Difference between revisions of "0x006C"

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(Use)
(Use)
 
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|4 & 5||colspan="2"|Variable number used for '''Object'''
 
|4 & 5||colspan="2"|Variable number used for '''Object'''
 
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|6||colspan="2"|Reference a specific '''Animation''' string set. The choices are any of the [[STR#STR.23|String Resources]] that represent animations, for example 0x81 is AdultAnims. operands 0 and 1 give the [[Byte Order|low and high order byte]] respectively of the animation string within that animation set.
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|6||colspan="2"|Reference a specific '''Animation''' string set. The choices are any of the [[STR#STR.23|String Resources]] that represent animations, for example 0x81 is AdultAnims. More details in [[How SimAntics chooses and Animations]]. Operands 0 and 1 give the [[Byte Order|low and high order byte]] respectively of the animation string within that animation set.
 
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|7||Controls the type of '''Animation''' to stop||00: a specific animation as detailed by operand 6<br>01: all Overlay animations<br>02: all Full Body animations<br>03: all animations<br>04: Carry Poses<br>05: Idle Animations<br>06: Gesture Animations<br>07: Reaction Animations<br>08: Normal Animations<br>09: Faial Animations<br>0A: Facial Idle Animations<br>0B: Receptivity Animations
 
|7||Controls the type of '''Animation''' to stop||00: a specific animation as detailed by operand 6<br>01: all Overlay animations<br>02: all Full Body animations<br>03: all animations<br>04: Carry Poses<br>05: Idle Animations<br>06: Gesture Animations<br>07: Reaction Animations<br>08: Normal Animations<br>09: Faial Animations<br>0A: Facial Idle Animations<br>0B: Receptivity Animations

Latest revision as of 18:21, 24 April 2011

Animate Stop
OpCode:0x006C
Game Version:The Sims 2


[edit] Overview

This primitive stops any current animation.

[edit] Use

There is no instruction wizard for this instruction, so the following table details the meaning of each of the operands.

Operand editing
Operand Description Operand Values
0 & 1 Variable number used for Animation
2 - bit 1 Controls "Flip Flag" off: False
on: True
Over-riden by operand 2 - bit 4
2 - bit 2 Controls "Blend out" off: False
on: True
2 - bit 3 Controls animation number off: Literal, operands 0 and 1 give the low and high order byte respectively.
on: Param, operands 0 and 1 give the low and high order byte respectively.
2 - bit 4 Controls "Flip Flag" off: See operand 2 - bit 1
on: Temp 0x0003
2 - bit 5 Unused?
2 - bit 6 Controls "short blend out" off: False
on: True
2 - bit 7 Controls "both normal AND flipped anims" off: False
on: True
3 The Object for which animations are to be stopped. The choices are any of the many variables and attributes that are part of SimAntics. Where the variable type can have many of them, e.g. Local variables, operands 4 and 5 give the low and high order byte respectively.
4 & 5 Variable number used for Object
6 Reference a specific Animation string set. The choices are any of the String Resources that represent animations, for example 0x81 is AdultAnims. More details in How SimAntics chooses and Animations. Operands 0 and 1 give the low and high order byte respectively of the animation string within that animation set.
7 Controls the type of Animation to stop 00: a specific animation as detailed by operand 6
01: all Overlay animations
02: all Full Body animations
03: all animations
04: Carry Poses
05: Idle Animations
06: Gesture Animations
07: Reaction Animations
08: Normal Animations
09: Faial Animations
0A: Facial Idle Animations
0B: Receptivity Animations
8 Controls "Priority" 00: low
01: medium
02: high
9 thru 15 Unused

[edit] See also

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