SetPedAnimation: Difference between revisions

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{{Server client function}}
{{Server client function}}


Sets the current animation of a player or ped. Not specifying the type of animation will automatically cancel the current one.
Sets the current [[Animations|animation]] of a [[player]] or [[ped]]. Not specifying the type of animation will automatically cancel the current one.
{{Warning|The animation will be cancelled if you use setElementFrozen on the ped.}}


==Syntax==
==Syntax==
<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 freezeLastFrame=true, int blendTime=250] )
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, int blendTime = 250, bool restoreTaskOnAnimEnd = false ] )
</syntaxhighlight>
</syntaxhighlight>
{{OOP||[[ped]]:setAnimation||getPedAnimation}}
{{OOP||[[ped]]:setAnimation||getPedAnimation}}


===Required Arguments===
===Required Arguments===
*'''thePed:''' the player or ped you want to apply an animation to.
*'''thePed:''' the [[player]] or [[ped]] you want to apply an [[Animations|animation]] to.


===Optional Arguments===
===Optional Arguments===
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*'''freezeLastFrame:''' if set to ''true'' after animation the last frame will be frozen, otherwise the animation will end and controls will return.
*'''freezeLastFrame:''' if set to ''true'' after animation the last frame will be frozen, otherwise the animation will end and controls will return.
*'''blendTime:''' how long the animation will mixed with the previous one in milliseconds.
*'''blendTime:''' how long the animation will mixed with the previous one in milliseconds.
{{New items|3.0157|1.5.7|
*'''restoreTaskOnAnimEnd:''' will restore the task which was playing before calling this function. Useful for restoring the crouch task after animation ends.
|16632}}


===Returns===
===Returns===
Returns ''true'' if succesful, ''false'' otherwise.
Returns ''true'' if succesful, ''false'' otherwise.


==Example1==  
==Examples==


<section name="Server" class="server" show="true">
<section name="Server" class="server" show="true">
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<syntaxhighlight lang="lua">
<syntaxhighlight lang="lua">
function makePed()
function makePed()
  ped1 = createPed(56, 1, 1, 4)
local thePed = createPed(56, 1, 1, 4, 315)
  setPedRotation(ped1, 315)
setPedAnimation(thePed, "ped", "WOMAN_walknorm")
  setPedAnimation( ped1, "ped", "WOMAN_walknorm")
end
end
addCommandHandler("makemyped", makePed)
addCommandHandler("makemyped", makePed)
</syntaxhighlight>
</syntaxhighlight>
</section>
</section>
==Example2==
This example makes the player dance when he uses command /dance and stop when he uses the same command:
<section name="Client" class="client" show="true">
<syntaxhighlight lang="lua">
addEventHandler("onClientPreRender",root,
  function ()
    daBlock, daAnim = getPedAnimation(getLocalPlayer())
    setElementData(root,"blockz",daBlock)
    setElementData(root,"animz",daAnim)
  end )
</syntaxhighlight>
</section>


<section name="Server" class="server" show="true">
<section name="Server" class="server" show="true">
This example makes the player sit down and stand up using the command /sit.
<syntaxhighlight lang="lua">
<syntaxhighlight lang="lua">
function dance (source)
function toggleSit(thePlayer)
daBlockz = getElementData(root,"blockz")
if not getElementData(thePlayer, "sitting") then
daAnimz = getElementData(root,"animz")
setPedAnimation(thePlayer, "ped", "seat_down", -1, false, false, false, false)
if daBlockz == "dancing" and daAnimz == "dnce_m_b" then
setElementData(thePlayer, "sitting", true)
setPedAnimation(source,false)
else
else
-- If you use again this command then your character stand up
setPedAnimation ( source, "DANCING", "dnce_m_b")
setPedAnimation(thePlayer)
end
removeElementData(thePlayer, "sitting")
end
end
addCommandHandler("dance",dance)
</syntaxhighlight>
</section>
==Example3==
<section name="Server" class="server" show="true">
This example makes the player sit down and remain seated.
<syntaxhighlight lang="lua">
function sitDown (source)
  setPedAnimation (source, "ped", "seat_down", -1, false, false, false, true)
end
end
addCommandHandler ("sit", sitDown)
addCommandHandler("sit", toggleSit)
</syntaxhighlight>
</syntaxhighlight>
</section>
</section>


==Issues==
{{Issues|
{{Issue|9522|Setting a [[ped|ped's]] or [[player|player's]] animation whilst occupying a [[givePedJetPack|jetpack]] will remove their jetpack, but not the jetpack sound}}
}}


==See Also==
==See Also==
{{Ped_functions}}
{{Ped_functions}}
[[ru:setPedAnimation]]
[[ru:setPedAnimation]]
[[HU:setPedAnimation]]

Revision as of 01:01, 20 May 2019

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

[[|link=|]] Warning: The animation will be cancelled if you use setElementFrozen on the ped.

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, int blendTime = 250, bool restoreTaskOnAnimEnd = false ] )

OOP Syntax Help! I don't understand this!

Method: ped:setAnimation(...)
Counterpart: getPedAnimation


Required Arguments

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: if set to true after animation the last frame will be frozen, otherwise the animation will end and controls will return.
  • blendTime: how long the animation will mixed with the previous one in milliseconds.
  • restoreTaskOnAnimEnd: will restore the task which was playing before calling this function. Useful for restoring the crouch task after animation ends.

Returns

Returns true if succesful, false otherwise.

Examples

Click to collapse [-]
Server

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

function makePed()
	local thePed = createPed(56, 1, 1, 4, 315)
	setPedAnimation(thePed, "ped", "WOMAN_walknorm")
end
addCommandHandler("makemyped", makePed)
Click to collapse [-]
Server

This example makes the player sit down and stand up using the command /sit.

function toggleSit(thePlayer)
	if not getElementData(thePlayer, "sitting") then
		setPedAnimation(thePlayer, "ped", "seat_down", -1, false, false, false, false)
		setElementData(thePlayer, "sitting", true)
	else
		-- If you use again this command then your character stand up
		setPedAnimation(thePlayer)
		removeElementData(thePlayer, "sitting")
	end
end
addCommandHandler("sit", toggleSit)

Issues

Issue ID Description
#9522 Setting a ped's or player's animation whilst occupying a jetpack will remove their jetpack, but not the jetpack sound

See Also