Commit Graph

253 Commits

Author SHA1 Message Date
TayMcKenzieSA
6062e51148 ⚙️Fixed AnimationList ⚙️ 2023-01-24 14:30:50 +13:00
Mads
b9c3bb2c5e fix: remove ability to cancel exit emotes (#117) 2023-01-24 13:34:12 +13:00
TayMcKenzieSA
ecf9a181a9 ⚙️Fix AnimationList.lua Missing Important Code⚙️
Co-Authored-By: copofiscool <66293264+copofiscool@users.noreply.github.com>
2023-01-24 13:30:16 +13:00
TayMcKenzieSA
e7bd3f5b1d Updated Credits - TayMcKenzieNZ 2023-01-24 12:48:00 +13:00
TayMcKenzieSA
5dc504618e Added More Emotes - TayMcKenzieNZ 2023-01-24 12:47:22 +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
iSentrie
1ae9bb0394 added shield and shield2 (#115)
* added shield and shield2

* i hate unnecessary commas 😡

* its easier that way to set values

* because 😡

* ok github
2023-01-24 11:17:43 +13:00
Mads
6b9d3090cf add puke and kick emotes (#116) 2023-01-24 11:11:04 +13:00
TayMcKenzieSA
600a7f145c 🛹 Added Skateboard Prop & Emotes 🛹
Credits to me, TayMcKenzieNZ for making the prop custom and addon. Credits to Molly for the animation.
2023-01-22 17:34:13 +13:00
Mads
0387b33f01 fix: revert to action mode (#113)
Stealth movement should't be reset here, action mode should. It is still correct to check for stealth movement in the StartCrouch function, but not in the loop, as action mode != stealth movement.
2023-01-21 10:13:23 +13:00
Mads
81e399a2c2 refactor: improve crouch (#112)
* refactor: improve crouch

Should now allow for using the same button as duck (left control by default) and some improvements. To lazy to write more then that.

* fix: typo
2023-01-21 02:16:44 +13:00
Mads
00e32ad88d feat: add crouch (#111) 2023-01-20 10:02:32 +13:00
iSentrie
95fdf70f15 handsup3 (#110)
New animation
2023-01-19 12:18:49 +13:00
iSentrie
a27b9d58fe fix to correctly remove animal animations (#109) 2023-01-19 11:53:56 +13:00
TayMcKenzieSA
118309f736 Added More idcard Emotes 2023-01-18 23:45:50 +13:00
TayMcKenzieNZ
6dde62eb42 Fixed Placeholder Puke Config Text 2023-01-18 02:46:30 +13:00
TayMcKenzieSA
676b63b781 📸 Added Vlogging Emotes 📸 2023-01-17 23:49:51 +13:00
TayMcKenzieSA
af36fae427 🤮 Added Puke Emote🤮 2023-01-17 17:47:47 +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
TayMcKenzieSA
08842b9189 ⚙️Added More Exit Emotes ⚙️
chill
chillteq
cloudgaze
cloudgaze2
guitarsit
layncry
layncry2
layncry3
layncry4
layncry5
layncry6
laydownsexy
mechanic3
meditate
meditate2
meditate3
passout
passout2
passout3
passout4
passout5
prone
relax
relax2
shot
sleep
surrender
surrender2
surrender3
surrender4
surrender5
surrender6
tighten
2023-01-16 23:20:52 +13:00
Mads
d714b0696e Add 4 New Walk Styles (#104)
Notes/descriptions of the walking styles:

Floyd (move_characters@floyd) - Slightly leaned forward when walking, shoulders are high up when running.

Hurry3 (move_f@hurry@b) - A more paranoid version then move_f@hurry@a.

Lamar (move_characters@lamar) - This is the default Lamar walk.

Lamar2 (anim_group_move_lemar_alley) - A faster/more paranoid version of the Lemar walk.

Tracey (move_characters@tracey) - Left foot hurting, swings excessively with arms, idles with left foot forwards.
2023-01-16 12:53:25 +13:00
TayMcKenzieSA
1b1e026785 ⚙️ Fixed offchair EmoteDuration ⚙️ 2023-01-15 06:12:44 +13:00
TayMcKenzieSA
e0ced7a4e4 ⚙️ Added More Exit Emotes ⚙️
sitchair
2023-01-15 06:04:57 +13:00
TayMcKenzieSA
93769c7ffb 🙏Updated Credits 🙏 2023-01-15 05:39:43 +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
TayMcKenzieSA
63941b9ae3 🐶Added Call Dog Emotes Pt 2🐶 2023-01-15 05:04:18 +13:00
TayMcKenzieSA
42cd58a005 🐶Added Call Dog Emotes 🐶
* calldogl
* calldogr
2023-01-15 04:41:11 +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
Valentin Limagne
4bc9e04aae Add New Anims With Props From Drugs Wars (#100)
* Add new emote with props from last dlc

Requires gamebuild 2802

* fix rebase
2023-01-13 06:25:10 +13:00
TayMcKenzieSA
897c16de1f Update AnimationList.lua 2023-01-11 00:39:15 +13:00
TayMcKenzieSA
81c6f46cdf ⚙️Fixed Emote Name Typo⚙️ 2023-01-11 00:34:05 +13:00
TayMcKenzieSA
434b27488c 👮Added 7 Patrol Emotes 👮 2023-01-11 00:27:59 +13:00
Mads
45b9259ff8 🚶‍♂️Add 11 New Walking Styles (#99) 🚶‍♂️
HUGE thanks to @MadsLeander 

Notes/descriptions of the walking styles:

Bigfoot (move_characters@orleans@core@) - Head hanging slightly forwards, somewhat hurting in left fot, wide with arms as if he's large, walking slow, runs crazy and fast (Used by this character in storymode: https://gta.fandom.com/wiki/Sasquatch_Roleplayer)

Coward (move_m@coward) - Hunched forward when standing still, other wise not diffrent from the default male walk.

