CLEO Help Fighting animations

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mpol77

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For weapons you'd have :

0946: set_actor 101@ actions_uninterupted_by_weapon_fire 1

Is there any equivalent for the one where you're being punched? (backing up, falling on the ground)
Sobfox cancels it so it feels like you're not getting punched, is it possible to replicate it as a CLEO?
Maybe overriding the animations delay?
 

ajom

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For weapons you'd have :

0946: set_actor 101@ actions_uninterupted_by_weapon_fire 1

Is there any equivalent for the one where you're being punched? (backing up, falling on the ground)
Sobfox cancels it so it feels like you're not getting punched, is it possible to replicate it as a CLEO?
Maybe overriding the animations delay?


inspecting your actor's current animation is the only way
Code:
{$CLEO .cs}
0000: anti-stunpunch and anti-fall by ajom

const
    SPEED = 10000.0
end

while true
    wait 0
    
    if 0611:   actor $PLAYER_ACTOR performing_animation "HitA_1"
    then 0393: actor $PLAYER_ACTOR perform_animation "HitA_1" at SPEED times_normal_rate
    else
        if 0611:   actor $PLAYER_ACTOR performing_animation "HitA_2"
        then 0393: actor $PLAYER_ACTOR perform_animation "HitA_2" at SPEED times_normal_rate
        else
            if 0611:   actor $PLAYER_ACTOR performing_animation "HitA_3"
            then 0393: actor $PLAYER_ACTOR perform_animation "HitA_3" at SPEED times_normal_rate
            else
                if 0611:   actor $PLAYER_ACTOR performing_animation "HIT_back"
                then 0393: actor $PLAYER_ACTOR perform_animation "HIT_back" at SPEED times_normal_rate
                else
                    if 0611:   actor $PLAYER_ACTOR performing_animation "HIT_behind"
                    then 0393: actor $PLAYER_ACTOR perform_animation "HIT_behind" at SPEED times_normal_rate
                    else
                        if 0611:   actor $PLAYER_ACTOR performing_animation "HIT_front"
                        then 0393: actor $PLAYER_ACTOR perform_animation "HIT_front" at SPEED times_normal_rate
                        else
                            if 0611:   actor $PLAYER_ACTOR performing_animation "HIT_GUN_BUTT"
                            then 0393: actor $PLAYER_ACTOR perform_animation "HIT_GUN_BUTT" at SPEED times_normal_rate
                            else
                                if 0611:   actor $PLAYER_ACTOR performing_animation "HIT_L"
                                then 0393: actor $PLAYER_ACTOR perform_animation "HIT_L" at SPEED times_normal_rate
                                else
                                    if 0611:   actor $PLAYER_ACTOR performing_animation "HIT_R"
                                    then 0393: actor $PLAYER_ACTOR perform_animation "HIT_R" at SPEED times_normal_rate
                                    else
                                        if 0611:   actor $PLAYER_ACTOR performing_animation "HIT_walk"
                                        then 0393: actor $PLAYER_ACTOR perform_animation "HIT_walk" at SPEED times_normal_rate
                                        else
                                            if 0611:   actor $PLAYER_ACTOR performing_animation "HIT_wall"
                                            then 0393: actor $PLAYER_ACTOR perform_animation "HIT_wall" at SPEED times_normal_rate
                                            else
                                                if 0611:   actor $PLAYER_ACTOR performing_animation "KD_left"
                                                then 0393: actor $PLAYER_ACTOR perform_animation "KD_left" at SPEED times_normal_rate
                                                else
                                                    if 0611:   actor $PLAYER_ACTOR performing_animation "KD_right"
                                                    then 0393: actor $PLAYER_ACTOR perform_animation "KD_right" at SPEED times_normal_rate
                                                    else
                                                        if 0611:   actor $PLAYER_ACTOR performing_animation "Run_stop"
                                                        then 0393: actor $PLAYER_ACTOR perform_animation "Run_stop" at SPEED times_normal_rate
                                                        else
                                                            if 0611:   actor $PLAYER_ACTOR performing_animation "Run_stopR"
                                                            then 0393: actor $PLAYER_ACTOR perform_animation "Run_stopR" at SPEED times_normal_rate
                                                            else
                                                                if 0611:   actor $PLAYER_ACTOR performing_animation "FALL_collapse"
                                                                then 0393: actor $PLAYER_ACTOR perform_animation "FALL_collapse" at SPEED times_normal_rate
                                                                else
                                                                    if 0611:   actor $PLAYER_ACTOR performing_animation "FALL_land"
                                                                    then 0393: actor $PLAYER_ACTOR perform_animation "FALL_land" at SPEED times_normal_rate
                                                                    else
                                                                        if 0611:   actor $PLAYER_ACTOR performing_animation "getup"
                                                                        then 0393: actor $PLAYER_ACTOR perform_animation "getup" at SPEED times_normal_rate
                                                                        else
                                                                            if 0611:   actor $PLAYER_ACTOR performing_animation "getup_front"
                                                                            then 0393: actor $PLAYER_ACTOR perform_animation "getup_front" at SPEED times_normal_rate
                                                                            end
                                                                        end
                                                                    end
                                                                end
                                                            end
                                                        end
                                                    end
                                                end
                                            end
                                        end
                                    end
                                end
                            end
                        end
                    end
                end
            end
        end
    end

end
 

mpol77

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Figured it'd have to be something like that, thanks a bunch, must've been a pain in the ass to get all the anims names
 
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