SetPedAnimation: Difference between revisions

From Multi Theft Auto: Wiki
Jump to navigation Jump to search
No edit summary
Line 7: Line 7:
<section name="Server" class="server" show="true">
<section name="Server" class="server" show="true">
<syntaxhighlight lang="lua">
<syntaxhighlight lang="lua">
bool setPedAnimation ( ped thePed, [string block=nil, string anim=nil, float blendDelta=1.0,bool loop=true, bool updatePosition=true] )
bool setPedAnimation ( ped thePed, [ string block=nil, string anim=nil, float blendDelta=1.0, bool loop=true, bool updatePosition=true] )
</syntaxhighlight>
</syntaxhighlight>


Line 14: Line 14:


===Optional Arguments===
===Optional Arguments===
{{OptionalArg}}
*'''block:''' the [[Animations|animation]] block's name.
*'''block:''' the [[Animations|animation]] block's name.
*'''anim:''' the name of the [[Animations|animation]] within the block.
*'''anim:''' the name of the [[Animations|animation]] within the block.
Line 23: Line 24:
<section name="Client" class="client" show="false">
<section name="Client" class="client" show="false">
<syntaxhighlight lang="lua">
<syntaxhighlight lang="lua">
bool setPedAnimation 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, ...] )
bool setPedAnimation ( 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>


Line 30: Line 31:


===Optional Arguments===
===Optional Arguments===
{{OptionalArg}}
*'''block:''' the [[Animations|animation]] block's name.
*'''block:''' the [[Animations|animation]] block's name.
*'''anim:''' the name of the [[Animations|animation]] within the block.
*'''anim:''' the name of the [[Animations|animation]] within the block.
Line 37: Line 39:
*'''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.
*'''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
</section>
</section>



Revision as of 18:00, 4 June 2009

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

Syntax

Click to collapse [-]
Server
bool setPedAnimation ( ped thePed, [ string block=nil, string anim=nil, float blendDelta=1.0, bool loop=true, bool updatePosition=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.
  • 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.
Click to expand [+]
Client

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 )
   setPedAnimation( ped1, "ped", "WOMAN_walknorm")
end
addEventHandler ( "onResourceStart", getRootElement(), makePed )

See Also