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Gecko75
03/05/2014, 07:17 PM
Hi-

I made my own afterdeath system, and it seems that it won't apply the animation I specified.
Everything else works, but the player isn't put into the animation and they wont stay there.
CheckWounded is called on a timer AFTER OnPlayerSpawn.

Like I said, everything works BUT the animation.
Any suggestions?

public CheckWounded(playerid)
{
if(PlayerIsWounded(playerid))
{

PutPlayer(playerid,PlayerInfo[playerid][pPosX],PlayerInfo[playerid][pPosY],PlayerInfo[playerid][pPosZ]);
SetInterior(playerid, PlayerInfo[playerid][pInt]);
SetWorld(playerid, PlayerInfo[playerid][pWorld]);
SetPlayerHealth(playerid, 40.0);
SCM(playerid, COLOR_LIGHTRED, "You are brutally wounded, you may wait for a medical assistance or '/acceptdeath'.");
//OnPlayAnim(playerid, "WUZI", "CS_Dead_Guy", 4.0, 1, 1, 1, 1, 0);
//OnPlayAnim(playerid, "WUZI", "CS_Dead_Guy", 4.1, 1, 0, 0, 0, 1);
FreezePlayer(playerid);
SetTimerEx("UnFreezePlayer", 3250, 0, "i", playerid);
DeadAnim(playerid);
SetTimerEx("DeadAnim", 3500, 0, "i", playerid);
SetPlayerWeather(playerid, -91);



}

DeadAnim:

public DeadAnim(playerid)
{
//playerid,animlib[],animname[], Float:Speed, looping, lockx, locky, lockz, lp
//OnPlayAnim(playerid, "WUZI", "CS_Dead_Guy", 4.1, 1, 0, 0, 0, 1);
ApplyAnimation(playerid, "WUZI", "CS_Dead_Guy", 4.1, 1, 0, 0, 0, 1, 1);
return 1;
}

XK
03/05/2014, 07:21 PM
try this one

ApplyAnimation(playerid,"PED","FLOOR_hit_f",4.0,0,1,1,1,0,1);