SetPedAnimation: Difference between revisions

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==Syntax==
==Syntax==
<section name="Server" class="server" show="true">
<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] )
</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.
*'''time:''' how long the animation will run for.
*'''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.
</section>
<section name="Client" class="client" show="false">
<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 setPedAnimation ( ped thePed [, string block=nil, string anim=nil, int time=-1, bool loop=true, bool updatePosition=true, bool interruptable=true] )
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*'''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.
</section>


===Returns===
===Returns===
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==Example==  
==Example==  


<section name="Client" class="client" show="true">
<section name="Server" class="server" show="true">
This example creates a ped, rotates them, and makes them walk:
This example creates a ped, rotates them, and makes them walk:
<syntaxhighlight lang="lua">
<syntaxhighlight lang="lua">

Revision as of 16:14, 7 August 2009

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] )

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.
  • 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.

Returns

Returns true if succesful, false otherwise.

Example

Click to collapse [-]
Server

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