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007Ripper

Ped animation

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007Ripper

I want to make pedesrians who drive turismo car doing animation, but it crash at gamestart :/

{$CLEO .cs}

//-------------MAIN---------------
thread 'CHPRLPED'

:CHPRLPED_1
wait 0
if
0256:   player $PLAYER_CHAR defined
jf @CHPRLPED_1

:CHPRLPED_2
00A0: store_actor $PLAYER_ACTOR position_to [email protected] [email protected] [email protected]
0AE2: [email protected] = random_vehicle_near_point [email protected] [email protected] [email protected] in_radius 100.0 find_next 1 pass_wrecked 0
if
0137:   car [email protected] model == #TURISMO
jf @CHPRLPED_1
04ED: load_animation  "CHPRL2"
046C: [email protected] = car [email protected] driver

:CHPRLPED_3
wait 0
if
04EE:   animation "CHPRL2" loaded
jf @CHPRLPED_3
0812: AS_actor [email protected] perform_animation "sleep" IFP "CHPRL2" framedelta 30.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1  // versionB

:CHPRLPED_5
wait 0
if
80DF:   not actor [email protected] driving
jf @CHPRLPED_5
01C2: remove_references_to_actor [email protected] // Like turning an actor into a random pedestrian
01C3: remove_references_to_car [email protected]
04EF: release_animation "CHPRL2"
jump @CHPRLPED_1

 

Edited by 007Ripper

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In45do

You forgot to add opcode 056D to check if the driver exist or not.

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007Ripper
22 minutes ago, In45do said:

You forgot to add opcode 056D to check if the driver exist or not.

Its crash right after loading complete, not even see a single car yet :/

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007Ripper

Its work now :)

From this,

gallery56.jpg

To this,

gallery55.jpg

But, they dont drive now. Just stuck in their position :/


{$CLEO .cs}

//-------------MAIN---------------
thread 'CHPRL_PED'

:CHPRL_PED_19
wait 0
if
   Player.Defined($PLAYER_CHAR)
else_jump @CHPRL_PED_19
gosub @CHPRL_PED_309
if
056D:   actor [email protected] defined
else_jump @CHPRL_PED_19
if and
   Actor.Driving([email protected])
   Actor.DrivingVehicleType([email protected], #TURISMO)
else_jump @CHPRL_PED_297
gosub @CHPRL_PED_389
jump @CHPRL_PED_19

:CHPRL_PED_297
Actor.RemoveReferences([email protected])
jump @CHPRL_PED_19

:CHPRL_PED_309
04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
0AE1: [email protected] = random_actor_near_point [email protected] [email protected] [email protected] in_radius 50.0 find_next 1 pass_deads 1 //IF and SET
if and
056D:   actor [email protected] defined
803C:   not  $PLAYER_ACTOR == [email protected] // (int)
//8611:   not actor [email protected] performing_animation "drive"
else_jump @CHPRL_PED_387
return

:CHPRL_PED_387
return

:CHPRL_PED_389
if
04EE:   animation "CHPRL2" loaded
else_jump @CHPRL_PED_479

:CHPRL_PED_410
wait 0
if and
04EE:   animation "CHPRL2" loaded
056D:   actor [email protected] defined
else_jump @CHPRL_PED_410
0812: AS_actor [email protected] perform_animation "drive2" IFP "CHPRL2" framedelta 30.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB
return

:CHPRL_PED_479
04ED: load_animation "CHPRL2"
jump @CHPRL_PED_410

 

 

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In45do

This should have fixed the problem:

Spoiler
{$CLEO .cs}
thread 'CHPRL_PED'

:CHPRL_PED_19
wait 0
if
   Player.Defined($PLAYER_CHAR)
jf @CHPRL_PED_19
04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
0AE1: [email protected] = random_actor_near_point [email protected] [email protected] [email protected] in_radius 50.0 find_next 1 pass_deads 1 //IF and SET
if
056D:   actor [email protected] defined
jf @CHPRL_PED_19
if
803C:   not  $PLAYER_ACTOR == [email protected] // (int)
//8611:   not actor [email protected] performing_animation "drive"
jf @CHPRL_PED_19
if and
   Actor.Driving([email protected])
   Actor.DrivingVehicleType([email protected], #TURISMO)
jf @CHPRL_PED_297
gosub @CHPRL_PED_389
jump @CHPRL_PED_19

:CHPRL_PED_297
Actor.RemoveReferences([email protected])
jump @CHPRL_PED_19

:CHPRL_PED_387
return

:CHPRL_PED_389
if
04EE:   animation "CHPRL2" loaded
jf @CHPRL_PED_479

:CHPRL_PED_410
wait 0
if and
04EE:   animation "CHPRL2" loaded
056D:   actor [email protected] defined
jf @CHPRL_PED_410
if
8611:   not actor [email protected] performing_animation "drive2"
jf @CHPRL_PED_387
0812: AS_actor [email protected] perform_animation "drive2" IFP "CHPRL2" framedelta 30.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB
return

:CHPRL_PED_479
04ED: load_animation "CHPRL2"
jump @CHPRL_PED_410 

 

 

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007Ripper

Ahh, i fix this already with actor_visibility 0 

Thanks anyway B)

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