Diegoti Posted October 30, 2018 Share Posted October 30, 2018 Pls help, how can i do this Link to comment Share on other sites More sharing options...
Tut98 Posted October 30, 2018 Share Posted October 30, 2018 you'll have to create a new ifp animation that includes facial bones being animated. Also make sure that the skin using the anim has its facial bones rigged to the mesh. Use 3ds max or maya 3D for doing the animation using Kam's scripts Link to comment Share on other sites More sharing options...
Diegoti Posted October 30, 2018 Author Share Posted October 30, 2018 I mean this 0812: AS_actor [email protected] perform_animation "M_SMK_DRAG" IFP "SMOKING" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time 25000 Idk how to do same with Talk and Dance anims :/ Link to comment Share on other sites More sharing options...
In45do Posted October 31, 2018 Share Posted October 31, 2018 CLEO animation tutorial in here Use Ryosuke anim manager tool to view the list of animation strings inside IFP file. (download link also presented in the tutorial) Link to comment Share on other sites More sharing options...
ZAZ Posted October 31, 2018 Share Posted October 31, 2018 he asks for a script to let actor speak and do anims Diegoti, look in main.scm or in cleo mods CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
Diegoti Posted October 31, 2018 Author Share Posted October 31, 2018 0812: AS_actor [email protected] perform_animation "M_SMK_DRAG" IFP "SMOKING" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time 25000 I just want to know to play and "Talk" and "Dance" anims with this opcode, i did it in the past but i cant remember Link to comment Share on other sites More sharing options...
ZAZ Posted October 31, 2018 Share Posted October 31, 2018 (edited) Animations To use animations exist 2 opcodes, 0605: and 0812: 0605: actor $PLAYER_ACTOR perform_animation_sequence "TAI_CHI_IN" IFP_file "PARK" 4.0 loop 0 1 1 0 time -1 0812: AS_actor $PLAYER_ACTOR perform_animation "SWIM_BREAST" IFP_file "SWIM" 1.0 loopA 1 lockX 1 lockY 1 lockF 1 time -2 The animations are embeded in the IFP files Important: The IFP file ped.ifp is placed in GTASA\anim folder and all animations of ped.ifp are loaded by gamestart It dont need to load the animation for the script. Never load the ifp file "ped" !! The other IFP files are archived in gta3.img It needs first to load the IFP file before using an animation of its file The script below is an exemble to assign an animation of IFP file "ped" by key_press to player actor {$CLEO .cs} :IFP_PED 03A4: name_thread 'IFP_PED' :IFP_PED_01 0001: wait 0 ms if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @IFP_PED_01 if and 0AB0: key_pressed 8//-----------------key = Backspace 80DF: not actor $PLAYER_ACTOR driving 004D: jump_if_false @IFP_PED_01 0605: actor $PLAYER_ACTOR perform_animation_sequence "CAR_rollout_RHS" from_file "PED" 4.0 0 1 1 0 -1 ms 0001: wait 2000 ms 0002: jump @IFP_PED_01 Several animations are defined as extra opcodes Some exembles: 05C7: AS_actor $PLAYER_ACTOR use_atm 05C2: