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engineReplaceAnimation does not apply the replaced animation if it is currently used #371

@ArranTuna

Description

@ArranTuna

Describe the bug
By using engineReplaceAnimation it is possible to replace the "idle standing" animation. However, if this function is used to replace that animation, it will not get applied immediately. The player has to perform another action and the new animation gets applied afterwards.

To Reproduce

  • replace the idle stand animation of your local player
  • Notice that your animation does not change
  • press any movement key: The animation gets applied as soon as the player model returns to "idle"

Additional context
I recommend modifying "engineReplaceAnimation" in such a way that it applies replaced animations to ped models if the replaced animation is currently in use - if that is possible.
I wrote a script that lets the player go into a prone position instead of crouch, but everytime the "prone" animation replaces the "crouching", the player has to stand up and re-crouch because the replaced animation will never be applied otherwise.

Now i COULD use "setPedAnimation" to play the "idle_prone" animation - however there is another MTA bug that removes the "crouch state" everytime an animation is being applied with setPedAnimation. So when the player presses "crouch", the "prone" animation plays and as soon as its finished he will stand up...

https://bugs.mtasa.com/view.php?id=9910

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