SetPedAnimation: Difference between revisions

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<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, int time=-1, bool loop=true, bool updatePosition=true, bool interruptable=true] )
</syntaxhighlight>
</syntaxhighlight>


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*'''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.
*'''blendDelta:''' the speed at which the previous and current animation are blended.
*'''time:''' how long the animation will run for.
*'''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' other tasks wont be able to interupt the animation.
</section>
</section>


<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=nil, string anim=nil, int time=-1, bool loop=true, bool updatePosition=true, bool interruptable=true] )
</syntaxhighlight>
</syntaxhighlight>


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*'''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.
*'''speed:''' the speed at which the animation is played.
*'''time:''' how long the animation will run for.
*'''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.
*'''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
*'''interruptable:''' if set to 'false' other tasks wont be able to interupt the animation.
*'''arguments:''' Any arguments you want to pass to the callbackFunction, eg: animation name
</section>
</section>



Revision as of 11:05, 15 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, 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.
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