exports["rpemotes"]:EmoteCommandStart(emoteName,textureVariation)exports["rpemotes"]:EmoteCancel(forceCancel) –forceCancelisoptionalexports["rpemotes"]:CanCancelEmote(state)exports["rpemotes"]:IsPlayerCrouched()exports["rpemotes"]:IsPlayerProne()exports["rpemotes"]:IsPlayerCrawling()exports["rpemo...
Command: emoteextract Available output formats: 1 - 'prop_name', 2 - "prop_name", 3 - prop_name Command usage example: emoteextract 1 if you would like to visually see the props that are present in RPEmotes (minus custom made and provided content), you can see them here thanks to ...
function CreateEmoteWheel(data) for _, emote in pairs(data) do print('add item ' .. emote.data.name) lib.addRadialItem({ { id = emote.data.uuid, label = emote.data.name, onSelect = function() ExecuteCommand('testanim ' .. emote.data.uuid) end }, }) end end Empty file added...
When using our emote menu with other scripts, using the TriggerEvent('animations:client:EmoteCommandStart won't do anything because the events do not exist. These have simply been replaced with the following exports: exports["rpemotes"]:EmoteCommandStart(emoteName, textureVariation) exports["rpemo...
LocalPlayer.state:set('canEmote',false,true)--stops emotingLocalPlayer.state:set('canEmote',true,true)--allows emoting Menu Keybind 🎛️ The keybind uses RegisterKeyMapping. By default the configured keybind in theinitialconfig.lua will be the default key, however once the keybind is se...
Command: emoteextract Availableoutputformats:1-'prop_name',2-"prop_name",3-prop_nameCommandusageexample:emoteextract1 if you would like to visually see the props that are present in RPEmotes(minus custom made and provided content), you can see themherethanks toDurtyFreeand the Plebmaster's ...