You can write your topic however you want, but you need to answer these questions:
- What do you want to achieve? Keep it simple and clear!
I want to stop the inspect animation everytime I do certain actions like: shoving, charging, attacking and blocking
- What is the issue? Include screenshots / videos if possible!
I don’t know how to do it, in another place of mine I tried to add a new variable that would make you unable to inspect until you did certain actions, but if you would spam the inspect button then do other actions it would mash up together the tweens
local function animateviewmodel(what, rarm, larm)
spawn(function()
if what == "idle" then
tween(rarm, TweenInfo.new(1, Enum.EasingStyle.Back, Enum.EasingDirection.Out), {C0 = newcf(2.04, -2.859, -2.378)*makecforientation(11.783, -176.243, 139.519)}):Play()
tween(larm, TweenInfo.new(1, Enum.EasingStyle.Back, Enum.EasingDirection.Out), {C0 = newcf(-2.108, -2.35, -2.473)*makecforientation(15, 176.068, -135.791)}):Play()
-- tween(torso, TweenInfo.new(0.75, Enum.EasingStyle.Back, Enum.EasingDirection.Out), {C0 = newcf(0,0,0)*makecforientation(0, 0, 0)}):Play()
-- tween(head, TweenInfo.new(0.75, Enum.EasingStyle.Back, Enum.EasingDirection.Out), {C0 = newcf(0, 1.5, 0)*makecforientation(0, 0, 0)}):Play()
-- larm.C0 = makecframes(newcf(-1.017, -0.069, -0.757))
elseif what == "charging" then
tween(rarm, TweenInfo.new(0.4, Enum.EasingStyle.Quad, Enum.EasingDirection.InOut), {C0 = newcf(3.944, -1.015, 0.44)*makecforientation(2.977, 123.668, 83.884)}):Play()
tween(larm, TweenInfo.new(0.4, Enum.EasingStyle.Quad, Enum.EasingDirection.InOut), {C0 = newcf(-2.586, -2.207, -1.244)*makecforientation(-9.96, -124.692, -88.174)}):Play()
-- tween(torso, TweenInfo.new(0.75, Enum.EasingStyle.Quad, Enum.EasingDirection.InOut), {C0 = newcf(0,0,0)*makecforientation(0, -30, 0)}):Play()
-- tween(head, TweenInfo.new(0.75, Enum.EasingStyle.Quad, Enum.EasingDirection.InOut), {C0 = newcf(0, 1.5, 0)*makecforientation(0, 30, 0)}):Play()
elseif what == "jab" then
tween(rarm, TweenInfo.new(0.3, Enum.EasingStyle.Elastic, Enum.EasingDirection.Out), {C0 = newcf(0.885, -1.604, -2.245)*makecforientation(-7.428, 99.268, 87.406)}):Play()
tween(larm, TweenInfo.new(0.3, Enum.EasingStyle.Elastic, Enum.EasingDirection.Out), {C0 = newcf(-2.046, -4.466, -1.9)*makecforientation(15, 176.068, -135.791)}):Play()
-- tween(torso, TweenInfo.new(0.1, Enum.EasingStyle.Elastic, Enum.EasingDirection.Out), {C0 = newcf(0,0,0)*makecforientation(0, 30, 0)}):Play()
-- tween(head, TweenInfo.new(0.1, Enum.EasingStyle.Elastic, Enum.EasingDirection.Out), {C0 = newcf(0, 1.5, 0)*makecforientation(0, -30, 0)}):Play()
wait(0.3)
tween(rarm, TweenInfo.new(1, Enum.EasingStyle.Back, Enum.EasingDirection.Out), {C0 = newcf(2.04, -2.859, -2.378)*makecforientation(11.783, -176.243, 139.519)}):Play()
tween(larm, TweenInfo.new(1, Enum.EasingStyle.Back, Enum.EasingDirection.Out), {C0 = newcf(-2.108, -2.35, -2.473)*makecforientation(15, 176.068, -135.791)}):Play()
-- tween(torso, TweenInfo.new(0.75, Enum.EasingStyle.Back, Enum.EasingDirection.Out), {C0 = newcf(0,0,0)*makecforientation(0, 0, 0)}):Play()
-- tween(head, TweenInfo.new(0.75, Enum.EasingStyle.Back, Enum.EasingDirection.Out), {C0 = newcf(0, 1.5, 0)*makecforientation(0, 0, 0)}):Play()
elseif what == "hitjab" then
