IMG

 
IMG
IMG   IMG
  Welcome to GTAForums! Be sure to check out the Grand Theft Auto V Forum.

You are not registered! (If you are, click here to login) Registering is fast, free and easy and allows you to instantly reply to any topic on GTAForums.
Why wait? Click here to register your own unique username and become part of the ever-growing community!


( Log In | Register | Revalidate Validation E-mail )
Quick Log-In:
  IMG
       
>
Forum Rules GTA Modification Forums

Please post mod releases in the Mod Showroom

GTAGarage.com
free mod hosting from GTANet, simply login with your GTAForums account details

GTAModding.com
GTANet's modding wiki

GTA Modding Chatroom
provided by irc.gtanet.com (Don't have an IRC client? Click here)


Pages: (8) 1 [2] 3 4 ... Last »  ( Go to first unread post ) Reply to this topicStart new topicStart Poll

 Bear Mod (help needed)

 Bear Mod CLEO help
 
tysman  
Posted: Wednesday, Jul 28 2010, 01:51
Quote Post


Mark Chump
Group Icon
Group: Members
Joined: Mar 20, 2009

cd.gif

XXXXX



Ok those codes are added, here is my code now with those added (except for the release_animation "BEAR")
CODE

thread 'BEAR'

:BEAR_11
wait 0
if
  Player.Defined($PLAYER_CHAR)
else_jump @BEAR_11
if
 $ONMISSION == 0
else_jump @BEAR_11
if
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -696.9056 -2102.9678 26.2662 radius 60.0 60.0 60.0
else_jump @BEAR_11
023C: load_special_actor 'BEAR' as 5 // models 290-299
wait 5
04ED: load_animation "BEAR"  

:BEAR_117
wait 0
if
023D:   special_actor 5 loaded
04EE:   animation "BEAR" loaded  
else_jump @BEAR_117
1@ = Actor.Create(Mission1, #SPECIAL05, -594.8727, -2067.8113, 42.0035)
Actor.Angle(1@) = 254.662
Actor.Health(1@) = 10000
0446: set_actor 1@ immune_to_headshots 0
04D8: set_actor 1@ drowns_in_water 0
0946: set_actor 1@ actions_uninterupted_by_weapon_fire 1
060B: set_actor 1@ decision_maker_to 32
03FE: set_actor 1@ money 0
05BF: AS_actor $PLAYER_ACTOR look_at_actor 1@ 5000 ms
05BF: AS_actor 1@ look_at_actor $PLAYER_ACTOR 5000 ms
wait 200
$BEAR_ACTOR = Actor.Health(1@)
$BEAR_ACTOR /= 40
03C4: set_status_text $BEAR_ACTOR type 1 GXT 'NA' // global_variable
05E2: AS_actor 1@ kill_actor $PLAYER_ACTOR
Model.Destroy(#SPECIAL05)
0296: unload_special_actor 5

:BEAR_321
wait 0
if
  Player.Defined($PLAYER_CHAR)
else_jump @BEAR_410
if
  not Actor.Dead(1@)
else_jump @BEAR_431
if
00F2:   actor $PLAYER_ACTOR near_actor 1@ radius 200.0 200.0 0
else_jump @BEAR_410
$BEAR_ACTOR = Actor.Health(1@)
$BEAR_ACTOR /= 25
jump @BEAR_321

:BEAR_410
Actor.RemoveReferences(1@)
0151: remove_status_text $BEAR_ACTOR
065C: release_decision_maker 32
jump @BEAR_11

:BEAR_431
Actor.RemoveReferences(1@)
0151: remove_status_text $BEAR_ACTOR
0A93: end_custom_thread


Now what i want to do next is perform the (Bear_stand) animation after the animation file is loaded

This post has been edited by tysman on Wednesday, Jul 28 2010, 01:56
PM
  Top
 

 
methodunderg  
Posted: Wednesday, Jul 28 2010, 02:35
Quote Post


Grandpa
Group Icon
Group: Members
Joined: May 23, 2008

nz.gif

XXXXX



QUOTE (goin-god @ Jul 27 2010, 22:49)


Thats how my dog works now. Then use scripting to prevent the bear from doing anims he should not do.

