Xwad Posted February 18, 2016 Share Posted February 18, 2016 Hi! I have a problem with setPedAnimation. Theres a bind in my script, and if a player press the bind then he will start doing this animation: setPedAnimation ( source, "SILENCED", "SilenceCrouchfire", 1, false, false, false, true ) server side The animation is working correctly but the problem is that if a player dies and goes back to the player who is doing the animation then he will see nothing, no animation (just standing). I mean if forexample player1 is starting the animation then player2 will see the animation (what the player1 is doing) but if player2 dies and goes back to player1 then he wont see the animation anymore (he will just see standing).. BUT if i use this code then its working 100% setPedAnimation ( source, "SILENCED", "SilenceCrouchfire", 1 ) but this animation is not what i want Link to comment
Moderators IIYAMA Posted February 19, 2016 Moderators Share Posted February 19, 2016 [size=6][b]Optional Arguments[/b][/size] NOTE: When using optional arguments, you must supply all arguments before the one you wish to use. For more information on optional arguments, see Optional Arguments. block: the animation block's name. anim: the name of the animation within the block. [b]time: how long the animation will run for in milliseconds.[/b] [u][color=#00FF00][b]To -1?[/b][/color][/u] [b] loop: indicates whether or not the animation will loop.[/b] [u][color=#00FF00][b]To true?[/b][/color][/u] updatePosition: will change the actual coordinates of the ped according to the animation. Use this for e.g. walking animations. interruptable: if set to 'false' other tasks wont be able to interupt the animation. Setting this to 'false' also gives this function more power to override other animations that are running. For example, squatting after a jump can be terminated. freezeLastFrame: ... (From 1.1 onwards). https://wiki.multitheftauto.com/wiki/SetPedAnimation Link to comment
Xwad Posted February 19, 2016 Author Share Posted February 19, 2016 I have always problems with argumentums.. Please can you make me an example? argumentums are very difficult for me. Link to comment
Moderators IIYAMA Posted February 20, 2016 Moderators Share Posted February 20, 2016 setPedAnimation ( source, "SILENCED", "SilenceCrouchfire", -1, true, false, false, true ) It is just counting. Link to comment
Xwad Posted February 20, 2016 Author Share Posted February 20, 2016 its not working:/ now its the same like this: setPedAnimation ( source, "SILENCED", "SilenceCrouchfire", 1 ) the animation is always restarting. and i want to make that its not moving Link to comment
tosfera Posted February 20, 2016 Share Posted February 20, 2016 its not working:/ now its the same like this: setPedAnimation ( source, "SILENCED", "SilenceCrouchfire", 1 )the animation is always restarting. and i want to make that its not moving IIYAMA set the animation to a looping state, this might cause some unexpected results. Turn the looping off like so; setPedAnimation ( source, "SILENCED", "SilenceCrouchfire", -1, false, false, false, true ) Link to comment
Xwad Posted February 20, 2016 Author Share Posted February 20, 2016 this is also not working:( Link to comment
WhiteCatMeow Posted February 20, 2016 Share Posted February 20, 2016 Full code please Link to comment
Xwad Posted February 20, 2016 Author Share Posted February 20, 2016 server.lua function attach(veh) --local mid = getElementModel ( veh ) --if weapOff[mid] then setPedAnimation ( source, "SILENCED", "SilenceCrouchfire", 1, false, false, false, true ) attachElements ( source, weapon_base, 0.05, -0.62, 1.1, 0, 0, 90 ) setElementCollisionsEnabled ( source, false ) toggleControl (source,"fire", false) setElementData ( source, "attachedToWeapon_v", veh ) setElementData ( source, "currentCol", nil ) setElementData ( source, "attachedToWeapon_w", weap ) setElementData ( veh, "playerOnWeapon", source ) end --end addEvent("attachPlayerToMinigun", true) addEventHandler("attachPlayerToMinigun",getRootElement(), attach) Link to comment
