Client Exports
Get Animations
-- return: table - returns formatted animations
local config = exports["bablo-animations"]:getAnimations()Reset Clipset/Walkingstyle
exports["bablo-animations"]:resetClipset()Open Menu
exports["bablo-animations"]:openApp()Play Animation
-- ped: number - the ped thats going to play the anim
-- animationName: string - name of the animation
exports["bablo-animations"]:playAnimation(ped, animationName)Cancel Animation
exports["bablo-animations"]:cancelAnimation()Get Animation
-- animationName: string - name of the animation
-- return: table - returns animationData from config
exports["bablo-animations"]:getAnimation(animationName)Can Access
-- return: bool - returns if player is able to open menu
exports["bablo-animations"]:canAccess()Set Access
-- state: bool - define the state that determines if the player can access the menu.
exports["bablo-animations"]:setAccess(state)Set Cached Walkingstyle
exports["bablo-animations"]:setWalkingstyle()Set Cached Expression
exports["bablo-animations"]:setExpression()Check If Menu Is Open
exports["bablo-animations"]:isMenuOpen()Disable Cancel Animation
-- state: bool - define the state that determines if you are able cancel or not.
exports["bablo-animations"]:disableCancelAnimation(state)Can Cancel Animaiton
Is Animation Being Played
-- return what animations is being played or false if no animation is being played
LocalPlayer.state.isInAnimationPlay Emote With Data
-- Play animation with raw data
exports['bablo-animations']:playEmoteData({
"anim@heists@box_carry@", -- [1] Animation dictionary
"idle", -- [2] Animation name
"Food Tray D", -- [3] Label (optional)
animationOptions = {
prop = "prop_food_tray_02",
propBone = 28422,
propPlacement = {0.0100, -0.0400, -0.1390, 20.0, 0.0, 0.0},
emoteLoop = true,
emoteMoving = true
}
})Disable Modules
-- disable: bool - true to disable all modules, false to enable them again disables crouch, prone, pointing, hands up
exports['bablo-animations']:disableModules(true) -- Disable all modules