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Usage

Config.lua

You can configure animtions in the config.lua file.
All config fields are optionals

config.lua
coke_power_mix = { -- bkr_prop_coke_tablepowder (name of the model used for this target)
-- Allow the player to cancel the animation (default: false)
canCancel = true,

-- Handle when an animation is cancelled
onCancel = function(key)
print('Cancelled animation:', key)
end,

-- Handle when an animtion is finished OR cancelled
onFinish = function(key, cancelled)
if cancelled then
print('Cancelled animation:', key)
else
print('Finished animation:', key)
end
end,

-- Custom fields are allowed (just like ox_target):
key = 'coke_power_mix',

-- You can also add any existing ox_target option here, example:
label = 'Coke power mix',
icon = 'fa-solid fa-credit-card',
distance = 2.5,
iconColor = 'teal',
canInteract = function(entity, distance, coords, name, bone)
return true
end,
onSelect = function(data)
print('Started animation:', data.key) -- 'key' is available since we defined it as custom field above
end
}

Use with event

You can use our animations with event, here is an example:

You'll find the modelhash in animations list -> Target Props

You'll find the animation name in animations list -> Event Name

local modelHash = GetHashKey('gn_prop_illegal_table_coke1')
local coords = GetEntityCoords(PlayerPedId(), false)
local entity = GetClosestObjectOfType(coords.x, coords.y, coords.z, 5.0, modelHash, false, false, false)

TriggerEvent('gn:anim:start', 'coke_press_coke_mould', entity, PlayerPedId()) -- key, entity, ped


-- For stop animation:
SetTimeout(2000, function()
TriggerEvent('gn:anim:stop', PlayerPedId()) -- ped
end)

-- When animation end:
AddEventHandler('gn:anim:end', function(key, ped, cancelled)
print('anim ended', key, ped, cancelled)
end)

Find all the event names HERE