You have a dog in SA ?
PM
  Top
 

 
tysman  
Posted: Wednesday, Jul 28 2010, 02:57
Quote Post


Mark Chump
Group Icon
Group: Members
Joined: Mar 20, 2009

cd.gif

XXXXX



not me but Coin God has made a dog and is adding it into his latest Bio Hazard Alert Mod smile.gif This is a Bear mod I am working on
PM
  Top
 

 
methodunderg  
Posted: Wednesday, Jul 28 2010, 03:11
Quote Post


Grandpa
Group Icon
Group: Members
Joined: May 23, 2008

nz.gif

XXXXX



Ahh i see, thanks for the the quick reply lol... hopefully it is released stand-alone as well, as I would want a dog in my game, but not to install a TC to have it.

I've been following this thread since it was started, and the progress looks pretty good. Can't wait for screens smile.gif Keep up the good work peeps smile.gif
PM
  Top
 

 
goin-god  
Posted: Wednesday, Jul 28 2010, 03:18
Quote Post


High Roller
Group Icon
Group: $outh $ide Hoodz
Joined: Mar 18, 2007

ar.gif

Member Award




tysman I would really like you to follow my advice. (animgrp.dat)

But If you just want to make things more complicated, go ahead.
Users WebsitePMMSNPlayStation Network
  Top
 

 
tysman  
Posted: Wednesday, Jul 28 2010, 04:14
Quote Post


Mark Chump
Group Icon
Group: Members
Joined: Mar 20, 2009

cd.gif

XXXXX



sorry man so whats your advice on the animgrp.dat cause I don't want it to be hard, I just chose the way I wanted to do just cause I didn't know about your advice about the animgrp.dat. So please let me know the easier way (your way) smile.gif
PM
  Top
 

 
Leather_face89  
Posted: Wednesday, Jul 28 2010, 13:41
Quote Post


Square Civilian
Group Icon
Group: Members
Joined: Aug 25, 2008

XXXXX



well as goin-god says, yup, its better to make our own animation group for the bear, as goin-god explained me:

we want to add a new group of animations to the bear, these animation are for the walk cycle of the bear, so, once u load the bear.ifp, he automaticall will perfomr the stand animation while standing, the run animation while runing and those, he will not perform the death or attack animation in the animation group, those groups are only to apply stands and moving anims, but not death or combat ones, so that must be doing in the cleo3 script! i will make that animgrp.dat let me doing that!

to goin-god: well i only have a question about that method, i only put the bear_stand and the bear_run, should i chANGE THE ANIMATIONS NAMES??? something like: bear_idlestance or bear_run and bear_walk and bear_sprint and etc...??? i know that in the script its gonna to be said to make the bear dont walk, sprint, jump, use weapons (except the fist) and those, but these animations in the group will work whit the original names???? or whit the new ones that i said??!!!!

to methodunderg: im also working in a "puppy" mod, yes im making puppy animations for some dogs that i have riged!!! why?? cuz i would like to see dogs in gta sa, but the little ones would be even more... hemm. uhh... PSYCO!!!!! XD!!!! devil.gif whatever, the coin_god`s dogs its a zombien one, mine going to be a puppy, no adult, and it will have some features like doing tricks and attack enemies in another way, it would be interesting seeing goin.godīs zombien cerberus dog VS my little puppyes XD
PM
  Top
 

 
ZAZ  
Posted: Wednesday, Jul 28 2010, 15:23
Quote Post


Kernlochbohrer
Group Icon
Group: Members
Joined: Jan 10, 2005

eu.gif

Member Award




QUOTE (tysman @ Jul 28 2010, 01:51)
Ok those codes are added, here is my code now with those added (except for the release_animation "BEAR")
CODE

thread 'BEAR'

