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 [SA] Some questions...

 In-car, animations...
 
oksa8  
Posted: Monday, Jun 4 2012, 22:17
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Hi.

So, I've got few questions about San Andreas:

#1. If you use a simple script to ALWAYS set players weapon to fists, while owning any SMG, and going in the car, the game forces the players current weapon to be SMG. Any way to get around that, and make it changable?

#2. If player is playing specific animation, is it possible to "change" it while performing?

#3. Yes?
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HeresOtis  
Posted: Tuesday, Jun 5 2012, 00:06
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You can use this to make the actor stop it's animation:
CODE
0792: disembark_instantly_actor $PLAYER_ACTOR
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UNRATED69  
Posted: Tuesday, Jun 5 2012, 02:58
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#1: Just loop this to always have the fist equipped.

CODE
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0


#2: Yep, if you make the actor do a different animation, as long as the first one wasn't called using 0812, it will change to the new animation.

#3: No.
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oksa8  
Posted: Tuesday, Jun 5 2012, 09:06
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QUOTE (UNRATED69 @ Tuesday, Jun 5 2012, 05:58)
#1: Just loop this to always have the fist equipped.

CODE
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0


#2: Yep, if you make the actor do a different animation, as long as the first one wasn't called using 0812, it will change to the new animation.

#3: No.

#1. Won't work, hardcoded?

#2. Going to try, thanks. smile.gif

#3. Oh, damnit.
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SilentPL  
Posted: Tuesday, Jun 5 2012, 13:52
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QUOTE (oksa8 @ Tuesday, Jun 5 2012, 11:06)
#1. Won't work, hardcoded?

Yeah, but I've used a trick to allow weapon changing inside the vehicle in GTA: The '95 Story.

CODE
0A96: 2@ = actor $PLAYER_ACTOR struct
000A: 2@ += 0x718
04B8: get_weapon_data_from_actor $PLAYER_ACTOR weapon_group 5 weapon 4@ ammo 5@ model 6@
if                                                                                      
   0019:   4@ > 0                                                                      
then                                                                                    
   0A8C: write_memory 2@ size 1 value 4 virtual_protect 0 <- group ID from 04B8 - 1                                                                                
end


Worked perfectly.
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oksa8  
Posted: Tuesday, Jun 5 2012, 14:07
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@SilentPL

Thanks, going to try it! smile.gif

EDIT:

#4: How can I get vehicles current extra-part, which would come in same format as used in opcode 0506?

This post has been edited by oksa8 on Tuesday, Jun 5 2012, 17:43
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oksa8  
Posted: Sunday, Jun 10 2012, 19:16
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*BUMP*

No answer for #4 so far...

#5. On opcode 04D3, what does the "type" mean? I mean, ped path, car path, or what?

CODE
04D3: get_nearest_car_path_coords_from $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD type 2 store_to 88@ 89@ 90@
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Deji  
Posted: Sunday, Jun 10 2012, 19:43
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oksa8  
Posted: Sunday, Jun 10 2012, 20:00
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QUOTE (Deji @ Sunday, Jun 10 2012, 22:43)
http://gtag.gtagaming.com/opcode-database.php?opcode=04D3

Yeah, I did read that, but there's no definition for "type", or what it affects?
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Deji  
Posted: Sunday, Jun 10 2012, 20:18
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The native command name kinda gives it away.
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oksa8  
Posted: Sunday, Jun 10 2012, 21:34
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QUOTE (Deji @ Sunday, Jun 10 2012, 23:18)
The native command name kinda gives it away.

Okay... dontgetit.gif

I just thought if the type means, either "normal" road, or freeway*. There's noticeable difference in cars when they drive on normal roads and freeways*.




*Freeway = highway = High-speed NPC's doing crazy turns
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