Usage
Commands, what triggers and exits the cinematic camera, and the /tafk settings dialog.
| Command | Access | Effect |
|---|---|---|
/tafk | Anyone | The settings dialog |
/tafkedit | tlib.admin | The keyframe editor |
/tafkedit has two preconditions beyond the ACE — in a vehicle, not already AFK — and toasts the one you tripped.
If your key bindings list two tAFK camera rows, ignore them: +tafk_orbit and +tafk_look no longer exist.
How AFK triggers
| Trigger | Gated by | Notes |
|---|---|---|
Auto, after timeoutSeconds | In a vehicle, system enabled | Fades to black, then opens |
| Manual, Enter AFK Mode | In a vehicle, system enabled | Skips the timer, closes the dialog |
What counts as input
- Position delta over
0.05units, or heading over0.5° - Camera rotation over
0.001°— any mouse movement exits - Any of 12 controls: next camera, the four move axes, WASD, sprint, jump, enter vehicle, attack, aim
- An open interface — NUI focus anywhere, the pause menu, a text box
Auto-AFK is also suppressed while ragdolling and while the editor is open; neither affects Enter AFK Mode.
Exit conditions
Any input above, leaving or losing the vehicle, or IsCutsceneActive() / IsPlayerSwitchInProgress() going true. A key pressed mid-fade aborts entry.
The /tafk dialog
Every control applies live; there is no save button. Stream URL is sent once what you typed is a complete https:// address.
Settings tab
| Control | Effect |
|---|---|
| Enter / Exit AFK Mode | Toggles the cinematic, closes the dialog |
| AFK System | Persistent master switch; off silences the detector |
| Play Music During AFK (Mine) | Your override of the server default |
| Music Volume (Mine) | 0–100 % slider, stored as 0.0–1.0 |
| Hide HUD While AFK (Mine) | Hides HUD and minimap, restores on exit |
| Still Camera While AFK | Holds each shot on one frame; shots still change on the beat |
| Reset My Settings | Clears all five tafk: keys. Confirms first |
On foot, or with AFK System off, Enter AFK Mode explains why and leaves the dialog open.
Sequences tab
One checkbox per sequence: ticked means it stays in your rotation.
Admin tab
Server Defaults is grouped into Detection (idle timeout), Camera Timing (min/max duration, beat anchor), Display (hide-HUD) and Audio (music, volume, Use Live Radio, Stream URL, Radio Delay). Live radio is off by default.
Three settings exist in both stores — music, volume and hide-HUD. Your copy is suffixed (Mine) on the Settings tab, the server's (Server Default) on Server Defaults, and yours wins.
Sequence Editor, an entry in the sidebar, appears only for an admin in a vehicle; all sequence management happens inside the editor. Leaving the editor puts you back on this dialog.
Telling other scripts a player is AFK
AFK state sits on a replicated player state bag:
local isAfk = Player(source).state.afk -- server
local isAfk = Player(targetServerId).state.afk -- client, about another playerPlayer() takes a server id on both sides. nil means they have not loaded tAFK; treat it as "not AFK".
Servers use it to mute AFK players on radio, mark scoreboards, filter dispatch panels and pause paycheque timers. There is also a local tafk:stateChanged event and six exports — see the API reference.
AFK Cinematics
Still stuck? Support can answer it directly.
Was this page helpful?
TIMMYG Studios