Difference between revisions of "TASK PLAY ANIM SECONDARY UPPER BODY"

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m (I added a missing note)
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|p5t=bool
 
|p5t=bool
 
|p5d=flag 1
 
|p5d=flag 1
|p5t=bool
+
|p6t=bool
 
|p6d=flag 2
 
|p6d=flag 2
|p6t=bool
+
|p7t=bool
 
|p7d=flag 3
 
|p7d=flag 3
|p7t=bool
+
|p8t=bool
|p7d=flag 4
+
|p8d=flag 4
|p8t=int
+
|p9t=int
|p8d=unknown
+
|p9d=unknown
 
|r=0
 
|r=0
 
}}
 
}}
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!Observed effect
 
!Observed effect
 
|-
 
|-
|1 || Loops the animation infinitely. Allows player control and movement.
+
|1 || Disables player control and loops the animation infinitely.
 
|-
 
|-
|2 || Loops the animation infinitely, disables player movement but not player control.
+
|2 || Disables player controla until playback is over.
 
|-
 
|-
|3 || Same effect as flag number 2 (tested on "reload" from "gun@shotgun").
+
|3 || Same as flag 2.
 
|-
 
|-
|4 || Freezes the upper body on the last frame of the anim. It hast no effect on player movement or control.
+
|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

TASK_PLAY_ANIM_SECONDARY_UPPER_BODY
Number of parameters: 9
Parameter #TypeDescription
1.Ped handle (int)The handle of the ped
2.char pointerThe animation's name
3.char pointerThe animation's set/group name
4.floatPlayback speed?
5.boolflag 1
6.boolflag 2
7.boolflag 3
8.boolflag 4
9.intunknown
Return value:
TypeDescription
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.