Technically a utility, the IFP Player by Sacky is listed here because no top list is complete without the tool that makes the menus.
You might wonder why players still care about animation menus in a game from 2004. The answer is Underground & Roleplay.
The massive mod GTA: Underground (which combines Vice City and Liberty City maps) relies heavily on animation menus to handle the transition between climates and terrains. Similarly, on FiveRP and other SA-MP roleplay servers, having a custom animation menu is the difference between looking like a bot and looking like a human. gta sa animation menu mod pc top
Furthermore, with the rise of Steam Deck and low-end PC gaming, GTASA is experiencing a renaissance. Players want modern mechanics without buying a gaming rig. An animation menu mod provides 70% of the "next-gen feel" with 0% of the hardware cost.
Even the best mods have hiccups. Here is how to fix the top three problems: Technically a utility, the IFP Player by Sacky
Step 1: Animation Loading CLEO script must load a specific animation set (IFP file) into memory:
0A8C: load_animation "PED"
Step 2: Memory Access for Animation Names The game stores animation names as 8-character strings (null-terminated). To list all animations in an IFP, you need to parse the file structure or use known animation IDs. Step 2: Memory Access for Animation Names The
Step 3: Menu Trigger
A simple CLEO menu using 0AB1: call_scm_func to display choices:
:MenuLoop
wait 0
if
0ADC: test_cheat "ANIM"
then
......
// Show menu with animations like "DANCELOOP", "TAI_CHI", etc.
end
Step 4: Forcing the Animation Once selected, use:
0812: AS_actor $PLAYER_ACTOR perform_animation "DANCELOOP" IFP "PED" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1
The "Old Faithful" of GTA modding. Before standalone animation menus became popular, this was the primary tool.