Is your feature request related to a problem? Please describe.
I'm currently working on reversing GTA:SA's parachute implementation. I found the following lines:
9@ = Object.Create(#PARACHUTE, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
075A: set_object 9@ animation "PARA_OPEN_O" IFP_file "PARACHUTE" 1000.0 lockF 0 loop 1 // IF AND SET
which is applying an animation (in this case, block: PARACHUTE and anim PARA_OPEN_O
Describe the solution you'd like
In order to fully implement GTA:SA's default parachute system we'd need a way to set object animations. Therefore, a function like setObjectAnimation would be a nice idea.
Yes, object anims work the same as ped anims. There's a bug in mta's codebase which causes the object anims to crash. I was trying to fix it but then I got distracted and started working on something else
But before we can play object anims, the object must have skinned data like peds in the dff model
engineReplaceModel crashes when trying to load skin data for object models. Yes, it's possible to fix it
Related issue: #362 (custom IFP animations for objects)
Is your feature request related to a problem? Please describe.
I'm currently working on reversing GTA:SA's parachute implementation. I found the following lines:
which is applying an animation (in this case, block:
PARACHUTE
and animPARA_OPEN_O
Describe the solution you'd like
In order to fully implement GTA:SA's default parachute system we'd need a way to set object animations. Therefore, a function like
setObjectAnimation
would be a nice idea.Additional context
Some object animations: