SetPedAnimation: Difference between revisions
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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. | ||
*'''time:''' how long the animation will run for. | *'''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. | *'''updatePosition:''' will change the actual coordinates of the ped according to the animation. Use this for e.g. walking animations. |
Revision as of 00:32, 8 April 2010
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] )
Required Arguments
- thePed: the player or ped you want to apply an animation to.
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.
Returns
Returns true if succesful, false otherwise.
Example
Click to collapse [-]
ServerThis example creates a ped, rotates him, and makes him walk:
function makePed() ped1 = createPed(56, 1, 1, 4) setPedRotation(ped1, 315) setPedAnimation( ped1, "ped", "WOMAN_walknorm") end addCommandHandler("makemyped", 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