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Help on the ground animation


mucuk6547

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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" )

 

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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
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

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
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

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
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.

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