Adding animations

1. Adding standard animation

{
    Category = "other", -- Category of animation
    Label = "Sit chair 2", -- Label displayed
    SubTitle = "/e sitchair2", -- /e command (not required)
    AnimDict = "timetable@ron@ig_5_p3", -- Animation dictionary
    Anim = "ig_5_p3_base", -- Animation
    playerRotate = true, -- not required (Adds the ability to position animations before use)
    ExecuteCommand = "me example command" -- not required
},

2. Adding scenario

{
    Category = "scenarios", -- Category of animation
    Label = "Jog", -- Label displayed
    SubTitle = "/e jog", -- /e command (not required)
    scenario = "WORLD_HUMAN_JOG_STANDING" -- Scenario name
},

3. Adding animation with prop

{
    Category = "objects", -- Category of animation
    Label = "Joint", -- Label displayed
    SubTitle = "/e joint", -- /e command (not required)
    AnimDict = "amb@world_human_smoking@male@male_a@enter", -- Animation dictionary
    Anim = "enter", -- Animation
    props = {
        prop = "p_cs_joint_02", -- Object name
        propBone = 47419, -- Player ped bone index
        propPlacement = {0.015, -0.009, 0.003, 55.0, 0.0, 110.0} -- coord.x, coord.y, coord.z, rotate.x, rotate.y, rotate.z
    }
},
{
    Category = "dances", -- Category of animation
    Label = "Dance Glowsticks 3", -- Label displayed
    SubTitle = "/e danceglowstick3", -- /e command (not required)
    AnimDict = "anim@amb@nightclub@lazlow@hi_railing@", -- Animation dictionary
    Anim = "ambclub_09_mi_hi_bellydancer_laz", -- Animation
    props = {
        prop = "ba_prop_battle_glowstick_01", -- Object name
        propBone = 28422, -- Player ped bone index
        propPlacement = {0.07, 0.14, 0.0, -80.0, 20.0, 0.0, 0.0}, -- coord.x, coord.y, coord.z, rotate.x, rotate.y, rotate.z
        propTwo = "ba_prop_battle_glowstick_01", -- Object name
        propTwoBone = 28422, -- Player ped bone index
        propTwoPlacement = {0.07, 0.09, 0.0, -120.0, -20.0, 0.0, 0.0} -- coord.x, coord.y, coord.z, rotate.x, rotate.y, rotate.z
    }
},

4. Adding animation with particles

{
    Category = "other", -- Category of animation
    Label = "Pee", -- Label displayed
    SubTitle = "/e pee", -- /e command (not required)
    AnimDict = "misscarsteal2peeing", -- Animation dictionary
    Anim = "peeing_loop", -- Animation
    particles = {
        asset = "scr_amb_chop",
        name = "ent_anim_dog_peeing", -- Effect name
        placement = {-0.05, 0.3, 0.0, 0.0, 90.0, 90.0, 1.0}, -- coord.x, coord.y, coord.z, rotate.x, rotate.y, rotate.z, scale
        rgb = {1.0, 1.0, 1.0} -- Particle RGB color
    }
},

5. Adding animation with prop and particles

{
    Category = "objects", -- Category of animation
    Label = "Make It Rain", -- Label displayed
    SubTitle = "/e makeitrain", -- /e command (not required)
    AnimDict = "anim@mp_player_intupperraining_cash", -- Animation dictionary
    Anim = "idle_a", -- Animation
    props = {
        prop = "prop_anim_cash_pile_01", -- Object name
        propBone = 60309, -- Player ped bone index
        propPlacement = {0.0, 0.0, 0.0, 180.0, 0.0, 70.0} -- coord.x, coord.y, coord.z, rotate.x, rotate.y, rotate.z
    },
    particles = {
        asset = "scr_xs_celebration",
        name = "scr_xs_money_rain", -- Effect name
        placement = {0.0, 0.0, -0.09, -80.0, 0.0, 0.0, 1.0}, -- coord.x, coord.y, coord.z, rotate.x, rotate.y, rotate.z, scale
        rgb = {1.0, 1.0, 1.0} -- Particle RGB color
    }
},

6. Adding synced animation

{
    Category = "synced", -- Category of animation
    Label = "Hug", -- Label displayed
    SubTitle = "/e sharedhug", -- /e command (not required)
    Requester = {
        AnimDict = "mp_ped_interaction", -- Animation dictionary
        Anim = "kisses_guy_a", -- Animation
        Flags = 0 -- Flag of animation
    },
    Accepter = {
        AnimDict = "mp_ped_interaction", -- Animation dictionary
        Anim = "kisses_guy_b", -- Animation
        Flags = 0, -- Flag of animation
        Attach = {9816, 0.05, 1.15, -0.05, 0.0, 0.0, 180.0} -- {bone, position_x, position_y, position_z, rotation_x, rotation_y, rotation_z}
    },
},

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