StopNpcAnim

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Revision as of 09:18, 19 October 2026 by QCherry (talk | contribs) (Document upcoming 0.1.9 activity animations: 844 aliases, fishing, player/NPC Lua usage and qualification; not a release)
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stopNpcAnim

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.

Stops the NPC scripted animation.

Syntax

stopNpcAnim(npcId)

Parameters

Name Type Required Description
npcId int yes Server-assigned NPC ID returned by spawnNpc; not a player ID.

Returns

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

Examples

stopNpcAnim(npcId)

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.
  • Idempotent stop; original route/goal can resume without catching up suspended wait time.

Activity cleanup 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. Use stopNpcAnim(npcId) for the new work/fishing/rest loops and held poses. It cleans up their animation-owned props without deleting NPC equipment or scenery. Resource ownership and route-resumption behavior remain unchanged. See Activity animations.