Hi, i have a problem…
When i use an animation during a minerjob(WORLD_HUMAN_CONST_DRILL), after finishing the animation you’ll drop the drill.
In a job blip you will spawn a lot of drill…how can i fix/remove the drop of the object after the animation?
Sorry for my bad english
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When the animation ends, find the nearest drill and delete it:
local player = PlayerPedId()
local coords = GetEntityCoords(player)
local radius = 5.0
local prop = GetClosestObjectOfType(coords.x, coords.y, coords.z, radius,
GetHashKey('prop_tool_drill'), false, false, false)
if prop ~= 0 then
This is my function for start animation on job blip…
i put your code in 3 different point to try it(------>) but the funcion
GetClosestObjectOfType dosn’t work.
local function playAnimation(animationData)
local plyPed = PlayerPedId()
if(animationData.type == "scenario") then
TaskStartScenarioInPlace(plyPed, animationData.scenarioName, 0, true)
Citizen.Wait(animationData.scenarioDuration * 1000)
elseif(animationData.type == "animation") then
while not HasAnimDictLoaded(animationData.animDict) do
local duration = animationData.animDuration * 1000
TaskPlayAnim(plyPed, animationData.animDict, animationData.animName, 4.0, 4.0, duration, 1, 1.0, 0, 0, 0)
i use the command:
ClearAreaOfObjects(GetEntityCoords(PlayerPedId()), 15.0, 0)
after the animation and it work
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