Well you can always make another ifp filled with extra anims and make a cleo script to play on certain parts so the player can stand up and not look to cheap i guess (i dont know much but its an idea), but other than that nice work so far i mean its a start. Unforunatly, theres only two idles in sa ( 5) to Kill a glance - you just need to aim. 4)Mercury - on/off: Q to speed up, press Sprint and X. 3)Teleport to the marker on/off: Y and X. 2)Faster Weapons - increases firing speed. But theres a tricky way to setup cheap standup animation like in gta 4 where r* used 4 motion idles(torso down/up/left/right) to start animation, so before it bone transforms just moved fast to preset position(i guess). 1)Never Die 'ETERNAL' - CJ-I will always be full HP, to enter it is necessary nothing. About animations: im pretty much zero here. But for now im gonna turn my attention to setting up ragdoll from any existing ped (its gonna be bone position based doll with preset fatness factor, so it may look same ugly like this one) ) and capturing inertia vectors from bones transforms.įor anything else not gonna promiss anything. Not sure how im gonna setup col objects create/destroy algorithm (for example extra long draw distance may cause performance problems), also vehicles collision models position doesnt match with their in game position(z-axis), so im gonna leave this question until alpha assemble.
0 Comments
Leave a Reply. |
Details
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |