Posts: 329
Threads: 12
Joined: Oct 2012
Reputation:
0
Confirmed, I have the same result.
Posts: 3,324
Threads: 96
Joined: Sep 2013
This has already been discovered when they were very first added.
Posts: 1,167
Threads: 57
Joined: Jul 2010
Reputation:
0
its because anim needs to pre-load, the first actor you spawn, it pre-loads the anim, and each next one will get that anim at first, as its already preloaded.
just preload the anim before the use, just like you do with a player anims.
Posts: 3,324
Threads: 96
Joined: Sep 2013
Quote:
Originally Posted by ikey07
its because anim needs to pre-load, the first actor you spawn, it pre-loads the anim, and each next one will get that anim at first, as its already preloaded.
just preload the anim before the use, just like you do with a player anims.
|
This has nothing to do with the bug, but yes [some] anims do need preloaded. The bug is not just with animations, so preloading them will not help the bug.
Also on an unrelated note, can someone try hitting some dead actors with cars and confirm this bug I'm experiencing? Procedure: Kill an actor, get in an Infernus, ram the actor repeatedly until you see what happens (it doesn't happen every time the actor is hit, but after it does happen there is no return). Result: An actor stuck in the air, until you set it's position again. This can all be done within test_cmds (just uncomment the actor damage callback).
Posts: 3,324
Threads: 96
Joined: Sep 2013
Quote:
Originally Posted by dominik523
@Crayder: I'll try it now.
EDIT: I've tried to kill the spawned actor and I couldn't do any damage to it.
|
You forgot to uncomment the actor damage callback. It's OnPlayerGiveDamageActor I think. It's in the test_cmds but it's commented out.
Posts: 3,324
Threads: 96
Joined: Sep 2013
Quote:
Originally Posted by dominik523
Okay I've tried to kill the actor and then go over it with the infernus and everything worked fine. This is the code I've used:
pawn Code:
public OnPlayerGiveDamageActor(playerid, damaged_actorid, Float: amount, weaponid, bodypart) { new string[128], attacker[MAX_PLAYER_NAME]; new weaponname[24]; GetPlayerName(playerid, attacker, sizeof (attacker)); GetWeaponName(weaponid, weaponname, sizeof (weaponname));
format(string, sizeof(string), "%s has made %.0f damage to actor id %d, weapon: %s", attacker, amount, damaged_actorid, weaponname); SendClientMessageToAll(0xFFFFFFFF, string);
if(!IsActorInvulnerable(damaged_actorid)) //Check if actor is vulnerable { new Float:health; GetActorHealth(damaged_actorid, health); //Get current health SetActorHealth(damaged_actorid, health-amount); //Apply damage, set new health } return 1; }
|
Ok, I'll record what happens to me. (edit when uploaded)
EDIT: [ame]www.youtube.com/watch?v=B1c1Jmu90-c[/ame]