Triggered after a NPC accepts the drug, and so you can create your custom animation
AddEventHandler("drugs_creator:npc:acceptedDrug", function(targetPedNetworkId)
end)
RegisterNetEvent("drugs_creator:framework:ready", function()
-- Disables the default script animations for the npc sell (otherwise there would be 2 animations)
exports["drugs_creator"]:disableScriptEvent("drugs_creator:npc:acceptedDrug")
end)
-- New animation for NPCs
RegisterNetEvent("drugs_creator:npc:acceptedDrug", function(targetPedNetworkId)
local plyPed = PlayerPedId()
local plyCoords = GetEntityCoords(plyPed)
local targetPed = NetworkGetEntityFromNetworkId(pedNetId)
local targetCoords = GetEntityCoords(targetPed)
local animDict = "mp_common"
local animName = "givetake1_b"
while not HasAnimDictLoaded(animDict) do
Citizen.Wait(0)
RequestAnimDict(animDict)
end
local distance = #(targetCoords - plyCoords)
if(distance < 1.5) then
TaskPlayAnim(targetPed, animDict, animName, 4.0, -4.0, -1, 1, 0.0, false, false, false)
Citizen.Wait(math.random(200, 500))
TaskPlayAnim(plyPed, animDict, animName, 4.0, -4.0, -1, 1, 0.0, false, false, false)
else
local plyHeading = GetEntityHeading(plyPed)
local netScene = CreateSynchronizedScene(plyCoords - vector3(0.0, 0.0, 1.0), vector3(0.0, 0.0, plyHeading), 2)
local netSceneTarget = CreateSynchronizedScene(plyCoords - vector3(0.0, 0.0, 1.0), vector3(0.0, 0.0, plyHeading - 180.0), 2)
TaskSynchronizedScene(plyPed, netScene, animDict, animName, 1.0, 1.0, -1, 1, 1.0, 0.0)
TaskSynchronizedScene(targetPed, netSceneTarget, animDict, animName, 1.0, 1.0, -1, 1, 1.0, 0.0)
SetSynchronizedSceneLooped(netScene, true)
SetSynchronizedSceneLooped(netSceneTarget, true)
end
Citizen.Wait(config.npcSecondsToSell * 1000)
ClearPedTasks(targetPed)
ClearPedTasks(plyPed)
end)