CMD:blowjobz(playerid, params[])
{
new id;
if(!sscanf(params, "i", id))
{
if(id == 0) {ApplyAnimation(playerid, "SEX", "SEX_1_W", 4.1, 0, 1, 1, 1, 1, 1);}
if(id == 1) {ApplyAnimation(playerid, "BLOWJOBZ", "BJ_COUCH_LOOP_W",4.1,0, 1, 1, 1, 1, 1);}
if(id == 2) {ApplyAnimation(playerid, "BLOWJOBZ", "BJ_COUCH_END_W",4.1,0, 1, 1, 1, 1, 1);}
if(id == 3) {ApplyAnimation(playerid, "BLOWJOBZ", "BJ_COUCH_START_P",4.1,0, 1, 1, 1, 1, 1);}
if(id == 4) {ApplyAnimation(playerid, "BLOWJOBZ", "BJ_COUCH_LOOP_P",4.1,0, 1, 1, 1, 1, 1);}
if(id == 5) {ApplyAnimation(playerid, "BLOWJOBZ", "BJ_COUCH_END_P",4.1,0, 1, 1, 1, 1, 1);}
if(id == 6) {ApplyAnimation(playerid, "BLOWJOBZ", "BJ_STAND_START_W",4.1,0, 1, 1, 1, 1, 1);}
if(id == 7) {ApplyAnimation(playerid, "BLOWJOBZ", "BJ_STAND_LOOP_W",4.1,0, 1, 1, 1, 1, 1);}
if(id == 8) {ApplyAnimation(playerid, "BLOWJOBZ", "BJ_STAND_END_W",4.1,0, 1, 1, 1, 1, 1);}
if(id == 9) {ApplyAnimation(playerid, "BLOWJOBZ", "BJ_STAND_START_P",4.1,0, 1, 1, 1, 1, 1);}
if(id == 10) {ApplyAnimation(playerid, "BLOWJOBZ", "BJ_STAND_LOOP_P",4.1,0, 1, 1, 1, 1, 1);}
if(id == 11) {ApplyAnimation(playerid, "BLOWJOBZ", "BJ_STAND_END_P",4.1,0, 1, 1, 1, 1, 1);}
else ClearAnimations(playerid);
}
return 1;
}
(playerid, animlib[], animname[], Float:fDelta, loop, lockx, locky, freeze, time, forcesync) |
Timer in milliseconds. For a never-ending loop it should be 0. |
Parameters:
You've got it set to 1. So the whole animation is done within 1 millisecond. Try setting it to something like 1000 or 5000. 1000ms = 1 second |
CMD:blowjobz(playerid, params[])
{
new id;
if(!sscanf(params, "i", id))
{
switch(id)
{
case 0: ApplyAnimation(playerid, "SEX", "SEX_1_W", 4.1, 1, 1, 1, 1, 6000, 1);
case 1: ApplyAnimation(playerid, "BLOWJOBZ", "BJ_COUCH_LOOP_W", 4.1, 0, 1, 1, 1, 6000, 1);
case 2: ApplyAnimation(playerid, "BLOWJOBZ", "BJ_COUCH_END_W", 4.1, 0, 1, 1, 1, 6000, 1);
case 3: ApplyAnimation(playerid, "BLOWJOBZ", "BJ_COUCH_START_P", 4.1, 0, 1, 1, 1, 6000, 1);
case 4: ApplyAnimation(playerid, "BLOWJOBZ", "BJ_COUCH_LOOP_P", 4.1, 1, 1, 1, 1, 6000, 1);
case 5: ApplyAnimation(playerid, "BLOWJOBZ", "BJ_COUCH_END_P", 4.1, 1, 1, 1, 1, 6000, 1);
case 6: ApplyAnimation(playerid, "BLOWJOBZ", "BJ_STAND_START_W", 4.1, 1, 1, 1, 1, 6000, 1);
case 7: ApplyAnimation(playerid, "BLOWJOBZ", "BJ_STAND_LOOP_W", 4.1, 1, 1, 1, 1, 6000, 1);
case 8: ApplyAnimation(playerid, "BLOWJOBZ", "BJ_STAND_END_W", 4.1, 1, 1, 1, 1, 6000, 1);
case 9: ApplyAnimation(playerid, "BLOWJOBZ", "BJ_STAND_START_P", 4.1, 1, 1, 1, 1, 6000, 1);
case 10: ApplyAnimation(playerid, "BLOWJOBZ", "BJ_STAND_LOOP_P", 4.1, 1, 1, 1, 1, 6000, 1);
case 11: ApplyAnimation(playerid, "BLOWJOBZ", "BJ_STAND_END_P", 4.1, 1, 1, 1, 1, 6000, 1);
default: ClearAnimations(playerid);
}
}
return 1;
}
public OnPlayerSpawn(playerid)
{
PreloadAnimLib(playerid, "BOMBER");
PreloadAnimLib(playerid, "RAPPING");
PreloadAnimLib(playerid, "SHOP");
PreloadAnimLib(playerid, "BEACH");
PreloadAnimLib(playerid, "SMOKING");
PreloadAnimLib(playerid, "FOOD");
PreloadAnimLib(playerid, "ON_LOOKERS");
PreloadAnimLib(playerid, "DEALER");
PreloadAnimLib(playerid, "CRACK");
PreloadAnimLib(playerid, "CARRY");
PreloadAnimLib(playerid, "COP_AMBIENT");
PreloadAnimLib(playerid, "PARK");
PreloadAnimLib(playerid, "INT_HOUSE");
PreloadAnimLib(playerid, "FOOD");
PreloadAnimLib(playerid, "PED");
return 1;
}
PreloadAnimLib(playerid, animlib[]) ApplyAnimation(playerid, animlib, "null", 0.0, 0, 0, 0, 0, 0);