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danielpz

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About danielpz

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  • Gender
    Male
  • Location
    Perú
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    Webmaster
  • Interests
    Halo CE all the time!

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  • Central Processor
    AMD Phenom II X4 945
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    M68MT-S2
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    8 GB RAM DDR3
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    500 GB
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    LG 21'5 (22MP55) and LG 21'5 (IPS224)
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    Halion Wireless Combo
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  1. Hi everyone, does someone know to animate a biped after spawn? I found this script, but it doesn't work :'c function moveobject(ObjectID, x, y, z) local object = get_object_memory(ObjectID) if get_object_memory(ObjectID) ~= 0 then local veh_obj = get_object_memory(read_dword(object + 0x11C)) write_vector3d((veh_obj ~= 0 and veh_obj or object) + 0x5C, x, y, z) end end I want create a phantom player, where it imitates all the actions of one player. Walk, crouch, jump, etc, I found this script on getting the actions of a player: -- This script should detect what keys player presses. Made by aLTis -- The script itself only prints what you press in the console api_version = "1.9.0.0" ACTIONS = { ["shooting"] = 0, ["grenade"] = 0, ["crouch"] = 0, ["jump"] = 0, ["flashlight"] = 0, ["action"] = 0, ["melee"] = 0, ["reload"] = 0, ["nade_switch"] = 0, ["weapon_switch"] = 0, ["zoom"] = 0, ["front"] = 0, ["back"] = 0, ["left"] = 0, ["right"] = 0, } previous_zoom_level = {} previous_anim_state = {} previous_crouch_state = {} previous_jump_state = {} previous_nade_type = {} previous_weapon_slot = {} previous_reload_state = {} previous_shooting_state = {} function OnScriptLoad() register_callback(cb["EVENT_TICK"],"OnTick") register_callback(cb['EVENT_SPAWN'],"OnPlayerSpawn") end function OnPlayerSpawn(PlayerIndex) previous_zoom_level[PlayerIndex] = 65535 previous_anim_state[PlayerIndex] = nil previous_crouch_state[PlayerIndex] = 0 previous_jump_state[PlayerIndex] = 0 previous_nade_type[PlayerIndex] = 0 previous_weapon_slot[PlayerIndex] = 0 previous_reload_state[PlayerIndex] = 0 previous_shooting_state[PlayerIndex] = 0 end function OnTick() local current_zoom_level local current_anim_state local current_crouch_state local current_jump_state local current_nade_type local current_weapon_slot local current_reload_state local current_shooting_state for i=1,16 do if(player_alive(i)) then local player = get_dynamic_player(i) ACTIONS["flashlight"] = read_bit(player + 0x208,4) ACTIONS["action"] = read_bit(player + 0x208,6) ACTIONS["melee"] = read_bit(player + 0x208, 7) current_shooting_state = read_float(player + 0x490) if(current_shooting_state ~= previous_shooting_state[i] and current_shooting_state == 1) then ACTIONS["shooting"] = 1 else ACTIONS["shooting"] = 0 end previous_shooting_state[i] = current_shooting_state current_reload_state = read_byte(player + 0x2A4) if(previous_reload_state[i] ~= current_reload_state and current_reload_state == 5) then ACTIONS["reload"] = 1 else ACTIONS["reload"] = 0 end previous_reload_state[i] = current_reload_state current_crouch_state = read_bit(player + 0x208,0) if(current_crouch_state ~= previous_crouch_state[i] and current_crouch_state == 1) then ACTIONS["crouch"] = 1 else ACTIONS["crouch"] = 0 end previous_crouch_state[i] = current_crouch_state current_jump_state = read_bit(player + 0x208,1) if(current_jump_state ~= previous_jump_state[i] and current_jump_state == 1) then ACTIONS["jump"] = 1 else ACTIONS["jump"] = 0 end previous_jump_state[i] = current_jump_state current_nade_type = read_byte(player + 0x47E) if(current_nade_type ~= previous_nade_type[i]) then ACTIONS["nade_switch"] = 1 else ACTIONS["nade_switch"] = 0 end previous_nade_type[i] = current_nade_type current_weapon_slot = read_byte(player + 0x47C) if(current_weapon_slot ~= previous_weapon_slot[i]) then ACTIONS["weapon_switch"] = 1 else ACTIONS["weapon_switch"] = 0 end previous_weapon_slot[i] = current_weapon_slot local current_anim_state = read_byte(player + 0x2A3) if(current_anim_state ~= previous_anim_state[i]) then if(current_anim_state == 4) then ACTIONS["front"] = 1 end if(current_anim_state == 5) then ACTIONS["back"] = 1 end if(current_anim_state == 6) then ACTIONS["left"] = 1 end if(current_anim_state == 7) then ACTIONS["right"] = 1 end if(current_anim_state == 33) then ACTIONS["grenade"] = 1 end else ACTIONS["front"] = 0 ACTIONS["back"] = 0 ACTIONS["left"] = 0 ACTIONS["right"] = 0 ACTIONS["grenade"] = 0 end previous_anim_state[i] = current_anim_state current_zoom_level = read_word(player + 0x480) if(current_zoom_level ~= previous_zoom_level[i]) then ACTIONS["zoom"] = 1 else ACTIONS["zoom"] = 0 end previous_zoom_level[i] = current_zoom_level for key,value in pairs(ACTIONS) do if(value ~= 0) then rprint(i, key) -- ~CALL A FUNCTION OR SOMETHING HERE~ end end end end end function OnScriptUnload() end I know I need to translate the actions to a biped; is that possible?