paulo ve Posted February 2, 2014 Report Share Posted February 2, 2014 to put the animation he continues with the original animation as the script! I would put the animation (Caller-> PushActionSwitchAnim (ACTION_APPEND, "kneeldown") object UseShears : CommandScript{UseShears(){SetValidTargets(ACTOR_VEHICLE);SetRestrictions(RESTRICT_NOTDESTROYED);SetPossibleCallers(ACTOR_PERSON);SetPossibleEquipment(EQUIP_SHEARS);SetPossibleExists(CPE_CAR_W_ENCLOSED_PERSON);} /*bool CheckPossible(GameObject *Caller){if(!Caller->IsValid() || Caller->GetType() != ACTOR_PERSON || Caller->GetEquipment()!=EQUIP_SHEARS)return false;return Game::ExistsCarWithEnclosedPerson();}*/ bool CheckTarget(GameObject *Caller, Actor *Target, int childID){if(!Caller->IsValid() || !Target->IsValid() || (Caller->GetID()==Target->GetID()) || Target->GetType() != ACTOR_VEHICLE)return false; if (Caller->GetType() != ACTOR_PERSON)return false;Person p(Caller);if(p.GetEnteredCarID() != -1)return false; Vehicle veh(Target); //if (veh.IsPhysicsSimulationEnabled() && !veh.IsPhysicsFreezed())// return false; bool quiet = true;if (veh.IsPhysicsSimulationEnabled() && !veh.IsPhysicsFreezed()){Vector lin, ang;veh.GetPhysicsLinearVelocity(0, lin);veh.GetPhysicsLinearVelocity(0, ang);if (lin.GetLen() > 8.0f && ang.GetLen() > 0.2f)quiet = false;} if (!quiet && !veh.HasName("fgrr_signal"))return false; if (Caller->GetEquipment()==EQUIP_SHEARS && veh.IsValid() && veh.HasEnclosedPerson() && !veh.IsInsideWater()&& !veh.IsCarried())return true; return false;} void PushActions(GameObject *Caller, Actor *Target, int childID){Vehicle veh(Target);Vector TargetPos = veh.GetTargetPoint(Caller, TARGET_SHEARSDOOR); Caller->PushActionMove(ACTION_NEWLIST, TargetPos); Caller->PushActionSwitchAnim(ACTION_APPEND, "kneeldown");Caller->PushActionTurnTo(ACTION_APPEND, Target);Caller->PushActionUseEquipment(ACTION_APPEND, Target, childID, 6.0f); }}; Quote Link to comment Share on other sites More sharing options...