0372

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Revision as of 02:39, 25 November 2009 by Spaceeinstein (talk | contribs) (New page: {{OpCode | ini = 0372=3,%1d% %2d% %3d% | description = Plays an animation on an actor | p1 = Actor handle | p2 = Animation value | p3 = Time in milliseco...)
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{{{games}}}


Description
Plays an animation on an actor
Syntax
{{{syntax1}}}
Parameter

This opcode plays an animation on an actor. 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 tries to play.

List of animation values

Value Should
be
looped?
Deviate
from
position?
Description Image
2 ? ? Stands still with hands behind the back Link
3 ? ? Leans back and looks left and right Link
8 ? ? Stands still with hands behind the back then scratches head Link
9 ? ? Bounces and stumbles backwards
10 ? ? Turns around 180 degrees
11 ? ? Bounces, stumbles backwards, then scratches head
12 ? ? Bends over and catches breath
13 ? ?
14 ? ? Steps away and bends down as if protecting itself Link
15 ? ?
16 ? ? Hails a taxi Link
17 ? ? Steps back then raises both hands up
18 ? ?
19 ? ? Various hand gestures suggesting a conversation Link
20 ? ? Bends over and catches breath then leans back and looks left and right; if looped will continuously bend over to catch a breath Link
21 ? ? Sits down or stands up from sitting position
22 ? ?
23 ? ?
24 ? ? Sits down, looks around, then stands up; if looped, will continuously sit down Link
25 ? ? Hand gestures suggesting using an ATM Link
28 ? ? Sunbathe Link
30 ? ? Falls over backwards, if looped will stay fallen on the floor
31 ? ? Hand gestures suggesting activating a detonator
33 ? ? Kicks the floor

Some animations requires the opcode to be looped in order to see the animation correctly. Those that should be looped is checked 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 x-ed in that column. Some animations will force the actor to stray away from the original position. Those that does that is checked under the "Deviate from position?" column.

Values 29, 32, and 34 crashes the game. All unlisted values has no effect.

Keywords

animation, wait state time, play