
sierra117
Joined: Jan 10, 2008
If sex is good exercise, why are there fat sluts?
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Posted: Dec 27, 2008 05:09 AM
Msg. 1 of 6
how do i make a vehicle play a recorded animation right after it has finish playing one. eg: a pelican does the recorded animation pipe_cship_exit, how would i make it so after it completes the recorded animation it starts a new animation on the same vehicle?
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Headhunter09
Joined: May 6, 2008
This is the truth.
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Posted: Dec 27, 2008 08:16 AM
Msg. 2 of 6
i found this in hs_doc. it may be the command you want: (sleep_until [])
pauses execution of this script until the specified condition is true, checking once per second unless a different number of ticks is specified.
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Dec 27, 2008 10:12 AM
Msg. 3 of 6
You can also time the animation in Sapien, and then set it to kill the animation after a certain amount of time
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sierra117
Joined: Jan 10, 2008
If sex is good exercise, why are there fat sluts?
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Posted: Dec 28, 2008 01:33 AM
Msg. 4 of 6
i know about the kill thing in the animation.... wait i got an idea would this work?
(script startup animation (sleep_until (volume_test_objects hi (players)) 1) (recording_play pelican recorded_animation) (vehicle_hover pelican true) (vehicle_hover pelican false) (recording_play pelican 2ndrecorded_animation) )
i added the vehicle_hover command because if i made it like this:
(recording_play pelican recorded_animation) (recording_play pelican 2ndrecorded_animation)
it would just play the 1st recorded animation and forget about the rest.
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Headhunter09
Joined: May 6, 2008
This is the truth.
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Posted: Dec 28, 2008 08:02 AM
Msg. 5 of 6
what i was thinking more was along the lines of creating a trigger_volume where the first recorded animation would end. (script startup animation (sleep_until (volume_test_objects run_anim (players)) 1) (recording_play pelican recorded_animation1) (sleep_until (volume_test_objects end_anim (object_list (pelican)) 1) (recording_play pelican recorded_animation2) ) sorry if i misused some syntax; im a little rusty on scripting. Edited by Headhunter09 on Dec 28, 2008 at 08:02 AM
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Vick Jr
Joined: Jun 26, 2008
Well enough alone...
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Posted: Dec 28, 2008 01:08 PM
Msg. 6 of 6
Wasn't there a command to see how much longer an animation will take? Put that in the "sleep" command, then have it start the new animation. I don't script (yet), but something along the lines of ...
after you've started the first animation...
(sleep (unit_get_custom_animation_time yourpelican)) (recording_play yourpelican yourpelicansecondanimation) )
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