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Animation problem


Jack
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Ok, so I finally figure out how to force the actors to aim (without shooting) at the player and the other actors, but the new problem showed up: when a player, actor or ped bump into the actor who's aiming he stops with the aiming and standing still. The only way to force him to aim again is to punch him in the head (after that he continuous with aiming). Is it possible to freeze that animation (so that other actors can't interupt it with bumping)? If not then how can I force the actor to aim again after the other actors bump into him and interupt his aiming position (without punching him in the face)? In other words how to reset an actor so I can order him to aim again? Of course I tried jump loop method:

 

:AIM  wait 0    04C6: actor $9 do_kung_fu_stance_towards_actor $16   jump @AIM

 

but no, nothing happend. This aiming ability is a very interesting thing in Vice City so please help.

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Ashwin.Star

hope you are using right Variable in 04c6: $9 & $16,

i think there is another way to do that,

Using mem add, I'll tell you soon!

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OK thanks Ash but using mem add is quite dificult for me. Is there some easier way for this and why didn't "jump loop" solve this problem? Also how can I check if an actor is bumped with another actor (or ped) and how to stop the actors to bump each other?

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No man I need it for VC. The opcode you gave me is for SA. And the aim animation was NOT interupted when I fired at actor who aimed with a gun (only when I bumped into him).

EDIT:

With a collision checking I could solve this problem easily-all I have to do is to create two invisible actors plus the actor who's aiming at one of them. If the actor who's doing the aiming is bumped he'll start aiming at the other invisible actor and if he's bumped again he'll start aiming at the first invisible actor. So is it possible to check if an actor is bumped or collided?

Edited by JACK JONES
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I already tried with jump cycle (read the whole post please) but even then when some actor collides with the actor who's aiming his aiming pose gets interupted which couses him to stand still without aiming. So the cycle doesn't help. I found some opcodes for checking if an actor is collided with some object or a vehicle but not if he's collided with another actor.

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