I have seen in several popular games that the developer has copied a player avatar into the game, animating it with a wave or something, when that player is at the Top of their leaderboard for a specific category.
I would like to replicate this functionality into my game but I have no idea where to start. I see that there are many plugins that copy a player avatar into the game, but I have no idea how to read plugins to see the code.
Can anyone please give me a quick rundown, or a quick sample, of how to copy the player avatar into the game using either the player.Name or player.UserId so that I could have this type of system? I think it is a really cool feature and would like to use it.
Typically, pluginsâ code is stored in: %localappdata%/Roblox/InstalledPlugins/<PluginID>
However, Iâve also had code stored in other places within the Roblox folder, though you should be able to find the folder with the code if you just search the pluginâs ID once youâre in %localappdata%/Roblox/
The plugin I use to import characters into games can be found here and was actually found in one of these weird folders.
Thanks. I cannot open .rbxm files in studio, even when I specifically assign the .rbxm extension to studio. I am not sure what I am doing wrong. When I click on the plugin.rbxm file after associating the extension, the Roblox Studio does come up but it doesnât load the file.
You donât need to open .rbxm files unless you made a load character script yourself.
A .rbxm file is a roblox model file. The avatar is on clientsided roblox so it will NEVER start on the server. You are moving the top 3 into the server when they become top 3 (unless you use step 2)
Thank you. As soon as the developer API comes back online for me, I will look up both of these solutions. Given my architecture, I think the solution from the server would work best since I run my leaderboard routines from the server and push to the clients.
The basic idea is that you can use Players:GetHumanoidDescriptionFromUserId(userId) to get a description of the assets a âTop Playerâ is wearing, and then Humanoid:ApplyDescription(humanoidDescription) to apply it.
EDIT: Dang somone else beat me to it, haha. I was in here when you first posted but work got busy. Donât be afraid to â@â me if you have questions on using it, I may not have all the answers but I was really hype when this API came out and familiarized myself with it.
I had the same problem in my game because me and the gameâs builder opened a submissions for your character to be featured in game as train passenger in the train map. I imported default dummy characters as the train passengers and named every dummy after the userid of the player who should appear in game in place of the dummy. Then I made a script that will loop through every single dummy and apply HumanoidDescription that was retrieved from the dummyâs name (UserID) using GetHumanoidDescriptionFromUserID(dummy.Name). And of course apply it.
I wanted to thank everyone who replied. I was really intimidated by this, but the HumanoidDescription API actually made this whole exercise a snap.
I donât suppose anyone knows how to prevent some Humanoids, I think they are the Rthro but I am not sure, from sinking halfway into the floor? I think it has something to do with the Hip Height Placement but for R15 it is always been set to 1.35 in the past.