coin-god Posted August 5, 2010 Share Posted August 5, 2010 0615: define_AS_pack_begin [email protected] 0605: actor -1 perform_animation_sequence "JUMP" IFP_file "ANIMATION" 1004.0 loop 0 0 0 0 time -1 // versionA 0605: actor -1 perform_animation_sequence "SIT" IFP_file "ANIMATION" 1004.0 loop 0 0 0 1 time -1 // versionA 0616: define_AS_pack_end [email protected] 0618: assign_actor $PLAYER_ACTOR to_AS_pack [email protected] 061B: remove_references_to_AS_pack [email protected] Not sure what this is suppoused to do. I think it creates some kind of "pack" in wich those JUMP and SIT anims are stored, and not played. And when you assign it the player will play it. Not sure if its automaticly played or needs another opcode to trigger one of the anims tho. Is that how it works? Link to comment Share on other sites More sharing options...
Adler Posted August 6, 2010 Share Posted August 6, 2010 It just needs the assign_actor to_AS_pack opcode to start the AS pack and the actor will perform the anims in the pack one at a time until he finishes all the anims. Link to comment Share on other sites More sharing options...
toonskull Posted August 6, 2010 Share Posted August 6, 2010 This is from my brother's code on the "Hostel" mission in Tenpenny Stories. //Cop 11 shoots at 16 and 150615: define_AS_pack_begin [email protected] 05D3: AS_actor -1 goto_point 2267.4192 1644.717 1084.24 mode 6 -2 ms // versionA 0639: AS_actor -1 rotate_to_actor [email protected] 04EB: AS_actor -1 crouch true 0638: AS_actor -1 stay_put true ifnot Actor.Dead([email protected])then07A5: AS_actor -1 attack_actor [email protected] 5000 ms end04EB: AS_actor -1 crouch false 05D3: AS_actor -1 goto_point 2271.0574 1655.6993 1084.24 mode 6 -2 ms // versionA ifnot Actor.Dead([email protected])then07A5: AS_actor -1 attack_actor [email protected] 2500 ms end0643: set_AS_pack [email protected] loop 1 0616: define_AS_pack_end [email protected] 0618: assign_actor [email protected] to_AS_pack [email protected] 061B: remove_references_to_AS_pack [email protected] Basically it "programs" one or more actors to accomplish a series of AS_actor commands and not just animation. In the code above actor [email protected] is told to move to a point, turn and shoot actor [email protected] then croutch, don't move. But if Actor [email protected] is still alive shoot at him for 5 seconds. Get up go to another position and if actor [email protected] is alive shoot at him for 2½ seconds. The pack is set to loop forever. There is a limit to the number of commands per pack but I don't recall what that is and my brother is out. Link to comment Share on other sites More sharing options...
coin-god Posted August 6, 2010 Author Share Posted August 6, 2010 Wow, thats really usefull. Didin't know that it could be that usefull. Thanks for info guys. Link to comment Share on other sites More sharing options...
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