Difference between revisions of "0524"
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− | {{Icon|VC}} | + | {{OpCode |
− | + | | games = {{Icon|VC}} | |
− | + | | command = ATTACH_CUTSCENE_OBJECT_TO_BONE | |
− | + | | description = Attaches a cutscene object to the bone of another cutscene object | |
− | + | | syntax1 = 0524: attach_cutscene_object [''object handle1''] to_bone [''object handle2''] [''int''] | |
− | + | | p1t = [''object handle1''] | |
− | + | | p1d = The handle of the object attaching | |
− | + | | p2t = [''object handle2''] | |
− | + | | p2d = The handle of the object to attach onto | |
− | + | | p3t = [''int''] | |
− | + | | p3d = Ped bone ([[#Ped bones|see below]]) | |
− | + | }} | |
− | |||
This opcode attaches a cutscene object to the bone of another cutscene object. Cutscene objects are created using opcode [[02E5]]. If the bone does not exist, the object will not appear at all. The primary advantage of using this opcode over using [[02E6]] is that the object does not need to have its own animation. Any cutscene objects work including character models, but character models are not recommended because they will show up as a clump of meat. The original script called this opcode three times using the left or right hand as the bone to attach. | This opcode attaches a cutscene object to the bone of another cutscene object. Cutscene objects are created using opcode [[02E5]]. If the bone does not exist, the object will not appear at all. The primary advantage of using this opcode over using [[02E6]] is that the object does not need to have its own animation. Any cutscene objects work including character models, but character models are not recommended because they will show up as a clump of meat. The original script called this opcode three times using the left or right hand as the bone to attach. | ||
− | {| class="wikitable" | + | == Ped bones == |
− | ! | + | {|class="wikitable center-col-1" |
+ | !Bone ||[[SCM language III/VC definitions#BONE|Enum]] | ||
|- | |- | ||
− | | 0 || BONE_ROOT | + | |0 ||BONE_ROOT |
|- | |- | ||
− | | 1 || BONE_PELVIS | + | |1 ||BONE_PELVIS |
|- | |- | ||
− | | 2 || BONE_SPINE | + | |2 ||BONE_SPINE |
|- | |- | ||
− | | 3 || BONE_SPINE1 | + | |3 ||BONE_SPINE1 |
|- | |- | ||
− | | 4 || BONE_NECK | + | |4 ||BONE_NECK |
|- | |- | ||
− | | 5 || BONE_HEAD | + | |5 ||BONE_HEAD |
|- | |- | ||
− | | 21 || BONE_R_CLAVICLE | + | |21 ||BONE_R_CLAVICLE |
|- | |- | ||
− | | 22 || BONE_R_UPPERARM | + | |22 ||BONE_R_UPPERARM |
|- | |- | ||
− | | 23 || BONE_R_FOREARM | + | |23 ||BONE_R_FOREARM |
|- | |- | ||
− | | 24 || BONE_R_HAND | + | |24 ||BONE_R_HAND |
|- | |- | ||
− | | 25 || BONE_R_FINGERS | + | |25 ||BONE_R_FINGERS |
|- | |- | ||
− | | 31 || BONE_L_CLAVICLE | + | |31 ||BONE_L_CLAVICLE |
|- | |- | ||
− | | 32 || BONE_L_UPPERARM | + | |32 ||BONE_L_UPPERARM |
|- | |- | ||
− | | 33 || BONE_L_FOREARM | + | |33 ||BONE_L_FOREARM |
|- | |- | ||
− | | 34 || BONE_L_HAND | + | |34 ||BONE_L_HAND |
|- | |- | ||
− | | 35 || BONE_L_FINGERS | + | |35 ||BONE_L_FINGERS |
|- | |- | ||
− | | 41 || BONE_L_THIGH | + | |41 ||BONE_L_THIGH |
|- | |- | ||
− | | 42 || BONE_L_CALF | + | |42 ||BONE_L_CALF |
|- | |- | ||
− | | 43 || BONE_L_FOOT | + | |43 ||BONE_L_FOOT |
|- | |- | ||
− | | 51 || BONE_R_THIGH | + | |51 ||BONE_R_THIGH |
|- | |- | ||
− | | 52 || BONE_R_CALF | + | |52 ||BONE_R_CALF |
|- | |- | ||
− | | 53 || BONE_R_FOOT | + | |53 ||BONE_R_FOOT |
|} | |} | ||
== Keywords == | == Keywords == | ||
attach, cut, scene, cutscene, command, object, bone | attach, cut, scene, cutscene, command, object, bone | ||
− | |||
− |
Latest revision as of 04:17, 27 November 2016
ATTACH_CUTSCENE_OBJECT_TO_BONE
- Description
- Attaches a cutscene object to the bone of another cutscene object
- Syntax
- 0524: attach_cutscene_object [object handle1] to_bone [object handle2] [int]
- Parameter
- [object handle1]
- The handle of the object attaching
- [object handle2]
- The handle of the object to attach onto
- [int]
- Ped bone (see below)
This opcode attaches a cutscene object to the bone of another cutscene object. Cutscene objects are created using opcode 02E5. If the bone does not exist, the object will not appear at all. The primary advantage of using this opcode over using 02E6 is that the object does not need to have its own animation. Any cutscene objects work including character models, but character models are not recommended because they will show up as a clump of meat. The original script called this opcode three times using the left or right hand as the bone to attach.
Ped bones
Bone | Enum |
---|---|
0 | BONE_ROOT |
1 | BONE_PELVIS |
2 | BONE_SPINE |
3 | BONE_SPINE1 |
4 | BONE_NECK |
5 | BONE_HEAD |
21 | BONE_R_CLAVICLE |
22 | BONE_R_UPPERARM |
23 | BONE_R_FOREARM |
24 | BONE_R_HAND |
25 | BONE_R_FINGERS |
31 | BONE_L_CLAVICLE |
32 | BONE_L_UPPERARM |
33 | BONE_L_FOREARM |
34 | BONE_L_HAND |
35 | BONE_L_FINGERS |
41 | BONE_L_THIGH |
42 | BONE_L_CALF |
43 | BONE_L_FOOT |
51 | BONE_R_THIGH |
52 | BONE_R_CALF |
53 | BONE_R_FOOT |
Keywords
attach, cut, scene, cutscene, command, object, bone