StartNpcAnim

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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. 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.