tween(rarm, TweenInfo.new(0.2, Enum.EasingStyle.Elastic, Enum.EasingDirection.Out), {C0 = newcf(0.885, -1.604, -2.245)*makecforientation(-7.428, 99.268, 87.406)}):Play()
tween(larm, TweenInfo.new(0.2, Enum.EasingStyle.Elastic, Enum.EasingDirection.Out), {C0 = newcf(-2.046, -4.466, -1.9)*makecforientation(15, 176.068, -135.791)}):Play()
-- tween(torso, TweenInfo.new(0.1, Enum.EasingStyle.Elastic, Enum.EasingDirection.Out), {C0 = newcf(0,0,0)*makecforientation(0, 30, 0)}):Play()
-- tween(head, TweenInfo.new(0.1, Enum.EasingStyle.Elastic, Enum.EasingDirection.Out), {C0 = newcf(0, 1.5, 0)*makecforientation(0, -30, 0)}):Play()
wait(0.19)
if not stunned then
tween(rarm, TweenInfo.new(.5, Enum.EasingStyle.Back, Enum.EasingDirection.Out), {C0 = newcf(2.04, -2.859, -2.378)*makecforientation(11.783, -176.243, 139.519)}):Play()
tween(larm, TweenInfo.new(.5, Enum.EasingStyle.Back, Enum.EasingDirection.Out), {C0 = newcf(-2.108, -2.35, -2.473)*makecforientation(15, 176.068, -135.791)}):Play()
-- tween(torso, TweenInfo.new(0.75, Enum.EasingStyle.Back, Enum.EasingDirection.Out), {C0 = newcf(0,0,0)*makecforientation(0, 0, 0)}):Play()
-- tween(head, TweenInfo.new(0.75, Enum.EasingStyle.Back, Enum.EasingDirection.Out), {C0 = newcf(0, 1.5, 0)*makecforientation(0, 0, 0)}):Play()
end
elseif what == "charge" then
tween(rarm, TweenInfo.new(0.2, Enum.EasingStyle.Quad, Enum.EasingDirection.Out), {C0 = newcf(-8.46, -2.543, -2.968)*makecforientation(-10.896, 134.908, 85.729)}):Play()
tween(larm, TweenInfo.new(0.2, Enum.EasingStyle.Quad, Enum.EasingDirection.Out), {C0 = newcf(-3.407, -3.055, -0.319)*makecforientation(-9.96, -124.692, -88.174)}):Play()
-- tween(torso, TweenInfo.new(0.25, Enum.EasingStyle.Back, Enum.EasingDirection.Out), {C0 = newcf(0,0,0)*makecforientation(0, 50, 0)}):Play()
-- tween(head, TweenInfo.new(0.25, Enum.EasingStyle.Back, Enum.EasingDirection.Out), {C0 = newcf(0, 1.5, 0)*makecforientation(0, -50, 0)}):Play()
wait(0.7)
tween(rarm, TweenInfo.new(0.9, Enum.EasingStyle.Quad, Enum.EasingDirection.InOut), {C0 = newcf(2.04, -2.859, -2.378)*makecforientation(11.783, -176.243, 139.519)}):Play()
tween(larm, TweenInfo.new(0.9, Enum.EasingStyle.Quad, Enum.EasingDirection.InOut), {C0 = newcf(-2.108, -2.35, -2.473)*makecforientation(15, 176.068, -135.791)}):Play()
-- tween(torso, TweenInfo.new(0.75, Enum.EasingStyle.Back, Enum.EasingDirection.Out), {C0 = newcf(0,0,0)*makecforientation(0, 0, 0)}):Play()
-- tween(head, TweenInfo.new(0.75, Enum.EasingStyle.Back, Enum.EasingDirection.Out), {C0 = newcf(0, 1.5, 0)*makecforientation(0, 0, 0)}):Play()
elseif what == "hitcharge" then
tween(rarm, TweenInfo.new(0.2, Enum.EasingStyle.Quad, Enum.EasingDirection.Out), {C0 = newcf(-8.46, -2.543, -2.968)*makecforientation(-10.896, 134.908, 85.729)}):Play()
tween(larm, TweenInfo.new(0.2, Enum.EasingStyle.Quad, Enum.EasingDirection.Out), {C0 = newcf(-3.407, -3.055, -0.319)*makecforientation(-9.96, -124.692, -88.174)}):Play()
-- tween(torso, TweenInfo.new(0.25, Enum.EasingStyle.Back, Enum.EasingDirection.Out), {C0 = newcf(0,0,0)*makecforientation(0, 50, 0)}):Play()
-- tween(head, TweenInfo.new(0.25, Enum.EasingStyle.Back, Enum.EasingDirection.Out), {C0 = newcf(0, 1.5, 0)*makecforientation(0, -50, 0)}):Play()
wait(0.4)
if not stunned then
