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Ped Animations


Kayl

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Hello there,

I have a couple of questions about the ped animations:

+ setPedAnimation with loop = true and a time > 0

Indeed it makes the animation "stop" on lua's side since getPedAnimation then returns false, nil after the elapsed time (in milliseconds).

However the animation on screen keeps playing. Is it normal?

If not, since setPedAnimation(ped) doesn't reset it when it's in such a state, is there a cleaner hack than to set a random anim then do a setTimer(setPedAnimation...) to clear it rightaway?

+ setPedAnimation with loop = false

When the animation is over, the ped stays on the last frame of the anim, I guess it's better than setting a new idle anim without the user's consent but then why getPedAnimationData doesn't exist anymore? Since, looking at the list of functions, it seem to be the only way we had to know when such an animation was over.

Has this function simply been renamed?

If it's really gone, is there a way to know somehow when an animation is over?

If not, there somewhere a list of the time of each animations available?

Thanks in advance.

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The MTA Animation system in my opinion, is broken. To be honest, sa-mp's animation system is more stable. The animation fully ends on the end frame, and the animation movement isn't always glitchy. However, I'll try to look into this. Your only alternative right now is to use the animation length parameter or to check if your guy is moving.

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It was re-written quite a long time ago. Animations worked a lot better.

... The only problem was that was pretty much the only thing left that actually worked, so it was removed again. :(

It should really be kicked back to life IMO. The animation system was a lot more stable, and had a lot more features too. (setting animation speed, animation starting time, callback function when animation is done, ...) I hope someone really will pick this up sometime and make it work perfectly. :D

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The features you mentioned just made me cry :roll: That indeed sounds like what we need(ed).

For now I:

- use the hack mentioned to reset the animation

- use a manual timer to stop a non looping animation so far I got the animation times correctly for the animation I've used.

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