:BEAR_11
wait 0
if
  Player.Defined($PLAYER_CHAR)
else_jump @BEAR_11
if
 $ONMISSION == 0
else_jump @BEAR_11
if
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -696.9056 -2102.9678 26.2662 radius 60.0 60.0 60.0
else_jump @BEAR_11
023C: load_special_actor 'BEAR' as 5 // models 290-299
wait 5
04ED: load_animation "BEAR"  

:BEAR_117
wait 0
if
023D:   special_actor 5 loaded
04EE:   animation "BEAR" loaded  
else_jump @BEAR_117

Tysman, you forgot again to insert the and
CODE
:BEAR_117
wait 0
if
023D:   special_actor 5 loaded
04EE:   animation "BEAR" loaded  
else_jump @BEAR_117


by more than one condition in the conditional check needs to determine if it means if and or if or



This post has been edited by ZAZ on Wednesday, Jul 28 2010, 15:26
Users WebsitePM
  Top
 

 
tysman  
Posted: Wednesday, Jul 28 2010, 17:34
Quote Post


Mark Chump
Group Icon
Group: Members
Joined: Mar 20, 2009

cd.gif

XXXXX



So it should look like this
CODE

:BEAR_117
wait 0
if and
023D:   special_actor 5 loaded
04EE:   animation "BEAR" loaded  
else_jump @BEAR_117
1@ = Actor.Create(Mission1, #SPECIAL05, -594.8727, -2067.8113, 42.0035)
PM
  Top
 

 
tysman  
Posted: Wednesday, Jul 28 2010, 22:15
Quote Post


Mark Chump
Group Icon
Group: Members
Joined: Mar 20, 2009

cd.gif

XXXXX



OK so now I need to perform the animation Bear_stand (The idle animation) what code do I use, and where do I put it?
PM
  Top
 

 
Leather_face89  
Posted: Wednesday, Jul 28 2010, 22:56
Quote Post


Square Civilian
Group Icon
Group: Members
Joined: Aug 25, 2008

XXXXX



QUOTE (tysman @ Jul 28 2010, 22:15)
OK so now I need to perform the animation Bear_stand (The idle animation) what code do I use, and where do I put it?

lol, dont worry about how to perform standing and run animations, these will be made in the animgrp.dat so once u assign and load to the bear.ifp in the script , it will perform automatically the stand and running animation while in game, whitout the need of puting that in the script! just ask how to perform bear_attack while the bear attacks and how to perform bear_death when the bear dies, also u should put in the script:

*dont make the bear go to the water, jump, walk, sprint, crouch, run in panic and use weapons, except and of course the fist

Oh! and u would have edited ur old post instead of posting twice lol moto_whistle.gif

Edit: that would be easy, but i dont know how to make my new group of animation work, i think i did put something bad, whatever, if i manage to get it to work fine, if not we will have to use the smae method of animation as the horse mod!

Edit again: no, it didnt worked, my game crash, i dont know how to do that, i think we will have to get it to work whit the method that u said

This post has been edited by Leather_face89 on Wednesday, Jul 28 2010, 23:11
PM
  Top
 

 
tysman  
Posted: Wednesday, Jul 28 2010, 23:19
Quote Post


Mark Chump
Group Icon
Group: Members
Joined: Mar 20, 2009

cd.gif

XXXXX



OK so can anybody help me perform the Bear_attack and Bear_death animations to my script. I changed the name of bear.ifp to bear_animation.ifp. But now for some reason the bear model doesn't load at all. Here is my Edited script
CODE

thread 'BEAR'

:BEAR_11
wait 0
if
  Player.Defined($PLAYER_CHAR)
else_jump @BEAR_11
if
 $ONMISSION == 0
else_jump @BEAR_11
if
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -696.9056 -2102.9678 26.2662 radius 60.0 60.0 60.0
else_jump @BEAR_11
023C: load_special_actor 'BEAR' as 5 // models 290-299
wait 5
04ED: load_animation "BEAR_ANIMATION"  

