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 after animation, cj stands up.

 
Saint Burak  
Posted: Sunday, May 27 2012, 18:32
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CODE
// This file was decompiled using sascm.ini published by Seemann (http://sannybuilder.com/files/SASCM.rar) on 13.10.2007

{$VERSION 3.1.0027}
{$CLEO .cs}

//-------------MAIN---------------
thread 'SILENCED'
Model.Load(#COLT45)
Model.Load(#SILENCED)
04ED: load_animation "COLT45"
jump @SILENCED_46

:SILENCED_46
wait 0
if and
  Player.Defined($PLAYER_CHAR)
  Model.Available(#COLT45)
04EE:   animation "COLT45" loaded
  not Actor.Animation($PLAYER_ACTOR) == "COLT45_RELOAD"
8597:   not actor $PLAYER_ACTOR crouching
02D8:   actor $PLAYER_ACTOR current_weapon == 23
0AB0:   key_pressed 49
jf @SILENCED_191
0605: actor $PLAYER_ACTOR perform_animation_sequence "COLT45_RELOAD" IFP_file "COLT45" 4.0 loop 0 0 0 0 time -1 // versionA
041A: 8@ = actor $PLAYER_ACTOR weapon 23 ammo
01B2: give_actor $PLAYER_ACTOR weapon 22 ammo 8@ // Load the weapon model before using this
wait 0
jump @SILENCED_46

:SILENCED_191
wait 0
if and
  Player.Defined($PLAYER_CHAR)
  Model.Available(#SILENCED)
04EE:   animation "COLT45" loaded
  not Actor.Animation($PLAYER_ACTOR) == "COLT45_RELOAD"
8597:   not actor $PLAYER_ACTOR crouching
02D8:   actor $PLAYER_ACTOR current_weapon == 22
0AB0:   key_pressed 49
jf @SILENCED_336
0605: actor $PLAYER_ACTOR perform_animation_sequence "COLT45_RELOAD" IFP_file "COLT45" 4.0 loop 0 0 0 0 time -1 // versionA
041A: 9@ = actor $PLAYER_ACTOR weapon 22 ammo
01B2: give_actor $PLAYER_ACTOR weapon 23 ammo 9@ // Load the weapon model before using this
wait 0
jump @SILENCED_191

:SILENCED_336
wait 0
if and
  Player.Defined($PLAYER_CHAR)
  Model.Available(#SILENCED)
04EE:   animation "COLT45" loaded
  not Actor.Animation($PLAYER_ACTOR) == "COLT45_CROUCHRELOAD"
0597:   actor $PLAYER_ACTOR crouching
02D8:   actor $PLAYER_ACTOR current_weapon == 22
0AB0:   key_pressed 49
jf @SILENCED_493
0605: actor $PLAYER_ACTOR perform_animation_sequence "COLT45_CROUCHRELOAD" IFP_file "COLT45" 4.0 loop 0 0 0 0 time -1 // versionA
041A: 12@ = actor $PLAYER_ACTOR weapon 22 ammo
01B2: give_actor $PLAYER_ACTOR weapon 23 ammo 12@ // Load the weapon model before using this
wait 0
jump @SILENCED_336

:SILENCED_493
wait 0
if and
  Player.Defined($PLAYER_CHAR)
  Model.Available(#SILENCED)
04EE:   animation "COLT45" loaded
  not Actor.Animation($PLAYER_ACTOR) == "COLT45_CROUCHRELOAD"
0597:   actor $PLAYER_ACTOR crouching
02D8:   actor $PLAYER_ACTOR current_weapon == 23
0AB0:   key_pressed 49
jf @SILENCED_46
0605: actor $PLAYER_ACTOR perform_animation_sequence "COLT45_CROUCHRELOAD" IFP_file "COLT45" 4.0 loop 0 0 0 0 time -1 // versionA
041A: 13@ = actor $PLAYER_ACTOR weapon 23 ammo
01B2: give_actor $PLAYER_ACTOR weapon 22 ammo 13@ // Load the weapon model before using this
wait 0
jump @SILENCED_493


I am trying a silenced mod but I have problem.after crouch reload animation, cj stands up.I have tried
CODE

if
8597:   not actor $PLAYER_ACTOR crouching
jf @SILENCED_493
04EB: AS_actor $Player_Actor crouch 1
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HeresOtis  
Posted: Sunday, May 27 2012, 19:36
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0605: actor $PLAYER_ACTOR perform_animation_sequence "COLT45_CROUCHRELOAD" IFP_file "COLT45" 4.0 loop 1 0 0 0 time -1 // versionA

