EngineLoadIFP: Difference between revisions
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==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"> | ||
--[[ | --[[ | ||
Line 37: | Line 37: | ||
-- 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 ( | 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> | </syntaxhighlight> | ||
==See Also== | ==See Also== | ||
{{Engine_functions}} | {{Engine_functions}} |
Revision as of 09:49, 2 July 2018
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 IfpFilePath, string CustomBlockName )
Required Arguments
- IfpFilePath: the file path to the IFP file you want to load.
- CustomBlockName: the new block name for the IFP file. You cannot use the GTA default internal block names.
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 local customBlockName = "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