Difference between revisions of "0524"

From GTAMods Wiki
Jump to navigation Jump to search
m
m
 
Line 1: Line 1:
{{Icon|VC}} '''ATTACH_CUTSCENE_OBJECT_TO_BONE'''
+
{{OpCode
<hr />
+
| games      = {{Icon|VC}}
'''Description'''
+
| command    = ATTACH_CUTSCENE_OBJECT_TO_BONE
: Attaches a cutscene object to the bone of another cutscene object
+
| description = Attaches a cutscene object to the bone of another cutscene object
'''Syntax'''
+
| syntax1    = 0524: attach_cutscene_object [''object handle1''] to_bone [''object handle2''] [''int'']
: 0524: attach_cutscene_object [''object handle1''] to_bone [''object handle2''] [''int'']
+
| p1t        = [''object handle1'']
'''Parameter'''
+
| p1d        = The handle of the object attaching
: [''object handle1'']
+
| p2t        = [''object handle2'']
:: The handle of the object attaching
+
| p2d        = The handle of the object to attach onto
: [''object handle2'']
+
| p3t        = [''int'']
:: The handle of the object to attach onto
+
| p3d        = Ped bone ([[#Ped bones|see below]])
: [''int'']
+
}}
:: Bone value (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 ==
! Bone || [[SCM language III/VC definitions#BONE|Enum]]
+
{|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
 
[[Category:OpCodes]]
 

Latest revision as of 04:17, 27 November 2016

Vice City 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