VP tutorial - Rampage trainer animations
Probably the only tutorial dedicated to Rampage trainer that I'll make, as it's one of the only parts of Rampage that isn't very intuitive and actually lacks some things that you can't get unless you parse the original animation database and do some exhaustive testing.
Animation dictionary list (prerequisite)
ā¼ļø IMPORTANT: download the full animation list HERE. Rampage only comes with a very shortened list upon download, so I have parsed the datamined anims files to get this list. Simply drop this into /RampageFiles/Lists and REPLACE the original PedAnimList.txt. DO NOT RENAME THE FILE.
Now when you go into Player>Animations>Dictionaries and click 'reload list', the full list will be displayed. :D (This will need to be reloaded every time you open Rampage.)
Animation flags
In the animation tab there will be an option to set a flag. A 'flag' is an optional setting that tells the program what to do, in this case this is an integer option that lets you specify which parts of the body you want the animation to affect.
In the trainer a few flags are already provided (0 - non repeat, 1 - repeat/hold, etc) but there are also much more. After some dumb exhaustive testing here are the flags:
25: upper body only, repeat (can isolate upper body animation from a full body animation)
49: face only, repeat, body not affected on facial anims. You should only be using this flag on a facial animation.
Using flags to play different animations on different body parts
The animations can stack depending on the flag you set, which is why flags are so important. The body part that the flag covers will overwrite any previous animation playing on that part, so the order would be full body (1) -> upper body -> face (49).
To be more specific, in order to mix the animations, you need to follow this order: find the animation you want the legs to play, set the flag to 1, then play the animation. Then search and find the animation for the upper body and head, set the flag to 25, then play the anim. Then find the facial anim, set the flag to 49, then play the anim. Now you have 3 different animations playing on different parts of your character.
For example, folded arms for his upper body and sitting for his lower body.
NOTE: Sometimes this is faulty! The face and upper body anims may overwrite each other. You can play around with the flag to find a combination that doesn't overwrite each other, typically they will be within a numeric range for similar body parts (e.g. 48-54 are all facial anims, with what difference I don't know). I also may have not exhausted all possible flags, so experiment with it! For example, 1 (repeat full body) on a facial animation will play the facial anim with the body in T-pose, so it may be useful when you want Arthur to be completely still. I will update this if I find a reliable solution (the notes I took for the flag list is lost, I may need to test it again).
Searching for animations
By using the search function you can quickly get the anims you want. Unfortunately the search doesn't support regular expressions, which is a real shame, so you may have to just search for one specific phrase and scroll through.
However the anims are named according to a certain format, and if you know the pattern searching is a lot easier. For example, searching for the below text will give (ignore the whitespaces after the @ )
_face / @ face : facial anims, use with flag 49
@ player / player_base : Player character specific
player_zero : Arthur specific
player_three : John specific
script_story : mission cutscene animations
cnv_camp : camp conversations
gen / generic : generic anims
respawn : anims that play on the player when you load in
And of course, you can also search for any keyword. Such as 'sit', 'sleep', 'armed', etc.
Player location and rotation
You can always fine tune your player position if you want, for example, to make Arthur lean on a wall without any gap.
You will need to hijack the ped to get the ped into the ped database.
In Spawner>Peds>Hijack Ped, you can input the ped name if it currently exists to register it in the ped database (e.g. 'player_zero' for Arthur), or spawn a new ped (it will go automatically into the ped database). Then within the ped database, select the ped, go into General and tick Freeze Entity. This will disable unwanted moving around. Then in Positioning, you can fine tune the position and facing of your character.
If you can't be bothered with this but still want to be able to for example get to specific places you normally can't, you can turn on 'clip through objects' in the Player tab.
Attaching items to your character
You can attach spawned items to specific bones of your character. The bone list is here. Within the object database and in the object, you can select Attach To Something>Me>Bone Index. For example, while a cigarette automatically spawns in a scenario, it doesn't spawn for an animation. You can manually spawn a cig and attach it to Arthur's right hand. Here, I spawned a cigar and attached it to his right hand finger (index 292) and then played a cigar animation.
And that's about it for animations!
A lot of this knowledge comes from familiarity with the flags and search function, as well as some animations I always go back to because I can't be bothered to find a better alternative. If you find a good animation where the naming isn't intuitive, I recommend noting it down with a screenshot to find it easier next time.
If there's anything else anyone wants to ask, wants me to elaborate or make clear, or add themselves, please leave a comment.
Reblogs appreciated! <3





















