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Michael Wojtanis

Melee fight

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Michael Wojtanis

Hi people.

I just think about animations from melee combat.

There animations just stop when You hit something.

I just have ask - somebody know how it works? I do not remember with option of native give collision for animation. I think that is some AnimationFlag...

 

Thank You for reply.

 

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Skorpro

Hi,

maybe I'm wrong but I think it's:

 

TaskPlayAnimNonInterruptable(Ped ped, const char *animName, const char *animGroup, 8.0f, 1, 0, 0, 0, -2)

 

The "1" is for repeat.

I know I have tried to hit a animated whore and she never stopped dancing... moto_whistle.gif but it's long time ago and I'm not sure now.

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Michael Wojtanis

Okey but ...

I need animation to load collision of example - hand.

Like in melee fight. If You hit wall - animation stopped. I just want know that animation. sad.gif

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Hover_Mode
Okey but ...

I need animation to load collision of example - hand.

Like in melee fight. If You hit wall - animation stopped. I just want know that animation. sad.gif

could you explain it alittle better, you are wanting for an melee animation to stop once you have hit something yes?

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Michael Wojtanis

Yes. You see, You will hit something and the animation is going... back. Just from that position to beginning.

I want find how it works.

I just found how to detec collision of hands... but how to make animation play back? I know about native call "get_anim_time" [from 0.00 to 1.00] but the backward animation...

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julionib

to play the animation "backwards" you can set the anim time reducing the percent coeficient, for example:

 

 

for c as double = 1 to 0 step -0.01    native call SET_CHAR_ANIM_CURRENT_TIME, required params..., c)    wait(10)next

 

 

in my anims tutorials you can find example of this native method use

 

the problem will be find the correct wait() or step to use to make it look like a real play

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Michael Wojtanis

Hm... Okey. I will see what i can do.

Thanks everyone!

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