Are you using an anticheat? It may interfere with this.
Nope. No anticheat in use.
What version are you using? Youâll need to provide more info as it currently works for all other users
I am not sure what version I was using as of the day before I made the post (still had the issue then) however I uploaded the latest version to the server the day I posted and the issue was still presenting
Only thing I can think of here is you have some kind of resource restricting particle effects from being spawned on players/props that is blocking this. Again, would need more context (resource list, link to server, etc) to know what could conflict.
I would recommend testing the resource and activating resources 1 by 1 to see what conflicts with it.
I liked the feature on the French server. Just press the button when the menu is open. The animation remains attached to this button. Very cool, fast and convenient. Who can implement this?!
Changes:
- Code clean up and refactoring by @Mathu-lmn
Fixes:
- Issue with replaying an emote if the player wasnât the cause of the emote (Thanks @Mathu-lmn)
- Variable name fix (Thanks @Avenze)
There are no additional emotes now, but there should be a significant refactoring of rpemotes to improve readability.
Heya, Trying to find out if itâs a me issue or something has happened. But since updating to the latest version animations like âsnotâ and âscratch ballsâ (lol) just donât work. They donât flag any error messages they just donât do anything. Is this happening for you as well, or have I done something? I have checked that I have it set to allow adultemotes, Iâve even gone through and removed the call on those emotes themselves to be labelled as adult as well, but no luck. Not sure whatâs happened
Update: Both seem to be from âmove_p_m_two_idles@genericâ - I checked and also âsmellâ is in that and also does not work
Update 2: I was able to get it to work by removing the folder in Custom Emotes called âRPEmotesâ
1.8.1
Minor update but figured Iâd get this out for people looking to stop getting alerts.
Fixes:
- Version Number updated
- Bong Model changed to have a bottom
- Fix Nil Options (thanks @Mathu-lmn)
love to use your script mate! such a masterpiece that happend here please try to find a way, to use the different dance styles for dance-emotes that have some vanilla give u some where u can change the way character dances to up/down/left/right with their hands, with the arrow-keys⌠maybe u get it working :o
Not sure what youâre requesting, do you want to be able to control both hands while dancing? Glad youâre enjoying the resource!
yeah, meaning these that was added with the Club-Update, there are some where player can change the âstyleâ that hold arm to the desired way⌠maybe you find something
That would be cool, maybe in the future we can consider looking into that if we get more info on how itâs done. As it is it might be simulatable by just playing different dances in order.
maybe this will help u mate
function DisplayHelpText(string1, string2, string3, time)
BeginTextCommandDisplayHelp("THREESTRINGS")
AddTextComponentSubstringWebsite(string1)
AddTextComponentSubstringWebsite(string2)
AddTextComponentSubstringWebsite(string3)
EndTextCommandDisplayHelp(0, 0, 1, time or -1)
end
intensity = {"low", "med", "high"}
direction = {"left", "center", "up"}
height = {"up", "", "down"}
-- vars = {"a", "b", "d", "e", "f", "h", "j", "k", "l", "m"}
vars = {"a", "b"}
varsPerico = {"beach_boxing", "jumper", "sand_trip", "shuffle", "techno_karate", "techno_monkey"}
shakeIntensity = {0.25, 0.5, 1.0}
currentIntensity = 1
lastAnim = "med_center"
anim = "med_center"
isDancing = false
RegisterCommand("dance", function()
Citizen.CreateThread(function()
if isDancing == true then
return
end
DisplayHelpText("Press ~INPUTGROUP_MOVE~ to change direction.", "~n~Press ~INPUT_SPRINT~ and ~INPUT_JUMP~ to change intensity.", "~n~Press ~INPUT_ENTER~ to exit.", 5000)
local ped = PlayerPedId()
