SetPedAnimation: Difference between revisions

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{{Server client function}}
{{Server client function}}


Sets the current animation of a player or ped. Not specifying the type of animation will automatically cancel the current one.
Sets the current [[Animations|animation]] of a [[player]] or [[ped]]. Not specifying the type of animation will automatically cancel the current one.
{{Warning|It is possible that an animation will be cancelled if you use setElementFrozen on the ped, but this does not happen all the time.}}


==Syntax==
==Syntax==
<syntaxhighlight lang="lua">
<syntaxhighlight lang="lua">
bool setPedAnimation ( ped thePed [, string block=nil, string anim=nil, int time=-1, bool loop=true, bool updatePosition=true, bool interruptable=true, bool freezeLastFrame = true] )
bool setPedAnimation ( ped thePed [, string block = nil, string anim = nil, int time = -1, bool loop = true, bool updatePosition = true,
                      bool interruptable = true, bool freezeLastFrame = true, int blendTime = 250, bool retainPedState = false ] )
</syntaxhighlight>
</syntaxhighlight>
{{OOP||[[ped]]:setAnimation}}
{{OOP||[[ped]]:setAnimation||getPedAnimation}}


===Required Arguments===
===Required Arguments===
*'''thePed:''' the player or ped you want to apply an animation to.
*'''thePed:''' the [[player]] or [[ped]] you want to apply an [[Animations|animation]] to.


===Optional Arguments===
===Optional Arguments===
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*'''loop:''' indicates whether or not the animation will loop.
*'''loop:''' indicates whether or not the animation will loop.
*'''updatePosition:''' will change the actual coordinates of the ped according to the animation. Use this for e.g. walking animations.
*'''updatePosition:''' will change the actual coordinates of the ped according to the animation. Use this for e.g. walking animations.
*'''interruptable:''' if set to 'false' other tasks wont be able to interupt the animation. Setting this to 'false' also gives this function more power to override other animations that are running. For example, squatting after a jump can be terminated.
*'''interruptable:''' if set to ''false'' other tasks wont be able to interupt the animation. Setting this to 'false' also gives this function more power to override other animations that are running. For example, squatting after a jump can be terminated.
*'''freezeLastFrame:''' ... (From 1.1 onwards).
*'''freezeLastFrame:''' if set to ''true'' after animation the last frame will be frozen, otherwise the animation will end and controls will return.
*'''blendTime:''' how long the animation will mixed with the previous one in milliseconds.
{{New items|3.0157|1.5.7|
*'''retainPedState:''' will restore the task which was playing before calling this function. Useful for restoring the crouch task after animation ends. This may be extended in the future to support other states/tasks.
|16632}}


===Returns===
===Returns===
Returns ''true'' if succesful, ''false'' otherwise.
Returns ''true'' if succesful, ''false'' otherwise.


==Example1==  
==Examples==


<section name="Server" class="server" show="true">
<section name="Server" class="server" show="true">
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<syntaxhighlight lang="lua">
<syntaxhighlight lang="lua">
function makePed()
function makePed()
  ped1 = createPed(56, 1, 1, 4)
local thePed = createPed(56, 1, 1, 4, 315)
  setPedRotation(ped1, 315)
setPedAnimation(thePed, "ped", "WOMAN_walknorm")
  setPedAnimation( ped1, "ped", "WOMAN_walknorm")
end
end
addCommandHandler("makemyped", makePed)
addCommandHandler("makemyped", makePed)
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</section>
</section>


 
<section name="Server" class="server" show="true">
==Example2==
This example makes the player sit down and stand up using the command /sit.
This example makes the player dance when he uses command /dance and stop when he uses the same command:
 
<section name="Client" class="client" show="true">
<syntaxhighlight lang="lua">
<syntaxhighlight lang="lua">
 
function toggleSit(thePlayer)
addEventHandler("onClientPreRender",root,
if not getElementData(thePlayer, "sitting") then
  function ()
setPedAnimation(thePlayer, "ped", "seat_down", -1, false, false, false, false)
    daBlock, daAnim = getPedAnimation(getLocalPlayer())
setElementData(thePlayer, "sitting", true)
    setElementData(root,"blockz",daBlock)
else
    setElementData(root,"animz",daAnim)
-- If you use again this command then your character stand up
  end )
setPedAnimation(thePlayer)
 
removeElementData(thePlayer, "sitting")
 
end
end
addCommandHandler("sit", toggleSit)
</syntaxhighlight>
</syntaxhighlight>
</section>
</section>


