Backup Register a New Animation!
Here’s how to register a new animation in the Animations File. Don't be intimidated by the size of this page—most of the options are optional. Scroll down for a clearer understanding.
Animation Example
{
id = "ultimate_sync_animation", -- Unique animation identifier
label = "Ultimate Sync Animation", -- Display name for the animation
category = "sharedanimations", -- Animation category
thumbnailcdn = "http:/examplecdn/ultimate_sync_thumbnail", -- CDN URL for thumbnail (optional)
-- thumbnail = "animation1" -- Local path for the preview image (if hosted within the application) (optional)
vip = false, -- VIP-only animation (optional)
syncedoptions = {
sourceoffset = { x = 1.0, y = 0.0, z = 0.0 }, -- Position offset for first person
targetoffset = { x = -1.0, y = 0.0, z = 0.0 }, -- Position offset for second person
sourceheading = 180.0, -- Heading for first person
targetheading = 0.0, -- Heading for second person
},
rules = {
blockFoot = true,
blockSetPosition = true,
blockVehicle = false,
-- Additional rules can be added in the public/shared/api
},
firstperson = {
anim = "source_anim", -- Animation for the first person
dict = "source_dict", -- Animation dictionary
config = {
posOffset = { x = 0.0, y = 0.3, z = 0.0 }, -- Position offset for effect
rotOffset = { x = 0.0, y = 90.0, z = 90.0 }, -- Rotation offset for effect
heading = 90.0, -- Heading direction
freeze = false, -- freeze the player
onfinishtptolastcoords = true -- tp to last coord in finish
flags = {
controllable = true, -- Player can control the character
loop = true, -- Animation loops
customduration = 10000, -- Custom duration for the animation
},
props = { -- Props attached to the first person
{
bone = 57005, -- Bone ID
model = "prop_phone_ing", -- Prop model
posOffset = { x = 0.15, y = 0.1, z = 0.05 }, -- Positional offset for prop
rotOffset = { x = 0.0, y = -90.0, z = 10.0 }, -- Rotational offset for prop
}
},
ptfx = { -- Particle effect configuration
asset = "scr_amb_chop", -- Particle effect asset
canhold = true, -- Can hold the particle effect
name = "ent_anim_dog_peeing", -- Particle effect name
posOffset = { x = 0.0, y = 0.3, z = 0.0 }, -- Position offset for effect
rotOffset = { x = 0.0, y = 90.0, z = 90.0 }, -- Rotation offset for effect
scale = 1.5, -- Particle effect scale
},
},
attachtootherperson = true, -- Attach to second person
attachbone = 11816, -- Bone ID for attachment
attachcoordsoffset = { x = 0.1, y = 0.2, z = 0.3 }, -- Coordinate offset for attachment
attachrotoffset = { x = 10.0, y = 0.0, z = 90.0 }, -- Rotation offset for attachment
allowPedTypes = {
'bigdogs' -- Allowed Ped types (optional)
}
},
secondperson = { -- Second person configuration (optional)
anim = "target_anim", -- Animation for second person
dict = "target_dict", -- Animation dictionary for second person
config = {
offset = { x = -0.5, y = 0.0, z = 0.0 }, -- Positional offset for second person
heading = 270.0, -- Heading for second person
freeze = false, -- freeze the player
flags = {
controllable = false, -- Not player-controllable
loop = false, -- Animation does not loop
customduration = 8000, -- Custom animation duration
},
props = { -- Props for second person
{
bone = 60309, -- Bone ID
model = "prop_umbrella_01", -- Prop model
posOffset = { x = 0.2, y = 0.1, z = -0.2 }, -- Positional offset for prop
rotOffset = { x = 45.0, y = 0.0, z = 0.0 }, -- Rotational offset for prop
}
},
ptfx = { -- Particle effects configuration
asset = "scr_bike_shot",
canhold = false, -- Cannot hold this particle effect
name = "ent_anim_bike_tiresmoke",
posOffset = { x = 0.0, y = -0.1, z = 0.0 }, -- Positional offset
rotOffset = { x = 0.0, y = 0.0, z = 0.0 }, -- Rotational offset
scale = 0.8, -- Particle effect scale
}
},
attachtootherperson = true, -- Attach to first person
attachbone = 11816, -- Bone ID for attachment
attachcoordsoffset = { x = 0.2, y = 0.2, z = 0.3 }, -- Coordinate offset for attachment
attachrotoffset = { x = 15.0, y = 5.0, z = 90.0 }, -- Rotation offset for attachment
allowPedTypes = {
'bigdogs' -- Allowed Ped types (optional)
}
}
}
Field Definitions
id:
stringUnique identifier for the animation.label:
stringUser-friendly name for the animation.category:
stringCategory for the animation, such as shared, dances, or other.thumbnailcdn:
stringURL pointing to the animation's preview image hosted on a CDN.thumbnail:
stringLocal path for the preview image if hosted within the application (alternative tothumbnailcdn).vip:
boolean(optional) Indicates if the animation is VIP-only.canIdle:
boolean(optional) Indicates if the animation can be idled.
