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.