I am experiencing issues with animations The animations seem to not be playing like they are meant to For example:
but this is how its meant to look like
I am experiencing issues with animations The animations seem to not be playing like they are meant to For example:
Any overlaying animations? I use FMK too and I am not experiencing this issue.
what animation type do you set your equip animation to ??
Action.
Not animation wise but is there a way I can make it so that the player moves forward when attacking.
What do you mean move forward?
Btw thx turns out its because i set the animation to movement. I set it to action and its working well
Quick question which is using better motor6 for animations or not using it ? And if I don’t use it will I be able to animate the handle ?
Motor6ds is what makes the tool handle animatable.
What melee kit version do you use ?
V1.2.3
i was using the latest version but when i add weapon tags it stops working
I don’t really mess with weapon tags. I just use default settings with my own edited versions.
local Tool = script.Parent
Module = {
TOOL_VERSION = ("v1.2.3");
MainSettings = {
["MainAnimationTable"] = {
{ID = "rbxassetid://", Type = "Equip", Speed = 2};
{ID = "rbxassetid://", Type = "Idle", Speed = 0.5};
};
["MainSoundsTable"] = {
{ID = "rbxassetid://3431749479", Type = "WeaponTakeDamage", Speed = {1}, Volume = 1};
};
-- MainSounds [ WeaponTakeDamage, WeaponBreak, AttackBlockStart, AttackBlockLoop, AttackBlockEnd, AttackBlockImpact ]
-- The EquipSound is in the Handle. You can add an IdleSound to the weapon by insertting a new sound called "IdleSound" in the handle.
--======--
WeaponTags = {
["EquipAttackDelay"] = (0.9); -- The delay for attacking when you equip the weapon.
-- lol good luck
}
};
VisualSettings = {
["EnableChargeBar"] = true;
["VisibleTrail"] = true;
["VisibleDamageTag"] = true;
};
Abilities = { -- You can grab abilities to put from the AbilityModule. Make sure to use the ability's name!
-- "Test",
};
};
return Module
then what will you do if you want a to block or make a chainsaw melee
Here are the settings for chainsaw.
WeaponTags = {
["ChainsawAttack"] = true; -- When set to true, the sword will attack in a chainsaw-like manner. Hold / release to attack!
["ChainsawAttackBeginDelay"] = (3); -- The delay before the chainsaw starts dealing damage. Must be included with ChainsawAttack.
["WeaponWalkspeedChange"] = (7); -- Walkspeed of player when weapon is held.
["ChainsawTargetAttackCooldown"] = (0.1); -- How long until you can hit the same target again. Must be included with ChainsawAttack
}
Once I add a weapon tag of any sort my melee stops attacking
What do you mean by not attacking? Also I’m sure you can find a pre-built FMK Chainsaw in the toolbox, heck it probably even has all the settings and the manual itself.
Also do you have these settings in the 1
ModuleScript?
["AnimationTable"] = {
{ID = ("rbxassetid://"), speed = {1}, animationType = "ChainsawLoop", hitboxTimes={0, 1.1}},
{ID = ("rbxassetid://"), speed = {1}, animationType = "ChainsawEnd", hitboxTimes={0, 1.1}},
{ID = ("rbxassetid://"), speed = {1}, animationType = "ChainsawStart", hitboxTimes={0, 1.1}},
{ID = ("rbxassetid://"), speed = {1.75}, animationType = "Charging", hitboxTimes={0, 0.5}},
{ID = ("rbxassetid://"), speed = {5}, animationType = "MaxCharging", hitboxTimes={0, 0.5}},
};
["SoundsTable"] = {
{soundID = "rbxassetid://3352260042", pitch = {1}, volume = {2}, timeposition = {0.3}, delaysound = {0}, soundType = "ChainsawLoop"},
{soundID = "rbxassetid://9113765101", pitch = {0.9}, volume = {2}, timeposition = {0}, delaysound = {0}, soundType = "ChainsawStart"},
{soundID = "rbxassetid://9113765101", pitch = {0.9}, volume = {2}, timeposition = {0}, delaysound = {0}, soundType = "Equip"},
{soundID = "rbxassetid://9113765101", pitch = {1.3}, volume = {2}, timeposition = {0}, delaysound = {0}, soundType = "ChainsawEnd"},
{soundID = "rbxassetid://4529474217", pitch = {0.8}, volume = {3}, timeposition = {0}, delaysound = {0}, soundType = "ImpactSound"},
};
As in my sword does not do damage neither does it swing
No i dont have those settings this is how it looks
local Tool = script.Parent
Module = {
TOOL_VERSION = ("v1.2.3");
MainSettings = {
["MainAnimationTable"] = {
{ID = "rbxassetid://94160581", Type = "Equip", Speed = 1.75};
{ID = "rbxassetid://94108418", Type = "Idle", Speed = 1.25};
};
["MainSoundsTable"] = {
-- {ID = "rbxassetid:// ID HERE ", Type = "LOOK IN ARRAY BELOW", Speed = {MIN, MAX}, Volume = {MIN, MAX}};
};
-- MainSounds [ WeaponTakeDamage, WeaponBreak, AttackBlockStart, AttackBlockLoop, AttackBlockEnd, AttackBlockImpact ]
-- The EquipSound is in the Handle. You can add an IdleSound to the weapon by insertting a new sound called "IdleSound" in the handle.
--======--
WeaponTags = {
-- lol good luck
}
};
VisualSettings = {
["EnableChargeBar"] = true;
["VisibleTrail"] = true;
["VisibleDamageTag"] = true;
};
Abilities = { -- You can grab abilities to put from the AbilityModule. Make sure to use the ability's name!
-- "Test",
};
};
return Module