEAR_ACTOR /= 25if  0 >= $BEAR_ACTORthen0829: actor [email protected] perform_animation "BBALL_react_miss" IFP_file "BSKTBALL" rate 4.0 time 0 and_dieswait 10000792: disembark_instantly_actor [email protected]: AS_kill_actor [email protected] @BEAR_431endjump @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

 

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tysman

Thanks again it works great. Just a question is there a way to make CJ make an injured sound when his health is going down?

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 0if Player.Defined($PLAYER_CHAR)else_jump @BEAR_11if$ONMISSION == 0else_jump @BEAR_11if00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere -696.9056 -2102.9678 26.2662 radius 60.0 60.0 60.0 on_footelse_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]) = 60000446: 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 $BEAR_ACTOR type 1 GXT 'NA' // global_variablewait 2000812: AS_actor [email protected] perform_animation "BEAR_RUN" IFP_file "BEAR_ANIMATION" 4.0 loopA 1 lockX 1 lockY 1 lockF 0 time -1 // versionB0296: unload_special_actor [email protected] = 0:BEAR_321wait 0ifPlayer.Defined($PLAYER_CHAR)else_jump @BEAR_410ifnot Actor.Dead([email protected])else_jump @BEAR_431if00F2:   actor $PLAYER_ACTOR near_actor [email protected] radius 200.0 200.0 0else_jump @BEAR_410if [email protected] == 000F2:  actor $PLAYER_ACTOR near_actor [email protected] radius 1.5 1.5 0else_jump @BEAR_3220812: AS_actor [email protected] perform_animation "BEAR_ATTACK" IFP_file "BEAR_ANIMATION" 4.0 loopA 1 lockX 1 lockY 1 lockF 0 time -1 // [email protected] = 1jump @BEAR_324:BEAR_322if [email protected] == 180F2: not  actor $PLAYER_ACTOR near_actor [email protected] radius 1.7 1.7 0else_jump @BEAR_3240812: AS_actor [email protected] perform_animation "BEAR_RUN" IFP_file "BEAR_ANIMATION" 4.0 loopA 1 lockX 1 lockY 1 lockF 0 time -1 // [email protected] = 0:[email protected] = 1.0if00F2:   actor $PLAYER_ACTOR near_actor [email protected] radius 8.0 8.0 0else_jump @[email protected] = 0.5:BEAR_325if0611:   actor [email protected] performing_animation "BEAR_RUN"else_jump @BEAR_3260393: actor [email protected] perform_animation "BEAR_RUN" at [email protected] times_normal_rate:BEAR_326if0611:   actor [email protected] performing_animation "BEAR_ATTACK"else_jump @BEAR_3350393: actor [email protected] perform_animation "BEAR_ATTACK" at 0.5 times_normal_rate0613: [email protected] = actor [email protected] animation "BEAR_ATTACK" timeif  [email protected] > 0.40.5 > [email protected]:  actor $PLAYER_ACTOR near_actor [email protected] radius 1.5 1.5 0004D: jump_if_false @BEAR_33504DD: [email protected] = actor $PLAYER_ACTOR [email protected] > 0else_jump @BEAR_328035F: actor $PLAYER_ACTOR armour += -5jump @BEAR_335:BEAR_3280851: set_actor $PLAYER_ACTOR decrease_health_by 5 flag 1jump @BEAR_335:BEAR_335Actor.StorePos([email protected], [email protected], [email protected], [email protected])Actor.StorePos($PLAYER_ACTOR, [email protected], [email protected], [email protected])0063: [email protected] -= [email protected] // (float)0063: [email protected] -= [email protected] // (float)0604: get_Z_angle_for_point [email protected] [email protected] store_to [email protected]@ += 180.0Actor.Angle([email protected]) = [email protected]:BEAR_377if or051A:   actor [email protected] damaged_by_actor $PLAYER_ACTOR0457:   player $PLAYER_CHAR aiming_at_actor [email protected]$BEAR_ACTOR = Actor.Health([email protected])$BEAR_ACTOR /= 25if  0 >= $BEAR_ACTORthen0829: actor [email protected] perform_animation "BEAR_DEATH" IFP_file "BEAR_ANIMATION" rate 4.0 time 0 and_dies0321: kill_actor [email protected] @BEAR_431endjump @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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Wesser

@tysman, you really need to learn some coding tutorials before posting every ideas thought at moment. I have nothing wrong with you but you're bothering too much because that wouldn't be your mod at all! turn.gif

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tysman

I know sorry, I am just not that good at coding, I know the basics but not the hard stuff. I will say in the credits that ZAZ helped more than he should of. I figured out how to make CJ say hurt sounds when his health is going down, all I had to do was add the following code twice. One for Armor going down and the other for health

 

05C1: AS_actor $PLAYER_ACTOR speak_from_audio_table 344

 

My mod is finally finished, ZAZ you are the man biggrin.gifbiggrin.gif you deserve lots of cookie.gifcookie.gifcookie.gifcookie.gifcookie.gifcookie.gifcookie.gifcookie.gif I will definitely put your name in the credits, for your hard work. Thanks again for everything

 

Edited by tysman

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dtd190

its a great mod colgate.gif

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