tween(rarm, TweenInfo.new(0.4, Enum.EasingStyle.Quad, Enum.EasingDirection.InOut), {C0 = newcf(2.04, -2.859, -2.378)*makecforientation(11.783, -176.243, 139.519)}):Play()
tween(larm, TweenInfo.new(0.4, Enum.EasingStyle.Quad, Enum.EasingDirection.InOut), {C0 = newcf(-2.108, -2.35, -2.473)*makecforientation(15, 176.068, -135.791)}):Play()
-- tween(torso, TweenInfo.new(0.75, Enum.EasingStyle.Back, Enum.EasingDirection.Out), {C0 = newcf(0,0,0)*makecforientation(0, 0, 0)}):Play()
-- tween(head, TweenInfo.new(0.75, Enum.EasingStyle.Back, Enum.EasingDirection.Out), {C0 = newcf(0, 1.5, 0)*makecforientation(0, 0, 0)}):Play()
end
elseif what == "block" then
tween(rarm, TweenInfo.new(0.1, Enum.EasingStyle.Quad, Enum.EasingDirection.Out), {C0 = newcf(0.67, -0.597, -2)*makecforientation(2.5, -105.013, -175.944)}):Play()
tween(larm, TweenInfo.new(0.1, Enum.EasingStyle.Quad, Enum.EasingDirection.Out), {C0 = newcf(-0.67, -0.597, -2)*makecforientation(2.5, 105.366, 175.964)}):Play()
-- tween(torso, TweenInfo.new(0.1, Enum.EasingStyle.Quad, Enum.EasingDirection.Out), {C0 = newcf(0,0,0)*makecforientation(0, 0, 0)}):Play()
-- tween(head, TweenInfo.new(0.1, Enum.EasingStyle.Quad, Enum.EasingDirection.Out), {C0 = newcf(0, 1.5, 0)*makecforientation(0, 0, 0)}):Play()
elseif what == "stunned" then
wait(0.1)
tween(rarm, TweenInfo.new(0.75, Enum.EasingStyle.Quad, Enum.EasingDirection.In), {C0 = newcf(3.437, -1.032, -1.985)*makecforientation(-13.962, 131.614, 165.643)}):Play()
tween(larm, TweenInfo.new(0.75, Enum.EasingStyle.Quad, Enum.EasingDirection.In), {C0 = newcf(-3.437, -1.032, -1.985)*makecforientation(-13.962, -131.614, -165.643)}):Play()
-- tween(torso, TweenInfo.new(0.1, Enum.EasingStyle.Quad, Enum.EasingDirection.Out), {C0 = newcf(0,0,0)*makecforientation(0, 0, 0)}):Play()
-- tween(head, TweenInfo.new(0.1, Enum.EasingStyle.Quad, Enum.EasingDirection.Out), {C0 = newcf(0, 1.5, 0)*makecforientation(0, 0, 0)}):Play()
wait(0.75)
tween(rarm, TweenInfo.new(0.75, Enum.EasingStyle.Quad, Enum.EasingDirection.Out), {C0 = newcf(3.043, -3.97, -1.882)*makecforientation(-4.703, 81.715, 84.3)}):Play()
tween(larm, TweenInfo.new(0.75, Enum.EasingStyle.Quad, Enum.EasingDirection.Out), {C0 = newcf(-3.043, -3.97, -1.882)*makecforientation(-4.703, -81.715, -84.3)}):Play()
wait(0.65)
if not charging then
tween(rarm, TweenInfo.new(1, Enum.EasingStyle.Back, Enum.EasingDirection.Out), {C0 = newcf(2.04, -2.859, -2.378)*makecforientation(11.783, -176.243, 139.519)}):Play()
tween(larm, TweenInfo.new(1, Enum.EasingStyle.Back, Enum.EasingDirection.Out), {C0 = newcf(-2.108, -2.35, -2.473)*makecforientation(15, 176.068, -135.791)}):Play()
end
elseif what == "shove" then
tween(rarm, TweenInfo.new(0.05, Enum.EasingStyle.Linear, Enum.EasingDirection.Out), {C0 = newcf(1.473, -1.611, 1.062)*makecforientation(20, 90, 90)}):Play()
tween(larm, TweenInfo.new(0.05, Enum.EasingStyle.Linear, Enum.EasingDirection.Out), {C0 = newcf(-1.473, -1.611, 1.062)*makecforientation(20, -90, -90)}):Play()
-- tween(torso, TweenInfo.new(0.3, Enum.EasingStyle.Elastic, Enum.EasingDirection.Out), {C0 = newcf(0,0,0)*makecforientation(-10, 0, 0)}):Play()
-- tween(head, TweenInfo.new(0.3, Enum.EasingStyle.Elastic, Enum.EasingDirection.Out), {C0 = newcf(0, 1.483, 0.098)*makecforientation(10, 0, 0)}):Play()
wait(0.05)
