Client sided dummies animations issue

With dummies you cant just do it with a default roblox script, I believe its only for players, if you want it to have a run animation then just create a local script and paste this inside:

local humanoid = script.Parent.Humanoid

local RunAnimation = humanoid:LoadAnimation(your animation)

humanoid.Running:Connect(function(speed)

if speed > 0 then

RunAnimation:Play()
else

RunAnimation:Stop()
end
end)
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Yeah but why, with the same exact script. The one is working and the other one isn’t? It just doesn’t make any sense. It’s the same model, same animation ids, same scripts!

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It’s probably just made for players, I don’t really know.

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Hey! I’ve grabbed your model and just added a script that constantly makes him move and jump.
The animations correctly worked for me. Can you try to publish the game and test it in the Roblox itself?

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Yeah of course, give me a second!

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In the mean time can you send the dummy with the script that constantly makes it jump, so I can test it in my game as well?

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Sadly, same thing is happening again

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The script to move dummy is below:


local Character = script.Parent
local Humanoid = Character:WaitForChild("Humanoid")

while task.wait(2) do
	Humanoid:Move(Vector3.new(0, 0, -2), false)
	
	task.wait(1)
	Humanoid:Move(Vector3.new(0, 0, 0), false)
	
	Humanoid.Jump = true
	
	repeat
		task.wait()
	until Humanoid.FloorMaterial == Enum.Material.Concrete
	
	Humanoid:Move(Vector3.new(0, 0, 2), false)
	
	task.wait(1)
	Humanoid:Move(Vector3.new(0, 0, 0), false)
end

Can you send me the place file?

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Yeah well the problem is, that the dummy that I add in studio, animates. The one created by the client itself does not animate so if you use the same dummy and create it from the client side, will it work or not?

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Oh, is it client side? You must use localscripts to animate client side.
Because server-side scripts cannot see client-side

So on you must use RemoteEvents to fire event from client and create a dummy from the server.
For sure if you do that everyone will be able to see the dummy, do you want it to be?

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What I was trying to achieve was to create a client sided dummy to optimize everything. Basically the server controls where the dummy goes and other things but the dummy’s model itself is in the client, every client and it moves there, not in the server, in the server I only have 1 part, SMover (ServerMover) which tells the client dummy where to go.

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I have succeeded in making them client sided, moving them and everything, the only problem is this, the animations

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Because default Roblox animator is a server-side script. Can you try making it localscript.
For sure that will block anything like ServerStorage

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What you are suggesting is to create them in the server and change their animate script to a client script, or to keep them as is and change their animate script to a client script?

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Keep them as is and change their animate script to a client script.

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Sadly it doesn’t seem to be working

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OK, can you send me the file of place. Maybe I can arrange it.
Also what is the purpose of game. Do you want to make clones follow the player?

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I pmed you the file because I don’t feel very comfortable sharing it here

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That is not a problem. I understand you.

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I actually put an part called Mover and it worked. Now I have to solve this animation thing.

So on to my guess. You are setting the module to _G so it will be accessible from everywhere. As I know if you call the module in a localscript then it will treated like a localscript. So we will also treat it like a localscript.

Hey? You did say that the Default2 in the workspace was working right? Because it is not in mine.

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