First Person Animation Configuration
firstperson:
objectConfiguration for the first-person animation.anim:
stringAnimation name.dict:
stringAnimation dictionary.config:
object(optional)posOffset:
object(optional) - Positional offset of the animation (x, y, z).rosOffset:
object(optional) - Rotation offset of the animationonfinishtptolastcoords:
boolean(optional) - teleport to last coords on finishheading:
number(optional) - Heading for the animation.freeze:
boolean(optional) - Freeze the Player while doing the animation.flags:
object(optional)controllable:
boolean- If the animation is player-controllable.loop:
boolean- Whether the animation loops.customduration:
number(optional) - Custom duration for the animation.props:
array(optional) - List of props attached to the character.bone:
number- Bone ID for prop attachment.model:
string- Model name for the prop.posOffset:
object- Positional offset for the prop (x, y, z).rotOffset:
object- Rotational offset for the prop (x, y, z).
ptfx:
object(optional) - Particle effects configuration.asset:
string- Particle effect asset or dictionary.canhold:
boolean- Whether the particle effect can be held.name:
string- Particle effect name.posOffset:
object- Positional offset for the effect (x, y, z).rotOffset:
object- Rotational offset for the effect (x, y, z).scale:
number- Scale of the particle effect.
allowPedTypes:
array(optional) List of allowed Ped types for either the first or second person in the animation.Example:
'bigdogs'or'smallpeds'
Second Person Animation Configuration (Optional)
secondperson:
object(optional) Configuration for the second person animation.anim:
stringAnimation for the second person.dict:
stringAnimation dictionary for the second person.config:
object(optional)offset:
object(optional) - Positional offset of the animation (x, y, z).heading:
number(optional) - Heading for the animation.freeze:
boolean(optional) - Freeze the Player while doing the animation.flags:
object(optional)controllable:
boolean- If the animation is player-controllable.loop:
boolean- Whether the animation loops.customduration:
number(optional) - Custom duration for the animation.
props:
array(optional) - List of props attached to the character.bone:
number- Bone ID for prop attachment.model:
string- Model name for the prop.posOffset:
object- Positional offset for the prop (x, y, z).rotOffset:
object- Rotational offset for the prop (x, y, z).
ptfx:
object(optional) - Particle effects configuration.asset:
string- Particle effect asset or dictionary.canhold:
boolean- Whether the particle effect can be held.name:
string- Particle effect name.posOffset:
object- Positional offset for the effect (x, y, z).rotOffset:
object- Rotational offset for the effect (x, y, z).scale:
number- Scale of the particle effect.
allowPedTypes:
array(optional) List of allowed Ped types for either the first or second person in the animation.Example:
'bigdogs'or'smallpeds'
Synced Animation Configuration
syncedoptions:
object(optional) Settings for synchronized animations between multiple characters.sourceoffset:
objectPosition offset for the first person in the sync.targetoffset:
objectPosition offset for the second person in the sync.sourceheading:
numberHeading for the first person in the sync.targetheading:
numberHeading for the second person in the sync.
Rules (Optional)
rules:
object(optional) Additional rules for the animation.blockFoot:
booleanBlock foot movement while the animation is playing.blockSetPosition:
booleanBlock the ability to set position during the animation.blockVehicle:
booleanBlock vehicle interactions during the animation.
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