StopAnim: Difference between revisions
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Document synchronized player animations for update 0.1.2 |
Document 0.1.4 expanded animation catalog and Lua metadata APIs; confirmed in-game |
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== Notes == | == Notes == | ||
* Since 0.1.4 BUILD127, this also stops the new entries in the [[Player animation catalog]] and retires their owned cosmetic props. It does not delete equipped weapons, inventory items or unrelated world objects. | |||
* Available only in server-side resource scripts. | * Available only in server-side resource scripts. | ||
* This stops only the scripted animation tracked by <code>startAnim</code>; it does not issue a global montage stop and does not cancel normal replicated locomotion, combat, interaction, hit, or death state. | * This stops only the scripted animation tracked by <code>startAnim</code>; it does not issue a global montage stop and does not cancel normal replicated locomotion, combat, interaction, hit, or death state. | ||
Latest revision as of 21:16, 20 September 2026
stopAnim
IMPROVED FROM UPDATE 0.1.2
This function is available in earlier releases and has corrected or expanded behavior in G1R:MP 0.1.2 and later. The contract below describes the updated behavior.
Stops the tracked scripted visual animation for a connected player and synchronizes the stop with relevant clients.
Syntax
bool stopAnim(int playerId)
Parameters
| Name | Type | Required | Description |
|---|---|---|---|
playerId |
int |
yes | The connected player identifier. |
Returns
Returns true when the server records or retransmits the authoritative stopped state and attempts reliable delivery. This is not a client or transport acknowledgement. Returns false for an invalid player or inactive player session.
Examples
Stop a scripted animation:
stopAnim(playerId)
Notes
- Since 0.1.4 BUILD127, this also stops the new entries in the Player animation catalog and retires their owned cosmetic props. It does not delete equipped weapons, inventory items or unrelated world objects.
- Available only in server-side resource scripts.
- This stops only the scripted animation tracked by
startAnim; it does not issue a global montage stop and does not cancel normal replicated locomotion, combat, interaction, hit, or death state. - Calling
stopAnimafter an accepted start also supersedes any still-pending client asset load for that older animation state.