hello everyone,
i’m currently trying to make a kill system where it would play a finisher
there’s a killer and a survivor
however, is there a way to make the animation not move around the player and make them sit in place?
hello everyone,
i’m currently trying to make a kill system where it would play a finisher
there’s a killer and a survivor
however, is there a way to make the animation not move around the player and make them sit in place?
Anchoring the humanoid root part of the player during the animation would keep the player still, hopefully this helps!
I created a resource. That has some code you may be able to use to make the scale the cframe of the animation be 0,0,0 while maintaining the rotations.
Basically, you get your anim saves, and scale the cframe position of the animations down to your desired point.
thank you very much
and also thank you to Magus for the source, i’ll check that out
After looking at your video, I think the best way to do it would be to disable collisions with the player and the humanoid npcs.
local PhysicsService = game:GetService("PhysicsService")
-- Function to set the collision group for a BasePart and its descendants
local function SetCollisionGroupForDescendants(basePart, collisionGroupName)
if basePart:IsA("BasePart") then
basePart.CollisionGroup = collisionGroupName
basePart.CollisionGroupId=1
end
for _, descendant in ipairs(basePart:GetDescendants()) do
if descendant:IsA("BasePart") then
--PhysicsService:SetPartCollisionGroup(descendant, collisionGroupName)
descendant.CollisionGroup = collisionGroupName
descendant.CollisionGroupId=1
end
end
end
-- Function to apply the collision group setting to an array of BaseParts
local function setcollissionsofdirectory2(array, collisionGroupName)
for _, basePart in ipairs(array) do
SetCollisionGroupForDescendants(basePart, collisionGroupName)
end
end
-- Arrays of objects
-- Applying the same collision group "NoCollidePlayer" to all arrays
local PhysicsService = game:GetService("PhysicsService")
local collisionGroupName = "NoCollidePlayer"
local npcs = game.ServerStorage.NeutralNPCs:GetDescendants()
setcollissionsofdirectory2(npcs, collisionGroupName)
PhysicsService:CollisionGroupSetCollidable(collisionGroupName, collisionGroupName, false)
npcs = nil
Additionally, when tagging another rig if you want it to not affect the physics of the rig holding the other npc. You would make all the parts massless, Humanoid.AutoRotate=false and possibly even Humanoid.EvaluateStateMachine=false. doing that will allow you to hold another npc like a accessory when welded
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