StartNpcAnim: Difference between revisions

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Document new NPC/player-mode API and events available from 0.1.5
 
Release G1R:MP 0.1.5 BUILD144 / Protocol 37; update availability and migration
 
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== Notes ==
== Notes ==
* Server-side only. Mutations require the NPC to belong to the calling resource; getters do not grant control.
* Server-side only. Mutations require the NPC to belong to the calling resource; getters do not grant control.
* Since 0.1.5. This documents the next release; public 0.1.4 does not include these additions.
* Since 0.1.5. Use the matching 0.1.5 client and server (Protocol 37).
* Use matching updated client and server. See [[NPC scripting]] for lifecycle, defaults, combat examples and collision limitations.
* Use matching updated client and server. See [[NPC scripting]] for lifecycle, defaults, combat examples and collision limitations.
* Requires living NPC with holstered weapon. Suspends route/goal/wait progress. One-shot ends on its timeline; a loop requires stopNpcAnim. Does not replace the original route.
* Requires living NPC with holstered weapon. Suspends route/goal/wait progress. One-shot ends on its timeline; a loop requires stopNpcAnim. Does not replace the original route.

Latest revision as of 07:34, 26 September 2026

startNpcAnim

AVAILABLE FROM UPDATE 0.1.5
This function is available in G1R:MP 0.1.5 and later. The contract below includes the compatibility guarantees introduced in that update.

Starts a catalog animation on an NPC.

Syntax

startNpcAnim(npcId, alias, looped=false, blendSeconds=0.15)

Parameters

Name Type Required Description
npcId int yes Server-assigned NPC ID returned by spawnNpc; not a player ID.
alias string yes Supported alias from Player animation catalog, not an asset path.
looped bool no Optional; default false.
blendSeconds number no Optional blend-out time in seconds, 0..2; default 0.15.

Returns

Returns true when accepted, false for a rejected request. Acceptance is not proof of a rendered animation, projectile release or hit.

Examples

setNpcWeaponMode(npcId, "none")
startNpcAnim(npcId, "pray", true, 0.15)

Notes

  • Server-side only. Mutations require the NPC to belong to the calling resource; getters do not grant control.
  • Since 0.1.5. Use the matching 0.1.5 client and server (Protocol 37).
  • Use matching updated client and server. See NPC scripting for lifecycle, defaults, combat examples and collision limitations.
  • Requires living NPC with holstered weapon. Suspends route/goal/wait progress. One-shot ends on its timeline; a loop requires stopNpcAnim. Does not replace the original route.