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OutPut

[Help]Ped Set Animation

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spawn as many peds as u want and create command handler /action which will select all those selected peds and put any animation u want to.

to spawn ped with this code do /actio (anim name) you'll have to add your own animations into table and peds itself in ped table.

I'm not sure or it works, but should. Haven't tested. But if it doesn't just quote me i'll fix it.

-- all server code
peds = {
  {name,rot,x,y,z}, -- here add as many peds as you want in any location as you please. example: {ped1,120,-22122,2355,52}
}

pedAnim = {
  {"dead","cs_dead_guy"}, -- "command to call animation (can be any)","animation name itself (has to be 100% correct or else it won't work"
}

function pedArmy()
  for _,v in ipairs(peds) do
    local name,rot,x,y,z = unpack(v);
  	name = createPed(rot, x, y, z) -- this will make peds from table.
  end
end
addCommandHandler("spawnpeds",pedArmy) -- this will spawn all peds from table with /spawnpeds

function doAnim(source,command)
  if (command) then
  	  for _,v in ipairs(pedAnim) do
      	local animName,actualAnimName = unpack(v);
      	if (command == animName) then
            for _,p in ipairs(peds) do
          		local pName = unpack(p);
        		setPedAnimation(pName,"ped",actualAnimName)
          	end
        end
      end
  end
end
addCommandHandler("action",doAnim) -- to call any animation from table do /action (animation name which you named in pedAnim table)

 

Edited by Fist

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i tested code, did quite some mistakes.

Here is working version

-- all server code
peds = {
  {120,-234.089,-1662.847,2.476}, -- here add as many peds as you want in any location as you please. example: {120,-22122,2355,52}
}

pedAnim = {
  {"dead","wuzi","cs_dead_guy"}, -- "command to call animation (can be any)","animation blocks name","animation name itself (has to be 100% correct or else it won't work"
}

function pedArmy()
  for _,v in ipairs(peds) do
    local rot,x,y,z = unpack(v);
  	createPed(rot, x, y, z) -- this will make peds from table.
  end
end
addCommandHandler("spawnpeds",pedArmy) -- this will spawn all peds from table with /spawnpeds

function doAnim(source,cmd,anim)
  if (anim) then
  	  for _,v in ipairs(pedAnim) do
      	local animName,animBlock,actualAnimName = unpack(v);
      	if (tostring(anim) == animName) then
            for _,p in ipairs(getElementsByType("ped")) do
        		  setPedAnimation(p,animBlock,actualAnimName)
          	end
        end
      end
  end
end
addCommandHandler("action",doAnim) -- to call any animation from table do /action (animation name which you named in pedAnim table)

 

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6 minutes ago, Fist said:

i tested code, did quite some mistakes.

Here is working version


-- all server code
peds = {
  {120,-234.089,-1662.847,2.476}, -- here add as many peds as you want in any location as you please. example: {120,-22122,2355,52}
}

pedAnim = {
  {"dead","wuzi","cs_dead_guy"}, -- "command to call animation (can be any)","animation blocks name","animation name itself (has to be 100% correct or else it won't work"
}

function pedArmy()
  for _,v in ipairs(peds) do
    local rot,x,y,z = unpack(v);
  	createPed(rot, x, y, z) -- this will make peds from table.
  end
end
addCommandHandler("spawnpeds",pedArmy) -- this will spawn all peds from table with /spawnpeds

function doAnim(source,cmd,anim)
  if (anim) then
  	  for _,v in ipairs(pedAnim) do
      	local animName,animBlock,actualAnimName = unpack(v);
      	if (tostring(anim) == animName) then
            for _,p in ipairs(getElementsByType("ped")) do
        		  setPedAnimation(p,animBlock,actualAnimName)
          	end
        end
      end
  end
end
addCommandHandler("action",doAnim) -- to call any animation from table do /action (animation name which you named in pedAnim table)

 

Thanks <3

13 minutes ago, Fist said:

i tested code, did quite some mistakes.