local gender = "male"
if IsPedMale(PlayerPedId()) ~= 1 then gender = "female" end
if math.random(1,2) == 1 then
danceVar = "anim@amb@nightclub@mini@dance@dance_solo@"..gender.."@var_".. vars[math.random(1, 2)] .."@"
else
danceVar = "anim@amb@nightclub@mini@dance@dance_solo@"..varsPerico[math.random(1, 6)].."@"
end
-- danceVar = "anim@amb@nightclub@mini@dance@dance_paired@dance_"..vars[math.random(1, 10)].."@"
-- danceVar = "anim@amb@nightclub@mini@dance@dance_solo@"..vars[math.random(1, 6)].."@"
-- anim@amb@nightclub@mini@dance@dance_paired@dance_a@
if not HasAnimDictLoaded(danceVar) then
BeginTextCommandBusyspinnerOn("STRING")
AddTextComponentString("LOADING DANCE ANIM")
EndTextCommandBusyspinnerOn(1)
RequestAnimDict(danceVar)
repeat Wait(0) until HasAnimDictLoaded(danceVar)
end
if not HasAnimDictLoaded("anim@amb@nightclub@dancers@club_ambientpedsfaces@") then
BeginTextCommandBusyspinnerOn("STRING")
AddTextComponentString("LOADING FACIAL ANIM")
EndTextCommandBusyspinnerOn(1)
RequestAnimDict("anim@amb@nightclub@dancers@club_ambientpedsfaces@")
repeat Wait(0) until HasAnimDictLoaded("anim@amb@nightclub@dancers@club_ambientpedsfaces@")
end
BusyspinnerOff()
currentIntensity = 1
ShakeGameplayCam("CLUB_DANCE_SHAKE", 0.5)
SetGameplayCamShakeAmplitude(shakeIntensity[currentIntensity])
-- TaskPlayAnim(ped, danceVar, "intro", 8.0, -8, -1, 0, 0, 0, 0, 0)
-- Wait(GetAnimDuration(danceVar, "intro")*1000)
TaskPlayAnim(ped, danceVar, anim, 8.0, -8, -1, 1, 0, 0, 0, 0)
isDancing = true
while true do Wait(0)
DisableControlAction(0, 37, true)
lastAnim = anim
animheight = ""
animdirection = "center"
currentTime = GetEntityAnimCurrentTime(PlayerPedId(), danceVar, lastAnim)
if IsControlPressed(0, 32) then
animheight = "_up"
end
if IsControlPressed(0, 33) then
animheight = "_down"
end
if IsControlPressed(0, 34) then
animdirection = "left"
end
if IsControlPressed(0, 35) then
animdirection = "right"
end
-- DECREASE INTENSITY
if IsControlJustPressed(0, 21) and currentIntensity > 1 then
currentIntensity = currentIntensity - 1
end
-- INCREASE INTENSITY
if IsControlJustPressed(0, 22) and currentIntensity < 3 then
currentIntensity = currentIntensity + 1
end
local x, y, z = table.unpack(GetEntityRotation(ped, 0))
-- SPIN RIGHT
if IsControlPressed(0, 153) then
SetEntityRotation(ped, x, y, z - (50.0 * GetFrameTime()), 0, true)
end
-- SPIN LEFT
if IsControlPressed(0, 152) then
SetEntityRotation(ped, x, y, z + (50.0 * GetFrameTime()), 0, true)
end
-- QUIT
if IsControlJustPressed(0, 23) then
TaskPlayAnim(ped, "", "", 4.0, 4.0, -1, 1, 0, 0, 0, 0)
PlayFacialAnim(PlayerPedId(), "", "")
StopGameplayCamShaking(false)
RemoveAnimDict(danceVar)
isDancing = false
return
end
animintensity = intensity[currentIntensity]
anim = animintensity ..'_'.. animdirection ..animheight
-- SetTextFont(0)
-- SetTextProportional(1)
-- SetTextScale(0.0, 0.55)
-- SetTextColour(255, 255, 255, 255)
-- SetTextDropshadow(0, 0, 0, 0, 255)
-- SetTextEdge(2, 0, 0, 0, 150)
-- SetTextDropShadow()
-- SetTextOutline()
-- SetTextEntry("STRING")
-- SetTextCentre(1)
-- AddTextComponentString(anim)
-- DrawText(0.5, 0.1)
if lastAnim ~= anim then
currentTime = GetEntityAnimCurrentTime(PlayerPedId(), danceVar, lastAnim)
SetGameplayCamShakeAmplitude(shakeIntensity[currentIntensity])
-- TaskPlayAnim(PlayerPedId(), danceVar, anim, 4.0, 4.0, -1, 1, 1.0, false, false, false)
TaskPlayAnimAdvanced(PlayerPedId(), danceVar, anim, GetEntityCoords(PlayerPedId()), GetEntityRotation(PlayerPedId()), 4.0, 4.0, -1, 1, currentTime, false, false, false)
PlayFacialAnim(PlayerPedId(), "mood_dancing_"..animintensity.."_2", "anim@amb@nightclub@dancers@club_ambientpedsfaces@")
end
end
end)
end)
Youâd want to make a PR or discuss it on our github/discord profile. This would be something you could implement and @Mathu-lmn or @iSentrie can take a look at and give feedback on.
Iâve tried everything but persistent walking does not stick it will always default after logging out or restarts
s.o.s