GTA San Andreas animation block
GRAFFITI 2 animations · 1 in CIT's /anim list
graffiti_ChkoutsetPedAnimation(ped, "GRAFFITI", "graffiti_Chkout")
spraycan_fireOn CIT: /writeonboardsetPedAnimation(ped, "GRAFFITI", "spraycan_fire")
- Block name
GRAFFITI- Animations
- 2
- Game file
graffiti.ifpinanim/anim.img- In CIT's /anim list
- 1
MTA code
setPedAnimation(ped, "GRAFFITI", "graffiti_Chkout")setPedAnimation(ped)The block name comes first, then the animation name. setPedAnimation(ped) with no names stops the animation. The function works on the server and on the client.
bool setPedAnimation ( ped thePed [, string block = nil, string anim = nil, int time = -1, bool loop = true, bool updatePosition = true, bool interruptable = true, bool freezeLastFrame = true, int blendTime = 250, bool retainPedState = false ] )All the options, from the MTA wiki.
All animation blocks · CIT /anim list
Where this comes from
- Animation names and lengths: GTA San Andreas' own files (
anim/ped.ifpandanim/anim.img). - CIT's /anim list: CIT's own client script, run unchanged on a private test server.
- Previews: recorded in MTA:SA on a private test server, 15 October 2026, on CJ: 20 pictures for every second of the animation (at most 48). They play at half the game's speed, and never faster than the game. An animation shorter than 0.3 seconds is shown as one picture. Animations made for a vehicle or a train are shown without it; where the body would go under the floor, CJ is lifted, and the camera follows the body.
- The code: MTA wiki, setPedAnimation.
- Checked on 15 October 2026.