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-- 28 sections

  • ›paintball
    • configuration
    • features
    • anti-cheat-integration
    • game-modes
    • api
    • arenas
    • command
    • config
  • ›chess
    • configuration
    • events
    • integration-example
    • exports
    • controls
    • config
  • ›supermarket simulator
    • configuration
    • catalog-manager
    • commands-and-permissions
    • props-editors
    • owning-and-running-a-store
    • config
  • ›coins shop
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    • identifier
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    • server-event
    • languages
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    • owner-panel
    • webhooks-discord
  • ›clothes shop
    • installation
    • configuration
    • blips-marker
    • translate
    • change-cam-and-pos
  • ›casino
    • installation
    • configuration
    • main-config
    • horse
    • lucky-whell
    • translate
  • ›drugs
    • installation
    • configuration
    • labs-and-interiors
    • maintenance-and-modules
    • missions
    • street-selling
    • administration
  • ›clothes shop v2
    • installation
    • configuration
    • position
    • advice-and-troubleshooting
    • configure-clothing-shops
  • ›interaction
    • configuration
    • public-api
    • interaction-config-reference
    • dialog-system
  • ›emote
    • configuration
    • config
    • adding-emote
    • menu
    • keybind
    • modules
    • 3d-placement
    • playlist
    • wheel
    • shared-emotes
  • ›crew
    • installation
    • export
  • ›alert job
    • installation
    • server-export
  • ›pin code
    • installation
    • export
  • ›society manager
    • installation
    • export
    • configuration
    • translate
    • max-salary
    • last-invoice
  • ›property
    • installation
    • configuration
    • translate
    • add-interior
  • ›barber shop
    • installation
    • configuration
    • change-menu-open-source
    • blips
    • translate
    • add-shop
  • ›shop with basket
    • installation
    • configuration
    • item-category-config
    • blips-marker
    • translate
    • add-shop
  • ›tattoo shop
    • installation
    • configuration
    • edit-tattoo
    • blips-marker
    • translate
    • add-shop
  • ›gardener job
    • installation
    • configuration
    • change-pos-farm
    • blips
    • translate
  • ›heist atm
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    • event-money
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    • police-alert
  • ›heist fleeca
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    • pos-fleeca-heist
  • ›poster job
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    • change-pos-farm
    • change-poster-texture
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  • ›loading screen
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  • ›bank
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    • position
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    • society
  • ›autocardealer
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    • add-vehicles
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  • ›character creator
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    • expression
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  • ›multi character
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    • commands
  • ›bill
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    • control

~/docs/emote/configuration/adding-emote

emote docs›
  • configuration
  • configuration/config
  • configuration/adding-emote
  • configuration/menu
  • configuration/keybind
  • configuration/modules
  • configuration/3d-placement
  • configuration/playlist
  • configuration/wheel
  • configuration/shared-emotes

Emote

Adding Emote

-- 4 code blocks · 1 min read

get var-emotetry it on the test server

How to add your own emotes, dances, walks, and expressions to the system.


Data files

All emote data is defined in shared/data/. Each file contains a global Lua table:

File Category Table name
emotes.lua Emotes DataEmotes
dances.lua Dances DataDances
props.lua Props DataProps
walks.lua Walks DataWalks
expressions.lua Expressions DataExpressions
animals.lua Animals DataAnimals
shared_emotes.lua Shared DataShared

Standard emote format

lua
DataEmotes["emote_id"] = {
    dict  = "anim@dictionary",       -- Animation dictionary
    anim  = "animation_name",        -- Animation clip name
    label = "Display Name",          -- Shown in menu
    options = {                       -- All optional
        loop     = true,             -- Loop the animation
        movable  = true,             -- Allow movement while playing
        stuck    = false,            -- Freeze in place
        duration = 5000,             -- Auto-stop after ms

        prop = {                     -- Attached object
            model    = "prop_name",
            bone     = 28422,        -- Bone index
            offset   = {0.0, 0.0, 0.0},
            rotation = {0.0, 0.0, 0.0},
        },

        prop2 = { ... },             -- Second prop (same format)

        exit_emote = "other_emote",  -- Play this emote on stop
        exit_type  = "emote",        -- Category of exit emote
    },
}

Walk style format

lua
DataWalks["walk_id"] = {
    anim  = "move_m_confident",   -- Movement clipset name
    label = "Confident",
}

Walk styles are applied with SetPedMovementClipset() and persist across sessions.


Expression format

lua
DataExpressions["expr_id"] = {
    anim  = "mood_happy_1",    -- Facial animation override
    label = "Happy",
}

Expressions use SetFacialIdleAnimOverride().


Shared emote format

lua
DataShared["shared_id"] = {
    dict  = "anim@dict",
    anim  = "anim_clip_a",           -- Initiator animation
    label = "Handshake",
    partner_emote = "shared_id_b",   -- Partner's emote ID
    options = {
        duration = 5000,
        sync = {
            front   = 1.0,           -- Distance in front
            side    = 0.0,           -- Lateral offset
            height  = 0.0,           -- Vertical offset
            heading = 180.1,         -- Facing offset (180 = face to face)
        },
        attach = {                   -- Optional bone attachment
            bone = 0,
            pos  = {0.0, 0.0, 0.0},
            rot  = {0.0, 0.0, 0.0},
        },
    },
}

-- The partner emote
DataShared["shared_id_b"] = {
    dict  = "anim@dict",
    anim  = "anim_clip_b",
    label = "Handshake (Partner)",
    partner_emote = "shared_id",
    options = { duration = 5000 },
}

Custom animation files

To add custom .ycd animations:

  1. Place your animation files in the stream/ folder (organized in subfolders)
  2. The resource will automatically stream them
  3. Reference the dictionary and animation names in the data files
inote

Animation dictionary names in streamed files follow the format: folder@subfolder@filename based on the file path under stream/.


Animation flags reference

The engine computes animation flags from the options table:

Options Flag Behavior
stuck = true 50 Frozen in place
loop + movable 51 Looping, player can move
loop = true 1 Looping only
movable = true 51 Can move
(none) 0 Plays once and stops
(in vehicle) 51 Always movable in vehicles
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