Skripta koju koristim: /
Detaljan opis problema: Kako da iskljucim prekid animacije na desni klik
Dio skripte:
Neke slike/video za lakse dobivanje pomoci(neobavezno):
[pawn]public OnPlayerKeyStateChange(playerid, newkeys, oldkeys)
{
if (PRESSED(KEY_AIM))
{
ClearAnimations(playerid);
}
return 1;
}[/pawn]
Citat: []MaKiâ,,¢ poslato Oktobar 20, 2015, 01:30:40 PRE PODNE
[pawn]public OnPlayerKeyStateChange(playerid, newkeys, oldkeys)
{
if (PRESSED(KEY_AIM))
{
ClearAnimations(playerid);
}
return 1;
}[/pawn]
Nisam trazio da prekinem animaciju vec da se ne moze prekinuti
pokusavao sam nesto sa LoopingAnim ali nece opet prekine
Pa jednostavno obrisi KEY za prekidanje, a u animaciji stavis ovako:
(playerid, animlib[], animname[], Float:fDelta, loop, lockx, locky, freeze, time, forcesync)
playerid The ID of the player to apply the animation to.
animlib[] The animation library from which to apply an animation.
animname[] The name of the animation to apply, within the specified library.
fDelta The speed to play the animation (use 4.1).
loop If set to 1, the animation will loop. If set to 0, the animation will play once.
lockx If set to 0, the player is returned to their old X coordinate once the animation is complete (for animations that move the player such as walking). 1 will not return them to their old position.
locky Same as above but for the Y axis. Should be kept the same as the previous parameter.
freeze Setting this to 1 will freeze the player at the end of the animation. 0 will not.
time Timer in milliseconds. For a never-ending loop it should be 0.
forcesync Set to 1 to make server sync the animation with all other players in streaming radius (optional). 2 works same as 1, but will ONLY apply the animation to streamed-in players, but NOT the actual player being animated (useful for npc animations and persistent animations when players are being streamed)
napravio sam LOCK