:BEAR_117
wait 0
if and
023D:   special_actor 5 loaded
04EE:   animation "BEAR_ANIMATION" loaded  
else_jump @BEAR_117
1@ = Actor.Create(Mission1, #SPECIAL05, -594.8727, -2067.8113, 42.0035)
Actor.Angle(1@) = 254.662
Actor.Health(1@) = 10000
0446: set_actor 1@ immune_to_headshots 0
04D8: set_actor 1@ drowns_in_water 0
0946: set_actor 1@ actions_uninterupted_by_weapon_fire 1
060B: set_actor 1@ decision_maker_to 32
03FE: set_actor 1@ money 0
05BF: AS_actor $PLAYER_ACTOR look_at_actor 1@ 5000 ms
05BF: AS_actor 1@ look_at_actor $PLAYER_ACTOR 5000 ms
wait 200
$BEAR_ACTOR = Actor.Health(1@)
$BEAR_ACTOR /= 40
03C4: set_status_text $BEAR_ACTOR type 1 GXT 'NA' // global_variable
Model.Destroy(#SPECIAL05)
0296: unload_special_actor 5

:BEAR_321
wait 0
if
  Player.Defined($PLAYER_CHAR)
else_jump @BEAR_410
if
  not Actor.Dead(1@)
else_jump @BEAR_431
if
00F2:   actor $PLAYER_ACTOR near_actor 1@ radius 200.0 200.0 0
else_jump @BEAR_410
$BEAR_ACTOR = Actor.Health(1@)
$BEAR_ACTOR /= 25
jump @BEAR_321

:BEAR_410
Actor.RemoveReferences(1@)
0151: remove_status_text $BEAR_ACTOR
065C: release_decision_maker 32
jump @BEAR_11

:BEAR_431
Actor.RemoveReferences(1@)
0151: remove_status_text $BEAR_ACTOR
0A93: end_custom_thread
PM
  Top
 

 
goin-god  
Posted: Thursday, Jul 29 2010, 00:28
Quote Post


High Roller
Group Icon
Group: $outh $ide Hoodz
Joined: Mar 18, 2007

ar.gif

Member Award




And why exactly did you change BEAR with BEAR_ANIMATION?

I hope the IFP name is the same you are calling in the script.

The name you call the animation with is not the same of the file itself "bear.ifp". The name is coded inside the file, to change the name you have to decompile the IFP and manually change it.

That name is called Internal Name. Its the one you use to call it from a script.
Users WebsitePMMSNPlayStation Network
  Top
 

 
tysman  
Posted: Thursday, Jul 29 2010, 03:22
Quote Post


Mark Chump
Group Icon
Group: Members
Joined: Mar 20, 2009

cd.gif

XXXXX



yes I know I got Leather_face89 to change the internal name and he will send me the file tomorrow. I think that's why the bear model didn't load was because I changed the name but the internal name wasn't changed. So the new name will be bear_animation.ifp (I wanted the name changed cause I was getting confused with the model of the bear and the animation file) (cause they have the same names LOL) Anyway talk to you tomorrow guys then we can get this mod on a roll smile.gif
PM
  Top
 

 
Leather_face89  
Posted: Thursday, Jul 29 2010, 14:10
Quote Post


Square Civilian
Group Icon
Group: Members
Joined: Aug 25, 2008

XXXXX



QUOTE (tysman @ Jul 29 2010, 03:22)
yes I know I got Leather_face89 to change the internal name and he will send me the file tomorrow. I think that's why the bear model didn't load was because I changed the name but the internal name wasn't changed. So the new name will be bear_animation.ifp (I wanted the name changed cause I was getting confused with the model of the bear and the animation file) (cause they have the same names LOL) Anyway talk to you tomorrow guys then we can get this mod on a roll smile.gif

i hope, so u already know how to chain a animation to a especific event on a generated ped????? like the things that i said to u before!!! im also doing a retexture to the bear model, so, we can have:

-panda bear

-polar bear

-frontino bear (also know as the glasess bear found in south america, included Venezuela! lol)

