hello friends I see the animation that everyone has not coded so but what is my calligraphy.
CLİENT CODE:
local animTable = {
ifp = {},
anims = {
"abseil",
"ARRESTgun",
"ATM",
"BIKE_elbowL",
"BIKE_elbowR",
"BIKE_fallR",
"BIKE_fall_off",
"BIKE_pickupL",
"BIKE_pickupR",
"BIKE_pullupL",
"BIKE_pullupR",
"bomber",
"CAR_alignHI_LHS",
"CAR_alignHI_RHS",
"CAR_align_LHS",
"CAR_align_RHS",
"CAR_closedoorL_LHS",
"CAR_closedoorL_RHS",
"CAR_closedoor_LHS",
"CAR_closedoor_RHS",
"CAR_close_LHS",
"CAR_close_RHS",
"CAR_crawloutRHS",
"CAR_dead_LHS",
"CAR_dead_RHS",
"CAR_doorlocked_LHS",
"CAR_doorlocked_RHS",
"CAR_fallout_LHS",
"CAR_fallout_RHS",
"CAR_getinL_LHS",
"CAR_getinL_RHS",
"CAR_getin_LHS",
"CAR_getin_RHS",
"CAR_getoutL_LHS",
"CAR_getoutL_RHS",
"CAR_getout_LHS",
"CAR_getout_RHS",
"car_hookertalk",
"CAR_jackedLHS",
"CAR_jackedRHS",
"CAR_jumpin_LHS",
"CAR_LB",
"CAR_LB_pro",
"CAR_LB_weak",
"CAR_LjackedLHS",
"CAR_LjackedRHS",
"CAR_Lshuffle_RHS",
"CAR_Lsit",
"CAR_open_LHS",
"CAR_open_RHS",
"CAR_pulloutL_LHS",
"CAR_pulloutL_RHS",
"CAR_pullout_LHS",
"CAR_pullout_RHS",
"CAR_Qjacked",
"CAR_rolldoor",
"CAR_rolldoorLO",
"CAR_rollout_LHS",
"CAR_rollout_RHS",
"CAR_shuffle_RHS",
"CAR_sit",
"CAR_sitp",
"CAR_sitpLO",
"CAR_sit_pro",
"CAR_sit_weak",
"CAR_tune_radio",
"CLIMB_idle",
"CLIMB_jump",
"CLIMB_jump2fall",
"CLIMB_jump_B",
"CLIMB_Pull",
"CLIMB_Stand",
"CLIMB_Stand_finish",
"cower",
"Crouch_Roll_L",
"Crouch_Roll_R",
"DAM_armL_frmBK",
"DAM_armL_frmFT",
"DAM_armL_frmLT",
"DAM_armR_frmBK",
"DAM_armR_frmFT",
"DAM_armR_frmRT",
"DAM_LegL_frmBK",
"DAM_LegL_frmFT",
"DAM_LegL_frmLT",
"DAM_LegR_frmBK",
"DAM_LegR_frmFT",
"DAM_LegR_frmRT",
"DAM_stomach_frmBK",
"DAM_stomach_frmFT",
"DAM_stomach_frmLT",
"DAM_stomach_frmRT",
"DOOR_LHinge_O",
"DOOR_RHinge_O",
"DrivebyL_L",
"DrivebyL_R",
"Driveby_L",
"Driveby_R",
"DRIVE_BOAT",
"DRIVE_BOAT_back",
"DRIVE_BOAT_L",
"DRIVE_BOAT_R",
"Drive_L",
"Drive_LO_l",
"Drive_LO_R",
"Drive_L_pro",
"Drive_L_pro_slow",
"Drive_L_slow",
"Drive_L_weak",
"Drive_L_weak_slow",
"Drive_R",
"Drive_R_pro",
"Drive_R_pro_slow",
"Drive_R_slow",
"Drive_R_weak",
"Drive_R_weak_slow",
"Drive_truck",
"DRIVE_truck_back",
"DRIVE_truck_L",
"DRIVE_truck_R",
"Drown",
"DUCK_cower",
"endchat_01",
"endchat_02",
"endchat_03",
"EV_dive",
"EV_step",
"facanger",
"facgum",
"facsurp",
"facsurpm",
"factalk",
"facurios",
"FALL_back",
"FALL_collapse",
"FALL_fall",
"FALL_front",
"FALL_glide",
"FALL_land",
"FALL_skyDive",
"Fight2Idle",
"FightA_1",
"FightA_2",
"FightA_3",
"FightA_block",
