Hey Krank,
Thank you very much for the reply. By timing what do you mean sir?
NATIVES
static Any NETWORK_CREATE_SYNCHRONISED_SCENE(float x, float y, float z, float xRot, float yRot, float zRot, int p6, int p7, int p8, float p9) { return invoke(0xB06FE3FE, x, y, z, xRot, yRot, zRot, p6, p7, p8, p9); } // 0xB06FE3FE 0xB06FE3FE
static void NETWORK_ADD_PED_TO_SYNCHRONISED_SCENE(Ped ped, int netScene, char* animDict, char* animnName, float speed, float speedMultiplier, int duration, int flag, float playbackRate, Any p9) { invoke(0xB386713E, ped, netScene, animDict, animnName, speed, speedMultiplier, duration, flag, playbackRate, p9); } // 0xB386713E
static void NETWORK_START_SYNCHRONISED_SCENE(int netScene) { invoke(0xA9DFDC40, netScene); } // 0xA9DFDC40 0xA9DFDC40
STREAMING::REQUEST_ANIM_DICT(dict);
if (STREAMING::HAS_ANIM_DICT_LOADED(dict))
{
int sceneID = NETWORK::NETWORK_CREATE_SYNCHRONISED_SCENE(MyPosition.x, MyPosition.y, MyPosition.z, 0, 0, 0, 2, 0, 1, 0);
NETWORK::NETWORK_ADD_PED_TO_SYNCHRONISED_SCENE(ClientID, sceneID, dict, anim, 8, 0, 1, 9, 0, 1);
NETWORK::NETWORK_START_SYNCHRONISED_SCENE(sceneID);
}