SetPedAnimation: Difference between revisions

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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.


==Syntax==
==Syntax==
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===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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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)
</syntaxhighlight>
</section>
==Example2==
This example makes the player dance when he uses command /dance and stop when he uses the same command:
<section name="Client" class="client" show="true">
<syntaxhighlight lang="lua">
addEventHandler("onClientPreRender",root,
  function ()
    daBlock, daAnim = getPedAnimation(getLocalPlayer())
    setElementData(root,"blockz",daBlock)
    setElementData(root,"animz",daAnim)
  end )
</syntaxhighlight>
</syntaxhighlight>
</section>
</section>
Line 61: Line 42:


<section name="Server" class="server" show="true">
<section name="Server" class="server" show="true">
This example makes the player sit down and stand up using the command /sit.
<syntaxhighlight lang="lua">
<syntaxhighlight lang="lua">
function dance (source)
function sitDown(thePlayer)
daBlockz = getElementData(root,"blockz")
if not getElementData(thePlayer, "sitting") then
daAnimz = getElementData(root,"animz")
setPedAnimation(thePlayer, "ped", "seat_down", -1, false, false, false, false)
if daBlockz == "dancing" and daAnimz == "dnce_m_b" then
setElementData(thePlayer, "sitting", true)
setPedAnimation(source,false)
else
else
-- If you use again this command then your character stand up
setPedAnimation ( source, "DANCING", "dnce_m_b")
setPedAnimation(thePlayer)
end
removeElementData(thePlayer, "sitting")
end
end
addCommandHandler("dance",dance)
</syntaxhighlight>
</section>
==Example3==
<section name="Server" class="server" show="true">
This example makes the player sit down and stand up.
<syntaxhighlight lang="lua">
local animValue = false
function sitDown (thePlayer)
  if animValue == false then
setPedAnimation(thePlayer, "ped", "seat_down", -1, false, false, false, false)
animValue = true
  else
-- If you use again this command then your character stand up
animValue = false
setPedAnimation(thePlayer, nil, nil)
  end
end
end
addCommandHandler("sit", sitDown)
addCommandHandler("sit", sitDown)
</syntaxhighlight>
</syntaxhighlight>
</section>
</section>


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

Revision as of 15:39, 3 April 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 [-]
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.

function sitDown(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", sitDown)


See Also