AS_actor $PLAYER_ACTOR show_the_finger 05C9: AS_actor $PLAYER_ACTOR on_guard 2000 ms 05C4: AS_actor $PLAYER_ACTOR hands_up 15000 ms 0729: AS_actor $PLAYER_ACTOR hold_cellphone 1// requires to load first the model #cellphone 0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 05BC: AS_actor $PLAYER_ACTOR jump 1 05C3: AS_actor $PLAYER_ACTOR hands_cower 05C5: AS_actor $PLAYER_ACTOR cower 3000 ms The other IFP files are archived in gta3.img and needs first to load the IFP file before using an animation of its file According to the theme Spawn a 3D model we need also 5 steps but with other opcodes 1. first step to load the IFP file needs to insert the IFP file name as long string 04ED: load_animation "PARK" 2. second step to prove if the file is loaded in an extra "load-model-check-Loop" :Load_Model_Check wait 0 if 004EE: animation "PARK" loaded jf @Load_Model_Check 3. The animation can now assigned to an actor as soon as the IFP file is loaded and the actor is available. It requires to insert animation name and name of IFP file as long string 0812: AS_actor $PLAYER_ACTOR perform_animation "TAI_CHI_IN" IFP_file "PARK" 1.0 loopA 1 lockX 1 lockY 1 lockF 1 time -2 4. release the loaded IFP file if it is not needed anymore 04EF: release_animation "PARK" 5. Release a defined item is not possible but in some cases it needs to remove the animation from actor 0792: disembark_instantly_actor $PLAYER_ACTOR In addition by using animation packs, it needs to release the pack 061B: remove_references_to_AS_pack 0@ The script below is an exemble to assign an animation of IFP file "PARK" by key_press to player actor The animation will be repeated as long as the key is not pressed again, because of the value 1 in the parameter of loopA {$CLEO .cs} thread 'Tai_Chi' while true wait 0 if 0256: player $PLAYER_CHAR defined then if 0AB0: key_pressed 8//-----------------key = Backspace then 04ED: load_animation "PARK" while 84EE: not animation "PARK" loaded wait 0 end 0812: AS_actor $PLAYER_ACTOR perform_animation "Tai_Chi_Loop" IFP_file "PARK" 1.0 loopA 1 lockX 1 lockY 1 lockF 0 time -1 // versionB wait 1000 while 0256: player $PLAYER_CHAR defined wait 0 if or 0AB0: key_pressed 8//-----------------key = Backspace 00E1: not player 0 pressed_key 15// --- key = Enter/Exit then break end end 0792: disembark_instantly_actor $PLAYER_ACTOR 04EF: release_animation "PARK" wait 1000 end end end Combine several animation to an AS_pack The script below assigns sevaral animations of different IFP files combined in an AS_pack by key_press to player actor {$CLEO .cs} :AMPAK_00 thread 'ASPACK' wait 2000 :AMPAK_1 wait 0 if 0256: player $PLAYER_CHAR defined jf @AMPAK_1 if 0AB0: key_pressed 8//-----------------key = Backspace jf @AMPAK_1 04ED: load_animation "STRIP" 04ED: load_animation "DANCING" :AMPAK_12 0001: wait 0 ms if and 04EE: animation "STRIP" loaded 04EE: animation "DANCING" loaded jf @AMPAK_13 jump @AMPAK_14 :AMPAK_13 04ED: load_animation "STRIP" 04ED: load_animation "DANCING" jump @AMPAK_12 :AMPAK_14 0615: define_AS_pack_begin 0@ 0605: actor -1 