raynner Posted June 12, 2021 Share Posted June 12, 2021 Hi I would like to understand the problem we have the original animation "misc", "plyr_shkhead" if i use setPedAnimation(localPlayer, "misc", "plyr_shkhead", 200, true, true, false, true) I can walk doing the animation however if I use the same animation with a new ifp using engineLoadIFP even though it's the original game block that I extracted I can't walk using engineLoadIFP("misc.ifp", "custom") setPedAnimation(localPlayer, "custom", "plyr_shkhead", 200, true, true, false, true) both are the same original animations but one is originally original, while the other is accessible via loadifp my doubt is this is a limitation of the mta or am i doing something wrong? even because I've seen other servers use custom animations that is allowed to walk (I say this because I've already looked at all the game's animations and none is identical to what I saw on the server) Link to comment
Tekken Posted June 13, 2021 Share Posted June 13, 2021 (edited) You forgot: https://wiki.multitheftauto.com/wiki/EngineReplaceAnimation My mistake, have you tried with, -1 instead of 200 ms? Edited June 13, 2021 by Tekken :) Link to comment
JeViCo Posted June 13, 2021 Share Posted June 13, 2021 Hi! Try to change your last argument from true to false According to wiki: if set to true after animation the last frame will be frozen, otherwise the animation will end and controls will return Link to comment
raynner Posted June 13, 2021 Author Share Posted June 13, 2021 6 hours ago, JeViCo said: Hi! Try to change your last argument from true to false According to wiki: if set to true after animation the last frame will be frozen, otherwise the animation will end and controls will return walking animations use last frame true and -1 in time dont work my exemple is unic mode to walk in animation .. I'm working on changing walking style animations this way it works, besides having a limit I have to study which styles use the altered animations Link to comment
Tekken Posted June 13, 2021 Share Posted June 13, 2021 You can try replace the default walk animation with the new one from the ifp file? Link to comment
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