EngineLoadIFP: Difference between revisions

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{{Client function}}
{{Client function}}
{{Disabled|Function disabled because it was unstable|4571}}
__NOTOC__
__NOTOC__
This function loads an animation library (IFP) file into GTA.
{{New feature/item|3.0156|1.5.5|12195|
* This function '''does not replace''' the default animations yet.
This function loads an animation library (IFP) file into GTA with a custom block name. All three IFP formats are supported ANPK, ANP2, and ANP3. Unfortunately, GTA 3 animations are not supported, however, you can load GTA:VC IFP files using this function. You don't have to replace any animation to play a custom one, to play a custom animation, load the IFP file using this function, then use [[SetPedAnimation|setPedAnimation]].
* To use this correctly, you need to use an IFP file with '''new''' animation blocks with different names than existing ones.
 
 
Be sure to transfer your IFP file by including it in the meta file.


If you wish to replace a GTA internal animation with a custom one, you can use [[EngineReplaceAnimation|engineReplaceAnimation]]. To unload the IFP file, use [[DestroyElement|destroyElement]], restarting or stopping the resource can also unload the IFP file automatically.}}
==Syntax==  
==Syntax==  
<syntaxhighlight lang="lua">
<syntaxhighlight lang="lua">
ifp engineLoadIFP ( string ifp_file )  
ifp engineLoadIFP ( string ifp_file / string raw_data, string CustomBlockName )
</syntaxhighlight>  
</syntaxhighlight>  


===Required Arguments===  
===Required Arguments===  
*'''ifp_file:''' The [[filepath]] to the IFP file you want to load
*'''ifp_file / raw_data:''' the [[filepath|filepath]] to the IFP file you want to load or whole data buffer of the IFP file.
*'''CustomBlockName:''' the new block name for the IFP file. You cannot use the GTA default [[Animations|internal block]] names. '''You should namespace this name''' using a string like ''resource.blockname''


===Returns===
===Returns===
Returns an [[IFP]] element if the IFP file loaded, ''false'' otherwise.
Returns an [[IFP]] element if the IFP file loaded, ''false'' otherwise.
{{Tip|If you want to synchronize animations, you can check [[https://drive.google.com/open?id=1L2NkQYuLS0YdoHECvxVRMdPBbEgaYUfH ifp_demo]] resource}}


==Example==
==Example==
<section name="animation.lua" class="client" show="true">
This example loads a custom IFP file ([https://drive.google.com/file/d/1XZNNCCn7xhBNbhaIbsBubky3BEj06zWp/view?usp=sharing parkour.ifp]), adds a command "animation" that takes 1 parameter as animation name for playing animations within that IFP.
 
<syntaxhighlight lang="lua">
<syntaxhighlight lang="lua">
function setanimation()
--[[
  if engineLoadIFP("data/ani.ifp") then
credits to Paul_Cortez for the IFP file.
     setPedAnimation(getLocalPlayer(), "ANIMATIONBLOCK", "animation1")
parkour.ifp has following animations:
  end
 
BckHndSpingBTuck
BckHndSping
CartWheel
FrntHndSpring
HandPlant
]]
 
-- you can choose any name you want, do not choose a default GTA:SA block name
local customBlockName = "myNewBlock"
 
-- load the IFP file
local IFP = engineLoadIFP( "parkour.ifp", customBlockName )
 
-- let us know if IFP failed to load
if not IFP then
     outputChatBox( "Failed to load 'parkour.ifp'" )
end
end


addCommandHandler("animation", setanimation)
-- execute the command using /animation <NameOfCustomAnimation>
</syntaxhighlight>
-- for example, /animation CartWheel
</section>
function setanimation( _, animationName )
<section name="meta.xml" class="server" show="true">
    -- check if IFP file has loaded
<syntaxhighlight lang="lua">
    if IFP then
<meta>
        -- now play our custom animation
  <info author="lukry" version="1.0" type="script" />
        setPedAnimation( localPlayer, customBlockName, animationName )
 
    end
  <script src="animation.lua" type="client" />
end
  <file src="data/ani.ifp" />
addCommandHandler( "animation", setanimation )
</meta>
</syntaxhighlight>
</syntaxhighlight>
</section>


==See Also==
==See Also==
{{Engine_functions}}
{{Engine_functions}}

Revision as of 03:53, 26 August 2018

This function loads an animation library (IFP) file into GTA with a custom block name. All three IFP formats are supported ANPK, ANP2, and ANP3. Unfortunately, GTA 3 animations are not supported, however, you can load GTA:VC IFP files using this function. You don't have to replace any animation to play a custom one, to play a custom animation, load the IFP file using this function, then use setPedAnimation.

If you wish to replace a GTA internal animation with a custom one, you can use engineReplaceAnimation. To unload the IFP file, use destroyElement, restarting or stopping the resource can also unload the IFP file automatically.

Syntax

ifp engineLoadIFP ( string ifp_file / string raw_data, string CustomBlockName )

Required Arguments

  • ifp_file / raw_data: the filepath to the IFP file you want to load or whole data buffer of the IFP file.
  • CustomBlockName: the new block name for the IFP file. You cannot use the GTA default internal block names. You should namespace this name using a string like resource.blockname

Returns

Returns an IFP element if the IFP file loaded, false otherwise.

[[{{{image}}}|link=|]] Tip: If you want to synchronize animations, you can check [ifp_demo] resource

Example

This example loads a custom IFP file (parkour.ifp), adds a command "animation" that takes 1 parameter as animation name for playing animations within that IFP.

--[[
credits to Paul_Cortez for the IFP file.
parkour.ifp has following animations:

BckHndSpingBTuck
BckHndSping
CartWheel
FrntHndSpring
HandPlant
]]

-- you can choose any name you want, do not choose a default GTA:SA block name
local customBlockName = "myNewBlock"

-- load the IFP file
local IFP = engineLoadIFP( "parkour.ifp", customBlockName )

-- let us know if IFP failed to load
if not IFP then
    outputChatBox( "Failed to load 'parkour.ifp'" )
end

-- execute the command using /animation <NameOfCustomAnimation>
-- for example, /animation CartWheel
function setanimation( _, animationName )
    -- check if IFP file has loaded
    if IFP then
        -- now play our custom animation
        setPedAnimation( localPlayer, customBlockName, animationName )
    end
end
addCommandHandler( "animation", setanimation )

See Also