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walk animation


raynner

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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)

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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

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