- summary: Plays an emote (sit, wave, an aura...) on your character.
- area: Game.Emote
Plays an emote (sit, wave, an aura...) on your character.
Kind request · Area Game.Emote
Plays one of your emotes.
HOW TO SEND IT
1. emote_id: an emote your character knows (the list comes with
EmotesEvent). In the capture, 1 is sit (animation AnimEmoteSit).
2. auto_aura: leave it false. The client sets it to true only when it
replays the aura of your current outfit by itself.
3. Respect the emote's cooldown: the client does not send an emote while its
cooldown (from the emote data) is running.
4. If your character is in the middle of an animation, the client waits for
it to end before sending.
AFTER SENDING
EmotePlayEvent comes back with your actor id and the animation name. To
stand up from sit, play the sit emote again; the server answers with emote id 0.
When you may send it
- Requires
character_loadedinferred - Raised by: the player picks an emote in the emote tab or on the shortcut bar; the client also sends it by itself to replay the outfit's aura proven
Related messages
- You will receive one of
EmotePlayEventobserved — the server broadcasts the emote to the map, you included, with the same emote id and the animation to play - You will receive one of
EmotePlayErrorEventinferred — instead of the broadcast when the server refuses the emote; the client only prints ui.common.cantUseEmote - Reply not yet recovered: a refused emote comes back as an emote error event (the client shows ui.common.cantUseEmote); it has no signature yet.
Fields
| # | Field | Type | Meaning | You set it |
|---|---|---|---|---|
| 1 | emote_id | int32 | The emote to play, one of those listed by EmotesEvent (1 = sit). (emote id) | required |
| 2 | auto_aura | bool | True only when the client replays your outfit's aura by itself; false when the player picks an emote. Name invented: no reference build names this member. | conditional |