EngineLoadIFP: Difference between revisions
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{{Client function}} | {{Client function}} | ||
__NOTOC__ | __NOTOC__ | ||
{{New feature/item|3.0156|1.5.5|12195| | |||
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|setPedAnimation]]. | 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|setPedAnimation]]. | ||
To unload the IFP file, use [[DestroyElement|destroyElement]], restarting or stopping the resource can also unload the IFP file automatically. | If you wish to replace a GTA internal animation with a custom one, you can use [[EngineReplaceAnimation|engineReplaceAnimation]]. To unload the IFP file, use [[DestroyElement|destroyElement]], restarting or stopping the resource can also unload the IFP file automatically.}} | ||
==Syntax== | ==Syntax== | ||
<syntaxhighlight lang="lua"> | <syntaxhighlight lang="lua"> | ||
ifp engineLoadIFP ( string | 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. | ||
*''' | *'''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=== | ||
Returns an [[IFP]] element if the IFP file loaded, ''false'' otherwise. | Returns an [[IFP]] element if the IFP file loaded, ''false'' otherwise. | ||
{{Tip|If you want to synchronize animations, you can check [[https://drive.google.com/open?id=1L2NkQYuLS0YdoHECvxVRMdPBbEgaYUfH ifp_demo]] resource}} | |||
==Example== | ==Example== | ||
This example loads a custom IFP file ([https://drive.google.com/file/d/1XZNNCCn7xhBNbhaIbsBubky3BEj06zWp/view?usp=sharing parkour.ifp]), adds a command "animation" that takes 1 parameter as animation name for playing animations within that IFP. | |||
<syntaxhighlight lang="lua"> | <syntaxhighlight lang="lua"> | ||
--[[ | |||
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 | 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 ) | |||
</syntaxhighlight> | </syntaxhighlight> | ||
==See Also== | ==See Also== | ||
{{Engine_functions}} | {{Engine_functions}} |
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.
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
- engineAddImage
- engineApplyShaderToWorldTexture
- engineFreeModel
- engineGetModelFlags
- engineGetModelIDFromName
- engineGetModelLODDistance
- engineGetModelNameFromID
- engineGetModelPhysicalPropertiesGroup
- engineGetModelTextureNames
- engineGetModelTextures
- engineGetModelTXDID
- engineGetModelVisibleTime
- engineGetObjectGroupPhysicalProperty
- engineGetSurfaceProperties
- engineGetVisibleTextureNames
- engineImageGetFilesCount
- engineImageGetFiles
- engineImageGetFile
- engineImageLinkDFF
- engineImageLinkTXD
- engineImportTXD
- engineLoadCOL
- engineLoadDFF
- engineLoadIMG
- engineLoadIFP
- engineLoadTXD
- engineRemoveImage
- engineRemoveShaderFromWorldTexture
- engineReplaceAnimation
- engineReplaceCOL
- engineReplaceModel
- engineRequestModel
- engineResetModelFlags
- engineResetModelLODDistance
- engineResetSurfaceProperties
- engineRestoreAnimation
- engineRestoreCOL
- engineRestoreDFFImage
- engineRestoreModel
- engineRestoreModelPhysicalPropertiesGroup
- engineRestoreObjectGroupPhysicalProperties
- engineRestoreTXDImage
- engineRestreamWorld
- engineSetAsynchronousLoading
- engineSetModelFlag
- engineSetModelFlags
- engineSetModelLODDistance
- engineSetModelPhysicalPropertiesGroup
- engineSetModelVisibleTime
- engineSetObjectGroupPhysicalProperty
- engineSetSurfaceProperties
- engineStreamingFreeUpMemory
- engineStreamingGetUsedMemory