Difference between revisions of "0372"
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− | {{Icon|3}} {{Icon|VC}} | + | {{Icon|3}} {{Icon|VC}} '''SET_CHAR_WAIT_STATE''' |
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'''Description''' | '''Description''' | ||
− | : Plays an [[IFP|animation]] on | + | : Plays an [[IFP|animation]] sequence on a character |
'''Syntax''' | '''Syntax''' | ||
: 0372: set_actor [''char handle''] anim [''int1''] wait_state_time [''int2''] ms | : 0372: set_actor [''char handle''] anim [''int1''] wait_state_time [''int2''] ms | ||
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:: Time in milliseconds | :: Time in milliseconds | ||
− | This opcode plays an animation on | + | This opcode plays an animation sequence on a character. Some animations can play for a set amount of time but some animations require to be looped in order to work. If played on the player, most animations allow some extent of control as the animations are trying to play. |
== List of animation values == | == List of animation values == | ||
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| [http://img.photobucket.com/albums/v41/spaceeinstein/0372-35.png Link] | | [http://img.photobucket.com/albums/v41/spaceeinstein/0372-35.png Link] | ||
|} | |} | ||
− | Some animations requires the opcode to be looped in order to see the animation correctly. Those that should be looped is under the "Should be looped?" column. All animations can be looped but some will look bad or not right. Those that should not be looped is not under that column. Some animations will force the | + | Some animations requires the opcode to be looped in order to see the animation correctly. Those that should be looped is under the "Should be looped?" column. All animations can be looped but some will look bad or not right. Those that should not be looped is not under that column. Some animations will force the character to stray away from the original position. Those that does that is under the "Deviate from position?" column. |
All unlisted values has no effect. Value 6 was used once in the game but the character doesn't seem to do anything unique. | All unlisted values has no effect. Value 6 was used once in the game but the character doesn't seem to do anything unique. | ||
− | ==Keywords== | + | == Keywords == |
− | animation, wait state time, play | + | actor, character, animation, wait state, time, play |
+ | |||
+ | [[Category:OpCodes]] |
Latest revision as of 21:15, 10 January 2012
Description
- Plays an animation sequence on a character
Syntax
- 0372: set_actor [char handle] anim [int1] wait_state_time [int2] ms
Parameter
- [char handle]
- The handle of the character
- [int1]
- [int2]
- Time in milliseconds
This opcode plays an animation sequence on a character. Some animations can play for a set amount of time but some animations require to be looped in order to work. If played on the player, most animations allow some extent of control as the animations are trying to play.
List of animation values
GTA III goes up to 20 and Vice City goes up to 35. Both games have similar animations and behaviors.
Value | Should be looped? |
Deviate from position? |
Follows time limit? |
Description | Image |
---|---|---|---|---|---|
0 | No | No | No | Resets the animation to normal, similar to 053D | |
2 | Yes | No | No | Stands still with hands behind the back | Link |
3 | No | No | Yes | Leans back and looks left and right; if looped, animation will repeat | Link |
8 | No | No | Yes | Stands still with hands behind the back then scratches head; if looped, hands will be kept behind the back | Link |
9 | No | Yes | No | Bounces and stumbles backwards or forwards | Link |
10 | No | No | No | Turns around 360 degrees | |
11 | No | Yes | No | Bounces, stumbles backwards or forwards, then scratches head | Link |
12 | Yes | No | No | Bends over and catches breath | |
13 | No | No | No | Stands still with hands behind the back for five seconds no matter the limit; if looped, hands will be kept behind the back | |
14 | No | No | Yes | Steps away and bends down as if protecting itself | Link |
15 | No | Yes | No | Surprised while stepping back | Link |
16 | No | No | Yes | Hails a taxi; if set time limit only hails once and keeps in standing pose until time's up; if looped, will keep hailing | Link |
17 | No | Yes | Yes | Steps back then raises both hands; if looped, animation will repeat | Link |
18 | No | Yes | No | Surprised while stepping back | |
19 | No | No | Yes | Various hand gestures suggesting a conversation; if looped, animation will repeat | Link |
20 | Yes | No | Yes | Bends over and catches breath then leans back and looks left and right when it reaches the time limit; if looped will continuously bend over to catch a breath | Link |
21 | No | No | No | Sits down, sits up eventually | |
23 | No | No | No | Stands up from sitting position | |
24 | No | No | Yes | Sits down, looks around, then stands up at the time limit; if looped, will continuously sit down | Link |
25 | No | No | No | Hand gestures suggesting using an ATM; animation will complete itself no matter the limit; if looped, animation repeats | Link |
28 | No | No | No | Sunbathe | Link |
29 | No | No | No | Several animations related to rioting, which includes fist shaking and hollering; note that the animation 'RIOT' has to be loaded through 04ED or else the game will crash! | |
30 | No | No | No | Falls over backwards and will stay fallen on the floor | Link |
31 | No | No | No | Hand gestures suggesting activating a detonator; if looped, animation repeats | Link |
32 | No | No | No | Several animations related to strip dancing; note that the animation 'STRIP' has to be loaded through 04ED or else the game will crash! | |
33 | No | No | No | Kicks or attacks the ground/weak throw projectile, animation depends on weapon (works for slots 0, 1, and 2); if looped, animation repeats | Link |
34 | No | No | No | Slumped over on a chair, was used for Lance beaten up by Diaz's men; note that the animation 'LANCE' has to be loaded through 04ED or else the game will crash! | |
35 | No | Yes | Yes | Steps back then raises both hands up; if looped, animation will repeat | Link |
Some animations requires the opcode to be looped in order to see the animation correctly. Those that should be looped is under the "Should be looped?" column. All animations can be looped but some will look bad or not right. Those that should not be looped is not under that column. Some animations will force the character to stray away from the original position. Those that does that is under the "Deviate from position?" column.
All unlisted values has no effect. Value 6 was used once in the game but the character doesn't seem to do anything unique.
Keywords
actor, character, animation, wait state, time, play