Dave (move_characters@dave_n) - Shoulders are higher then normal walk, standing wide when still, left foot hurting when running/jogging (sprint is the default one) (Used by Dave Norton in storymode)

    Femme2 (move_m@femme@) - Shoulders are "swinging", left leg is leaned on when standing still, generally can be best described as a feminine walk for male peds, run and sprint are like the default one (This is one of the avalible walks in GTA Online)

Jimmy (move_characters@jimmy) - Similar to nervous/slow (they are all from the same character afterall), but with out the nervous or slow part (walks normal speed and not tripping with legs when standing still) (Used by Jimmy, the son of Michael in storymode)

Patricia (move_characters@patricia) - Swinging with hips, straight/stiff back, run/sprint is similar to the default female one (Used by Patricia Madrazo in storymode)

Ron (move_characters@ron) - Entire body posture slightly hanging to the left, runs like an idiot, sprint is normal. (Used by Ronald "Ron" Jakowski in storymode)

Swagger2 (move_m@swagger@b) - Confident and somewhat slow walking, moving slightly to the right every so often, run an sprint is normal.

Gangster6 (move_f@gangster@ng) - Slight diffrent in walking speed, posture is noticible diffrent, arms are more straight when standing still.

Veryslow (move_m@leaf_blower) - Head looking down, walking very slowly, running with right arm as if he had a leaf blower, sprint is normal.

Flee5 (move_m@flee@c) - Similar to Flee4, but multiple diffrences like how many times he turns his head to look behind etc.
2023-01-11 00:21:21 +13:00
TayMcKenzieNZ
579afd4c17 ⚙️ Fixed More Typos In Credits Menu⚙️ 2023-01-10 21:15:39 +13:00
TayMcKenzieNZ
5b5e34043d ⚙️ Fixed A Typo With Credits ⚙️
Thanks EnchantedBrownie for the custom animations 🍪
2023-01-10 21:13:50 +13:00
Mads
e8ce27ee28 fix: rename duplicate key entry (#98)
"laysexy" is a duplicate entry as it's used by both "laying_sexy_clip" by Struggleville as well as "amnilka_femalehome_photopose_004" by Amnilka. Renaming Struggleville's emote should fix issue.
2023-01-10 18:17:10 +13:00
TayMcKenzieSA
f15f425ca3 🍰Added More Cake Prop Emotes 🍰
Huge thank you to BzZzi! 🫶
2023-01-09 17:50:55 +13:00
TayMcKenzieSA
854ec5b04b 🎂 Added Birthday Cake 🎂
Thanks to BzZzi
2023-01-09 13:03:02 +13:00
iSentrie
06f36bcdd3 version and manifest got lost 2023-01-07 13:03:01 +01:00
AvaN0x
fdb9d4e513 Update Ragdoll.lua (PR #96)
1. we don't need to loop ped id, it's not going to change while in ragdoll anyway
2. correct IsPedOnFoot check, before changing declarations (wont ragdoll if exiting a vehicle, etc)
3. Wait has to be 0 to prevent sync issues as much as possible
4. supposed to be 3 booleans at the end instead of integers
5. function info is never used
6. RegisterCommand requires 3 arguments

Co-authored-by: iSentrie <xvender7@gmail.com>
2023-01-07 10:23:14 +01:00
AvaN0x
cc808269f9 Revert "⚙️ Fix Ragdoll ⚙️"
This reverts commit aa6c40914e.
2023-01-07 10:13:04 +01:00
TayMcKenzieSA
d2f700e50b 🍽️ Added Dinner Emote 🍽️ 2023-01-07 05:20:38 +13:00
TayMcKenzieSA
d062eb8a16 ⚙️Update Animations - 1.0.9⚙️ 2023-01-07 05:07:54 +13:00
TayMcKenzieSA
ff0b4e3cd1 ⚙️Update Version - 1.0.9⚙️ 2023-01-07 05:06:08 +13:00
TayMcKenzieSA
4aef51ad9b 🙏Updated Credits Menu 🙏 2023-01-07 04:55:10 +13:00
TayMcKenzieSA
6472d69c22 😎 Added New Emotes 😎 2023-01-07 04:15:23 +13:00
TayMcKenzieSA
5aad3b5b36 ⚙️ Fix Favorite Keybind Wait Time⚙️ 2023-01-07 04:14:00 +13:00
TayMcKenzieSA
aa6c40914e ⚙️ Fix Ragdoll ⚙️ 2023-01-07 04:13:32 +13:00