ToonSkull Posted January 8, 2011 Share Posted January 8, 2011 {$VERSION 3.1.0027} {$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($PLAYER_CHAR) jf @kowall_11 04ED: load_animation "PED" :kowall_38 wait 0 if 04EE: animation "PED" loaded jf @kowall_38 //Makes sure we don't bump into stuff inside, only outside. :kowall_60 wait 0 077E: get_active_interior_to 7@ if and 7@ == 0 Actor.Animation($PLAYER_ACTOR) == "RUN_PLAYER" jf @kowall_60 04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 0.0 0.1 0.0 04C4: store_coords_to 4@ 5@ 6@ from_actor $PLAYER_ACTOR with_offset 0.0 0.5 0.0 if 86BD: not no_obstacles_between 1@ 2@ 3@ and 4@ 5@ 6@ 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 Link to comment Share on other sites More sharing options...
Huckleberry Pie Posted January 8, 2011 Share Posted January 8, 2011 So, does this keep CJ from running even if he's at the wall? Link to comment Share on other sites More sharing options...
ToonSkull Posted January 8, 2011 Author Share Posted January 8, 2011 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. Link to comment Share on other sites More sharing options...
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