Tomas Posted February 20, 2016 Share Posted February 20, 2016 server anim = {} function attach(veh) --local mid = getElementModel ( veh ) --if weapOff[mid] then setPedAnimation ( source, "SILENCED", "SilenceCrouchfire", 1, false, false, false, true ) anim[source] = true attachElements ( source, weapon_base, 0.05, -0.62, 1.1, 0, 0, 90 ) setElementCollisionsEnabled ( source, false ) toggleControl (source,"fire", false) setElementData ( source, "attachedToWeapon_v", veh ) setElementData ( source, "currentCol", nil ) setElementData ( source, "attachedToWeapon_w", weap ) setElementData ( veh, "playerOnWeapon", source ) triggerClientEvent( "syncanim", resourceRoot, anim) end --end addEvent("attachPlayerToMinigun", true) addEventHandler("attachPlayerToMinigun",getRootElement(), attach) client animcache = {} addEvent("syncanim", true) addEventHandler("syncanim", root, function (anim) for players in ipairs(anim) do if ( not animcache[players] ) then setPedAnimation(players) end setPedAnimation(players, "SILENCED", "SilenceCrouchfire", 1, false, false, false, true) end animcache = anim end ) Link to comment
tosfera Posted February 20, 2016 Share Posted February 20, 2016 server anim = {} function attach(veh) --local mid = getElementModel ( veh ) --if weapOff[mid] then setPedAnimation ( source, "SILENCED", "SilenceCrouchfire", 1, false, false, false, true ) anim[source] = true attachElements ( source, weapon_base, 0.05, -0.62, 1.1, 0, 0, 90 ) setElementCollisionsEnabled ( source, false ) toggleControl (source,"fire", false) setElementData ( source, "attachedToWeapon_v", veh ) setElementData ( source, "currentCol", nil ) setElementData ( source, "attachedToWeapon_w", weap ) setElementData ( veh, "playerOnWeapon", source ) triggerClientEvent( "syncanim", resourceRoot, anim) end --end addEvent("attachPlayerToMinigun", true) addEventHandler("attachPlayerToMinigun",getRootElement(), attach) client animcache = {} addEvent("syncanim", true) addEventHandler("syncanim", root, function (anim) for players in ipairs(anim) do if ( not animcache[players] ) then setPedAnimation(players) end setPedAnimation(players, "SILENCED", "SilenceCrouchfire", 1, false, false, false, true) end animcache = anim end ) What the actual f...? You're caching an animation which has been synced by MTA theirself. OP is telling us that the animation is being looped, not being desynced. Something that does make a light turn on in my head is the bug someone reported on the bugtracker ( can't find it atm ) where dead peds would keep staying after you stream then out/in after they died. Did the fix for peds mess up the animations for players?? edit; this report, #9112. It might also be caused for the users. Link to comment
Xwad Posted February 20, 2016 Author Share Posted February 20, 2016 So what should i do now? Is that an mta bug that isnt possible to fix? Link to comment
tosfera Posted February 20, 2016 Share Posted February 20, 2016 It's currently an MTA bug indeed, if you want to fix this you should set the element's data to the anim of the player and update the player's animation while (s)he streams in. Link to comment
Tomas Posted February 20, 2016 Share Posted February 20, 2016 What the actual f...? You're caching an animation which has been synced by MTA theirself. OP is telling us that the animation is being looped, not being desynced. Something that does make a light turn on in my head is the bug someone reported on the bugtracker ( can't find it atm ) where dead peds would keep staying after you stream then out/in after they died. Did the fix for peds mess up the animations for players?? edit; this report, #9112. It might also be caused for the users. Calm your tits, uh. animcache = {} addEvent("syncanim", true) addEventHandler("syncanim", root, function (anim) animcache = anim end ) addEventHandler("onClientElementStreamIn", root, function () if ( animcache[source] ) then setPedAnimation(players, "SILENCED", "SilenceCrouchfire", 1, false, false, false, true) end end ) Link to comment
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