Axel Posted March 19, 2012 Share Posted March 19, 2012 Is this really possible in mta? - this -or this -or THIS! Link to comment
Paper Posted March 19, 2012 Share Posted March 19, 2012 I'm making a gamemode similiar to race but you are on foot and you have to use the parkour style to reach the final checkpoint, but actually it's in pause, i'm at 35% of development Link to comment
Axel Posted March 19, 2012 Author Share Posted March 19, 2012 Wow, but what u used to do it? Is there a animation on MTA similar to those? Or replacement? Link to comment
X-SHADOW Posted March 19, 2012 Share Posted March 19, 2012 yes ther is animation and you can make it with script Good Luck ^^ Link to comment
Axel Posted March 19, 2012 Author Share Posted March 19, 2012 Can you tell me what animations you found? EDIT: I succeded with the roll animation, but can someone tell me the animation betwen falling down? I mean the one in the air.. Link to comment
Slothman Posted March 20, 2012 Share Posted March 20, 2012 I did release a walljump script in community that is sort of parkour-ish. The custom animations in those vids can't be used in mta though. Its possible to fake the flips using existing animations and some creative scripting (glue the player to an object, rotate the object to simulate a flip) Link to comment
Axel Posted March 20, 2012 Author Share Posted March 20, 2012 In the first video, the landing is like the when u jump from the bike at some speed. Does somebody know that animation? Or it doesn't exists? EDIT: I found this: http://www.4shared.com/rar/dyFUZ-LQ/fil ... 2=403tNull Can it be replaced somehow in mta? The roll animation looks like.. if u take damage it rolls eighter to right or left.. but i want to roll forwads.. I tryed setting the position but failed, does sombody got an idea? function fDamage ( attacker, weapon, bodypart,loss) local rot = getElementRotation(source) if (loss < 20) then --setPedRotation(source,rot+90) exports.global:applyAnimation( source, "ped", "Crouch_Roll_R", 700, true, true, false) elseif (loss > 20) then --setPedRotation(source,rot+90) exports.global:applyAnimation( source, "ped", "Crouch_Roll_L", 700, true, true, false) end end addEventHandler ( "onPlayerDamage", getRootElement(), fDamage ) Link to comment
Paper Posted March 22, 2012 Share Posted March 22, 2012 Wow, but what u used to do it? Is there a animation on MTA similar to those? Or replacement? For the first release i'm not using any animation, but in future releases i think i will implement some of them Link to comment
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