perform_animation_sequence "STR_B2C" from_file "STRIP" 4.0 0 0 0 1 -1 ms 0605: actor -1 perform_animation_sequence "DNCE_M_A" from_file "DANCING" 4.0 0 0 0 1 -1 ms 0605: actor -1 perform_animation_sequence "STR_B2C" from_file "STRIP" 4.0 0 0 0 1 -1 ms 0605: actor -1 perform_animation_sequence "DNCE_M_A" from_file "DANCING" 4.0 0 0 0 1 -1 ms 0605: actor -1 perform_animation_sequence "STR_B2C" from_file "STRIP" 4.0 0 0 0 1 -1 ms 0605: actor -1 perform_animation_sequence "DAN_LOOP_A" from_file "DANCING" 4.0 0 0 0 1 -1 ms 0605: actor -1 perform_animation_sequence "DNCE_M_D" from_file "DANCING" 4.0 0 0 0 1 -1 ms 0643: set_AS_pack 0@ loop 1 0616: define_AS_pack_end 0@ 0618: assign_actor $PLAYER_ACTOR to_AS_pack 0@ wait 1000 :AMPAK_21 wait 0 if 0256: player $PLAYER_CHAR defined jf @AMPAK_end if 80E1: not key_pressed 0 15 jf @AMPAK_end if or 0611: actor $PLAYER_ACTOR animation == "STR_B2C" 0611: actor $PLAYER_ACTOR animation == "DNCE_M_A" 0611: actor $PLAYER_ACTOR animation == "STR_B2C" 0611: actor $PLAYER_ACTOR animation == "DNCE_M_D" jf @AMPAK_end jump @AMPAK_21 :AMPAK_end 061B: remove_references_to_AS_pack 0@ 04EF: release_animation "STRIP" 04EF: release_animation "DANCING" jump @AMPAK_1 Animation in air needs to move the actor with opcode 083C: and to use animation code 0812: with -2 as last parameter Script below let the player swimming in air by key_press {$CLEO .cs} :Airswim thread 'AIRSWIM' { press Backspace to start Airswim <go left key> to turn left <go right key> to turn right <forward key> to move forward <aim key> to increase height <enter/exit> to cancel Airswim } while true wait 0 if 0256: player $PLAYER_CHAR defined then if 0AB0: key_pressed 8 // key Backspace then repeat wait 0 04ED: load_animation "SWIM" until 04EE: animation "SWIM" loaded 083C: set_actor $PLAYER_ACTOR velocity_in_direction_XYZ 0.0 0.0 50.0 wait 1000 0812: unknown_action_sequence $PLAYER_ACTOR "Swim_Breast" from_file "SWIM" 1.0 1 1 1 0 -1 while 0256: player $PLAYER_CHAR defined wait 0 0172: 30@ = actor $PLAYER_ACTOR z_angle 0494: get_joystick_data 0 7@ 8@ 9@ 10@ 3@ = 1.0 4@ = 1.0 if 7@ > 0 then 30@ -= 8.5 end if 0 > 7@ then 30@ += 8.5 end if 0 > 8@ then 4@ = 5.0 end if 00E1: key_pressed 0 6 then 3@ = 5.0 end 0173: set_actor $PLAYER_ACTOR z_angle_to 30@ 02F6: 1@ = cosine 30@ // sinus swapped with cosine 02F7: 2@ = sinus 30@ // cosine swapped with sinus 006B: 1@ *= 4@ // floating-point values 006B: 2@ *= 4@ // floating-point values 0013: 1@ *= -1.0 // floating-point values 083C: set_actor $PLAYER_ACTOR velocity_in_direction_XYZ 1@ 2@ 3@ if or 00E1: key_pressed 0 15 8611: not actor $PLAYER_ACTOR animation == "Swim_Breast" then break end end 0792: disembark_instantly_actor $PLAYER_ACTOR 04EF: release_animation "SWIM" end end end How to find Animations: use Ryosukes Animation Manager The animations are stored in *.ifp files One ifp file is the GTASA\anim\ped.ifp (GTASA\anim\anim.img is unused) The other ifp files are in gta3.img like colt45.ifp, python.ifp, rifle.ifp, tec.ifp, weapons.ifp Import these and play these with Animation Manager Edited