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GTA SA Cleo Script that plays animation when COLT45 is selected.


mangrande
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Pretty much what the title says.

So what I need is a Cleo Script that plays an different animation (animation is called "gunholding" and is in my gta3.img) than just holding the gun pointing it down when I scroll to use my COLT45.

Since there's no default animation in GTA.3 IMG that allows you to change the way you hold the gun without changing the way the player walks and runs, and by changing that he will run like that even if he has no gun in his hand.

 

Here's a pic of the animation I want my cleo script to play when I scroll to use a COLT45: (I'm not requesting the animation, just the script).

sa-mp-207.png

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  • 9 months later...

Ok This is what I know.You need Ryosuke's Animation Manager to view your animation.

{$CLEO .cs}thread 'GUN_WALK':GUN_WALK_12wait 004ED: load_animation "Put the .ifp filename here"if04EE: animation_loaded "The .ifp filename":GUN_WALK_19wait 0if02D8:   actor $PLAYER_ACTOR current_weapon == 22else_jump @GUN_WALK_19if0AB0:   key_pressed 18else_jump @GUN_WALK_19if or0AB0:   key_pressed 870AB0:   key_pressed 650AB0:   key_pressed 830AB0:   key_pressed 68else_jump @GUN_WALK_19jump @GUN_WALK_82:GUN_WALK_82wait 00A1A: actor $PLAYER_ACTOR perform_walk_animation "Here type your walk animation" IFP "Here type your .ifp filename" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 -1 ms // versionCjump @GUN_WALK_19

If your animation is for running just remove the:

if0AB0:   key_pressed 18else_jump @GUN_WALK_19
Edited by BoyHacker
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Ok This is what I know.You need Ryosuke's Animation Manager to view your animation.

{$CLEO .cs}thread 'GUN_WALK':GUN_WALK_12wait 004ED: load_animation "Put the .ifp filename here"if04EE: animation_loaded "The .ifp filename":GUN_WALK_19wait 0if02D8:   actor $PLAYER_ACTOR current_weapon == 22else_jump @GUN_WALK_19if0AB0:   key_pressed 18else_jump @GUN_WALK_19if or0AB0:   key_pressed 870AB0:   key_pressed 650AB0:   key_pressed 830AB0:   key_pressed 68else_jump @GUN_WALK_19jump @GUN_WALK_82:GUN_WALK_82wait 00A1A: actor $PLAYER_ACTOR perform_walk_animation "Here type your walk animation" IFP "Here type your .ifp filename" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 -1 ms // versionCjump @GUN_WALK_19
If your animation is for running just remove the:

 

if0AB0:   key_pressed 18else_jump @GUN_WALK_19

 

Please correct the script! There's missing a very important detail

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  • 2 weeks later...

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