🗒️Configuration
Client config
Config = {}
Config.keys = {
confirm = {191, 'Enter'},
cancel = {73, 'X'},
rleft = {44, 'Q'},
rright = {38, 'E'},
up = {45, 'R'},
down = {23, 'F'},
left = {34, 'A'},
right = {35, 'D'},
forward = {32, 'W'},
backward = {33, 'S'}
}
Config.Translations = {
['title'] = 'Adjust animation',
['no_anim'] = 'Use animation first!',
keys = {
['X'] = 'Cancel',
['Enter'] = 'Confirm',
['Q'] = 'Rot. left',
['E'] = 'Rot. right',
['R'] = 'Up',
['F'] = 'Down',
['A'] = 'Left',
['D'] = 'Right',
['W'] = 'Forward',
['S'] = 'Backward'
}
}
Config.command = 'adjust'
Config.setupPed = function(ped)
SetEntityInvincible(ped, true)
SetBlockingOfNonTemporaryEvents(ped, true)
TaskSetBlockingOfNonTemporaryEvents(ped, true)
FreezeEntityPosition(ped, true)
end
Config.maxDistance = 30
Config.rotateSpeed = 5
Config.movementSpeed = 0.05
Config.cloneAlpha = 204
Config.returnToStart = true
Config.walkToPosition = true
Config.getCurrentAnimation = function()
if GetResourceState('scully_emotemenu') == 'started' then
local data, lastVariant = exports.scully_emotemenu:getLastEmote()
if not data then return end
local movementFlag = cache.vehicle and 51 or 0
if not cache.vehicle and data.Options.Flags then
if data.Options.Flags.Loop then movementFlag = 1 end
if data.Options.Flags.Move then movementFlag = 51 end
if data.Options.Flags.Stuck then movementFlag = 50 end
end
if not IsEntityPlayingAnim(cache.ped, data.Dictionary, data.Animation, 3) then return end
return {
dict = data.Dictionary,
anim = data.Animation,
flag = movementFlag,
command = 'e ' .. data.Command
}
elseif GetResourceState('rpemotes') == 'started' then
--[[
=================================================================================================
Make sure you are using the modified version that is required for the script to function properly
https://docs.pixelprecision.dev/adjust-animation/other-scripts-integration/rpemotes
=================================================================================================
]]
local data = exports.rpemotes:getCurrentEmote()
if not data then return end
local MovementType = cache.vehicle and 51 or 0
if data.AnimationOptions then
if data.AnimationOptions.EmoteLoop then
MovementType = 1
if data.AnimationOptions.EmoteMoving then
MovementType = 51
end
elseif data.AnimationOptions.EmoteMoving then
MovementType = 51
elseif data.AnimationOptions.EmoteMoving == false then
MovementType = 0
elseif data.AnimationOptions.EmoteStuck then
MovementType = 50
end
else
MovementType = 0
end
if InVehicle == 1 then
MovementType = 51
end
if not IsEntityPlayingAnim(cache.ped, data[1], data[2], 3) then return end
return {
dict = data[1],
anim = data[2],
flag = MovementType,
command = 'e ' .. data[4]
}
end
end
Config.Notify = function(message)
lib.notify({
title = 'Adjust animation',
description = message,
type = 'info'
})
end
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