Add a 1 after the word LOOP
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Saint Burak  
Posted: Monday, May 28 2012, 05:28
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QUOTE (HeresOtis @ Sunday, May 27 2012, 19:36)
0605: actor $PLAYER_ACTOR perform_animation_sequence "COLT45_CROUCHRELOAD" IFP_file "COLT45" 4.0 loop 1 0 0 0 time -1 // versionA

Add a 1 after the word LOOP

it doesnt work.repeats animation.
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Saint Burak  
Posted: Monday, May 28 2012, 19:31
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up
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HeresOtis  
Posted: Monday, May 28 2012, 19:48
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CODE

0605: actor $PLAYER_ACTOR perform_animation_sequence "COLT45_RELOAD" IFP_file "COLT45" 4.0 loop 0 0 0 0 time -1 // versionA
041A: 9@ = actor $PLAYER_ACTOR weapon 22 ammo
01B2: give_actor $PLAYER_ACTOR weapon 23 ammo 9@ // Load the weapon model before using this
wait 500
0612: set_actor $PLAYER_ACTOR animation "COLT45_RELOAD" paused 1
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Saint Burak  
Posted: Tuesday, May 29 2012, 09:46
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QUOTE (HeresOtis @ Monday, May 28 2012, 19:48)
CODE

0605: actor $PLAYER_ACTOR perform_animation_sequence "COLT45_RELOAD" IFP_file "COLT45" 4.0 loop 0 0 0 0 time -1 // versionA
041A: 9@ = actor $PLAYER_ACTOR weapon 22 ammo
01B2: give_actor $PLAYER_ACTOR weapon 23 ammo 9@ // Load the weapon model before using this
wait 500
0612: set_actor $PLAYER_ACTOR animation "COLT45_RELOAD" paused 1

still same.
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HeresOtis  
Posted: Tuesday, May 29 2012, 15:23
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Why do you want the script to tell CJ to crouch, when you can do it yourself by pressing the crouch button?
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UNRATED69  
Posted: Tuesday, May 29 2012, 21:24
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If you change the last boolean parameter to a 1, it will make the actor remain in the position that the animation ends in. In this case, in a crouched position.

So it would look like this.

CODE
0605: actor $PLAYER_ACTOR perform_animation_sequence "COLT45_CROUCHRELOAD" IFP_file "COLT45" 4.0 loop 0 0 0 1 time -1 // versionA
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Saint Burak  
Posted: Wednesday, May 30 2012, 10:19
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QUOTE (UNRATED69 @ Tuesday, May 29 2012, 21:24)
If you change the last boolean parameter to a 1, it will make the actor remain in the position that the animation ends in. In this case, in a crouched position.

So it would look like this.

CODE
0605: actor $PLAYER_ACTOR perform_animation_sequence "COLT45_CROUCHRELOAD" IFP_file "COLT45" 4.0 loop 0 0 0 1 time -1 // versionA

nearly worked.now after animation, cj freezes.
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Saint Burak  
Posted: Friday, Jun 1 2012, 13:09
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up!
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Saint Burak  
Posted: Wednesday, Jun 6 2012, 12:56
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up!
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Deji  
Posted: Wednesday, Jun 6 2012, 13:58
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All these days bumping.. did you do any experimentation yourself?

QUOTE
0605: actor $PLAYER_ACTOR perform_animation_sequence "COLT45_CROUCHRELOAD" IFP_file "COLT45" 4.0 loop 0 0 0 1 time -1 // versionA


You see that number 1 in bold just needs to be changed to 0.
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Saint Burak  
Posted: Wednesday, Jun 6 2012, 14:56
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QUOTE
0605: actor $PLAYER_ACTOR perform_animation_sequence "COLT45_CROUCHRELOAD" IFP_file "COLT45" 4.0 loop 0 0 0 0 time -1 // versionA


I AM ALREADY USING 0 0 0 0.Bumping because no one helps.

read thread again if you haven't understood my problem

This post has been edited by Saint Burak on Wednesday, Jun 6 2012, 14:59
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Deji  
Posted: Wednesday, Jun 6 2012, 15:17
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Then why don't you post an up to date version of your code and explain what the current problem is?
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HeresOtis  
Posted: Wednesday, Jun 6 2012, 15:36
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Why do you want the player to crouch through a script when you can make him crouch using the controls (gamepad, keyboard).

You can try to loop the animation in an ASPACK and use: 0643: set_AS_pack 15@ loop 1
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Saint Burak  
Posted: Wednesday, Jun 6 2012, 17:24
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QUOTE (Deji @ Wednesday, Jun 6 2012, 15:17)
Then why don't you post an up to date version of your code and explain what the current problem is?

if you read all replies in this topic, you can understand problem is still same.
0643: set_AS_pack 15@ loop 1
what does that code means?
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