#[B]lack Posted August 6, 2018 Share Posted August 6, 2018 tabelanimacao = { ifp = {}, animacoes = { "GunMove_BWD", "GunMove_FWD", "GunMove_L", "GunMove_R", "GunCrouchBwd", "GunCrouchFwd", "IDLE_armed", "JOG_maleA", "run_armed", "Run_stop", "run_player", "run_right", "run_left", "run_old", "run_civi", "ARRESTgun", "Crouch_Roll_L", "Crouch_Roll_R", "getup", "SEAT_down", "SEAT_up", "SEAT_idle", "getup_front", "GUN_BUTT", "GUN_BUTT_crouch", "GUN_2_IDLE", "Gun_stand", "HitA_1", "HitA_2", "HitA_3", "HIT_back", "HIT_behind", "HIT_front", "HIT_GUN_BUTT", "HIT_L", "HIT_R", "HIT_walk", "HIT_wall", "IDLE_chat", "IDLE_csaw", "Idle_Gang1", "IDLE_HBHB", "IDLE_ROCKET", "IDLE_stance", "IDLE_taxi", "IDLE_tired", "CLIMB_idle", "CLIMB_jump", "CLIMB_jump2fall", "CLIMB_jump_B", "CLIMB_Pull", "CLIMB_Stand", "Climb_Stand_Finish", "JUMP_glide", "JUMP_land", "JUMP_launch", "JUMP_launch_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", "phone_in", "phone_out", "phone_talk", "Player_Sneak", "Player_Sneak_walkstart", "WALK_armed", "WALK_civi", "WALK_csaw", "Walk_DoowPartial", "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", "FALL_collapse", "FALL_back", "FALL_fall", "FALL_front", "FALL_glide", "FALL_land", "FALL_skyDive", "gum_eat", "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_frmLT", "EV_dive", "EV_step", "endchat_01", "endchat_02", "endchat_03" } } addEventHandler("onClientResourceStart", resourceRoot, function() tabelanimacao.ifp["block"] = "ped" tabelanimacao.ifp["ifp"] = engineLoadIFP("ped.ifp", tabelanimacao.ifp["block"]) for _, v in ipairs(tabelanimacao.animacoes) do engineReplaceAnimation(getLocalPlayer(), "ped", v, tabelanimacao.ifp["block"], v) end end ) how i do for is animation appear for all players? That mode appear only for your player! Link to comment
xMKHx Posted August 6, 2018 Share Posted August 6, 2018 try this, i just changed getLocalPlayer() to getRootElement() tabelanimacao = { ifp = {}, animacoes = { "GunMove_BWD", "GunMove_FWD", "GunMove_L", "GunMove_R", "GunCrouchBwd", "GunCrouchFwd", "IDLE_armed", "JOG_maleA", "run_armed", "Run_stop", "run_player", "run_right", "run_left", "run_old", "run_civi", "ARRESTgun", "Crouch_Roll_L", "Crouch_Roll_R", "getup", "SEAT_down", "SEAT_up", "SEAT_idle", "getup_front", "GUN_BUTT", "GUN_BUTT_crouch", "GUN_2_IDLE", "Gun_stand", "HitA_1", "HitA_2", "HitA_3", "HIT_back", "HIT_behind", "HIT_front", "HIT_GUN_BUTT", "HIT_L", "HIT_R", "HIT_walk", "HIT_wall", "IDLE_chat", "IDLE_csaw", "Idle_Gang1", "IDLE_HBHB", "IDLE_ROCKET", "IDLE_stance", "IDLE_taxi", "IDLE_tired", "CLIMB_idle", "CLIMB_jump", "CLIMB_jump2fall", "CLIMB_jump_B", "CLIMB_Pull", "CLIMB_Stand", "Climb_Stand_Finish", "JUMP_glide", "JUMP_land", "JUMP_launch", "JUMP_launch_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", "phone_in", "phone_out", "phone_talk", "Player_Sneak", "Player_Sneak_walkstart", "WALK_armed", "WALK_civi", "WALK_csaw", "Walk_DoowPartial", "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", "FALL_collapse", "FALL_back", "FALL_fall", "FALL_front", "FALL_glide", "FALL_land", "FALL_skyDive", "gum_eat", "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_frmLT", "EV_dive", "EV_step", "endchat_01", "endchat_02", "endchat_03" } } addEventHandler("onClientResourceStart", resourceRoot, function() tabelanimacao.ifp["block"] = "ped" tabelanimacao.ifp["ifp"] = engineLoadIFP("ped.ifp", tabelanimacao.ifp["block"]) for _, v in ipairs(tabelanimacao.animacoes) do engineReplaceAnimation(getRootElement(), "ped", v, tabelanimacao.ifp["block"], v) end end ) Link to comment
Mr.Loki Posted August 6, 2018 Share Posted August 6, 2018 You need to loop through all players and apply the animation to each player addEventHandler("onClientResourceStart", resourceRoot, function() tabelanimacao.ifp["block"] = "ped" tabelanimacao.ifp["ifp"] = engineLoadIFP("ped.ifp", tabelanimacao.ifp["block"]) for _,player in pairs(getElementsByType'player') do for _, v in ipairs(tabelanimacao.animacoes) do engineReplaceAnimation(player, "ped", v, tabelanimacao.ifp["block"], v) end end end ) Link to comment
Saml1er Posted August 6, 2018 Share Posted August 6, 2018 You have to use : triggerClientEvent triggerServerEvent If you're still not sure how to do it, check this resource. Link to comment
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now