Here is working version


-- all server code
peds = {
  {120,-234.089,-1662.847,2.476}, -- here add as many peds as you want in any location as you please. example: {120,-22122,2355,52}
}

pedAnim = {
  {"dead","wuzi","cs_dead_guy"}, -- "command to call animation (can be any)","animation blocks name","animation name itself (has to be 100% correct or else it won't work"
}

function pedArmy()
  for _,v in ipairs(peds) do
    local rot,x,y,z = unpack(v);
  	createPed(rot, x, y, z) -- this will make peds from table.
  end
end
addCommandHandler("spawnpeds",pedArmy) -- this will spawn all peds from table with /spawnpeds

function doAnim(source,cmd,anim)
  if (anim) then
  	  for _,v in ipairs(pedAnim) do
      	local animName,animBlock,actualAnimName = unpack(v);
      	if (tostring(anim) == animName) then
            for _,p in ipairs(getElementsByType("ped")) do
        		  setPedAnimation(p,animBlock,actualAnimName)
          	end
        end
      end
  end
end
addCommandHandler("action",doAnim) -- to call any animation from table do /action (animation name which you named in pedAnim table)

 

n3jhdgve.png

gdu5srzq.png

Where did I make a mistake?

 

pedAnim = {
  {"ped","WALK_fatold"},
}
 

Edited by OutPut

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1 hour ago, OutPut said:

Thanks <3

n3jhdgve.png

gdu5srzq.png

Where did I make a mistake?

 

pedAnim = {
  {"ped","WALK_fatold"},
}
 

you have to give a command name for ped {"COMMANDNAME TO CALL ANIMATION","ped","WALK_fatold"), then just do /action "name which u chosed"

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2 minutes ago, Fist said:

you have to give a command name for ped {"COMMANDNAME TO CALL ANIMATION","ped","WALK_fatold"), then just do /action "name which u chosed"

-- all server code
peds = {
  {0}, -- here add as many peds as you want in any location as you please. example: {120,-22122,2355,52}
}

pedAnim = {
  {"WALK_fatold"}, -- "command to call animation (can be any)","animation blocks name","animation name itself (has to be 100% correct or else it won't work"
}

function pedArmy()
  for _,v in ipairs(peds) do
    local rot,x,y,z = unpack(v);
  	createPed(rot, 164, 2508, 16) -- this will make peds from table.
  end
end
addCommandHandler("spawnpeds",pedArmy) -- this will spawn all peds from table with /spawnpeds

function doAnim(source,cmd,anim)
  if (anim) then
  	  for _,v in ipairs(pedAnim) do
      	local animName,animBlock,actualAnimName = unpack(v);
      	if (tostring(anim) == animName) then
            for _,p in ipairs(getElementsByType("ped")) do
        		  setPedAnimation(p,animBlock,actualAnimName)
          	end
        end
      end
  end
end
addCommandHandler("action",doAnim) -- to call any animation from table do /action (animation name which you named in pedAnim table)

I did /action

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3 minutes ago, OutPut said:

-- all server code
peds = {
  {0}, -- here add as many peds as you want in any location as you please. example: {120,-22122,2355,52}
}

pedAnim = {
  {"WALK_fatold"}, -- "command to call animation (can be any)","animation blocks name","animation name itself (has to be 100% correct or else it won't work"
}

function pedArmy()
  for _,v in ipairs(peds) do
    local rot,x,y,z = unpack(v);
  	createPed(rot, 164, 2508, 16) -- this will make peds from table.
  end
end
addCommandHandler("spawnpeds",pedArmy) -- this will spawn all peds from table with /spawnpeds

function doAnim(source,cmd,anim)
  if (anim) then
  	  for _,v in ipairs(pedAnim) do
      	local animName,animBlock,actualAnimName = unpack(v);
      	if (tostring(anim) == animName) then
            for _,p in ipairs(getElementsByType("ped")) do
        		  setPedAnimation(p,animBlock,actualAnimName)
          	end
        end
      end
  end
end
addCommandHandler("action",doAnim) -- to call any animation from table do /action (animation name which you named in pedAnim table)

I did /action

Did you even read comments on code? 

replace your pedAnim table with this

pedAnim = {
  {"fatwalk","ped","WALK_fatold"}
 }

then do /action fatwalk

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9 minutes ago, Fist said:

Did you even read comments on code? 

replace your pedAnim table with this


pedAnim = {
  {"fatwalk","ped","WALK_fatold"}
 }

then do /action fatwalk

Thanks mate

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