Difference between revisions of "SetPedAnimation"

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(Example2)
m (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.
+
*'''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:''' ... (From 1.1 onwards).
  

Revision as of 20:16, 16 September 2012

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

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] )

Required Arguments

  • thePed: the player or ped you want to apply an animation to.

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: ... (From 1.1 onwards).

Returns

Returns true if succesful, false otherwise.

Example1

Click to collapse [-]
Server

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

function makePed()
   ped1 = createPed(56, 1, 1, 4)
   setPedRotation(ped1, 315)
   setPedAnimation( ped1, "ped", "WOMAN_walknorm")
end
addCommandHandler("makemyped", makePed)


Example2

This example makes the player dance when he uses command /dance and stop when he uses the same command:

Click to collapse [-]
Client

addEventHandler("onClientPreRender",root,
  function ()
    daBlock, daAnim = getPedAnimation(getLocalPlayer())
    setElementData(root,"blockz",daBlock)
    setElementData(root,"animz",daAnim)
  end )



Click to collapse [-]
Server
function dance (source)
	daBlockz = getElementData(root,"blockz")
	daAnimz = getElementData(root,"animz")
		if daBlockz == "dancing" and daAnimz == "dnce_m_b" then
			setPedAnimation(source,false)
		else
			setPedAnimation ( source, "DANCING", "dnce_m_b")
		end
	end
addCommandHandler("dance",dance)

See Also