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I will explain to you how to add animations to your SP mapp
you need this script in your gsc
thread anim_1(); /// it can be any name after the thread!
anim_1()
{
or1_node = getnode ("or1_node", "targetname"); //this is the node scripted's targetname can be everything
or1_trig = getent("or1_trig","targetname");//the triggers name what triggers the anim if reached
or1_trig waittill("trigger",other);
///notice if you name your node ex mymap the script shold look like this
if you name the trigger mymap_trig do the same
example
mymap_node = getnode ("mymap_node",targetname");
myma_trig = getent("mymap_trig","targetname);
mymap_trig waittill("trigger",other);
__________________________________________________________________________________
level.or2 = getent("or2","targetname"); /// after the level you could add anithing ex level.junior or other
level.or2.animname = "or2";// this will the name of the anim in anim.gsc
level.or2.anim_node = or1_node;//this is the definition of which node will have to play the animation
level.or2 notify ("stop friendly think");
level.or2 thread magic_bullet_shield();
level.or2.ignoreme = true;
level maps_anim::anim_reach_solo (level.or2, "blokk", undefined, or1_node);
level.or2 pushPlayer (false);
or1_node thread maps_anim::anim_loop_solo (level.or2, "blokk");
level.or2 notify ("stop magic bullet shield");
level.or2.ignoreme = false;
level.or2 animscriptsshared::putGunInHand("none");// this is used when the ai dont need to have a weapon
}
now in radiant : Put down a node scripted give it a targetname with value of your choice
now put down a trigger once give it a targetname of your choice
put down an AI actor and give it a targename of your choice
/// you should modify the script in targetnames to your and the level.or2 you should change the or2 to anything just in case to understand it.
radiant done
animation_gsc
level.scr_anim["or2"]["blokk"][0] = %downtown_sniper_blocking_door_idle;
or2 is the name of the animation // you can see this below -> level.or2.animname = "or2";
blokk is the animation definition it can be anything you can se this below ->
level maps_anim::anim_reach_solo (level.or2, "blokk", undefined, or1_node);
or1_node thread maps_anim::anim_loop_solo (level.or2, "blokk");
i hope you understand it
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