EngineReplaceAnimation: Difference between revisions
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This function replaces a specific internal (default) animation with a custom one that has been loaded using [[EngineLoadIFP|engineLoadIFP]] function. This function only affects a specific [[player]] or [[ped]], the [[Animations|internal animation]] is not replaced for everyone, for instance, different players and peds are able to have completely different crouching, walking, and fighting etc., animations running simultaneously at the same time. Also, it's not synchronized, you'll need to execute this function on every client in Lua to synchronize it. | This function replaces a specific internal (default) animation with a custom one that has been loaded using [[EngineLoadIFP|engineLoadIFP]] function. This function only affects a specific [[player]] or [[ped]], the [[Animations|internal animation]] is not replaced for everyone, for instance, different players and peds are able to have completely different crouching, walking, and fighting etc., animations running simultaneously at the same time. Also, it's not synchronized, you'll need to execute this function on every client in Lua to synchronize it. | ||
Revision as of 22:52, 1 July 2018
This function replaces a specific internal (default) animation with a custom one that has been loaded using engineLoadIFP function. This function only affects a specific player or ped, the internal animation is not replaced for everyone, for instance, different players and peds are able to have completely different crouching, walking, and fighting etc., animations running simultaneously at the same time. Also, it's not synchronized, you'll need to execute this function on every client in Lua to synchronize it.
Internal animations replaced using this function can still be played with setPedAnimation. You can restore replaced animations back with engineRestoreAnimation.
It should be noted that partial animations are not supported, you can still replace them, but they won't work as intended, for example, "FightA_block" animation from "ped" block is a partial animation, you can't replace it properly, only a few animations are partial, rest of them are not, so it shouldn't be a problem.
Syntax
bool engineReplaceAnimation ( ped thePed, string InternalBlockName, string InternalAnimName, string CustomBlockName, string CustomAnimName )
Required Arguments
- thePed: the player or ped you want to replace an animation for.
- InternalBlockName: the internal block name.
- InternalAnimName: the internal animation name inside InternalBlockName.
- CustomBlockName: the custom block name of the loaded IFP file that you passed to engineLoadIFP as second parameter.
- CustomAnimName: the custom animation name inside the loaded IFP file with CustomBlockName.
Returns
Returns true on success, false in case of failure.
Example
Example 1: This example loads a custom IFP file (parkour.ifp), and replaces the internal crouch animation from ped block with a custom animation. If you press C on your keyboard, the custom animation will be played instead of crouch animation.
--[[ 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 -- replace the crouch animation engineReplaceAnimation ( localPlayer, "ped", "weapon_crouch", customBlockName, "HandPlant" )
<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>
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