Weapon Animation Script

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This is the latest update of the FiveM Weapon animations Script. With this weapon animation script for FiveM you can make it change clothing components such as holsters based on if the weapon is holstered or not. You can also set aim animations and holster animations for the player for different types of weapons and clothing.

YouTube video

For developers:

Set aim animation:

exports["ND_GunAnims"]:setAimAnim("gang")

Get aim animation

exports["ND_GunAnims"]:getAimAnim() -- default | gang | hillbilly

Configuration

How to configure aim animations:

Open ND_GunAnims/data/aim.lua, to create a command that changes aim animation you can do command = "aim" when player use /aim they can select their aim animation. If you want to disable command you can do command = false. If you want to set a default aim animation for everyone you can do default = "gang" it will set the one hand aiming gun animation for all players.


How to configure clothing holsters

ND_GunAnims/data/holster.lua is the config that changes the holster clothing model, you can set it to any clothing and any wepaon you’d like. They keys male and female are the clothing components for the selected variation, the first number is for when the weapon is holstered and the second is when the weapon is unholstered, for the variation you can find a list of variation numbers below:

  1. Head
  2. Beard
  3. Hair
  4. Torso
  5. Legs
  6. Hands
  7. Foot
  8. Scarfs/Neck Accessories
  9. Accessories 1
  10. Accessories 2
  11. Decals
  12. Auxiliary parts for torso

How to configure holster animations

To configure the holster animations for different weapons you can do it in ND_GunAnims/data/animations.lua

info.animations

This is where you create the animations and give them names. Let’s use this example:

police = {
    holster = { dict = "reaction@intimidation@cop@unarmed", clip = "intro", duration = 400, clothing = 300 },
    unholster = { dict = "rcmjosh4", clip = "josh_leadout_cop2", duration = 300, clothing = 0, cancel = true }
}
  • holster: played when you holster the weapon.
  • unholster: played when you pull out the weapon.
    • dict: animation dictionary.
    • clip: animation name.
    • duration: how long the animation will play.
    • clothing: optional and only needed if you use the animation with clothing in info.clothing. It is the time in ms of how long into the animtion the clothing component will change.
    • cancel: will cancel the animation when half the duration is reached.

info.default

The default anim for weapons not found in groups, weapons, or clothing.

info.weaponGroups

Animation name by weapon groups can be found here: https://docs.fivem.net/natives/?_0xC3287EE3050FB74C This is a list of relevant weapon groups:

  • GROUP_HEAVY
  • GROUP_MELEE
  • GROUP_MG
  • GROUP_PISTOL
  • GROUP_RIFLE
  • GROUP_SHOTGUN
  • GROUP_SMG
  • GROUP_SNIPER
  • GROUP_STUNGUN
  • GROUP_THROWN
  • GROUP_UNARMED

info.weapons

Animation name by weapon hash, if you add a weapon here it will ignore the animation on it’s group and instead play a specific animation set here.

info.clothing

Animtion by clothing component, if wearing specific clothing such as a holster then everything else ignored and that anim is used.

  • holster: animations played based on clothing when weapon is holstered.
  • unholster: animations played based on clothing when weapon is unholstered.
    • anim: animation name in info.animations.
    • weapons: list of weapons that this is valid for.
    • variation: variation for the clothing components.
    • male: clothing components for male anim will be valid for.
    • female: clothing components for female anim will be valid for.

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