SetPedAnimation: Difference between revisions
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{{Server client function}} | {{Server client function}} | ||
Sets the current animation of a player or ped. | Sets the current [[Animations|animation]] of a [[player]] or [[ped]]. Not specifying the type of animation will automatically cancel the current one. | ||
==Syntax== | ==Syntax== | ||
<syntaxhighlight lang="lua"> | <syntaxhighlight lang="lua"> | ||
bool setPedAnimation ( ped thePed, string block, string anim, | 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 | |||
</syntaxhighlight> | </syntaxhighlight> | ||
{{OOP||[[ped]]:setAnimation||getPedAnimation}} | |||
===Required Arguments=== | ===Required Arguments=== | ||
*'''thePed:''' the player or ped you want to apply an animation to. | *'''thePed:''' the [[player]] or [[ped]] you want to apply an [[Animations|animation]] to. | ||
*'''block:''' the animation block's name. | |||
*'''anim:''' the name of the animation within the block. | ===Optional Arguments=== | ||
{{OptionalArg}} | |||
*'''block:''' the [[Animations|animation]] block's name. | |||
*'''anim:''' the name of the [[Animations|animation]] within the block. | |||
*'''time:''' how long the animation will run for in milliseconds. | |||
*'''loop:''' indicates whether or not the animation will loop. | *'''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. | |||
===Returns=== | ===Returns=== | ||
Returns ''true'' if succesful, ''false'' otherwise. | Returns ''true'' if succesful, ''false'' otherwise. | ||
== | ==Examples== | ||
<section name="Server" class="server" show="true"> | |||
This example creates a ped, rotates him, and makes him walk: | |||
<syntaxhighlight lang="lua"> | |||
function makePed() | |||
local thePed = createPed(56, 1, 1, 4, 315) | |||
setPedAnimation(thePed, "ped", "WOMAN_walknorm") | |||
end | |||
addCommandHandler("makemyped", makePed) | |||
</syntaxhighlight> | |||
</section> | |||
<section name="Server" class="server" show="true"> | |||
This example makes the player sit down and stand up using the command /sit. | |||
<syntaxhighlight lang="lua"> | |||
function toggleSit(thePlayer) | |||
if not getElementData(thePlayer, "sitting") then | |||
setPedAnimation(thePlayer, "ped", "seat_down", -1, false, false, false, false) | |||
setElementData(thePlayer, "sitting", true) | |||
else | |||
-- If you use again this command then your character stand up | |||
setPedAnimation(thePlayer) | |||
removeElementData(thePlayer, "sitting") | |||
end | |||
end | |||
addCommandHandler("sit", toggleSit) | |||
</syntaxhighlight> | |||
</section> | |||
==Issues== | |||
{{Issues| | |||
{{Issue|9522|Setting a [[ped|ped's]] or [[player|player's]] animation whilst occupying a [[givePedJetPack|jetpack]] will remove their jetpack, but not the jetpack sound}} | |||
}} | |||
==See Also== | ==See Also== | ||
{{Ped_functions}} | {{Ped_functions}} | ||
[[ru:setPedAnimation]] | |||
[[HU:setPedAnimation]] |
Revision as of 12:34, 7 October 2018
Sets the current animation of a player or ped. Not specifying the type of animation will automatically cancel the current one.
Syntax
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 ] )
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.
Returns
Returns true if succesful, false otherwise.
Examples
Click to collapse [-]
ServerThis 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") end addCommandHandler("makemyped", makePed)
Click to collapse [-]
ServerThis example makes the player sit down and stand up using the command /sit.
function toggleSit(thePlayer) if not getElementData(thePlayer, "sitting") then setPedAnimation(thePlayer, "ped", "seat_down", -1, false, false, false, false) setElementData(thePlayer, "sitting", true) else -- If you use again this command then your character stand up setPedAnimation(thePlayer) removeElementData(thePlayer, "sitting") end end addCommandHandler("sit", toggleSit)
Issues
Issue ID | Description |
---|---|
#9522 | Setting a ped's or player's animation whilst occupying a jetpack will remove their jetpack, but not the jetpack sound |
See Also
- addPedClothes
- getPedClothes
- removePedClothes
- createPed
- getPedAmmoInClip
- getPedArmor
- getPedFightingStyle
- getPedOccupiedVehicle
- getPedOccupiedVehicleSeat
- getPedStat
- getPedTarget
- getPedTotalAmmo
- getPedWalkingStyle
- getPedWeapon
- getPedWeaponSlot
- getPedContactElement
- getValidPedModels
- isPedChoking
- isPedDead
- isPedDoingGangDriveby
- isPedDucked
- isPedHeadless
- isPedInVehicle
- isPedOnFire
- isPedOnGround
- isPedWearingJetpack
- killPed
- removePedFromVehicle
- setPedAnimation
- setPedAnimationProgress
- setPedAnimationSpeed
- setPedArmor
- setPedDoingGangDriveby
- setPedFightingStyle
- setPedHeadless
- setPedOnFire
- setPedStat
- setPedWalkingStyle
- setPedWeaponSlot
- warpPedIntoVehicle