"FightA_G",
"FightA_M",
"FIGHTIDLE",
"FightShB",
"FightShF",
"FightSh_BWD",
"FightSh_FWD",
"FightSh_Left",
"FightSh_Right",
"flee_lkaround_01",
"FLOOR_hit",
"FLOOR_hit_f",
":Ou",
"gang_gunstand",
"gas_cwr",
"getup",
"getup_front",
"gum_eat",
"GunCrouchBwd",
"GunCrouchFwd",
"GunMove_BWD",
"GunMove_FWD",
"GunMove_L",
"GunMove_R",
"Gun_2_IDLE",
"GUN_BUTT",
"GUN_BUTT_crouch",
"Gun_stand",
"handscower",
"handsup",
"HitA_1",
"HitA_2",
"HitA_3",
"HIT_back",
"HIT_behind",
"HIT_front",
"HIT_GUN_BUTT",
"HIT_L",
"HIT_R",
"HIT_walk",
"HIT_wall",
"Idlestance_fat",
"idlestance_old",
"IDLE_armed",
"IDLE_chat",
"IDLE_csaw",
"Idle_Gang1",
"IDLE_HBHB",
"IDLE_ROCKET",
"IDLE_stance",
"IDLE_taxi",
"IDLE_tired",
"Jetpack_Idle",
"JOG_femaleA",
"JOG_maleA",
"JUMP_glide",
"JUMP_land",
"JUMP_launch",
"JUMP_launch_R",
"KART_drive",
"KART_L",
"KART_LB",
"KART_R",
"KD_left",
"KD_right",
"KO_shot_face",
"KO_shot_front",
"KO_shot_stom",
"KO_skid_back",
"KO_skid_front",
"KO_spin_L",
"KO_spin_R",
"pass_Smoke_in_car",
"phone_in",
"phone_out",
"phone_talk",
"Player_Sneak",
"Player_Sneak_walkstart",
"roadcross",
"roadcross_female",
"roadcross_gang",
"roadcross_old",
"run_1armed",
"run_armed",
"run_civi",
"run_csaw",
"run_fat",
"run_fatold",
"run_gang1",
"run_left",
"run_old",
"run_player",
"run_right",
"run_rocket",
"Run_stop",
"Run_stopR",
"Run_Wuzi",
"SEAT_down",
"SEAT_idle",
"SEAT_up",
"SHOT_leftP",
"SHOT_partial",
"SHOT_partial_B",
"SHOT_rightP",
"Shove_Partial",
"Smoke_in_car",
"sprint_civi",
"sprint_panic",
"Sprint_Wuzi",
"swat_run",
"Swim_Tread",
"Tap_hand",
"Tap_handP",
"turn_180",
"Turn_L",
"Turn_R",
"WALK_armed",
"WALK_civi",
"WALK_csaw",
"Walk_DoorPartial",
"WALK_drunk",
"WALK_fat",
"WALK_fatold",
"WALK_gang1",
"WALK_gang2",
"WALK_old",
"WALK_player",
"WALK_rocket",
"WALK_shuffle",
"WALK_start",
"WALK_start_armed",
"WALK_start_csaw",
"WALK_start_rocket",
"Walk_Wuzi",
"WEAPON_crouch",
"woman_idlestance",
"woman_run",
"WOMAN_runbusy",
"WOMAN_runfatold",
"woman_runpanic",
"WOMAN_runsexy",
"WOMAN_walkbusy",
"WOMAN_walkfatold",
"WOMAN_walknorm",
"WOMAN_walkold",
"WOMAN_walkpro",
"WOMAN_walksexy",
"WOMAN_walkshop",
"XPRESSscratch"
}
}
addEventHandler("onClientResourceStart", resourceRoot,
function()
animTable.ifp["block"] = "ped"
animTable.ifp["ifp"] = engineLoadIFP("ped.ifp", animTable.ifp["block"])
for _, v in ipairs(animTable.anims) do
for _, p in ipairs(getElementsByType("player")) do
engineReplaceAnimation(p, "ped", v, animTable.ifp["block"], v)
end
end
end
)