EngineLoadIFP: Difference between revisions

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==Syntax==  
==Syntax==  
<syntaxhighlight lang="lua">
<syntaxhighlight lang="lua">
ifp engineLoadIFP ( string ifp_file / string raw_data, string CustomBlockName )
ifp engineLoadIFP ( string ifp_file / string raw_data, string custom_block_name )
</syntaxhighlight>  
</syntaxhighlight>  


===Required Arguments===  
===Required Arguments===  
*'''ifp_file / raw_data:''' the [[filepath|filepath]] to the IFP file you want to load or whole data buffer of the IFP file.
*'''ifp_file / raw_data:''' the [[filepath|filepath]] to the IFP file you want to load or whole data buffer of the IFP file.
*'''CustomBlockName:''' the new block name for the IFP file. You cannot use the GTA default [[Animations|internal block]] names.
*'''custom_block_name:''' the new block name for the IFP file. You cannot use the GTA default [[Animations|internal block]] names. '''You should namespace this name''' using a string like ''resource.blockname''


===Returns===
===Returns===
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-- you can choose any name you want, do not choose a default GTA:SA block name
-- you can choose any name you want, do not choose a default GTA:SA block name
local customBlockName = "myNewBlock"
-- Remember to namespace your block. That's why it starts with `test.`
local customBlockName = "test.myNewBlock"


-- load the IFP file
-- load the IFP file

Latest revision as of 14:49, 21 December 2019

This function loads an animation library (IFP) file into GTA with a custom block name. All three IFP formats are supported ANPK, ANP2, and ANP3. Unfortunately, GTA 3 animations are not supported, however, you can load GTA:VC IFP files using this function. You don't have to replace any animation to play a custom one, to play a custom animation, load the IFP file using this function, then use setPedAnimation.

If you wish to replace a GTA internal animation with a custom one, you can use engineReplaceAnimation. To unload the IFP file, use destroyElement, restarting or stopping the resource can also unload the IFP file automatically.

Syntax

ifp engineLoadIFP ( string ifp_file / string raw_data, string custom_block_name )

Required Arguments

  • ifp_file / raw_data: the filepath to the IFP file you want to load or whole data buffer of the IFP file.
  • custom_block_name: the new block name for the IFP file. You cannot use the GTA default internal block names. You should namespace this name using a string like resource.blockname

Returns

Returns an IFP element if the IFP file loaded, false otherwise.

[[{{{image}}}|link=|]] Tip: If you want to synchronize animations, you can check [ifp_demo] resource

Example

This example loads a custom IFP file (parkour.ifp), adds a command "animation" that takes 1 parameter as animation name for playing animations within that IFP.

--[[
credits to Paul_Cortez for the IFP file.
parkour.ifp has following animations:

BckHndSpingBTuck
BckHndSping
CartWheel
FrntHndSpring
HandPlant
]]

-- you can choose any name you want, do not choose a default GTA:SA block name
-- Remember to namespace your block. That's why it starts with `test.`
local customBlockName = "test.myNewBlock"

-- load the IFP file
local IFP = engineLoadIFP( "parkour.ifp", customBlockName )

-- let us know if IFP failed to load
if not IFP then
    outputChatBox( "Failed to load 'parkour.ifp'" )
end

-- execute the command using /animation <NameOfCustomAnimation>
-- for example, /animation CartWheel
function setanimation( _, animationName )
    -- check if IFP file has loaded
    if IFP then
        -- now play our custom animation
        setPedAnimation( localPlayer, customBlockName, animationName )
    end
end
addCommandHandler( "animation", setanimation )

See Also