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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 |
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![]() 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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