[POMOC] Animacije


Započeo Arkoo, Oktobar 20, 2015, 01:07:33 PRE PODNE

prethodna tema - sledeća tema

0 članova i 1 gost pregledaju ovu temu.

Skripta koju koristim: /
Detaljan opis problema: Kako da iskljucim prekid animacije na desni klik
Dio skripte:
Neke slike/video za lakse dobivanje pomoci(neobavezno):

[]Flynâ„¢

*

Never look down on anybody unless you're helping them up.

public OnPlayerKeyStateChange(playerid, newkeys, oldkeys)
{
	if (PRESSED(KEY_AIM))
	{
		ClearAnimations(playerid);
	}
	return 1;
}
Poslednja Izmena: Oktobar 20, 2015, 01:32:06 PRE PODNE od []MaKiâ„¢

Citat: []MaKiâ,,¢ poslato Oktobar 20, 2015, 01:30:40 PRE PODNE
public OnPlayerKeyStateChange(playerid, newkeys, oldkeys)
{
	if (PRESSED(KEY_AIM))
	{
		ClearAnimations(playerid);
	}
	return 1;
}

Nisam trazio da prekinem animaciju vec da se ne moze prekinuti
pokusavao sam nesto sa LoopingAnim ali nece opet prekine

[]Flynâ„¢

*

Never look down on anybody unless you're helping them up.

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)