SetPedAnimation: Difference between revisions

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(Added OOP syntax)
(Issue fixed, removed from table.)
 
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{{Server client function}}
{{Server client function}}


Sets the current animation of a player or ped. Not specifying the type of animation will automatically cancel the current one.
Sets the current [[Animations|animation]] of a [[player]] or [[ped]]. Not specifying the type of animation will automatically cancel the current one.
{{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.}}


==Syntax==
==Syntax==
<syntaxhighlight lang="lua">
<syntaxhighlight lang="lua">
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] )
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 ] )
</syntaxhighlight>
</syntaxhighlight>
{{OOP||[[ped]]:setAnimation}}
{{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.


===Optional Arguments===
===Optional Arguments===
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*'''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.
*'''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.
*'''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:''' ... (From 1.1 onwards).
*'''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.
{{New items|3.0157|1.5.7|
*'''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.
|16632}}


===Returns===
===Returns===
Returns ''true'' if succesful, ''false'' otherwise.
Returns ''true'' if succesful, ''false'' otherwise.


==Example1==  
==Examples==


<section name="Server" class="server" show="true">
<section name="Server" class="server" show="true">
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<syntaxhighlight lang="lua">
<syntaxhighlight lang="lua">
function makePed()
function makePed()
  ped1 = createPed(56, 1, 1, 4)
local thePed = createPed(56, 1, 1, 4, 315)
  setPedRotation(ped1, 315)
setPedAnimation(thePed, "ped", "WOMAN_walknorm")
  setPedAnimation( ped1, "ped", "WOMAN_walknorm")
end
end
addCommandHandler("makemyped", makePed)
addCommandHandler("makemyped", makePed)
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</section>
</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">
local playerSitState = {}


==Example2==
function toggleSit(thePlayer)
This example makes the player dance when he uses command /dance and stop when he uses the same command:
local playerSitting = playerSitState[thePlayer]


<section name="Client" class="client" show="true">
if (not playerSitting) then
<syntaxhighlight lang="lua">
setPedAnimation(thePlayer, "ped", "seat_down", -1, false, false, false, false)
playerSitState[thePlayer] = true -- store the player state in the table


addEventHandler("onClientPreRender",root,
return true
  function ()
end
    daBlock, daAnim = getPedAnimation(getLocalPlayer())
    setElementData(root,"blockz",daBlock)
    setElementData(root,"animz",daAnim)
  end )


setPedAnimation(thePlayer) -- if you use again this command then your character stand up
playerSitState[thePlayer] = nil -- remove player sit state from table
end
addCommandHandler("sit", toggleSit)


function onPlayerQuitClearSitState()
playerSitState[source] = nil -- clear state at player quit, to prevent memory leak
end
addEventHandler("onPlayerQuit", root, onPlayerQuitClearSitState)
</syntaxhighlight>
</syntaxhighlight>
</section>
</section>


==Changelog==
{{ChangelogHeader}}
{{ChangelogItem|1.5.7-9.16632|Added retainPedState argument}}


<section name="Server" class="server" show="true">
==Issues==
<syntaxhighlight lang="lua">
{{Issues|
function dance (source)
{{Issue|1110|retainPedState in setPedAnimation() does not work when latency reduction is set to 1}}
daBlockz = getElementData(root,"blockz")
{{Issue|953|setPedAnimation() "interrupt" and "time" has no effect in certain situations}}
daAnimz = getElementData(root,"animz")
{{Issue|467|Ped animations don't sync for new players}}
if daBlockz == "dancing" and daAnimz == "dnce_m_b" then
{{Issue|463|setPedAnimation() does not work when a ped is attached and floating in air}}
setPedAnimation(source,false)
{{Issue|1173|setPedAnimation() removes player jetpack}}
else
{{Issue|884|setPedAnimation() messes up collisions of peds inside vehicles}}
setPedAnimation ( source, "DANCING", "dnce_m_b")
}}
end
end
addCommandHandler("dance",dance)
 
</syntaxhighlight>
</section>


==See Also==
==See Also==
{{Ped_functions}}
{{Ped_functions}}
[[ru:setPedAnimation]]
[[ru:setPedAnimation]]
[[HU:setPedAnimation]]

Latest revision as of 06:07, 14 July 2024

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.

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, 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

Returns true if succesful, false otherwise.

Examples

Click to collapse [-]
Server

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")
end
addCommandHandler("makemyped", makePed)
Click to collapse [-]
Server

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

local playerSitState = {}

function toggleSit(thePlayer)
	local playerSitting = playerSitState[thePlayer]

	if (not playerSitting) then
		setPedAnimation(thePlayer, "ped", "seat_down", -1, false, false, false, false)
		playerSitState[thePlayer] = true -- store the player state in the table

		return true
	end

	setPedAnimation(thePlayer) -- if you use again this command then your character stand up
	playerSitState[thePlayer] = nil -- remove player sit state from table
end
addCommandHandler("sit", toggleSit)

function onPlayerQuitClearSitState()
	playerSitState[source] = nil -- clear state at player quit, to prevent memory leak
end
addEventHandler("onPlayerQuit", root, onPlayerQuitClearSitState)

Changelog

Version Description
1.5.7-9.16632 Added retainPedState argument

Issues

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
#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