October 31, 2018 by ZAZ RyanDri3957V 1 CLEO MODS CLEO Script Tutorial Link to comment Share on other 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ZAZ Posted November 1, 2018 Share Posted November 1, 2018 Script that let Player do the dance animations from Dance Challance in Disco from files RUNNINGMAN.ifp GFUNK.ifp WOP.ifp hold backspace to do dance animation {$CLEO .cs} :DNC_00 thread 'MDC' 06D1: v$DANCE_ANIM_IFP = "RUNNINGMAN" 17@ = 1 18@ = 0 19@ = 0 :DNC_01 wait 0 if 0256: player $PLAYER_CHAR defined jf @DNC_01 if $ONMISSION == 0 jf @DNC_01 if and 09E7: player $PLAYER_CHAR not_frozen 80DF: NOT actor $PLAYER_ACTOR driving 0AB0: key_pressed 8//------------------ hold backspace to do dance animation jf @DNC_01 :DNC_03 04ED: load_animation v$DANCE_ANIM_IFP if 84EE: NOT animation v$DANCE_ANIM_IFP loaded jf @DNC_05 wait 0 jump @DNC_03 :DNC_05 gosub @DNC_TBL if 17@ == 17 jf @DNC_15 if 19@ == 0 jf @DNC_12 06D1: v$DANCE_ANIM_IFP = "WOP" 17@ = 1 19@ = 1 jump @DNC_14 :DNC_12 if 19@ == 1 jf @DNC_13 06D1: v$DANCE_ANIM_IFP = "GFUNK" 17@ = 1 19@ = 2 jump @DNC_14 :DNC_13 if 19@ == 2 jf @DNC_14 06D1: v$DANCE_ANIM_IFP = "RUNNINGMAN" 17@ = 1 19@ = 0 jump @DNC_14 :DNC_14 04ED: load_animation v$DANCE_ANIM_IFP if 84EE: NOT animation v$DANCE_ANIM_IFP loaded jf @DNC_15 wait 0 jump @DNC_14 :DNC_15 if and 09E7: $PLAYER_CHAR//not_frozen (if) 80DF: NOT actor $PLAYER_ACTOR driving 0AB0: key_pressed 8 jf @DNC_17 jump @DNC_01 :DNC_17 04EF: release_animation v$DANCE_ANIM_IFP jump @DNC_01 :DNC_TBL wait 250 0871: init_jump_table 17@ total_jumps 15 1 @DNC_T1 jumps 2 @DNC_T2 3 @DNC_T3 4 @DNC_T4 5 @DNC_T5 6 @DNC_T6 7 @DNC_T7 8 @DNC_T8 0872: jump_table_jumps 9 @DNC_T9 10 @DNC_T10 11 @DNC_T11 12 @DNC_T12 13 @DNC_T13 14 @DNC_T14 15 @DNC_T15 16 @DNC_T16 -1 @DNC_T1 :DNC_T1 06D1: v$DANCE_ANIM = "DANCE_G1" 17@ = 2 jump @DNC_T_exit :DNC_T2 06D1: v$DANCE_ANIM = "DANCE_G2" 17@ += 1 jump @DNC_T_exit :DNC_T3 06D1: v$DANCE_ANIM = "DANCE_G3" 17@ += 1 jump @DNC_T_exit :DNC_T4 06D1: v$DANCE_ANIM = "DANCE_G4" 17@ += 1 jump @DNC_T_exit :DNC_T5 06D1: v$DANCE_ANIM = "DANCE_G5" 17@ += 1 jump @DNC_T_exit :DNC_T6 06D1: v$DANCE_ANIM = "DANCE_G6" 17@ += 1 jump @DNC_T_exit :DNC_T7 06D1: v$DANCE_ANIM = "DANCE_G7" 17@ += 1 jump @DNC_T_exit :DNC_T8 06D1: v$DANCE_ANIM = "DANCE_G8" 17@ += 1 jump @DNC_T_exit :DNC_T9 06D1: v$DANCE_ANIM = "DANCE_G9" 17@ += 1 jump @DNC_T_exit :DNC_T10 06D1: v$DANCE_ANIM = "DANCE_G10" 17@ += 1 jump @DNC_T_exit :DNC_T11 06D1: v$DANCE_ANIM = "DANCE_G11" 17@ += 1 jump @DNC_T_exit :DNC_T12 06D1: v$DANCE_ANIM = "DANCE_G12" 17@ += 1 jump @DNC_T_exit :DNC_T13 06D1: v$DANCE_ANIM = "DANCE_G13" 17@ += 1 jump @DNC_T_exit :DNC_T14 06D1: v$DANCE_ANIM = "DANCE_G14" 17@ += 1 jump @DNC_T_exit :DNC_T15 06D1: v$DANCE_ANIM = "DANCE_G15" 17@ += 1 jump @DNC_T_exit :DNC_T16 06D1: v$DANCE_ANIM = "DANCE_G16" 17@ += 1 jump @DNC_T_exit :DNC_T_exit 0812: unknown_action_sequence $PLAYER_ACTOR v$DANCE_ANIM v$DANCE_ANIM_IFP 4.0 0 0 0 0 0 0051: return RyanDri3957V 1 CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
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