StartNpcAnim
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.