engineLoadIFP
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This function loads an animation library (IFP) file into GTA with a custom block name. All three IFP formats are supported ANPK, ANP2, and ANP3. Unfortunately, GTA 3 animations are not supported, however, you can load GTA:VC IFP files using this function. You don't have to replace any animation to play a custom one, to play a custom animation, load the IFP file using this function, then use setPedAnimation.
If you want to synchronize animations, you can check [ ifp_demo ] resource
Syntax
ifp engineLoadIFP ( string ifp_file / string raw_data, string custom_block_name )Required Arguments
- ifp_file / string raw_data: MISSING_PARAM_DESC
- custom_block_name: the new block name for the IFP file. You cannot use the GTA default internal block names. You should namespace this name using a string like resource.blockname
Returns
- ifp: value
Returns an IFP element if the IFP file loaded, false otherwise.
Code Examples
This example loads a custom IFP file (parkour.ifp), adds a command "animation" that takes 1 parameter as animation name for playing animations within that IFP.
--[[credits to Paul_Cortez for the IFP file.parkour.ifp has following animations:
BckHndSpingBTuckBckHndSpingCartWheelFrntHndSpringHandPlant]]
-- you can choose any name you want, do not choose a default GTA:SA block name-- Remember to namespace your block. That's why it starts with `test.`local customBlockName = "test.myNewBlock"
-- load the IFP filelocal IFP = engineLoadIFP( "parkour.ifp", customBlockName )
-- let us know if IFP failed to loadif not IFP then outputChatBox( "Failed to load 'parkour.ifp'" )end
-- execute the command using /animation <NameOfCustomAnimation>-- for example, /animation CartWheelfunction setanimation( _, animationName ) -- check if IFP file has loaded if IFP then -- now play our custom animation setPedAnimation( localPlayer, customBlockName, animationName ) endendaddCommandHandler( "animation", setanimation )See Also
Engine Functions
- engineAddClothingModel
- engineAddClothingTXD
- engineAddImage
- engineApplyShaderToWorldTexture
- engineFreeModel
- engineFreeTXD
- engineGetModelFlags
- engineGetModelIDFromName
- engineGetModelLODDistance
- engineGetModelNameFromID
- engineGetModelPhysicalPropertiesGroup
- engineGetModelTextureNames
- engineGetModelTextures
- engineGetModelTXDID
- engineGetModelVisibleTime
- engineGetObjectGroupPhysicalProperty
- engineGetPoolCapacity
- engineGetPoolDefaultCapacity
- engineGetPoolUsedCapacity
- engineGetSurfaceProperties
- engineGetVisibleTextureNames
- engineImageGetFile
- engineImageGetFiles
- engineImageGetFilesCount
- engineImageLinkDFF
- engineImageLinkTXD
- engineImportTXD
- engineLoadCOL
- engineLoadDFF
- engineLoadIFP
- engineLoadIMG
- engineLoadTXD
- enginePreloadWorldArea
- engineRemoveImage
- engineRemoveShaderFromWorldTexture
- engineReplaceAnimation
- engineReplaceCOL
- engineReplaceModel
- engineRequestModel
- engineRequestTXD
- engineResetModelFlags
- engineResetModelLODDistance
- engineResetModelTXDID
- engineResetSurfaceProperties
- engineRestoreAnimation
- engineRestoreCOL
- engineRestoreDFFImage
- engineRestoreModel
- engineRestoreModelPhysicalPropertiesGroup
- engineRestoreObjectGroupPhysicalProperties
- engineRestoreTXDImage
- engineRestreamWorld
- engineSetAsynchronousLoading
- engineSetModelFlag
- engineSetModelFlags
- engineSetModelLODDistance
- engineSetModelPhysicalPropertiesGroup
- engineSetModelTXDID
- engineSetModelVisibleTime
- engineSetObjectGroupPhysicalProperty
- engineSetPoolCapacity
- engineSetSurfaceProperties
- engineStreamingFreeUpMemory
- engineStreamingGetBufferSize
- engineStreamingGetMemorySize
- engineStreamingGetModelLoadState
- engineStreamingGetUsedMemory
- engineStreamingReleaseModel
- engineStreamingRequestModel
- engineStreamingRestoreBufferSize
- engineStreamingRestoreMemorySize
- engineStreamingSetBufferSize
- engineStreamingSetMemorySize
- engineStreamingSetModelCacheLimits