CLEO Help [SOLVED][HELP] Anim

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MrChristmas

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Hi,  :ugbase:

can anyone help me to edit

Code:
0812: AS_actor $PLAYER_ACTOR perform_animation "ANIMATION IFP "ANIMATION IFP "ANIMATION" framedelta 2.0 loopA 0 lockX 0 lockY 0 lockF 0 time 0 // versionB

:yesyes:

so it going to work for

"Tai_Chi_in" "Tai_Chi_Loop" "Tai_Chi_Out"....  :urtheman:


I tried to do something like this  :watchout:

Code:
0812: AS_actor $PLAYER_ACTOR perform_animation "Tai_Chi_in" IFP "Tai_Chi_Loop" IFP "Tai_Chi_Out" framedelta 1.0 loopA 0 lockX 0 lockY 0 lockF 0 time 10 // versionB


but it didn't seem to work....  :table_flip:
 

pepeelpubero

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Re: [HELP] Anim

First go to http://wiki.sa-mp.com/wiki/Animations and check the IFP, in this case is PARK, below that you can see:

Tai_Chi_in
Tai_Chi_Loop
Tai_Chi_Out

Them are the animation names, that's what we need also the IFP NAME (PARK).

And you must use:

Code:
04ED: load_animation "PARK" // IFP NAME
Code:
0812: AS_actor $PLAYER_ACTOR perform_animation "Tai_Chi_Out" IFP "PARK" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1  // versionB

Also you can use a condition if the animation is loaded:

Code:
if 
04EE:   animation "PARK" loaded

Here is the code:
Code:
{$CLEO .cs}

0000: NOP

04ED: load_animation "PARK"

WHILE TRUE
wait 0
if and
0ADC: "ANIM1"
04EE:   animation "PARK" loaded
then
0812: AS_actor $PLAYER_ACTOR perform_animation "Tai_Chi_in" IFP "PARK" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1  // versionB
end
if and
0ADC: "ANIM2"
04EE:   animation "PARK" loaded
then
0812: AS_actor $PLAYER_ACTOR perform_animation "Tai_Chi_Loop" IFP "PARK" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1  // versionB
end
if and
0ADC: "ANIM3"
04EE:   animation "PARK" loaded
then
0812: AS_actor $PLAYER_ACTOR perform_animation "Tai_Chi_Out" IFP "PARK" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1  // versionB
end
END

Activate as a cheat for singleplayer:
ANIM1 = Tai_Chi_in
ANIM2 = Tai_Chi_Loop
ANIM3 = Tai_Chi_Out
 
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