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Sets the current animation of a player or ped. Not specifying the type of animation will automatically cancel the current one.

[[|link=|]] Warning: It is possible that an animation will be cancelled if you use setElementFrozen on the ped, but this does not happen all the time.


bool setPedAnimation ( ped thePed [, string block = nil, string anim = nil, int time = -1, bool loop = true, bool updatePosition = true,
                       bool interruptable = true, bool freezeLastFrame = true, int blendTime = 250, bool retainPedState = false ] )

OOP Syntax Help! I don't understand this!

Method: ped:setAnimation(...)
Counterpart: getPedAnimation

Required Arguments

Optional Arguments

NOTE: When using optional arguments, you might need to supply all arguments before the one you wish to use. For more information on optional arguments, see optional arguments.

  • block: the animation block's name.
  • anim: the name of the animation within the block.
  • time: how long the animation will run for in milliseconds.
  • loop: indicates whether or not the animation will loop.
  • updatePosition: will change the actual coordinates of the ped according to the animation. Use this for e.g. walking animations.
  • interruptable: if set to false other tasks wont be able to interupt the animation. Setting this to 'false' also gives this function more power to override other animations that are running. For example, squatting after a jump can be terminated.
  • freezeLastFrame: if set to true after animation the last frame will be frozen, otherwise the animation will end and controls will return.
  • blendTime: how long the animation will mixed with the previous one in milliseconds.
  • retainPedState: will restore the task which was playing before calling this function. Useful for restoring the crouch task after animation ends. This may be extended in the future to support other states/tasks.


Returns true if succesful, false otherwise.


Click to collapse [-]

This example creates a ped, rotates him, and makes him walk:

function makePed()
	local thePed = createPed(56, 1, 1, 4, 315)
	setPedAnimation(thePed, "ped", "WOMAN_walknorm")
addCommandHandler("makemyped", makePed)
Click to collapse [-]

This example makes the player sit down and stand up using the command /sit.

local sitting = {}
function toggleSit(thePlayer)
	if not sitting[thePlayer] then
		setPedAnimation(thePlayer, "ped", "seat_down", -1, false, false, false, false)
		-- Store the player state in the table
                sitting[thePlayer] = true
		-- If you use again this command then your character stand up
                -- Delete player from table
		sitting[thePlayer] = nil
addCommandHandler("sit", toggleSit)


Version Description
1.5.7-9.16632 Added retainPedState argument


Issue ID Description
#1110 retainPedState in setPedAnimation() does not work when latency reduction is set to 1
#953 setPedAnimation() "interrupt" and "time" has no effect in certain situations
#512 setPedAnimation isn't synced properly on server side
#467 Ped animations don't sync for new players
#463 setPedAnimation() does not work when a ped is attached and floating in air
#1173 setPedAnimation() removes player jetpack
#884 setPedAnimation() messes up collisions of peds inside vehicles

See Also