Not yet, but soon, max it can do is convexhulls on meshparts, I suggest you to put colliders on said unions to work arround the issue.
Chickynoid seems to be a great way to manage player movement, but what about fast paced games?
When character can teleport, dash, wall run and other stuff that makes it hard to handle
If theyâre implemented correctly, fast paced player movement is what chickynoid does best
Can I change the CollisionSize for each player?
Not without updating the collision module to support variable sized queries. Itâs not a big job, but not default supported.
Can someone explain how are characters keep getting duplicated on the client when I set my custom character?
I lost
Does anyone knows a way to get player collisions?, In my game the hit registration feels horrible because players collide into each other causing hit regs to just miss them, and also its annoying fighting people and having them just walk through you.
I am aware that if player collisions were turned un running into people would cause rollbacks because the positions of other players are delayed, so if the clientâs simulation just resolves the collision against a player, the server wont agree because that player was not there. As far as I know client prediction isnât a thing in chickynoid so this is probably what would happen.
I donât mind having these rollbacks as they would be 10 times better than having people clip through you.
I modified the MoveTypeWalk script to play 4 directional animations!
if anyone wants to do this, just use this logic on the part where the walk anim is played and change it to this:
â Play animation according to direction the player is facing and wish direction
-- Convert data to CFrame
local AngleCFrame = CFrame.fromEulerAngles(0, self.state.angle + math.rad(180), 0)
local WishDirCFrame = CFrame.fromEulerAngles(0,MathUtils:PlayerVecToAngle(wishDir) + math.rad(180),0)
-- Get dot products
local LookDotProduct = AngleCFrame.LookVector:Dot(WishDirCFrame.LookVector)
local RightDotProduct = AngleCFrame.RightVector:Dot(WishDirCFrame.LookVector)
-- Pick Animation
if LookDotProduct > 0.5 then
self.characterData:PlayAnimation(Enums.Anims.FrontWalk, Enums.AnimChannel.Channel0, false)
elseif RightDotProduct > 0.5 then
self.characterData:PlayAnimation(Enums.Anims.RightWalk, Enums.AnimChannel.Channel0, false)
elseif RightDotProduct < -0.5 then
self.characterData:PlayAnimation(Enums.Anims.LeftWalk, Enums.AnimChannel.Channel0, false)
elseif LookDotProduct < -0.5 then
self.characterData:PlayAnimation(Enums.Anims.BackWalk, Enums.AnimChannel.Channel0, false)
end
Obviously make sure to load these anims first and also write the Enums for the anims into the Enums module.
Check if hitboxes intersect, if so apply velocity in the opposite direction like how boids are separated, I used this for bots so I just updated their move command accordingly instead.
Hey, can someone tell me what should I do regarding this error?
: While I am trying to export chicynoid to my own place, there are two errors that occur:
I tried fixing them but I didnât have enough time. Has anyone encountered a similar issue or has a solution to it?> Thanks in advance
@MrChickenRocket , it looks like the demo scene isnât working anymore. Could you take a look please?
Iâll get on that this weekend still traveling Atm
All done, version online now loads again.
It seems that the animate script on the visual humanoid doesnât load mood animations properly? It loads the default mood regardless of which one is set.
Awesome resource, and Iâm really glad this exists! Iâve been thinking about implementing rollback since 2020, but so many devforum threads thought it to be âimpossibleâ. Boy you proved em wrong. On another note, do you think you could provide some more in depth tutorials on how to implement this into a game? Iâve been developing a 3d platform fighter for 2 years now and Iâve been really wanting a robust character replication system. For the past few months Iâve been using Robloxâs Beta Character Physics Controller (which is great), but still relies on delay based netcode (and is really buggy when switching the network owner). I really would like to use this system, but obviously itâs completely incompatible with Roblox Physics forces. Perhaps a more in depth documentation would help me achieve my goals and make implementation just a tad bit easier.
After finally understanding kinda how characterData works, I set a new dataType as vector3 for characterData which includes cmd.fa and set this data to be lerped via chickynoidâs lerp functions.
And now I just read this data on CharacterModel:Think() to make head movement!!!, ill probably publish this code to the Inmerse mod i did so people can implement it themselves.
Painfully difficult to change the standard character model when using the wally package, due to the rig being checked into the package. The override for :GetCharacterModel doesnât work either, as the CharacterModel class has not been updated to support this. Makes the wally package unusable for any custom rojo project.
hey Iâm having an issue with chickynoid,
I have an empty baseplate on which I have copied all the scripts and parts necessary for chickynoid to run. But when I playtest on that game for some reason roblox still spawns their own character, so I end up with the chickynoid charater, which is the one that I control, plus the roblox R15 character which stays idle on the spawn point and I cant really understand why, so if anyone can help me it would be great.
screenshot of the issue:
and also it seems that the ui gets doubled for some reason.
thank you in advance, and sorry for the essay
Iâll not sure but I think you have to disable character auto load
yeah youâre right, I was looking at the wrong property mb
edit: this also fixed the ui duplication problem