CITAnimation IDsCIT Tools

GTA San Andreas animation block

GRAVEYARD 3 animations · 2 in CIT's /anim list

  • mrnF_loop4.7 sOn CIT: /mournf
    setPedAnimation(ped, "GRAVEYARD", "mrnF_loop")
  • mrnM_loop2.7 sOn CIT: /mourn
    setPedAnimation(ped, "GRAVEYARD", "mrnM_loop")
  • prst_loopa4.0 s
    setPedAnimation(ped, "GRAVEYARD", "prst_loopa")
Block name
GRAVEYARD
Animations
3
Game file
graveyard.ifp in anim/anim.img
In CIT's /anim list
2

MTA code

setPedAnimation(ped, "GRAVEYARD", "mrnF_loop")
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.

Where this comes from

  • Animation names and lengths: GTA San Andreas' own files (anim/ped.ifp and anim/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, except the short MTB moves, which play slowly forward and back. Animations made for a vehicle or a train are shown without it; where the body would go under the floor, CJ is lifted. The camera stays still, and follows CJ only where he travels far (jumps, dives, falls).
  • The code: MTA wiki, setPedAnimation.
  • Checked on 15 October 2026.