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ZaikerHind

[SA] Maintain Actor's position.

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ZaikerHind
Posted (edited)

Hello; I wanted to know.

How can I do, so that both of these actors, stay in their position, and can shoot, without moving from their place?

Another thing, how can I apply an animation, to an actor that stays static in his position?



For example, in part of my Script, I have this. (I do not teach everything, because the rest is unnecessary)



:SPED2
wait 0
Actor.Create([email protected], 8, #WMOMIB, 2755.2690, -1395.0890, 39.4756)
Actor.Angle([email protected]) = 90.0
Actor.Create([email protected], 8, #WMOMIB, 2755.2690, -1405.8218, 39.4756)
Actor.Angle([email protected]) = 90.0
01B2: give_actor [email protected] weapon 29 ammo 99999
01B9: set_actor [email protected] armed_weapon_to 29
01B2: give_actor [email protected] weapon 29 ammo 99999
01B9: set_actor [email protected] armed_weapon_to 29
Model.Destroy(#WMOMIB)
Model.Destroy(#MP5LNG)
[email protected] += 1

Edited by ZaikerHind

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Springfield
Posted (edited)
0350: set_actor [email protected] maintain_position_when_attacked 1

Use ^^ opcode.

 

For Applying animation you need to load the animation

04ED: load_animation  "LOWRIDER"

then add condition if it is or not loaded, yet

04EE:   animation "LOWRIDER" loaded

and then apply animation on the specific actor

0605: actor -1 perform_animation "M_SMKLEAN_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -10393: actor [email protected] perform_animation "POOL_SHORT_SHOT" at [email protected] times_normal_rate0812: AS_actor -1 perform_animation "LRGIRL_IDLELOOP" IFP "LOWRIDER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1  // versionB

Use any one of these animations opcodes.

 

If the animation is no longer necessary for you then release it.

04EF: release_animation "LOWRIDER"

In case, here is the animation list.

Edited by Springfield

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ZaikerHind
Posted (edited)

 

 

0350: set_actor [email protected] maintain_position_when_attacked 1

Use ^^ opcode.

 

For Applying animation you need to load the animation

04ED: load_animation  "LOWRIDER"

then add condition if it is or not loaded, yet

04EE:   animation "LOWRIDER" loaded

and then apply animation on the specific actor

0605: actor -1 perform_animation "M_SMKLEAN_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -10393: actor [email protected] perform_animation "POOL_SHORT_SHOT" at [email protected] times_normal_rate0812: AS_actor -1 perform_animation "LRGIRL_IDLELOOP" IFP "LOWRIDER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1  // versionB

Use any one of these animations opcodes.

 

If the animation is no longer necessary for you then release it.

04EF: release_animation "LOWRIDER"

In case, here is the animation list.

 

 

 

 

Thank you very much, it worked for me.!!

Edited by ZaikerHind

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ZaikerHind
Posted (edited)

Sorry; One more question.

I'm trying to add an Actor more, I want to add this animation. How would you apply it?





Actor.Create([email protected], 8, #HFYBE, 2772.9016, -1405.0955, 48.3447)
Actor.Angle([email protected]) = -90.0
"INT_SHOP" > "shop_out"



Edited by ZaikerHind

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Sanmodder

 

Sorry; One more question.
I'm trying to add an Actor more, I want to add this animation. How would you apply it?
Actor.Create([email protected], 8, #HFYBE, 2772.9016, -1405.0955, 48.3447)Actor.Angle([email protected]) = -90.0"INT_SHOP" > "shop_out"

 

assign actors to the package

they will perform animations without end

add more such packages for different actors

including opcode

0618: assign_actor 4 @ to_AS_pack 0 @

// ------------------------------------------------ -------------------------------------------------- ------------------------------------------

0615: define_AS_pack_begin 0 @

0812: AS_actor -1 perform_animation "M_SMKLEAN_LOOP" IFP "LOWRIDER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 5000 // versionB

0812: AS_actor -1 perform_animation "M_SMKLEAN_LOOP" IFP "LOWRIDER" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 1 time 55000 // versionB

0812: AS_actor -1 perform_animation "M_SMKLEAN_LOOP" IFP "LOWRIDER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 5000 // versionB

0643: set_AS_pack 0 @ loop 1

// ----------------------------------------

0618: assign_actor 1 @ to_AS_pack 0 @

0618: assign_actor 2 @ to_AS_pack 0 @

0618: assign_actor 3 @ to_AS_pack 0 @

0618: assign_actor 4 @ to_AS_pack 0 @

 

// ----------------------------------------

061B: remove_references_to_AS_pack 0 @

//------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

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