tween(rarm, TweenInfo.new(0.2, Enum.EasingStyle.Elastic, Enum.EasingDirection.Out), {C0 = newcf(1.386, -1.237, -1.79)*makecforientation(-4.778, 95.348, 92.77)}):Play()
tween(larm, TweenInfo.new(0.2, Enum.EasingStyle.Elastic, Enum.EasingDirection.Out), {C0 = newcf(-1.386, -1.237, -1.79)*makecforientation(-4.778, -95.348, -92.77)}):Play()
-- tween(torso, TweenInfo.new(0.75, Enum.EasingStyle.Back, Enum.EasingDirection.Out), {C0 = newcf(0,0,0)*makecforientation(0, 0, 0)}):Play()
-- tween(head, TweenInfo.new(0.75, Enum.EasingStyle.Back, Enum.EasingDirection.Out), {C0 = newcf(0, 1.5, 0)*makecforientation(0, 0, 0)}):Play()
wait(0.2)
tween(rarm, TweenInfo.new(0.04, Enum.EasingStyle.Linear, Enum.EasingDirection.InOut), {C0 = newcf(1.221, -1.289, -1.197)*makecforientation(1.443, 75.701, 94.23)}):Play()
tween(larm, TweenInfo.new(0.04, Enum.EasingStyle.Linear, Enum.EasingDirection.InOut), {C0 = newcf(-1.221, -1.289, -1.197)*makecforientation(1.443, -75.701, -94.23)}):Play()
wait(0.04)
tween(rarm, TweenInfo.new(0.8, Enum.EasingStyle.Back, Enum.EasingDirection.InOut), {C0 = newcf(2.04, -2.859, -2.378)*makecforientation(11.783, -176.243, 139.519)}):Play()
tween(larm, TweenInfo.new(0.8, Enum.EasingStyle.Back, Enum.EasingDirection.InOut), {C0 = newcf(-2.108, -2.35, -2.473)*makecforientation(15, 176.068, -135.791)}):Play()
elseif what == "inspect" then -- how would i stop the inspect animation after doing certain actions like blocking, charging, attacking and shoving?
tween(rarm, TweenInfo.new(1, Enum.EasingStyle.Back, Enum.EasingDirection.Out), {C0 = newcf(1.375, -1.379, -2.854)*makecforientation(21.266, -111.793, -166.997)}):Play()
tween(larm, TweenInfo.new(1, Enum.EasingStyle.Back, Enum.EasingDirection.Out), {C0 = newcf(-1.418, -1.4, -2.941)*makecforientation(21.266, 111.793, 166.997)}):Play()
wait(3)
tween(rarm, TweenInfo.new(0.8, Enum.EasingStyle.Back, Enum.EasingDirection.Out), {C0 = newcf(1.375, -1.379, -2.854)*makecforientation(-13.259, 98.633, 153.264)}):Play()
tween(larm, TweenInfo.new(0.8, Enum.EasingStyle.Back, Enum.EasingDirection.Out), {C0 = newcf(-1.375, -1.379, -2.854)*makecforientation(-13.259, -98.633, -153.264)}):Play()
wait(3)
tween(rarm, TweenInfo.new(0.2, Enum.EasingStyle.Quad, Enum.EasingDirection.Out), {C0 = newcf(3.281, -1.956, -2.945)*makecforientation(19.466, -172.829, -158.449)}):Play()
tween(larm, TweenInfo.new(0.2, Enum.EasingStyle.Quad, Enum.EasingDirection.Out), {C0 = newcf(-3.281, -1.956, -2.945)*makecforientation(19.466, 172.829, 158.449)}):Play()
wait(0.3)
tween(rarm, TweenInfo.new(0.1, Enum.EasingStyle.Quad, Enum.EasingDirection.Out), {C0 = newcf(0.846, -2.132, -3.123)*makecforientation(20.812, -173.889, 156.776)}):Play()
tween(larm, TweenInfo.new(0.1, Enum.EasingStyle.Quad, Enum.EasingDirection.Out), {C0 = newcf(-1.041, -2.066, -3.094)*makecforientation(17.406, -176.157, -158.509)}):Play()
wait(0.45)
tween(rarm, TweenInfo.new(1, Enum.EasingStyle.Back, Enum.EasingDirection.Out), {C0 = newcf(2.04, -2.859, -2.378)*makecforientation(11.783, -176.243, 139.519)}):Play()
tween(larm, TweenInfo.new(1, Enum.EasingStyle.Back, Enum.EasingDirection.Out), {C0 = newcf(-2.108, -2.35, -2.473)*makecforientation(15, 176.068, -135.791)}):Play()
end
end)
end
This tool is based on the combat system from goo animal simulator which is inspired from Untitled Melee Game which is inspired from the game The Culling from steam