Hi. I’m recently making an ability script for my game, and i needed to lower humanoid’s walkspeed to 5, but now, only local player can see walking animation ( it works perfectly fine if I decide to increase instead of lowering it ) . Can someone help me? ( I think code isn’t needed since its just changing humanoid.WalkSpeed )
It sounds like you’re facing an issue with the walk animation not playing correctly when you lower the Humanoid.WalkSpeed
for non-local players. This could be due to a synchronization issue between the server and the clients. Here’s a possible explanation and solution:
When you change the Humanoid.WalkSpeed
property on the server, it affects all players’ characters, including the local player’s character. However, animations in Roblox often rely on client prediction and server synchronization to work smoothly. When you modify the Humanoid.WalkSpeed
on the server, it might be causing a discrepancy between the predicted movement on the client and the actual movement on the server.
To ensure that animations and movements are synchronized properly, you should consider doing the following:
-
Replicate WalkSpeed Changes: Instead of directly changing the
Humanoid.WalkSpeed
on the server, you can use a RemoteEvent to notify the server when the walk speed should change. The server then changes the value and replicates it back to the clients. This way, both the server and clients are aware of the change. -
Server Prediction: For animation and movement synchronization, you can let the clients predict their movements based on the changed
WalkSpeed
, but the server should ultimately validate and correct the movement. This helps in keeping the animations and actual movements consistent.
Here’s a high-level example of how you could approach this:
On the client-side (LocalScript):
luaCopy code
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local SetWalkSpeedEvent = ReplicatedStorage:WaitForChild("SetWalkSpeedEvent")
-- Listen for walk speed changes from the server
SetWalkSpeedEvent.OnClientEvent:Connect(function(newWalkSpeed)
local character = game.Players.LocalPlayer.Character
if character then
character.Humanoid.WalkSpeed = newWalkSpeed
end
end)
On the server-side (Script):
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local ReplicatedStorage = game:GetService("ReplicatedStorage")
local SetWalkSpeedEvent = Instance.new("RemoteEvent")
SetWalkSpeedEvent.Name = "SetWalkSpeedEvent"
SetWalkSpeedEvent.Parent = ReplicatedStorage
-- When a player wants to change walk speed
SetWalkSpeedEvent.OnServerEvent:Connect(function(player, newWalkSpeed)
-- Validate newWalkSpeed to prevent abuse
newWalkSpeed = math.clamp(newWalkSpeed, MIN_WALK_SPEED, MAX_WALK_SPEED)
-- Apply new walk speed to the player's character
local character = player.Character
if character then
character.Humanoid.WalkSpeed = newWalkSpeed
end
-- Replicate to other clients
SetWalkSpeedEvent:FireAllClients(newWalkSpeed)
end)
Remember to define MIN_WALK_SPEED
and MAX_WALK_SPEED
as appropriate values for your game.
This way, the server validates the changes and replicates them to all clients, ensuring that animations and movements are synchronized correctly.
Remember that this is a high-level example, and you may need to adapt it to fit your specific game mechanics and structure.
wouldn’t it change all players’ walkspeed, when you fire it to all clients?
Yes, you’re correct. If you change the WalkSpeed
property of a Humanoid
on the client side and broadcast it to all clients, it will affect the WalkSpeed
of all players in the game. This is because the code runs on each player’s client, and changing the property locally would apply the change to the respective player’s character.
If you want to change the WalkSpeed
only for the local player’s character without affecting other players’ characters, you should run the code only on the local player’s client. Here’s how you can achieve this:
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local player = game.Players.LocalPlayer
local character = player.Character
if character and character:FindFirstChild("Humanoid") then
local humanoid = character.Humanoid
humanoid.WalkSpeed = 5 -- Change this value to the desired WalkSpeed
end
By using this approach, the WalkSpeed
will only be changed for the character of the local player running the script, and it won’t affect other players’ characters.
That seems unneccessarily complicated.
Why don’t you just have the client Fire a remote event, which the server picks up and changes the player’s speed on the server.
true i can’t think of anything better ill fix it rq
On the client side (LocalScript):
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local player = game.Players.LocalPlayer
local userInputService = game:GetService("UserInputService")
local remoteEvent = game.ReplicatedStorage.ChangeWalkSpeedEvent -- Replace with the actual RemoteEvent
local function changeWalkSpeed()
remoteEvent:FireServer(5) -- Change this value to the desired WalkSpeed
end
userInputService.InputBegan:Connect(function(input, gameProcessedEvent)
if not gameProcessedEvent and input.KeyCode == Enum.KeyCode.Space then
changeWalkSpeed()
end
end)
On the server side (Script):
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local replicatedStorage = game:GetService("ReplicatedStorage")
local remoteEvent = Instance.new("RemoteEvent")
remoteEvent.Name = "ChangeWalkSpeedEvent"
remoteEvent.Parent = replicatedStorage
remoteEvent.OnServerEvent:Connect(function(player, newWalkSpeed)
local character = player.Character
if character and character:FindFirstChild("Humanoid") then
local humanoid = character.Humanoid
humanoid.WalkSpeed = newWalkSpeed
end
end)
is the problem solved now? or not
Yes it works now. Thank you so much for your help, i really appreciate it.
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