SetPedAnimation: Difference between revisions
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<section name="Client" class="client" show="false"> | <section name="Client" class="client" show="false"> | ||
<syntaxhighlight lang="lua"> | <syntaxhighlight lang="lua"> | ||
bool setPedAnimation | bool setPedAnimation ped thePed,string block,string name,[float speed=1.0,float blendSpeed=1.0, float startTime=0.0,bool loop=true,bool updatePosition=true,function callbackFunction=nil, var arguments, ...] ) | ||
</syntaxhighlight> | </syntaxhighlight> | ||
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*'''block:''' the [[Animations|animation]] block's name. | *'''block:''' the [[Animations|animation]] block's name. | ||
*'''anim:''' the name of the [[Animations|animation]] within the block. | *'''anim:''' the name of the [[Animations|animation]] within the block. | ||
*''' | *'''speed:''' the speed at which the animation is played. | ||
*'''blendSpeed:''' the speed at which the previous and current animation are blended. | |||
*'''startTime:''' how far into the animation (in seconds) you want to skip | |||
*'''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. |
Revision as of 15:13, 4 June 2009
Sets the current animation of a player or ped. Not specifying the type of animation will automatically cancel the current one.
Syntax
Click to collapse [-]
Serverbool setPedAnimation ( ped thePed, [string block=nil, string anim=nil, float blendDelta=1.0,bool loop=true, bool updatePosition=true] )
Required Arguments
- thePed: the player or ped you want to apply an animation to.
Optional Arguments
- block: the animation block's name.
- anim: the name of the animation within the block.
- blendDelta: the speed at which the previous and current animation are blended.
- 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.
Click to expand [+]
ClientReturns
Returns true if succesful, false otherwise.
Example
Click to collapse [-]
ClientThis example creates a ped, rotates them, and makes them walk:
function makePed ( ) ped1 = createPed ( 56, 1, 1, 4 ) setPedRotation( ped1, 315 ) setPedAnimation( ped1, "ped", "WOMAN_walknorm") end addEventHandler ( "onResourceStart", getRootElement(), makePed )
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