Didn’t work also take your time on finding solutions
you put your custom idle animation’s id in the variable right?
yes I did but even if that worked there are like 10 or more custom idles for when u equip a specific type of sword like greatsword fists sword and others
Ok have you tried converting every Humanoid:LoadAnimation()
to a Humanoid:WaitForChild(Animator):LoadAnimation([animationID])
? even if it doesnt work its good to keep in your script since Humanoid:LoadAnimation()
is deprecated.
IdleAnim = [Put idle id here]
InteractPrompt.Triggered:Connect(function(Player)
if Player then
local Character = Player.Character
local Humanoid = Character:WaitForChild("Humanoid")
local HumanoidRootPart = Character:FindFirstChild("HumanoidRootPart")
if Resting == false and Rest_Cooldown == false and not AliveData[Player.Name]:FindFirstChild("Combat") then
RestingAnim = Humanoid:LoadAnimation(RestingAnimation)
Resting = true
Humanoid.AutoRotate = false
HumanoidRootPart.Anchored = true
RestingAnim:Play()
print(RestingAnim.Ended)
InteractPrompt.Triggered:Wait()
print(RestingAnim.Ended)
IdleAnim = Humanoid:WaitForChild("Animator"):LoadAnimation(IdleAnim)
Resting = false
Humanoid.AutoRotate = true
HumanoidRootPart.Anchored = false
RestingAnim:Stop()
RestingAnim:Destroy()
local IdleAnimation = Humanoid:WaitForChild("Animator"):LoadAnimation(IdleAnim)
IdleAnimation:Play()
else return end
end
end)
sorry copy the script again i made some changes
I haven’t tried and sadly I am not using AnimationID’s for a reason if you mean the resting ID then sure but if it comes to other idles then I can’t cause its gonna mess up lots of stuff
use the default idle animation not any others
Hold up is this a server script? If so it will totally bug out if another player comes and tries to sit.
as I sent a picture this is Server Script inside of the prox inside of model inside of a workspace so yes
i guess you can say that
how so? the script applies changes depending on the player who triggered the prompt
that is true
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You have one variable for the entire script called resting. If one player rests the value will be true
im gonna test that
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have you already tried this code?
you are right, what should I do then cause I tried using a local script but proximityprompt didnt work with local scripts
No I mean if you only have one variable shared for all players it’s gonna cause interference. Each player should have their own resting variable.
Are you suggesting I put the resting variable inside of the function?
That wouldn’t work either. You should put a dictionary with all player data, and might as well keep the resting value in that.
You gave me a idea what if i make a resting variable inside of the alive data. Alive data is a folder with each players name that has like mana and other stuff in it that resets everytime u die or leave the game
It does, LocalScripts don’t work in workspace. They work in:
- ReplicatedFirst
- StarterCharacterScripts
- StarterPlayerScripts
I somehow never knew that, thanks for telling me don’t they also work in startergui? And there are gonna be more than 1 campfire so I guess I cant use any of those 3