-grizly bear

-zombien bear (thanks to coing-god, this idea was from seein his zombie dog, why not a zombie bear lol)

-others variations and reskins

im also able to get and rig models from zoo tycoon and national geographic panda nds, these model will be private, as these cant be posted due to the rules, well im uploading the correction of the ifp, we will use the load animation method like the one in the horse script, cuz i cant get my anim group to work.
PM
  Top
 

 
tysman  
Posted: Thursday, Jul 29 2010, 16:49
Quote Post


Mark Chump
Group Icon
Group: Members
Joined: Mar 20, 2009

cd.gif

XXXXX



Actually this bear model came with some more skins, it came with black bear, grey bear and polar bear. So we don't need any more skins. But if you want to make some more thats fine with me
PM
  Top
 

 
Leather_face89  
Posted: Thursday, Jul 29 2010, 17:25
Quote Post


Square Civilian
Group Icon
Group: Members
Joined: Aug 25, 2008

XXXXX



QUOTE (tysman @ Jul 29 2010, 16:49)
Actually this bear model came with some more skins, it came with black bear, grey bear and polar bear. So we don't need any more skins. But if you want to make some more thats fine with me

well, more skins dont damage the work, so i will be making some of those, if u can, please give me the skins, so making the others will be more easy from that base skins!
PM
  Top
 

 
tysman  
Posted: Thursday, Jul 29 2010, 20:52
Quote Post


Mark Chump
Group Icon
Group: Members
Joined: Mar 20, 2009

cd.gif

XXXXX



yep I will upload them and send them to you in an email
PM
  Top
 

 
tysman  
Posted: Thursday, Jul 29 2010, 21:15
Quote Post


Mark Chump
Group Icon
Group: Members
Joined: Mar 20, 2009

cd.gif

XXXXX



good news I tried the attack animation and it works, but it stops when CJ is close to the bear and the animation is really fast. Here is the code with the animation code add, please let me know how I can fix these 2 issues
CODE

thread 'BEAR'

:BEAR_11
wait 0
if
  Player.Defined($PLAYER_CHAR)
else_jump @BEAR_11
if
 $ONMISSION == 0
else_jump @BEAR_11
if
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -696.9056 -2102.9678 26.2662 radius 60.0 60.0 60.0
else_jump @BEAR_11
023C: load_special_actor 'BEAR' as 5 // models 290-299
wait 5
04ED: load_animation "BEAR_ANIMATION"  

:BEAR_117
wait 0
if and
023D:   special_actor 5 loaded
04EE:   animation "BEAR_ANIMATION" loaded  
else_jump @BEAR_117
1@ = Actor.Create(Mission1, #SPECIAL05, -594.8727, -2067.8113, 42.0035)
Actor.Angle(1@) = 254.662
Actor.Health(1@) = 10000
0446: set_actor 1@ immune_to_headshots 0
04D8: set_actor 1@ drowns_in_water 0
0946: set_actor 1@ actions_uninterupted_by_weapon_fire 1
060B: set_actor 1@ decision_maker_to 32
03FE: set_actor 1@ money 0
0605: actor 1@ perform_animation_sequence "BEAR_ATTACK" IFP_file "BEAR_ANIMATION" 1004.0 loop 1 0 0 1 time -1 // versionA
05BF: AS_actor $PLAYER_ACTOR look_at_actor 1@ 5000 ms
05BF: AS_actor 1@ look_at_actor $PLAYER_ACTOR 5000 ms
wait 200
$BEAR_ACTOR = Actor.Health(1@)
$BEAR_ACTOR /= 40
03C4: set_status_text $BEAR_ACTOR type 1 GXT 'NA' // global_variable
Model.Destroy(#SPECIAL05)
0296: unload_special_actor 5

:BEAR_321
wait 0
if
  Player.Defined($PLAYER_CHAR)
else_jump @BEAR_410
if
  not Actor.Dead(1@)
else_jump @BEAR_431
if
00F2:   actor $PLAYER_ACTOR near_actor 1@ radius 200.0 200.0 0
else_jump @BEAR_410
$BEAR_ACTOR = Actor.Health(1@)
$BEAR_ACTOR /= 25
jump @BEAR_321

