BlendPedAnimation: Difference between revisions

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(New page: __NOTOC__ {{Server client function}} Sets the current animation of a player or ped. Not specifying the type of animation will automatically cancel the current one. ==Syntax== <section n...)
 
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__NOTOC__
__NOTOC__
{{Server client function}}
{{Server client function}}
 
{{Disabled|This function doesn't exist. See the bugtracker for updates and more information.}}
Sets the current animation of a player or ped.  Not specifying the type of animation will automatically cancel the current one.
Sets the current animation of a player or ped.  Not specifying the type of animation will automatically cancel the current one.


==Syntax==
<section name="Client" class="client" show="true">
<section name="Server" class="server" show="true">
<syntaxhighlight lang="lua">
<syntaxhighlight lang="lua">
bool blendPedAnimation ( ped thePed [, string block=nil, string anim=nil, float blendDelta=1.0, bool loop=true, bool updatePosition=true] )
bool blendPedAnimation ( ped thePed [, string block, string name, float speed=1.0, float blendSpeed=1.0, float startTime=0.0, bool loop=true, bool updatePosition=true, bool interruptable=false, function callbackFunction=nil, var arguments, ... ] )
</syntaxhighlight>
 
===Required Arguments===
*'''thePed:''' the player or ped you want to apply an animation to.
 
===Optional Arguments===
{{OptionalArg}}
*'''block:''' the [[Animations|animation]] block's name.
*'''anim:''' the name of the [[Animations|animation]] within the block.
*'''blendDelta:''' the speed at which the previous and current animation are blended.
*'''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.
</section>
 
<section name="Client" class="client" show="false">
<syntaxhighlight lang="lua">
bool blendPedAnimation ( ped thePed [, string block, string name, float speed=1.0, float blendSpeed=1.0, float startTime=0.0, bool loop=true, bool updatePosition=true, function callbackFunction=nil, var arguments, ... ] )
</syntaxhighlight>
</syntaxhighlight>


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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', the animation will not be interrupted by other tasks (eg: falling)
*'''callbackFunction:''' A function that is called when the animation is finished
*'''callbackFunction:''' A function that is called when the animation is finished
*'''arguments:''' Any arguments you want to pass to the callbackFunction, eg: animation name
*'''arguments:''' Any arguments you want to pass to the callbackFunction, eg: animation name
Line 47: Line 30:


==Example==  
==Example==  
<section name="Client" class="client" show="true">
<section name="Client" class="client" show="true">
This example creates a ped, rotates them, and makes them walk:
This example creates a ped, rotates them, and makes them walk:
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   blendPedAnimation(ped1, "ped", "WOMAN_walknorm")
   blendPedAnimation(ped1, "ped", "WOMAN_walknorm")
end
end
addEventHandler("onResourceStart", getRootElement(), makePed)
addEventHandler("onClientResourceStart", getResourceRootElement(), makePed)
</syntaxhighlight>
</syntaxhighlight>
</section>
</section>

Latest revision as of 09:50, 30 January 2022

Dialog-warning.png Function has been disabled.

Reason/Note: This function doesn't exist. See the bugtracker for updates and more information.

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

Click to collapse [-]
Client
bool blendPedAnimation ( ped thePed [, string block, string name, float speed=1.0, float blendSpeed=1.0, float startTime=0.0, bool loop=true, bool updatePosition=true, bool interruptable=false, function callbackFunction=nil, var arguments, ... ] )

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.
  • speed: the speed at which the animation is played.
  • blendSpeed: the speed at which the previous and current animation are blended.
  • startTime: how far into the animation (in seconds) you want to skip
  • 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', the animation will not be interrupted by other tasks (eg: falling)
  • callbackFunction: A function that is called when the animation is finished
  • arguments: Any arguments you want to pass to the callbackFunction, eg: animation name

Returns

Returns true if succesful, false otherwise.

Example

Click to collapse [-]
Client

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

function makePed()
   ped1 = createPed(56, 1, 1, 4)
   setPedRotation(ped1, 315)
   blendPedAnimation(ped1, "ped", "WOMAN_walknorm")
end
addEventHandler("onClientResourceStart", getResourceRootElement(), makePed)

See Also