EngineLoadIFP: Difference between revisions

From Multi Theft Auto: Wiki
Jump to navigation Jump to search
(Added version transclusion)
m (Undo revision 64795 by Qaisjp (talk))
Tag: Undo
 
(14 intermediate revisions by 4 users not shown)
Line 1: Line 1:
{{Client function}}
{{Client function}}
__NOTOC__
__NOTOC__
{{New items|3.0156|1.5.6|
{{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]].


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.
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.}}
|12213}}
==Syntax==  
==Syntax==  
<syntaxhighlight lang="lua">
<syntaxhighlight lang="lua">
ifp engineLoadIFP ( string IfpFilePath, string CustomBlockName )
ifp engineLoadIFP ( string ifp_file / string raw_data, string custom_block_name )
</syntaxhighlight>  
</syntaxhighlight>  


===Required Arguments===  
===Required Arguments===  
*'''IfpFilePath:''' the [[filepath|file path]] to the IFP file you want to load.
*'''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===
Line 20: Line 19:


==Example==
==Example==
'''Example 1:''' 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.  
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.
<section name="client.lua" class="client" show="true">
 
<syntaxhighlight lang="lua">
<syntaxhighlight lang="lua">
--[[
--[[
Line 35: Line 34:


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


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


-- execute the command using /animation <NameOfCustomAnimation>
-- execute the command using /animation <NameOfCustomAnimation>
-- for example, /animation CartWheel
-- for example, /animation CartWheel
function setanimation ( commandName, animationName )
function setanimation( _, animationName )
     -- check if IFP file has loaded
     -- check if IFP file has loaded
     if IFP then
     if IFP then
         -- now play our custom animation
         -- now play our custom animation
         setPedAnimation(localPlayer, customBlockName, animationName)
         setPedAnimation( localPlayer, customBlockName, animationName )
     end
     end
end
end
addCommandHandler ( "animation", setanimation )
addCommandHandler( "animation", setanimation )
</syntaxhighlight>
</section>
<section name="meta.xml" class="server" show="true">
<syntaxhighlight lang="lua">
<meta>
    <info author="Saml1er" version="1.0.0" description="Just a simple test resource for custom ped IFP animations" />
    <file src="parkour.ifp" />
    <script src="client.lua" type="client" />
</meta>
</syntaxhighlight>
</syntaxhighlight>
</section>


==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.

[[{{{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