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ToonSkull

CJ KO'ed by wall

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{$VERSION 3.1.0027}
{$CLEO .cs}
{CJ runs at any wall and smacks it, down he falls on his... well a bit more real than just jogging in place.
Not as perfect as I would like it, CJ does tend to get a bit stuck after smacking into a wall. 
But you can still jump walls. It doesn't do any damage just another reality concept.
Special thanks to nabnabnabn -> http://www.gtaforums.com/index.php?showtopic=466576&view=findpost&p=1060283039
Thanks to all those who helped in that thread.

1.7.2011
Vincent "ToonSkull" Black
www.filefront.com/user/toonskull
Binary file will be posted here soon.}

thread 'kowall'

:kowall_11
wait 0
if
 Player.Defined($PLAYER_CHAR)
jf @kowall_11
04ED: load_animation "PED"

:kowall_38
wait 0
if
04EE:   animation "PED" loaded
jf @kowall_38
//Makes sure we don't bump into stuff inside, only outside.
:kowall_60
wait 0
077E: get_active_interior_to [email protected]
if and
[email protected] == 0
 Actor.Animation($PLAYER_ACTOR) == "RUN_PLAYER"
jf @kowall_60
04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 0.1 0.0
04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 0.5 0.0
if
86BD:   not no_obstacles_between [email protected] [email protected] [email protected] and [email protected] [email protected] [email protected] solid 1 car 0 actor 0 object 0 particle 0
jf @kowall_60
0605: actor $PLAYER_ACTOR perform_animation_sequence "KO_SHOT_FACE" IFP_file "PED" 8.0 loop 0 0 0 0 time -1 // versionA

:kowall_242
wait 0
if
 not Actor.Animation($PLAYER_ACTOR) == "KO_SHOT_FACE"
jf @kowall_242
0605: actor $PLAYER_ACTOR perform_animation_sequence "GETUP" IFP_file "PED" 6.0 loop 0 0 0 0 time -1 // versionA

:kowall_308
wait 0
if
 not Actor.Animation($PLAYER_ACTOR) == "GETUP"
jf @kowall_308
jump @kowall_60 

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So, does this keep CJ from running even if he's at the wall?

It does a solid obstacle check when he is in his run animation. So if you hold ALT (walk) as you move toward a wall it won't do the KO animation. But even if he does get hit, he just stands right back up so at that point you could jump the wall. Also since fences are not walls it does not react on them or objects such as cars. The solid check runs between 10 and 50 cm from the front of his body and could be adjusted. You should have no trouble running along walls or on top of them, just at them.

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