SetPedAnimation: Difference between revisions
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(Add restoreTaskOnAnimEnd parameter) |
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<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 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 interruptable = true, bool freezeLastFrame = true, int blendTime = 250, bool restoreTaskOnAnimEnd = false ] ) | ||
</syntaxhighlight> | </syntaxhighlight> | ||
{{OOP||[[ped]]:setAnimation||getPedAnimation}} | {{OOP||[[ped]]:setAnimation||getPedAnimation}} | ||
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*'''freezeLastFrame:''' if set to ''true'' after animation the last frame will be frozen, otherwise the animation will end and controls will return. | *'''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. | *'''blendTime:''' how long the animation will mixed with the previous one in milliseconds. | ||
{{New items|3.0157|1.5.7| | |||
*'''restoreTaskOnAnimEnd:''' will restore the task which was playing before calling this function. Useful for restoring the crouch task after animation ends. | |||
|16632}} | |||
===Returns=== | ===Returns=== |
Revision as of 07:42, 23 April 2019
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, bool restoreTaskOnAnimEnd = 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.
- restoreTaskOnAnimEnd: will restore the task which was playing before calling this function. Useful for restoring the crouch task after animation ends.
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