SetPedAnimationProgress: Difference between revisions
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==Syntax== | ==Syntax== | ||
<syntaxhighlight lang="lua"> | <syntaxhighlight lang="lua"> | ||
bool setPedAnimationProgress ( ped thePed [, string anim, float progress] ) | bool setPedAnimationProgress ( ped thePed [, string anim, float progress ] ) | ||
</syntaxhighlight> | </syntaxhighlight> | ||
{{OOP||[[ped]]:setAnimationProgress}} | |||
===Required Arguments=== | ===Required Arguments=== | ||
Line 18: | Line 19: | ||
Returns ''true'' if successful, ''false'' otherwise. | Returns ''true'' if successful, ''false'' otherwise. | ||
==Example== | ==Example== | ||
This example creates a ped, apply animation to it, and "freeze" the animation at half of overall animation time. | This example creates a ped, apply animation to it, and "freeze" the animation at half of overall animation time. | ||
<syntaxhighlight lang="lua"> | <syntaxhighlight lang="lua"> | ||
function animRender( ped1 ) | function animRender( ped1 ) | ||
setPedAnimationProgress( ped1, "M_SMKSTND_LOOP", 0.5 ) | |||
setTimer( animRender, 50, 1, ped1 ) | |||
end | end | ||
function makePed() | function makePed( ) | ||
local ped1 = createPed(56, 1, 1, 4) | local ped1 = createPed( 56, 1, 1, 4 ) | ||
setPedAnimation( ped1, "SMOKING", "M_SMKSTND_LOOP") | setPedAnimation( ped1, "SMOKING", "M_SMKSTND_LOOP" ) | ||
setTimer ( animRender, 50, 1, ped1 ) | setTimer ( animRender, 50, 1, ped1 ) | ||
end | end | ||
addCommandHandler("makemyped", makePed) | addCommandHandler( "makemyped", makePed ) | ||
</syntaxhighlight> | </syntaxhighlight> | ||
==Issues== | ==Issues== |
Latest revision as of 00:45, 8 July 2018
Sets the current animation progress of a player or ped.
Syntax
bool setPedAnimationProgress ( ped thePed [, string anim, float progress ] )
OOP Syntax Help! I don't understand this!
- Method: ped:setAnimationProgress(...)
Required Arguments
- thePed: the player or ped you want to change animation progress.
Optional Arguments
- anim: the animation name currently applied to ped, if not supplied, the animation will stop
- progress: current animation progress you want to apply, value from 0.0 to 1.0, if not supplied will default to 0.0
Returns
Returns true if successful, false otherwise.
Example
This example creates a ped, apply animation to it, and "freeze" the animation at half of overall animation time.
function animRender( ped1 ) setPedAnimationProgress( ped1, "M_SMKSTND_LOOP", 0.5 ) setTimer( animRender, 50, 1, ped1 ) end function makePed( ) local ped1 = createPed( 56, 1, 1, 4 ) setPedAnimation( ped1, "SMOKING", "M_SMKSTND_LOOP" ) setTimer ( animRender, 50, 1, ped1 ) end addCommandHandler( "makemyped", makePed )
Issues
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