Nope, there aren’t any wrong to the script at all neither the LocalScript. Because whenever I play the game and check my Humanoid, the LocalScript Works.
This is the server script, I’m going to leave out the unnecessary stuffs to the Forum Topic.
PLAYERS.PlayerAdded:Connect(function(plr)
plr.CharacterAdded:Connect(function(chr)
if plr:GetRankInGroup(GROUP_ID) >= 250 then
local HRP = chr:WaitForChild("HumanoidRootPart")
local HUM = chr:WaitForChild("Humanoid")
local FOOT = chr:WaitForChild("RightFoot") or chr:WaitForChild("Right Leg")
local AURAS = HAVEN:WaitForChild("HAVEN_Aura"):Clone()
local SPIN = HAVEN:WaitForChild("SpinningAura")
local SCRIPT = HAVEN:WaitForChild("Animator"):Clone()
AURAS.Parent = HRP
SCRIPT.Parent = HUM
local Spin_Center = SPIN.Anchor_Spin:Clone()
Spin_Center.Parent = chr
local MT6D_2 = Instance.new("Motor6D")
MT6D_2.MaxVelocity = 0.1
MT6D_2.Parent = HRP
MT6D_2.Part0 = HRP
MT6D_2.Part1 = Spin_Center
Spin_Center.Position= Vector3.new(0, 2, 0) + HRP.Position
local Spin_1 = SPIN.Spinning_Part1:Clone()
Spin_1.Parent = chr
local MT6D_3 = Instance.new("Motor6D")
MT6D_3.MaxVelocity = 0.1
MT6D_3.Parent = Spin_Center
MT6D_3.Part0 = Spin_Center
MT6D_3.Part1 = Spin_1
Spin_1.Position= Vector3.new(0, 5, 4) + HRP.Position
Spin_1.ToBottom.Beam.Attachment1 = AURAS.BottomAura
local Spin_2 = SPIN.Spinning_Part2:Clone()
Spin_2.Parent = chr
local MT6D_4 = Instance.new("Motor6D")
MT6D_4.MaxVelocity = 0.1
MT6D_4.Parent = Spin_Center
MT6D_4.Part0 = Spin_Center
MT6D_4.Part1 = Spin_2
Spin_2.Position= Vector3.new(0, 5, -4) + HRP.Position
Spin_2.ToBottom.Beam.Attachment1 = AURAS.BottomAura
end
end)
end)
Are you using two parts for the two particles? It could be that you have both parts welded around the player thus not allowing it to animate. I could be wrong
I’m using 3 parts, basically there’s the Spinning Part which is connected to HRP, and 2 other blocks away from each other which is connected to the Spinning Part
Yea basically as an example for a normal idle animation, if you rename Neck joint into something else, it stops annimating the head so the names need to match (and preferably be unique)
If by saving you mean to publish then yes. In your animatiion test dummy rig, rename the Motor6D joints to be unique and publish it. Then in the serverScript make sure you put the correct names in the newly created joints.
Apparently, still doesn’t work… I have the necessary stuff laid out properly already, the animation was set to Action, Renamed the Motor6D, and still doesn’t play the animation.
Alrighty, lets then take a closer look . Are you able to show the updated code with Motor names and are you able to show what the flying parts look like in the explorer? Can you also try adding a print after the Anim:Play() so we can see if it is indeed playing