autodoc_client_functions
JO Functions > jo.animation.faceEntity() > Syntax
jo.animation.faceEntity(ped, target, waiter)
JO Functions > jo.animation.faceEntity() > Parameters
ped : integer
The ped to turn
target : integer
The target to face
waiter : boolean <BadgeOptional />
If need to reach the heading to end the function - default:true
JO Functions > jo.animation.faceEntity() > Example
local ped = PlayerPedId()
local targetSource = 5
local targetEntity = GetPlayerPed(GetPlayerFromServerId(targetSource))
local waiter = true
jo.animation.faceEntity(ped, targetSource, targetEntity, waiter)
JO Functions > jo.animation.goToCoords()
Function to move a ped to a destination <br>
JO Functions > jo.animation.goToCoords() > Syntax
jo.animation.goToCoords(ped, coords, speed, waiter, distanceToStop)
JO Functions > jo.animation.goToCoords() > Parameters
ped : integer
The ped to move
coords : vector
vec3 or vec4 - The coordinate of the destination <br> If vector4 is used, the ped will stop at the end and turn to the desired heading
speed : number <BadgeOptional />
The speed of the walk - default:1.0
waiter : boolean <BadgeOptional />
If need to wait the reach of location to end the function - default:false
distanceToStop : number <BadgeOptional />
The distance between the ped and the destination to stop it - default:0.0
JO Functions > jo.animation.goToCoords() > Example
local ped = PlayerPedId()
local destination = vec4(1324.0, 234.0, 50.0, 180.0)
local speed = 2.0
local waiter = true
local distanceToStop = 3.0
jo.animation.goToCoords(ped, destination, speed, waiter, distanceToStop)
JO Functions > jo.animation.load() > Syntax
jo.animation.load(dict, waiter)
JO Functions > jo.animation.load() > Parameters
dict : string
The dictionnary of the animation
waiter : boolean <BadgeOptional />
If need to wait the loading to end the function - default:false
JO Functions > jo.animation.load() > Example
local dict = "cnv_camp@rchso@cnv@ccdtc33@player_karen"
local waiter = true
jo.animation.load(dict, waiter)
JO Functions > jo.animation.play()
Play animation. The function load automatically necessary resources. <br>
JO Functions > jo.animation.play() > Syntax
jo.animation.play(ped, dict, name, duration, flag, offset)
JO Functions > jo.animation.play() > Parameters
ped : integer
The entity where the animation will be played
dict : string
The dictionnary of the animation
name : string
The name of the animation
duration : integer <BadgeOptional />
Duration of the animation in ms - default:-1
flag : integer <BadgeOptional />
The flag of the animation - default:0
offset : number <BadgeOptional />
The offset of the animation 0.0 <> 1.0 - default: 0.0
JO Functions > jo.animation.play() > Return Value
Type : number
JO Functions > jo.animation.play() > Example
local ped = PlayerPedId()
local dict = "cnv_camp@rchso@cnv@ccdtc33@player_karen"
local name = "arthur_dance_loop"
local duration = -1
local flag = 1
jo.animation.play(ped, dict, name, duration, flag)
JO Functions > jo.animation.setDesiredHeading()
Turn the ped to the desired heading <br>
JO Functions > jo.animation.setDesiredHeading() > Syntax
jo.animation.setDesiredHeading(ped, heading, waiter)
JO Functions > jo.animation.setDesiredHeading() > Parameters
ped : integer
The ped to turn
heading : number
The desired heading
waiter : boolean <BadgeOptional />
If need to reach the heading to end the function - default:true
JO Functions > jo.animation.setDesiredHeading() > Example
local ped = PlayerPedId()
local heading = 180.0
local waiter = true
jo.animation.setDesiredHeading(ped, heading, waiter)
JO Functions > jo.animation.waitTaskEnd() > Syntax
jo.animation.waitTaskEnd(ped, task)
JO Functions > jo.animation.waitTaskEnd() > Example
