I’m not sure if this is the right place to post this but I do need help. I’m having trouble with using custom made mobs for Evercyan’s Rpg kit V2. I’m pretty much making the mobs from parts (the game is gonna have a pixel art style to it) so I thought the best option other than using blender to make meshes and changing the mesh of already made roblox rigs. I would make my own. I have done everything right when it comes to making a custom rig using parts. Such as naming the parts correctly like “Left Leg, Right Arm” ect. But my problem is that after I made the custom mob. It would work as normal such as spawning, Taking damage, Dropping items. Everything works fine besides 3 things.
- The game seems to think the custom mob hasn’t actually moved from its Spawnpoint. How I can tell is that the player (me) won’t lock onto the mob unless I go near where it spawned (how this normally works is that it would just lock onto the nearest mob)
- The Custom Mob would give up the chase if it went too far from where it spawned ( the other mobs you see in the video don’t do that and will chase you until you get far enough from them) That’s how it should work.
- The custom mob wouldn’t use the animations I made for that mob. (which is why you see it have no run animation)
If you guys know how Evercyan’s kit works (V2) please lmk what I’m doing wrong when it comes to this custom mob. I’m really confused and I get no errors in the console for this. I will also post a link of the game so you can see what I’m talking about in-game
UPDATE
Dev forums won’t let me upload the video so you’ll have to go in-game to see what I’m talking about. But here’s a screenshot of inside the custom mob and the one that comes with the kit. Maybe I missed something when making the pixel one ?
Important
To test what I’m talking about above, in-game there is a mob named “normal mob” and the other named “custom mob” if you play around with both of them, you’ll be able to see the issue