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GTA Modification Forums
Bear Mod (help needed) Bear Mod CLEO help
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tysman  |
Posted: Wednesday, Jul 28 2010, 01:51
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Mark Chump

Group: Members
Joined: Mar 20, 2009


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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
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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
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Leather_face89  |
Posted: Wednesday, Jul 28 2010, 13:41
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Square Civilian

Group: Members
Joined: Aug 25, 2008

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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!!!!  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
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Leather_face89  |
Posted: Wednesday, Jul 28 2010, 22:56
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Square Civilian

Group: Members
Joined: Aug 25, 2008

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| 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  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
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Leather_face89  |
Posted: Thursday, Jul 29 2010, 14:10
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Square Civilian

Group: Members
Joined: Aug 25, 2008

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| 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 | 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.
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Leather_face89  |
Posted: Thursday, Jul 29 2010, 17:25
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Square Civilian

Group: Members
Joined: Aug 25, 2008

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| 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!
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Leather_face89  |
Posted: Thursday, Jul 29 2010, 21:21
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Square Civilian

Group: Members
Joined: Aug 25, 2008

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| 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
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