These walkstyles gave players an advantage over sprinting, especially big foot which had almost a "superhuman" sprint cycle, as well as the 'hurry' walkstyles which many players were using to avoid police.
- Added 2 beer can emotes
- Added Soda - Orange Drink emote
- Fixed water emote to be the same as 'drink', the animation was for a coffee cup and therefore the water bottle was being shoved up the ped's nostrils. Not ideal lol.
- Added Energy Drink - Bottle emote. edrink
- Added energy drink emotes: edrink2, edrink3
- Added beer3, beer4, beer5
- Changed vaping PTFX and attatched to ped bone head, added minor wait time
* 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>
* 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 🙏
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
* fix: first letter should be uppercase
First letter should be uppercase Tay!
* Add better exit emote to surrender/surrender5
* Rename sitlow to elbow
* Add police crowd control emotes
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.
* 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.