StartNpcAnim: Difference between revisions

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Release G1R:MP 0.1.5 BUILD144 / Protocol 37; update availability and migration
Document upcoming 0.1.9 activity animations: 844 aliases, fishing, player/NPC Lua usage and qualification; not a release
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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. Use the matching 0.1.5 client and server (Protocol 37).
* The function was introduced in 0.1.5. Use matching supported client/server versions; new 0.1.9 aliases require that update on both.
* 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.
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[[Category:Server Functions]]
[[Category:Server Functions]]
[[Category:NPC Functions]]
[[Category:NPC Functions]]
<!-- activities019:start -->
== Activity aliases from 0.1.9 ==
'''Available from 0.1.9 (upcoming; not yet publicly released).''' Not included in public 0.1.8. Both the server and observing clients need the matching update.
Uses the same expanded catalog as [[startAnim]]: 962 aliases, including 844 additions. Example: <code>startNpcAnim(npcId, "pickrice_loop02", true, 0.15)</code>. Fishing includes the cosmetic rod. Existing resource ownership, living-NPC and holstered-weapon requirements remain. See [[Activity animations]] for examples and [[Activity animation catalog]] for modes and visual-qualification status.
<!-- activities019:end -->

Revision as of 09:18, 19 October 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.
  • The function was introduced in 0.1.5. Use matching supported client/server versions; new 0.1.9 aliases require that update on both.
  • 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.

Activity aliases from 0.1.9

Available from 0.1.9 (upcoming; not yet publicly released). Not included in public 0.1.8. Both the server and observing clients need the matching update. Uses the same expanded catalog as startAnim: 962 aliases, including 844 additions. Example: startNpcAnim(npcId, "pickrice_loop02", true, 0.15). Fishing includes the cosmetic rod. Existing resource ownership, living-NPC and holstered-weapon requirements remain. See Activity animations for examples and Activity animation catalog for modes and visual-qualification status.