SetPedAnimation: Difference between revisions

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{{OptionalArg}}
{{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#run_1armed|animation]] within the block.
*'''time:''' how long the animation will run for in milliseconds.
*'''time:''' how long the animation will run for in milliseconds.
*'''loop:''' indicates whether or not the animation will loop.
*'''loop:''' indicates whether or not the animation will loop.

Revision as of 12:41, 28 April 2012

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, bool freezeLastFrame = 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 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.
  • freezeLastFrame: ... (From 1.1 onwards).

Returns

Returns true if succesful, false otherwise.

Example

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

function makePed()
   ped1 = createPed(56, 1, 1, 4)
   setPedRotation(ped1, 315)
   setPedAnimation( ped1, "ped", "WOMAN_walknorm")
end
addCommandHandler("makemyped", makePed)

See Also