==Changelog==
{{ChangelogHeader}}
{{ChangelogItem|1.5.7-9.16632|Added retainPedState argument}}


<section name="Server" class="server" show="true">
==Issues==
<syntaxhighlight lang="lua">
{{Issues|
function dance (source)
{{GH_Issue|1110|retainPedState in setPedAnimation() does not work when latency reduction is set to 1}}
daBlockz = getElementData(root,"blockz")
{{GH_Issue|1090|A replaced "weapon_crouch" animation gets reset to default when using setPedAnimation()}}
daAnimz = getElementData(root,"animz")
{{GH_Issue|953|setPedAnimation() "interrupt" and "time" has no effect in certain situations}}
if daBlockz == "dancing" and daAnimz == "dnce_m_b" then
{{GH_Issue|512|setPedAnimation isn't synced properly on server side}}
setPedAnimation(source,false)
{{GH_Issue|467|Ped animations don't sync for new players}}
else
}}
setPedAnimation ( source, "DANCING", "dnce_m_b")
end
end
addCommandHandler("dance",dance)
 
</syntaxhighlight>
</section>


==See Also==
==See Also==
{{Ped_functions}}
{{Ped_functions}}
[[ru:setPedAnimation]]
[[ru:setPedAnimation]]
[[HU:setPedAnimation]]

Revision as of 16:36, 26 October 2019

Sets the current animation of a player or ped. Not specifying the type of animation will automatically cancel the current one.

[[|link=|]] Warning: It is possible that an animation will be cancelled if you use setElementFrozen on the ped, but this does not happen all the time.

Syntax

bool setPedAnimation ( ped thePed [, string block = nil, string anim = nil, int time = -1, bool loop = true, bool updatePosition = true,
                       bool interruptable = true, bool freezeLastFrame = true, int blendTime = 250, bool retainPedState = false ] )

OOP Syntax Help! I don't understand this!

Method: ped:setAnimation(...)
Counterpart: getPedAnimation


Required Arguments

Optional Arguments

NOTE: When using optional arguments, you might need to supply all arguments before the one you wish to use. For more information on optional arguments, see optional arguments.

  • block: the animation block's name.
  • anim: the name of the animation within the block.
  • time: how long the animation will run for in milliseconds.
  • loop: indicates whether or not the animation will loop.
  • updatePosition: will change the actual coordinates of the ped according to the animation. Use this for e.g. walking animations.
  • interruptable: if set to false other tasks wont be able to interupt the animation. Setting this to 'false' also gives this function more power to override other animations that are running. For example, squatting after a jump can be terminated.
  • freezeLastFrame: if set to true after animation the last frame will be frozen, otherwise the animation will end and controls will return.
  • blendTime: how long the animation will mixed with the previous one in milliseconds.
  • retainPedState: will restore the task which was playing before calling this function. Useful for restoring the crouch task after animation ends. This may be extended in the future to support other states/tasks.

Returns

Returns true if succesful, false otherwise.

Examples

Click to collapse [-]
Server

This example creates a ped, rotates him, and makes him walk:

function makePed()
	local thePed = createPed(56, 1, 1, 4, 315)
	setPedAnimation(thePed, "ped", "WOMAN_walknorm")
end
addCommandHandler("makemyped", makePed)
Click to collapse [-]
Server

This example makes the player sit down and stand up using the command /sit.

function toggleSit(thePlayer)
	if not getElementData(thePlayer, "sitting") then
		setPedAnimation(thePlayer, "ped", "seat_down", -1, false, false, false, false)
		setElementData(thePlayer, "sitting", true)
	else
		-- If you use again this command then your character stand up
		setPedAnimation(thePlayer)
		removeElementData(thePlayer, "sitting")
	end
end
addCommandHandler("sit", toggleSit)

Changelog

Version Description
1.5.7-9.16632 Added retainPedState argument

Issues

Template:GH IssueTemplate:GH IssueTemplate:GH IssueTemplate:GH IssueTemplate:GH Issue
Issue ID Description

See Also