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Walkstyle Integration

XDEV Appearance supports optional walkstyle integration through the override system.

This allows developers to:

  • save walkstyles
  • restore walkstyles
  • synchronize movement styles
  • integrate emote systems
  • replace external walkstyle handlers

without modifying protected files.


System Philosophy

The walkstyle system is intentionally optional.

Purpose:

framework independence
custom integrations
external emote support
standalone compatibility

The resource does not force any specific walkstyle resource internally.


Override Function

Walkstyle handling is controlled through:

Config.Override.ClientSide.Functions.Walkstyle()

Located inside:

shared/client.lua

Default Structure

Default override:

function Config.Override.ClientSide.Functions.Walkstyle()

end

Developers are expected to implement their own logic.


Expected Behavior

The override is designed to support two behaviors:

1. Retrieve current walkstyle
2. Apply saved walkstyle

Reading Current Walkstyle

When called without parameters, the function should return:

current walkstyle name

Example:

function Config.Override.ClientSide.Functions.Walkstyle()
return "move_m@casual@a"
end

Applying Walkstyle

When a value is provided, the function should restore the walkstyle.

Example:

function Config.Override.ClientSide.Functions.Walkstyle(style)
RequestAnimSet(style)

while not HasAnimSetLoaded(style) do
Wait(0)
end

SetPedMovementClipset(PlayerPedId(), style, 1.0)
end

Full Example

Example combined workflow:

local CurrentWalkstyle = "move_m@casual@a"

function Config.Override.ClientSide.Functions.Walkstyle(style)
if not style then
return CurrentWalkstyle
end

CurrentWalkstyle = style

RequestAnimSet(style)

while not HasAnimSetLoaded(style) do
Wait(0)
end

SetPedMovementClipset(PlayerPedId(), style, 1.0)
end

Save Workflow

When integrated, walkstyles may be saved during:

appearance save
outfit save
cache save
ped synchronization

depending on implementation.


Restore Workflow

Walkstyles may be restored after:

ped reload
appearance reload
menu closing
resource restart

to preserve character identity.


RPEmotes Compatibility

The override system was intentionally designed to work with:

RPEmotes

and similar animation resources.

Developers may directly connect existing exports inside the override.


Example RPEmotes Integration

Example:

function Config.Override.ClientSide.Functions.Walkstyle(style)
if not style then
return exports["rpemotes"]:getWalk()
end

exports["rpemotes"]:setWalk(style)
end

Custom Systems

Developers may also integrate:

custom emote systems
animation frameworks
movement systems
character identity systems

through the same override.


Freemode vs Custom Peds

Walkstyles generally work on:

freemode peds
custom peds

However, some custom peds may behave differently depending on animation compatibility.


Synchronization Notes

The resource intentionally does NOT hardcode walkstyle saving internally.

Purpose:

avoid conflicts
preserve compatibility
support custom workflows

Developers maintain full control over implementation.


Recommended Usage

Recommended usage:

identity systems
RP servers
persistent character behavior
emote integration

Developer Notes

Most appearance systems completely ignore movement identity.

XDEV exposes walkstyle integration through overrides to support:

full character identity workflows

without forcing external dependencies.