Ped commands for selecting anim variations
Categoryanimations
Rows3
Notes from the author
These are commands for activating clips variation for enter, base or exit conditional anims within some scenario.
Citizen.CreateThread(function()
while true do
Citizen.Wait(0)
if Citizen.InvokeNative(0x91AEF906BCA88877,0, 0x17BEC168) then -- pressed E
-- TASK_START_SCENARIO_IN_PLACE_HASH with conditional anim PROP_HUMAN_SEAT_CHAIR_GENERIC_MALE_A. Works for male player peds:
Citizen.InvokeNative(0x524B54361229154F, PlayerPedId(), GetHashKey("PROP_HUMAN_SEAT_CHAIR"), 0, 1, GetHashKey("PROP_HUMAN_SEAT_CHAIR_GENERIC_MALE_A"), -1.0, 0)
end
if Citizen.InvokeNative(0x91AEF906BCA88877,0, 0x956C2A0E) then -- pressed R
local ped_command_hash=GetHashKey("EAFOR_A_L_ANGRY") -- -- to play angry exit animation to the left side or GetHashKey(""EAFOR_A_R_ANGRY") to play angry exit animation to the right side
local ped_command_hash_activation_duration=50.0 -- 50 seconds
-- _ACTIVATE_PED_COMMAND_HASH (as result, if ped EXITS scenario, it plays animations activated by ped command hash "EAFOR_A_L_ANGRY")
Citizen.InvokeNative(0xD65FDC686A031C83, PlayerPedId(), ped_command_hash, ped_command_hash_activation_duration)
-- _FORCE_SCENARIO_TRANSITION:
Citizen.InvokeNative(0x6D07B371E9439019, PlayerPedId() )
-- CLEAR_PED_TASKS (as result we force ped to properly exit scenario and play animations activated by ped command hash EAFOR_A_L_ANGRY)
Citizen.InvokeNative(0xE1EF3C1216AFF2CD, PlayerPedId(), 0, 0)
end
end
end)
local ped_commands = {
{conditional_anim_name, anim_variations_type, ped_command_hash,},
}| # | key | value | Note |
|---|---|---|---|
| 1 | conditional_anim_name | EA_WORLD_HUMAN_TREE_CHOP_NEW_WORKING_PRE_SWING | |
| 2 | anim_variations_type | ExitAnim | |
| 3 | ped_command_hash | EXIT_TREE_FALL |