:BEAR_410
Actor.RemoveReferences(1@)
0151: remove_status_text $BEAR_ACTOR
065C: release_decision_maker 32
jump @BEAR_11

:BEAR_431
Actor.RemoveReferences(1@)
0151: remove_status_text $BEAR_ACTOR
0A93: end_custom_thread
PM
  Top
 

 
Leather_face89  
Posted: Thursday, Jul 29 2010, 21:21
Quote Post


Square Civilian
Group Icon
Group: Members
Joined: Aug 25, 2008

XXXXX



QUOTE (tysman @ Jul 29 2010, 21:15)
good news I tried the attack animation and it works, but it stops when CJ is close to the bear and the animation is really fast. Here is the code with the animation code add, please let me know how I can fix these 2 issues
CODE

thread 'BEAR'

:BEAR_11
wait 0
if
  Player.Defined($PLAYER_CHAR)
else_jump @BEAR_11
if
 $ONMISSION == 0
else_jump @BEAR_11
if
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -696.9056 -2102.9678 26.2662 radius 60.0 60.0 60.0
else_jump @BEAR_11
023C: load_special_actor 'BEAR' as 5 // models 290-299
wait 5
04ED: load_animation "BEAR_ANIMATION"  

:BEAR_117
wait 0
if and
023D:   special_actor 5 loaded
04EE:   animation "BEAR_ANIMATION" loaded  
else_jump @BEAR_117
1@ = Actor.Create(Mission1, #SPECIAL05, -594.8727, -2067.8113, 42.0035)
Actor.Angle(1@) = 254.662
Actor.Health(1@) = 10000
0446: set_actor 1@ immune_to_headshots 0
04D8: set_actor 1@ drowns_in_water 0
0946: set_actor 1@ actions_uninterupted_by_weapon_fire 1
060B: set_actor 1@ decision_maker_to 32
03FE: set_actor 1@ money 0
0605: actor 1@ perform_animation_sequence "BEAR_ATTACK" IFP_file "BEAR_ANIMATION" 1004.0 loop 1 0 0 1 time -1 // versionA
05BF: AS_actor $PLAYER_ACTOR look_at_actor 1@ 5000 ms
05BF: AS_actor 1@ look_at_actor $PLAYER_ACTOR 5000 ms
wait 200
$BEAR_ACTOR = Actor.Health(1@)
$BEAR_ACTOR /= 40
03C4: set_status_text $BEAR_ACTOR type 1 GXT 'NA' // global_variable
Model.Destroy(#SPECIAL05)
0296: unload_special_actor 5

:BEAR_321
wait 0
if
  Player.Defined($PLAYER_CHAR)
else_jump @BEAR_410
if
  not Actor.Dead(1@)
else_jump @BEAR_431
if
00F2:   actor $PLAYER_ACTOR near_actor 1@ radius 200.0 200.0 0
else_jump @BEAR_410
$BEAR_ACTOR = Actor.Health(1@)
$BEAR_ACTOR /= 25
jump @BEAR_321

:BEAR_410
Actor.RemoveReferences(1@)
0151: remove_status_text $BEAR_ACTOR
065C: release_decision_maker 32
jump @BEAR_11

:BEAR_431
Actor.RemoveReferences(1@)
0151: remove_status_text $BEAR_ACTOR
0A93: end_custom_thread

mmm, that i have heard before, there is a opcode for making a animation go slower, but i dont know what is that one and for the issue of cj near of the bear and cant attack, well i dont know, i think i can redo the attack anim, but im too busy whit the animations of the little dogs
PM
  Top
 

 

0 User(s) are reading this topic (0 Guests and 0 Anonymous Users)

0 Members:

Pages: (8) 1 [2] 3 4 ... Last »

Topic Options Reply to this topicStart new topicStart Poll
Search topic for posted by (exact match)



 
IMG IMG