52 Commits

Author SHA1 Message Date
Clément RICATTE
31292525f3 fix: 🐛 fix error with animOption 2023-02-26 09:13:24 +01:00
Mads
73453c469b fix: allow "emote merge" (#162)
* fix: allow "emote merge"

* fix: fix the fix for the fix of the fix that only had to be fixed due to another fix
2023-02-25 15:07:55 +13:00
Marshular's Development
bdc83400be New Export (#163)
* add export to check if player is in anim

* Update README.md

* fix export name
2023-02-13 20:06:29 +13:00
Mads
1677e346d2 General Improvements (#152)
* style: style changes

* chore: update native name

* fix: add missing argument to ResetPedMovementClipset

* refactor: remove unused code

* refactor: better gender check

* refactor/style: merge to one line and correct argument
2023-02-02 14:05:12 +13:00
TayMcKenzieNZ
41bd1f3f5e Remove Movement Toggle & Add Moods chat command (#148)
* Revert most Movement On/Off Code (#146)

* Revert Native UI

* Revert Emote.lua

* Revert AnimationList.lua

* fix: returns wrong movement flag

* fix: MovementType issues

* feat: add persistent expression (#145)

* Add 2 new moods/expression

* feat: add persistent expression

Add persistent expression, get's loaded just like the walks.

As a sidenote: maybe this should be in it's own file? But the again it's pretty small, so there would't be a "need" for it.

* dev: remove comment

* Delete stream/[Custom Emotes]/Prue颜 directory

* refactor: mood commands (#147)

* refactor: mood commands

* fix: mood menu names

---------

Co-authored-by: Mads <madsleander@outlook.com>
2023-02-02 12:30:57 +13:00
iSentrie
55db9d5ee6 Add Toggle For Emote Movement ON / OFF (#140)
* feat: toggle between moving emotes and not

* Update Emote.lua

* Update Emote.lua

* Update Emote.lua

* Changes:
• removed `EmoteMoving` from `AnimationOptions`, by default its always `true` now and changeble by toggle
• some refactor and logic changes

Shoutout to @iSentrie 🙏
2023-01-30 13:47:23 +13:00
Mads
33582e9f4b fix: some model not loading on older gamebuilds (#134)
Check if the model that we are attempting to load is a valid model.
2023-01-27 10:45:59 +13:00
Mads
f33004389e fix: cancel anim in gun aim (#131) 2023-01-26 13:22:17 +13:00
iSentrie
e91c0c726c refactor/feat: cleaning, minor fixes, new feature to disable specific emotes in vehicle (#129)
Changes:
• cleaning
• deleted unused code
• indentation fixes
• minor fixes (proper source usage in server side)
• new feature to disable specific emotes from playing  inside an vehicle
2023-01-26 11:25:40 +13:00
Mads
f4342dcc70 fix: exit emotes cancel bug (#123)
Bug was found by @iSentrie

You could still cancel exit emotes if you started to play another animation and then cancel that emote.
2023-01-26 09:35:01 +13:00
iSentrie
9e34177550 Fix for MenuKeybindEnabled (#121)
* Fix for MenuKeybindEnabled

Fix MenuKeybindEnabled = false not hiding the menu as intended

* Update Emote.lua

* Update Emote.lua
2023-01-26 09:32:56 +13:00
Mads
0ce0118008 refactor: move crouch chat suggestion (#120)
We don't need to add a chat suggestion unless the crouching is enabled.
2023-01-25 01:02:45 +13:00
Mads
006bb2bd30 refactor: separate out pointing (#119)
* refactor: separate out pointing

Separate out and improve pointing.

New version includes:

Better and working configs
More checks
Export

The reason why it's separated into i's own file is to make the mail file less cluttered.

The new checks also solves issues with pointing and aiming guns etc.

* style: whitespace
2023-01-25 00:01:48 +13:00
Mads
fcfc300130 fix: variable misspelled (#118)
fix: variable misspeled

inExitEmote is a misspelling of InExitEmote.

Should hopefully fix exit emotes from being bypassed
2023-01-24 21:42:49 +13:00
Mads
b9c3bb2c5e fix: remove ability to cancel exit emotes (#117) 2023-01-24 13:34:12 +13:00
Mads
dafed05550 feat: Crouch Fix + Added Crawling (#114)
* fix: only setup +-crouch keys if enabled

Keys only need to be set up if keybinding is enabled.

* dev: move function

* fix: add ragdoll test

* refactor: get player ped after anim loaded

* grammar

* refactor: add return to AttemptCrouch

returns if it was successful

* style: add category name

* feat: add crawling

* fix: added missing config

Config was missing, sorry!

* refactor: use PlayAnimOnce

We should use PlayAnimOnce here as it would lower the complexity and make the code easier to read.

* feat: add exports

Add exports to be used by other developers when creating scripts for their own servers.

* refactor: redo config setup

* refactor: add blendInSpeed to PlayAnimOnce

* refactor: use local function instead of global

local functions are much faster to load then global ones.

* refactor: redo CrouchKeyPressed

Rewrite the entire function to use new configs

* style: remove commented code

* dev: add new version of crawl

A temporary version of crawl, still in development.

* refactor: make isProne a global variable

Add @iSentrie 's suggestion to make isProne a global variable so it can be used in Emotes.lua to prevent animations being played while crawling.

Co-authored-by: iSentrie <xvender7@gmail.com>

* refactor: make global isProne uppercase

* fix: add prone check before playing anim

Add a check to see if we are prone before we play any animations.

TODO: This needs to be translated for all the different languages.
Co-Authored-By: iSentrie <29688478+iSentrie@users.noreply.github.com>

* refactor: add function for idle crawl anim

* refactor: increase blend in speed

* refactor: add ChangeHeadingSmooth func

* feat: add on back rotation anims

* feat: use PlayAnimOnce instead

* style: whitespace

* feat: add config to disable keybinds

* fix: convert to PlayAnimOnce func

We aren't loading anim dict, let's use PlayAnimOnce instead to make it simple.

* Update config default states

* refactor: remove unnecessary variable

keyPressed is just not needed, the command 'crouch' should't be fired at the same time regardless, so this can be safely removed.

* refactor: merge functions

* refactor: increase timer

Increase the amount of time we should wait before we move to the idle state again.

* fix: check if we are in water

Only needs to be in crawl, you should be able to crouch along the waterfront.

ClearPedTasks is also necessary to prevent the player getting stuck in an animation.

* refactor: remove chat message

As @iSentrie pointed out these are annoying in some situations. It's pretty self-explanatory why you can't crouch/crawl when these appear anyway.

Co-Authored-By: iSentrie <29688478+iSentrie@users.noreply.github.com>

* refactor: separate out exit crawl animations

* refactor: better crawl entry anim

* refactor: allow heading input on PlayIdleCrawlAnim

* refactor: use PlayIdleCrawlAnim instead

* fix: add inAction checks

Fixes issues @iSentrie commented on.

This may not cover all situations, needs more testing.

* refactor: flip anim

I've yet to find any good anims for this, this is the best, or least worst I've found so far.

Better to have something then to literately do a flip.

* fix: add point checks

Disable pointing while crawling.

* fix: remove clipsetreset

There should be no reason to reset the clipset/walkstyle. This will only mess with crouching.

* fix: disable weapon switching while prone

* fix: don't play idle anim if we can't crawl

We shouldn't play the anim as it will lead to weird behavior when ragdolling/falling while entry anim is played.

* fix: move inAction

Only set inAction to true when we actually can lay down.

* fix: missing pointing check

I'll just sneak this in here, "nobody will notice".

* fix: check if in animation

We should check if we are in an animation before crawling.

* refactor: remove command args

Remove command args to clean thing up. Suggested by @iSentrie

Co-Authored-By: iSentrie <29688478+iSentrie@users.noreply.github.com>

* refactor: cancel emote on crawl

As suggested by @iSentrie

Co-Authored-By: iSentrie <29688478+iSentrie@users.noreply.github.com>

* Add comments

* fix: add water checks

Add checks, to lazy to type more, read the code.

* fix: correct check statement

Don't juge me, it's late ok

Co-authored-by: iSentrie <xvender7@gmail.com>
Co-authored-by: iSentrie <29688478+iSentrie@users.noreply.github.com>
2023-01-24 11:44:07 +13:00
Mads
00e32ad88d feat: add crouch (#111) 2023-01-20 10:02:32 +13:00
iSentrie
a27b9d58fe fix to correctly remove animal animations (#109) 2023-01-19 11:53:56 +13:00
Mads
2efffe5883 fix: change bone name to index (#107)
Change from the usage of GetEntityBoneIndexByName to GetPedBoneIndex to keep consistency.
2023-01-17 05:30:46 +13:00
Mads
e7d11acf8c feat: add support for ptfx bones (#106)
Add the option to use bones when adding particle fx.
2023-01-17 05:10:16 +13:00
Mads
63d58cc8e8 😎 Feat: Add Exit Emotes (#101) 😎
* Feat: Add Exit Emotes

This would add the option to add "exit emotes" for any emote.

The point of adding this would be to allow for more "smooth" or "dynamic" animations to be set up, hopefully improving the "natural flow" when using emotes. Further down the line entry emotes could also be added to build on top of this.

This PR only includes getting up (getup) as an example on how it could be used, more emotes could be added as time goes by.

I don't think I've seen any other menu with this, so it certainly should be a step ahead of other menus.

Here is a video showing it in action: https://youtu.be/uEWAz-xgHlg (sorry for the "low" fps, my pc suddenly decided to not cooperate)

* Made Requested Changes

Add checks to confirm that both the exit type and emote exists. ExitEmoteType also defaults to "Emotes" if not specified.

ExitEmote config have been changed to match the style of other configs. It is now split up into ExitEmote and ExitEmoteType.

Added new array in the RP table called "Exits" to allow adding exit emotes without having them appear in the menu, they are still available trough commands.
2023-01-15 05:25:00 +13:00
TayMcKenzieNZ
26d2fbf926 ⚙️ Fixed /emotemenu chat suggestion ⚙️ 2023-01-15 03:08:08 +13:00
copofiscool
879735ed5a ⚙️ Ability to Toggle Favorite Emote ⚙️ (#102)
* Prop Fix

* Toggle Favorite Emote

* Modify Emote.lua
2023-01-15 02:50:04 +13:00
TayMcKenzieNZ
417b77ba28 Update Emote.lua
Decreased blend in and out speeds to 5.0
2022-12-18 15:39:18 +13:00
GeekGarage
3b8009f6fe Fix emote speed to match qbcore 2022-12-16 16:42:17 +13:00
GeekGarage
d1bb858128 ⚙️ Version 1.0.6 ⚙️
* Cleanup array merge

* disable animal emotes

* missing AnimalEmote true

* fix spelling error in check

* added option to have multiple custom files

* Update AnimationListCustom.lua

* Version update

* update Text
2022-12-13 06:53:57 +13:00
Scully
ec504db118 Major Update - Credits To Scully 🙂
* Major Update

- Convert to RPEmotes.
- Add support for colors on particles.
- Removed an unusual check when using the pay emote function.
- Added config option to change cancel key.
- Changed all keys to lowercase to prevent the "key no worky" bug.
- Changed the open key to f4.
- Improved and cleaner version check.
- Updated events as the usage was deprecated.
- Added a check to remove any unsupported emotes such as ones unsupported from game builds and improved the adult animation removal.

