mucuk6547 Posted November 4, 2018 Share Posted November 4, 2018 Hello friends I'm happy to do the animation of the place, but I can't help.Key: Z Client Code: local customBlockName = "Rifle" -- load the IFP file local IFP = engineLoadIFP( "rifle.ifp", customBlockName ) -- let us know if IFP failed to load if not IFP then outputChatBox( "Failed to load 'rifle.ifp'" ) end -- replace the crouch animation engineReplaceAnimation( localPlayer, "Rifle", "RIFLE_crouchfire", customBlockName, "RIFLE_crouchfire" ) Link to comment
Z4Zy Posted November 5, 2018 Share Posted November 5, 2018 Bind 'z' to the ground animation, Client Side :- local customBlockName = "Rifle" -- load the IFP file local IFP = engineLoadIFP( "rifle.ifp", customBlockName ) -- let us know if IFP failed to load if not IFP then outputChatBox( "Failed to load 'rifle.ifp'" ) end -- bind z to the ground animation bindKey("z","down", function () local anim,block = getPedAnimation(localPlayer) if block == customBlockName and anim == "RIFLE_crouchfire" then setPedAnimation(localPlayer) else setPedAnimation(localPlayer,customBlockName,"RIFLE_crouchfire") end end ) Replace 'crouch' animation [ so, when player press 'c', ground animation will set. ] Client Side :- local customBlockName = "Rifle" -- load the IFP file local IFP = engineLoadIFP( "rifle.ifp", customBlockName ) -- let us know if IFP failed to load if not IFP then outputChatBox( "Failed to load 'rifle.ifp'" ) end -- replace the crouch animation engineReplaceAnimation( localPlayer, "ped", "weapon_crouch", customBlockName, "RIFLE_crouchfire" ) Link to comment
mucuk6547 Posted November 5, 2018 Author Share Posted November 5, 2018 2 hours ago, DeadthStrock said: Bind 'z' to the ground animation, Client Side :- local customBlockName = "Rifle" -- load the IFP file local IFP = engineLoadIFP( "rifle.ifp", customBlockName ) -- let us know if IFP failed to load if not IFP then outputChatBox( "Failed to load 'rifle.ifp'" ) end -- bind z to the ground animation bindKey("z","down", function () local anim,block = getPedAnimation(localPlayer) if block == customBlockName and anim == "RIFLE_crouchfire" then setPedAnimation(localPlayer) else setPedAnimation(localPlayer,customBlockName,"RIFLE_crouchfire") end end ) Replace 'crouch' animation [ so, when player press 'c', ground animation will set. ] Client Side :- local customBlockName = "Rifle" -- load the IFP file local IFP = engineLoadIFP( "rifle.ifp", customBlockName ) -- let us know if IFP failed to load if not IFP then outputChatBox( "Failed to load 'rifle.ifp'" ) end -- replace the crouch animation engineReplaceAnimation( localPlayer, "ped", "weapon_crouch", customBlockName, "RIFLE_crouchfire" ) he does not lie on the ground just aiming Link to comment
Z4Zy Posted November 5, 2018 Share Posted November 5, 2018 11 minutes ago, mucuk6547 said: he does not lie on the ground just aiming so it may be the animation on the IFP file. Link to comment
Z4Zy Posted November 5, 2018 Share Posted November 5, 2018 sorry, but there was a little mistake in above supplied code for bind 'z' to the ground animation. Also, I suggest to use different customBlockName local customBlockName = "rifleAnims" -- load the IFP file local IFP = engineLoadIFP( "rifle.ifp", customBlockName ) -- let us know if IFP failed to load if not IFP then outputChatBox( "Failed to load 'rifle.ifp'" ) end -- bind z to the ground animation bindKey("z","down", function () local block,anim = getPedAnimation(localPlayer) if block == customBlockName and anim == "RIFLE_crouchfire" then setPedAnimation(localPlayer) else setPedAnimation(localPlayer,customBlockName,"RIFLE_crouchfire") end end ) Link to comment
mucuk6547 Posted November 5, 2018 Author Share Posted November 5, 2018 2 hours ago, DeadthStrock said: sorry, but there was a little mistake in above supplied code for bind 'z' to the ground animation. Also, I suggest to use different customBlockName local customBlockName = "rifleAnims" -- load the IFP file local IFP = engineLoadIFP( "rifle.ifp", customBlockName ) -- let us know if IFP failed to load if not IFP then outputChatBox( "Failed to load 'rifle.ifp'" ) end -- bind z to the ground animation bindKey("z","down", function () local block,anim = getPedAnimation(localPlayer) if block == customBlockName and anim == "RIFLE_crouchfire" then setPedAnimation(localPlayer) else setPedAnimation(localPlayer,customBlockName,"RIFLE_crouchfire") end end ) does this work if the waste code is used? Link to comment
Z4Zy Posted November 6, 2018 Share Posted November 6, 2018 Replace this code with that waste code... will work ! 11 hours ago, DeadthStrock said: local customBlockName = "rifleAnims" -- load the IFP file local IFP = engineLoadIFP( "rifle.ifp", customBlockName ) -- let us know if IFP failed to load if not IFP then outputChatBox( "Failed to load 'rifle.ifp'" ) end -- bind z to the ground animation bindKey("z","down", function () local block,anim = getPedAnimation(localPlayer) if block == customBlockName and anim == "RIFLE_crouchfire" then setPedAnimation(localPlayer) else setPedAnimation(localPlayer,customBlockName,"RIFLE_crouchfire") end end ) Link to comment
mucuk6547 Posted November 9, 2018 Author Share Posted November 9, 2018 On 06/11/2018 at 07:48, DeadthStrock said: Replace this code with that waste code... will work ! unfortunately I'm not getting anything Link to comment
Saml1er Posted November 9, 2018 Share Posted November 9, 2018 2 hours ago, mucuk6547 said: unfortunately I'm not getting anything Copy-paste your meta.xml here. Also, make sure that rifle.ifp is located in the top directory of the resource. Link to comment
mucuk6547 Posted November 10, 2018 Author Share Posted November 10, 2018 On 09/11/2018 at 11:31, Saml1er said: Copy-paste your meta.xml here. Also, make sure that rifle.ifp is located in the top directory of the resource. 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 engineReplaceAnimation(localPlayer, "ped", v, animTable.ifp["block"], v) end end ) It wasn't, but I want this animation to appear in everyone, it just seems to me, what should I do? Can you help. Link to comment
Saml1er Posted November 10, 2018 Share Posted November 10, 2018 1 hour ago, mucuk6547 said: It wasn't, but I want this animation to appear in everyone, it just seems to me, what should I do? Can you help. Have you checked ifp_demo resource? animations are synced there. 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