I’m making a Titanfall 2 styled game and I thought id get the mechs out of the way first. I have made a transfer system where the player gets inside the mech and takes control. However, the animations are really delayed for the player. The mech also runs off when I get out while its moving. I have already fixed the mechs delayed animations but I have not fixed the player running animation and the mech running off.
If anyone knows a fix or a reduce tip. That would be nice.
EDIT: I have fixed the mech running off issue by countering it with a pathfinding AI. Still need to fix player anims though.
im having an issue with my dead corpse, which is a clone of a ragdolled character, is standing instead of ragdolled like character. do you know why this is happening? I even tried setting network ownership to nil for all the parts with getdescendants. No idea what to do!
yeah that is important to get all the baseparts of mech and :SetNetworkOwner(player). then when they exit the Mech set it back to :SetNetworkOwner(nil). This will make less lag when moving mech.
local Character = Player.Character
local Humanoid = Character:WaitForChild("Humanoid")
-- This stops all animation tracks
for i,v in pairs(Humanoid:GetPlayingAnimationTracks()) do
v:Stop()
end
-- Get Animate Script and Play Standing Anim.
local Track = Humanoid:LoadAnimation(Character:WaitForChild("Animate"):WaitForChild("idle"):WaitForChild("Animation1"))
Track:Play()
Humanoid.PlatformStand = true -- Freeze Robot