I am trying to do something like this flame grab move from Deepwoken
How do I replicate something similar?
if action == "ProjectionT" then
if player.Character:FindFirstChild("DaggersBool") and player.Character:FindFirstChild("DaggerRight") and player.Character:FindFirstChild("DaggerLeft") then
local dagger1 = player.Character:FindFirstChild("DaggerRight")
local dagger2 = player.Character:FindFirstChild("DaggerLeft")
STUN_MODULE.Stun(player.Character.Humanoid,1)
local initialhealth = player.Character.Humanoid.Health
local anim1 = MODEL_FOLDER.Anims.WroughtThurstStartupAnimation
local anim1load = player.Character.Humanoid.Animator:LoadAnimation(anim1)
anim1load:Play()
task.wait(0.3)
anim1load:Stop()
if player.Character.Humanoid.Health >= initialhealth then
player.Character.Humanoid.AutoRotate = false
--player.Character.HumanoidRootPart.CanCollide = false
local anim2 = MODEL_FOLDER.Anims.WroughtThurstAnimation
local anim2load = player.Character.Humanoid.Animator:LoadAnimation(anim2)
anim2load:Play()
dagger1.Trail.Enabled = true
dagger2.Trail.Enabled = true
dagger1.Trail2.Enabled = true
dagger2.Trail2.Enabled = true
KNOCK_BACK_MODULE:Knockback(player.Character,50000,0,.25,player.Character.HumanoidRootPart.CFrame.LookVector,200)
local params = OverlapParams.new()
params.FilterType = Enum.RaycastFilterType.Exclude
params.FilterDescendantsInstances = {player.Character}
--params.FilterDescendantsInstances = {player.Character}
local hitbox = HITBOX_MODULE.CreateHitbox()
--params.FilterDescendantsInstances = {player.Character}
hitbox.Size = Vector3.new(5,5,5)
hitbox.CFrame = player.Character.HumanoidRootPart
hitbox.Offset = CFrame.new(0,0,-3)
hitbox.OverlapParams = params
hitbox.DetectionMode = "HitOnce"
hitbox.AutoDestroy = false
--hitbox.OverlapParams = player.Character
hitbox.Visualizer = HITBOX_VISIBILITY
local Hits = {}
hitbox.Touched:Connect(function(hit, hum)
if Hits[hit.Parent.Name] then
return
end
if hit.Parent:FindFirstChild("Iframe") and hit.Parent:FindFirstChild("Stunned") then
if hit.Parent.Humanoid.Health == 0 then return end
Hits[hit.Parent.Name] = true
anim2load:Stop()
local anim3 = MODEL_FOLDER.Anims.WroughtThurstAnimationLand
local anim3load = player.Character.Humanoid.Animator:LoadAnimation(anim3)
anim3load:Play()
GIVE_XP(player)
STUN_MODULE.Stun(player.Character.Humanoid,0.5)
STUN_MODULE.Stun(hit.Parent.Humanoid,0.5)
--hit.Parent.HumanoidRootPart.CFrame = player.Character.HumanoidRootPart.CFrame * CFrame.new(0,0,-3)
KNOCK_BACK_MODULE:Knockback(player.Character,0,0,.5,player.Character.HumanoidRootPart.CFrame.LookVector,0)
KNOCK_BACK_MODULE:Knockback(hit.Parent,0,0,.5,hit.Parent.HumanoidRootPart.CFrame.LookVector,0)
local weld = Instance.new("Weld",hit.Parent.HumanoidRootPart)
weld.Part0 = hit.Parent.HumanoidRootPart
weld.Part1 = player.Character.HumanoidRootPart
weld.C0 = CFrame.new(0,0,-3)
--Motor6D.C0 = CFrame.new(0, math.rad(-4), -0)
--Motor6D.C1 = CFrame.new(0, 0, math.rad(-1.3))
weld.C1 = CFrame.Angles(math.rad(0),math.rad(180),math.rad(0))
--player.Character.HumanoidRootPart.Anchored = true
--IFRAME_MODULE:Iframe(hit.Parent,0.5)
--IFRAME_MODULE:Iframe(player.Character,0.5)
hit.Parent.Humanoid.AutoRotate = false
hit.Parent.Humanoid.PlatformStand = true
delay(0.07, function()
if weld then
weld:Destroy()
anim3load:Stop()
local sfx2 = SOUNDS_FOLDER:FindFirstChild("Sword_Hit_SFX"):Clone()
sfx2.Parent = player.Character.HumanoidRootPart
sfx2:Play()
game.Debris:AddItem(sfx2,2)
--player.Character.HumanoidRootPart.Anchored = false
hit.Parent.Humanoid.AutoRotate = true
hit.Parent.Humanoid.PlatformStand = false
DAMAGE_MODULE:Damage(hit.Parent,Daggers_ClickDamage + DamageStats/10 ,1,player)
end
end)
end
end)
hitbox:Start()
delay(0.5, function()
if hitbox then
hitbox:Destroy()
end
player.Character.Humanoid.AutoRotate = true
dagger1.Trail.Enabled = false
dagger2.Trail.Enabled = false
dagger1.Trail2.Enabled = false
dagger2.Trail2.Enabled = false
--player.Character.HumanoidRootPart.CanCollide = true
end)
end
end
end
I used my knockback module to propel myself forward, and I used it again to stop any movement.
I also used weld, knowing well that if a welded humanoid dies, the other welded one will too for some reason.
It would be great if there is an alternative to welding, but I can’t seem to think of any.
KNOCK_BACK_MODULE:Knockback(player.Character,50000,0,.25,player.Character.HumanoidRootPart.CFrame.LookVector,200)
This is my attempt, I quite dislike my current animation for the move but no idea what to go for.