Emotes
Based on game build 714014 | Last updated: 2026-03-10
Overview
This script defines and registers emote commands for players to perform visual and audible social gestures in-game. It centralizes the emote configuration in a static table (EMOTES), maps aliases for intuitive invocation (e.g., "hi" → "wave"), and exposes both standard and item-restricted emotes via user commands. Emotes are executed by pushing an "emote" event to the local player entity with metadata (e.g., animation names, sounds). The component is self-contained with no external runtime dependencies.
Usage example
-- This module is loaded automatically by the game; no manual initialization required.
-- To trigger an emote programmatically (e.g., from another script):
if ThePlayer ~= nil then
ThePlayer:PushEvent("emote", EMOTES["wave"].data)
end
-- To access the list of all standard emotes:
local commonEmotes = GetCommonEmotes()
print(#commonEmotes) -- e.g., prints total number of emotes defined
Dependencies & tags
Components used: None identified
Tags: Adds "dancing" tag when the "dance" emote is used (via v.data.tags).
Properties
| Property | Type | Default Value | Description |
|---|---|---|---|
EMOTE_TYPE.EMOTION | number | 0 | Constant indicating an emotion-based emote (e.g., wave, cry). |
EMOTE_TYPE.ACTION | number | 1 | Constant indicating an action-based emote (e.g., dance, sit). |
EMOTE_TYPE.UNLOCKABLE | number | 2 | Reserved for unlockable emotes (currently unused in this file). |
Main functions
GetCommonEmotes()
- Description: Returns the complete
EMOTEStable containing all standard emote definitions. - Parameters: None.
- Returns:
table— A map from emote name (string) to emote definition object (e.g.,EMOTES["wave"]).
Events & listeners
- Listens to: None identified
- Pushes:
"emote"— Fired byCreateEmoteCommand'sserverfnon the local player instance, carrying the emote'sdatatable (e.g.,{ anim = "emoteXL_waving1", mounted = true, ... }) as payload.