EMOTE SUPPORT ADDED!! (1.1)
just a couple hours ago, i was using the animate script to make new animations, and i wanted to make custom animations in which the player is crouching, and i realized that i would have to REPLACE the current animate script with a new one with completely new values, which i found to be annoying, so i decided to make this!
Animate Re-Done is a new and improved animate script that lets you have multiple animation presets, and you never have to touch the script itself!
this is how it will look when you first receive it, obviously place it into StarterCharacterScripts
(btw “Default” is R6 animations)
the “CurrentPresent” is an object value, you can set this to a preset folder outside of the game and ingame via another local script.
the “Default” folder will be the folder other presets default to if they do not have a respective animation, an example being:
the Crouching animation preset does not have the jump animation, so it will use the Default animation preset folders jump in its animation:
do you see how “idle” is in another folder? this is the weight system for if you want to have multiple animations, some with chance
it works the same as the original animate script!:
the “Weight” attribute represents how common the animation is compared to the other animations in the folder.
here is an example of how it works and how i used it!:
i hope to see your feedback on this quick project of mine, thanks!
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Update 1.1 (emote support)!
in the new link, you can now find this in the “Default” animation preset!
each of these have an attribute called “alias” which will be used to create the command for it
these commands are then created using “TextChatCommands”, this is how they will look in your game!:
also like every other system, if other animation presets do not have an “Emotes” configuration folder, it will default to the “Default” animation preset folder, to not have this just make an “Emotes” configuration folder with nothing inside of it, or remove the default one