Difference between revisions of "TASK PLAY ANIM SECONDARY UPPER BODY"
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m (I added a missing note) |
m |
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| Line 11: | Line 11: | ||
|p5t=bool | |p5t=bool | ||
|p5d=flag 1 | |p5d=flag 1 | ||
| − | | | + | |p6t=bool |
|p6d=flag 2 | |p6d=flag 2 | ||
| − | | | + | |p7t=bool |
|p7d=flag 3 | |p7d=flag 3 | ||
| − | | | + | |p8t=bool |
| − | | | + | |p8d=flag 4 |
| − | | | + | |p9t=int |
| − | | | + | |p9d=unknown |
|r=0 | |r=0 | ||
}} | }} | ||
| Line 34: | Line 34: | ||
!Observed effect | !Observed effect | ||
|- | |- | ||
| − | |1 || | + | |1 || Disables player control and loops the animation infinitely. |
|- | |- | ||
| − | |2 || | + | |2 || Disables player controla until playback is over. |
|- | |- | ||
| − | |3 || Same | + | |3 || Same as flag 2. |
|- | |- | ||
| − | |4 || | + | |4 || Same as flag 2 but the character is frozen on the last frame of the animation instead. |
|- | |- | ||
|} | |} | ||
Revision as of 18:54, 12 January 2015
| Number of parameters: 9 | ||
|---|---|---|
| Parameter # | Type | Description |
| 1. | Ped handle (int) | The handle of the ped |
| 2. | char pointer | The animation's name |
| 3. | char pointer | The animation's set/group name |
| 4. | float | Playback speed? |
| 5. | bool | flag 1 |
| 6. | bool | flag 2 |
| 7. | bool | flag 3 |
| 8. | bool | flag 4 |
| 9. | int | unknown |
| Return value: | ||
| Type | Description | |
| None | ||
Description
Makes a character play an animation only on its upper body. The behavior of the character can be controlled with flags. The effects of playback_speed have not been test but its value varies (observed on the game's scripts) between 8.0 and 10000.0
Note:Apparently the last parameter must always be 0 or a negative integer.
Flags
The following table lists the observed effect of each flag when they are set to true.
| Flag | Observed effect |
|---|---|
| 1 | Disables player control and loops the animation infinitely. |
| 2 | Disables player controla until playback is over. |
| 3 | Same as flag 2. |
| 4 | Same as flag 2 but the character is frozen on the last frame of the animation instead. |