BlendPedAnimation: Difference between revisions
Jump to navigation
Jump to search
No edit summary |
No edit summary |
||
Line 4: | Line 4: | ||
Sets the current animation of a player or ped. Not specifying the type of animation will automatically cancel the current one. | Sets the current animation of a player or ped. Not specifying the type of animation will automatically cancel the current one. | ||
<section name="Client" class="client" show=" | <section name="Client" class="client" show="true"> | ||
<syntaxhighlight lang="lua"> | <syntaxhighlight lang="lua"> | ||
bool blendPedAnimation ( ped thePed [, string block, string name, float speed=1.0, float blendSpeed=1.0, float startTime=0.0, bool loop=true, bool updatePosition=true, bool interruptable, function callbackFunction=nil, var arguments, ... ] ) | bool blendPedAnimation ( ped thePed [, string block, string name, float speed=1.0, float blendSpeed=1.0, float startTime=0.0, bool loop=true, bool updatePosition=true, bool interruptable, function callbackFunction=nil, var arguments, ... ] ) |
Revision as of 13:51, 10 June 2009
Sets the current animation of a player or ped. Not specifying the type of animation will automatically cancel the current one.
Click to collapse [-]
Clientbool blendPedAnimation ( ped thePed [, string block, string name, float speed=1.0, float blendSpeed=1.0, float startTime=0.0, bool loop=true, bool updatePosition=true, bool interruptable, function callbackFunction=nil, var arguments, ... ] )
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.
- speed: the speed at which the animation is played.
- 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.
- updatePosition: will change the actual coordinates of the ped according to the animation. Use this for e.g. walking animations.
- interruptable: If set to 'true', the animation will not be interrupted by other tasks (eg: falling)
- callbackFunction: A function that is called when the animation is finished
- arguments: Any arguments you want to pass to the callbackFunction, eg: animation name
Returns
Returns true if succesful, false otherwise.
Example
Click to collapse [-]
ClientThis example creates a ped, rotates them, and makes them walk:
function makePed() ped1 = createPed(56, 1, 1, 4) setPedRotation(ped1, 315) blendPedAnimation(ped1, "ped", "WOMAN_walknorm") end addEventHandler("onResourceStart", getRootElement(), makePed)
See Also
- addPedClothes
- getPedClothes
- removePedClothes
- createPed
- getPedAmmoInClip
- getPedArmor
- getPedFightingStyle
- getPedOccupiedVehicle
- getPedOccupiedVehicleSeat
- getPedStat
- getPedTarget
- getPedTotalAmmo
- getPedWalkingStyle
- getPedWeapon
- getPedWeaponSlot
- getPedContactElement
- getValidPedModels
- isPedChoking
- isPedDead
- isPedDoingGangDriveby
- isPedDucked
- isPedHeadless
- isPedInVehicle
- isPedOnFire
- isPedOnGround
- isPedWearingJetpack
- killPed
- removePedFromVehicle
- setPedAnimation
- setPedAnimationProgress
- setPedAnimationSpeed
- setPedArmor
- setPedDoingGangDriveby
- setPedFightingStyle
- setPedHeadless
- setPedOnFire
- setPedStat
- setPedWalkingStyle
- setPedWeaponSlot
- warpPedIntoVehicle