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CLEO perform_animation crash


Odyne

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Hello,

 

i made a new animation (player puts left hand up) and made a new .ifp file with it. In 3ds Max the ifp file and the animation are working 100%. I want to use this script:

 

 

{$CLEO}:ThreadHdthread 'IFP' :ThreadLoopwait 0 if and0AB0:  key_pressed 0x49 // Ijf @ThreadLoop :AnimLoad04ED: load_animation "TESTANIM" :AnimCheckif 84EE:  not animation "TESTANIM" loaded jf @AnimPlay wait 0 jump @AnimCheck :AnimPlay0812: AS_actor $PLAYER_ACTOR perform_animation "HAND" IFP_file "TESTANIM" 4.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1 jump @ThreadLoop 0A93:end_custom_thread

 

 

source: http://www.gtaforums.com/index.php?showtopic=386917

 

But the game crashes!

 

Why? the testanim.ifp is in the gta3.img and the header data of the ifp is right.

 

Please help!

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The only thing which seems to be incorrect is

 

 

if and0AB0:  key_pressed 0x49 // Ijf @ThreadLoop

 

 

No need for and here.

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If it crashes right after pressing "I", then IFP isn't valid. It may look OK in 3ds max, but apparently it ISN'T proper.

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The whole script repeats to fast and to often but that shouldn't cause a crash.

Anyway, add 3 seconds wait time after the animation

 

:AnimPlay0812: AS_actor $PLAYER_ACTOR perform_animation "HAND" IFP_file "TESTANIM" 4.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1wait 3000jump @ThreadLoop 

 

 

And then use first origin animation names to test if your script works

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Thanks!

 

When i use this code:

 

{$CLEO}:ThreadHdthread 'IFP' :ThreadLoopwait 0 if0AB0:  key_pressed 0x49 // Ijf @ThreadLoop :AnimLoad04ED: load_animation "COLT45" :AnimCheckif 84EE:  not animation "COLT45" loaded jf @AnimPlay wait 0 jump @AnimCheck :AnimPlay0812: AS_actor $PLAYER_ACTOR perform_animation "2guns_crouchfire" IFP_file "COLT45" 4.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1wait 3000jump @ThreadLoop0A93:end_custom_thread

 

 

It works! But when i use my own anims ist crashes. I have to do the anims again.

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