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HeresOtis

task object on bone

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HeresOtis

Why does the "phone_talk" animation stay even after the time limit 3000? And when add any task after the initial 070A, it seems to skip over the 070A animation and go right to the second task?

0615: open_sequence_task iWTRandom2                070A: task_pick_up_object -1 object hWalkieTalkie offset 0.0 0.0 0.0 bone 6 16 anim "phone_talk" ifp "PED" time 3000   // right hand                070A: task_pick_up_object -1 object hWalkieTalkie offset 0.0 0.0 0.0 bone 8 16 anim "NULL" ifp "NULL" time 1    // right thigh                0616: close_sequence_task iWTRandom2                0618: perform_sequence_task $PLAYER_ACTOR sequence iWTRandom2                061B: clear_sequence_task iWTRandom2

EDIT: Nevermind the initial question.

How come I can't enter a vehicle while the object is attach to the player?

Edited by HeresOtis

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Shmoopy

Try with this one :

0AB1: call_scm_func @ATEST_ATTACH 6 $player_actor attach_to_object hWalkieTalkie offset 0.0 0.0 0.0 on_bone 6

Function ( By Ryosuke ) :

 

 

:ATEST_ATTACH0A9F: [email protected] = current_thread_pointer000A: [email protected] += 0x440A96: [email protected] = actor [email protected] struct0085: [email protected] = [email protected] // (int)000A: [email protected] += 0x180A8D: [email protected] = read_memory [email protected] size 4 virtual_protect 00AA7: call_function 0x734A40 num_params 1 pop 1 [email protected] [email protected] // _clumpGetFirstSkinAtomicHAnimHierarchy0012: [email protected] *= 0x4000A: [email protected] += 0x488005A: [email protected] += [email protected] // (int)0A8D: [email protected] = read_memory [email protected] size 4 virtual_protect 0000A: [email protected] += 0x140A8D: [email protected] = read_memory [email protected] size 4 virtual_protect 00A8D: [email protected] = read_memory 0x7C51E0 size 4 virtual_protect 100D6: if0039: [email protected] == 0x0424548Bjf @ATEST_ATTACH_10AA7: call_function 0x7C51E0 num_params 2 pop 2 [email protected] [email protected] [email protected] // _RpHAnimIDGetIndex0AA7: call_function 0x7C5160 num_params 1 pop 1 [email protected] [email protected] // _RpHAnimHierarchyGetMatrixArray0012: [email protected] *= 0x40005A: [email protected] += [email protected] // (int)0AA5: call 0x7EDDD0 num_params 4 pop 4 [email protected] 1 [email protected] [email protected] @ATEST_ATTACH_2:ATEST_ATTACH_10AA7: call_function 0x7C51A0 num_params 2 pop 2 [email protected] [email protected] [email protected] // _RpHAnimIDGetIndex0AA7: call_function 0x7C5120 num_params 1 pop 1 [email protected] [email protected] // _RpHAnimHierarchyGetMatrixArray0012: [email protected] *= 0x40005A: [email protected] += [email protected] // (int)0AA5: call 0x7EDD90 num_params 4 pop 4 [email protected] 1 [email protected] [email protected]:ATEST_ATTACH_20177: set_object [email protected] Z_angle_to 0.00A98: [email protected] = object [email protected] struct000A: [email protected] += 0x140A8D: [email protected] = read_memory [email protected] size 4 virtual_protect 0000A: [email protected] += -0x140AA6: call_method 0x411990 struct [email protected] num_params 0 pop 0 // sub_4119900AA6: call_method 0x59AD20 struct [email protected] num_params 1 pop 0 [email protected] // _CMatrix__copyTo0AA6: call_method 0x4241C0 struct [email protected] num_params 1 pop 0 [email protected] // sub_4241C0000A: [email protected] += 0x180A8D: [email protected] = read_memory [email protected] size 4 virtual_protect 0if8039:   not  [email protected] == 0jf @ATEST_ATTACH_3000A: [email protected] += 0x40A8D: [email protected] = read_memory [email protected] size 4 virtual_protect 0000A: [email protected] += 0x100AA6: call_method 0x59AD70 struct [email protected] num_params 1 pop 0 [email protected] // _CMatrix__copyTo:ATEST_ATTACH_3000A: [email protected] += -0x180AA6: call_method 0x532B00 struct [email protected] num_params 0 pop 0 // _RwFrameUpdateObject0AB2: ret 0

 

 

 

- Or this one , it works but it isn't perfect , the object does not stick to the bone :

069B: attach_object hWalkieTalkie to_actor $PLAYER_ACTOR with_offset -0.088 0.29 0.3 rotation 0.0 0.0 0.0 

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