Adding New Animations
⚠️
Quick Solution for Adding Animations
If you've used DPEmotes or RPEmotes before, here's a streamlined solution for adding animations:
- Open
shared/animations/convert.lua
. - Paste your old animation into the appropriate table:
- Use the
Emotes
table for PropEmotes and Emotes.
- Use the
- For other animations, add them as you normally would.
Simplify the process of incorporating animations
Animation Template
The animations are located in the shared/animations
folder. Each .lua
file
maps to a corresponding category in the menu.
-- Define a command configuration for "COMMAND_NAME"
["COMMAND_NAME"] = {
"DICT", -- Dictionary identifier (string)
"ANIM", -- Animation identifier (string)
"LABEL", -- Display label for the command (string)
-- Animation options table
animationOptions = {
prop = "PROP", -- Prop identifier to attach to the animation
propBone = 0, -- Index of the bone to attach the prop to
-- Prop placement settings: position and rotation offsets
propPlacement = {
0.0, -- pos x: X-axis position offset
0.0, -- pos y: Y-axis position offset
0.0, -- pos z: Z-axis position offset
0.0, -- rot x: Rotation around the X-axis
0.0, -- rot y: Rotation around the Y-axis
0.0 -- rot z: Rotation around the Z-axis
},
emoteLoop = false, -- Boolean flag: whether the emote should loop
emoteMoving = false, -- Boolean flag: whether the emote allows movement
onlyInVehicle = false, -- Boolean flag: command is only usable in a vehicle
-- Note: The key "onlyInVehicle" is repeated below. Ensure this is intended or remove duplicate.
onlyInVehicle = false, -- Duplicate key: only usable in a vehicle
customMovementType = 1 -- Custom movement type flag; overrides default movement settings
}
},