local ped = PlayerPedId()
local coordinates = vec3(1324.0, 234.0, 50.0)
local speed = 1.0
local maxTime = -1
local radiusEnd = 2.0
local flags = 2 -- Slide at end
local finalHeading = 180.0
TaskFollowNavMeshToCoord(ped, coordinates, speed, maxTime, radiusEnd, flags, finalHeading)
local task = `SCRIPT_TASK_FOLLOW_NAV_MESH_TO_COORD`
jo.animation.waitTaskEnd(ped, task)
print('Task ended. Player reached the coordinates')
JO Functions > jo.animation.play()
Play animation. The function load automatically necessary resources. <br>
:::details Flags list
| Bit index | Integer value | Name | Description |
|---|---|---|---|
| 0 | 1 | AF_LOOPING |
Loop the animation continuously |
| 1 | 2 | AF_HOLD_LAST_FRAME |
Freeze on the last frame when done |
| 2 | 4 | AF_NOT_INTERRUPTABLE |
Prevent other tasks from cancelling the animation |
| 3 | 8 | AF_UPPERBODY |
Play on upper body only (allows movement) |
| 4 | 16 | AF_SECONDARY |
Play as a secondary/blended animation |
| 5 | 32 | AF_ABORT_ON_PED_MOVEMENT |
Stop the animation when the ped moves |
| 6 | 64 | AF_ADDITIVE |
Blend additively on top of existing animations |
| 7 | 128 | AF_OVERRIDE_PHYSICS |
Override physics during playback |
| 8 | 256 | AF_EXTRACT_INITIAL_OFFSET |
Use the animation's initial position offset |
| 9 | 512 | AF_EXIT_AFTER_INTERRUPTED |
Exit cleanly when interrupted |
| 10 | 1024 | AF_TAG_SYNC_IN |
Sync entry tag with other peds |
| 11 | 2048 | AF_TAG_SYNC_OUT |
Sync exit tag with other peds |
| 12 | 4096 | AF_TAG_SYNC_CONTINUOUS |
Continuously sync tag with other peds |
| 13 | 8192 | AF_FORCE_START |
Force the animation to start immediately |
| 14 | 16384 | AF_USE_KINEMATIC_PHYSICS |
Use kinematic physics during playback |
| 15 | 32768 | AF_USE_MOVER_EXTRACTION |
Extract movement from the animation clip |
| 16 | 65536 | AF_DONT_SUPPRESS_LOCO |
Don't suppress locomotion during playback |
| 17 | 131072 | AF_ENDS_IN_DEAD_POSE |
Hold the final dead pose at the end |
| 18 | 262144 | AF_ACTIVATE_RAGDOLL_ON_COLLISION |
Trigger ragdoll on collision |
| 19 | 524288 | AF_DONT_EXIT_ON_DEATH |
Keep playing the animation after death |
| 20 | 1048576 | AF_ABORT_ON_WEAPON_DAMAGE |
Cancel the animation when the ped takes weapon damage |
| 21 | 2097152 | AF_DISABLE_FORCED_PHYSICS_UPDATE |
Disable forced physics updates during playback |
| 22 | 4194304 | AF_GESTURE |
Play as a gesture (short, non-blocking) |
| 23 | 8388608 | AF_SKIP_IF_BLOCKED_BY_HIGHER_PRIORITY_TASK |
Skip if a higher-priority task is active |
| 24 | 16777216 | AF_USE_ABSOLUTE_MOVER |
Use absolute world-space movement extraction |
| 25 | 33554432 | AF_0xC57F16E7 |
Unknown |
| 26 | 67108864 | AF_UPPERBODY_TAGS |
Apply upper body sync tags |
| 27 | 134217728 | AF_PROCESS_ATTACHMENTS_ON_START |
Process ped attachments at animation start |
| 28 | 268435456 | AF_EXPAND_PED_CAPSULE_FROM_SKELETON |
Expand the ped's collision capsule based on skeleton |
| 29 | 536870912 | AF_BLENDOUT_WRT_LAST_FRAME |
Blend out relative to the last frame position |
| 30 | 1073741824 | AF_DISABLE_PHYSICAL_ACTIVATION |
Disable physical activation events |
| 31 | 2147483648 | AF_DISABLE_RELEASE_EVENTS |
Disable release/end events for the animation |
:::
JO Functions > jo.animation.play() > Parameters
ped : integer
The entity where the animation will be played
dict : string
The dictionnary of the animation
name : string
The name of the animation
duration : integer <BadgeOptional />
Duration of the animation in ms - default:-1
flag : integer|table <BadgeOptional />
Animation flags - default:0. Pass an integer value or a table of bit indices (e.g. {0,3}
offset : number <BadgeOptional />
The offset of the animation 0.0 <> 1.0 - default: 0.0