Function ApplyActorAnimation apply an animation to an actor.
Function ApplyActorAnimation was added in 0.3.7 and will not work in earlier versions!
You must preload the animation library for the player the actor will be applying the animation for, and not for the actor. Otherwise, the animation won't be applied to the actor until the function is executed again.

(actorid, animlib[], animname[], Float:fDelta, loop, lockx, locky, freeze, time)
int actorid The ID of the actor to apply the animation to.
string animlib The animation library from which to apply an animation.
string animname The name of the animation to apply, within the specified library.
float fDelta The speed to play the animation (use 4.1).
bool loop If set to 1, the animation will loop. If set to 0, the animation will play once.
bool lockx If set to 0, the actor is returned to their old X coordinate once the animation is complete (for animations that move the actor such as walking). 1 will not return them to their old position.
bool locky Same as above but for the Y axis. Should be kept the same as the previous parameter.
bool freeze Setting this to 1 will freeze an actor at the end of the animation. 0 will not.
int time Timer in milliseconds. For a never-ending loop it should be 0.

Return Values:
  • 1: The function was executed successfully.
  • 0: The function failed to execute. The actor specified does not exist.

new MyActor;
public OnGameModeInit()
    MyActor = CreateActor(179, 316.1, -134.0, 999.6, 90.0); // Actor as salesperson in Ammunation
    ApplyActorAnimation(MyActor, "DEALER", "shop_pay", 4.1, 0, 0, 0, 0, 0); // Pay anim
    return 1;

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