* Fix

* Changes

* Update README.md
2022-11-30 01:08:19 +13:00
Clem76
7bfc6063ee Fix KVP system for walkstyle (#68)
* update walkstyle system

* Update EmoteMenu.lua

* Update Emote.lua
2022-11-19 10:46:36 +13:00
TayMcKenzieSA
e0a3449be4 🛠️ Bug Fix 🛠️ 2022-11-16 00:23:58 +13:00
Clem76
3da9c1061d Update Contitions For Disabling Handsup & Finger Pointing (#67) 2022-11-15 01:14:01 +13:00
Clem76
cf9687ba48 Add features : finger pointing, handsup (#66)
* Add handsup config and finger pointing config

* Add the handsup and finger pointing

* Code optimization
2022-11-09 10:34:12 +13:00
Clem76
f5946b9e24 Add 3 exports to play anim, cancel anim and block or not the cancel key
Use :
 - exports["dpemotes"]:EmoteCommandStart(emoteName, textureVariation)
 - exports["dpemotes"]:EmoteCancel(forceCancel) -- forceCancel is optional
 - exports["dpemotes"]:CanCancelEmote(state)
2022-11-06 02:04:15 +01:00
northsqrd
86f3158665 feat: Texture variations for certain props 2022-10-25 15:27:54 +02:00
AvaN0x
3aac2506d6 fix: 🐛 fix possible issue while holding ptfx in RunAnimationThread 2022-08-27 10:19:08 +02:00
AvaN0x
2fd0493ec4 style: 🎨 format files 2022-08-27 10:11:04 +02:00
Mahan Moulaei
c45fecaf43 fix: fix the loop not leting rest of the function to work 2022-08-27 10:11:04 +02:00
Mahan Moulaei
074dce85f7 tweak: animation thread 2022-08-27 10:11:04 +02:00
Mahan Moulaei
0379b8dcc2 apply review changes 2022-08-27 10:11:04 +02:00
Mahan Moulaei
0086458dd1 tweak: optimize resource 2022-08-27 10:11:04 +02:00
AvaN0x
d155ce8340 feat: add PtfxCanHold option 2022-08-22 18:43:37 +02:00
AvaN0x
f9e52655bf perf: optimization of idle performances 2022-08-22 18:14:19 +02:00
AvaN0x
0a30d9ad9a feat: attempt at fixing ptfx 2022-08-22 11:28:43 +02:00
AvaN0x
b1b5ccc7e1 feat: stop using deprecated chat event, add config to get notifications as chat messages 2022-08-02 11:11:49 +02:00
AvaN0x
4e0f99b173 fix: 🐛 fix all walk styless, also add possibility to have a label 2022-07-14 17:02:14 +02:00
You should know better than to use your real name
9a27473b3e tweak(lua): Use joaat instead of gethashkey
With the implementation of lua 5.4 joaat is the natively used hashing algorithm and will perform better than gethashkey.
2022-07-13 13:00:07 +02:00
AvaN0x
dc2598828d feat: add support for StartDelay 2022-07-10 13:28:35 +02:00
Clément RICATTE
072fc2f050 Revert "Update 2.0.9 (#21)" (#22)
This reverts commit 210ecac057.
2022-07-10 13:27:25 +02:00
Clément RICATTE
210ecac057 Update 2.0.9 (#21)
* fix: 🐛 fix handshake emote

* feat:  add support for SyncOffsetSide

* fix: 🐛 fix hug emotes

* feat:  add piggyback emote

* docs: 📝 update readme

* feat:  add cpr shared emote

* feat:  add dispenser emote

* feat:  add support for StartDelay

* feat:  add new cpr shared animation

* feat:  add hostage emote

* feat:  add new carry emote

* feat:  add new search emote
2022-07-10 13:25:56 +02:00
AvaN0x
1d61fbc491 feat: add support for attached shared emotes, also add carry emote 2022-07-07 00:58:48 +12:00
AvaN0x
04ea6c432b feat(keys): use of RegisterKeyMapping for emotemenu 2022-03-26 01:42:27 +13:00