: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
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
Square Civilian Group: Members
Joined: Nov 4, 2010
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
suck my hammer Group: Leone Family Mafia
Joined: May 20, 2010
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
Square Civilian Group: Members
Joined: Nov 4, 2010
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