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Jun 17 2011, 01:57 AM Post #1 | |
The New Guy! Posts: 10 Joined: 31-May 11 | 088A: actor 34@ perform_animation "RAIL_FALL" IFP "SWAT" 8.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 disable_force 0 disable_lockZ 1 Hey Deji, any ideas if this will allow my animation to rise continuously? The other two have the x and y lock (unlock! Gawd I wish that got changed way back when!) which allows the animation to stop at the x/y coords it winds up at. So will 088A allow me to do the same with the z coord? I plan on using get actor distance from ground to check where the next animation will start. I'd REALLY like to have the animations individually (spin_in, spin_up, spin_loop, etc) so I can test the z value I'll be checking, rather than make it one big animation and constantly have to add or remove the total frames to compensate. This will also make animating spin_loop easier, since I can just do the spin without worrying about where the actor z really is. Thanks for any insight! EDIT: Oooo, just thought about this: if I start the spin_down at that position it ends up at, it might be too high or too low anyway. Need to think this through some more. Damn animations! This post has been edited by ceedj: Jun 17 2011, 01:59 AM |
Jun 18 2011, 03:43 AM Post #2 | |
![]() Coding like a Rockstar! Posts: 1,468 From: ??? Joined: 28-May 09 | The disable lock Z param is always 0 by default (that includes in other animation opcodes). Aside from that I'm not too sure. This was my first opcode find and I can't quite remember the effects. I think it just changes whether the z position of the actor is kept throughout the animation. Not sure though. -------------------- | CLEO 4.3.22 | A?i?a?o?3D | UI SDK | Black Market Mod 1.0.1 | GInput 0.3 | Cheat Keyboard | Tactile Cheat Activation | Stream Ini Extender 0.7 | SuperVars | ScrDebug | Vigilante Justice: San Andreas | |
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