Do fivem or gta has some function to enable face emotions as smile or be mad?
Thank you for your answer!
Do fivem or gta has some function to enable face emotions as smile or be mad?
Thank you for your answer!
Yes with Lambda menu you have the ability to go to actions and you will find everything over there or use the Simple trainer AKA F4 menu
You can test these by putting this into a client resource file and pressing your F9 key (or whichever you have mapped to (INPUT_DROP_WEAPON). It doesn’t follow the native reference that also wants you to include the animation dictionary because that doesn’t seem to work properly when you do. There are more facial animations you can play as a one off, they don’t look that realistic due to the looping if you use them as a base idle override. I like to use these in tandem with overriding the base walking syles. Injured walking with injured facial mood adds a unique feel.
local moods =
{
"mood_normal_1",
"mood_smug_1",
"mood_stressed_1",
"mood_drivefast_1",
"mood_skydive_1",
"mood_injured_1",
"mood_angry_1",
"mood_drunk_1",
"mood_happy_1",
"mood_sulk_1",
"mood_aiming_1",
"shocked_1",
"shocked_2",
"mood_sleeping_1",
"mood_knockout_1",
"dead_1",
"dead_2"
}
local currentMood = 1
Citizen.CreateThread(function()
while true do
Citizen.Wait(0)
-- F9 Key
if IsControlJustPressed(0, 56) then
currentMood = currentMood + 1
if currentMood > #moods then
currentMood = 1
end
SetFacialIdleAnimOverride(GetPlayerPed(-1), moods[currentMood])
--Uncomment below if you want to see the facial mood set in your debug console
--Citizen.Trace(moods[currentMood])
end
end
end)
Here are some other facial animations you could use if you want.
local otherFacials =
{
"effort_1",
"effort_2",
"effort_3",
"melee_effort_1",
"melee_effort_2",
"melee_effort_3",
"pain_1",
"pain_2",
"pain_3",
"pain_4",
"pain_5",
"pain_6",
"die_1",
"die_2",
"burning_1",
"electrocuted_1",
"eating_1",
"drinking_1",
"smoking_inhale_1",
"smoking_exhale_1",
"smoking_hold_1",
"coughing_1"
}