I’m trying to make it so that the walk/idle animation changes depending on how much health the player has. I tried just detecting if the players health changed and manually changing the animation ID, which worked fine, on the client, but decided to completely break on the server and look like it was competing with the old Roblox animation IDs which makes no sense but I can’t seem to find a way to fix that so whatever
since i don’t quite understand the whole default rbx script, i just deleted/disabled that stuff
yea i just removed the entire animation system (the animation scripts inside your char when you load in-game)
and made my own animations walking, running, but takes alot of complex conditions, you will need to script each action (local script), but you will notice that this will make it even easier to manipulate ( not saying that roblox default animation script is bad )
and if you want do do some risky action, shooting some fire ball or whatever, send some
remote function to the server, if accepted then just do the visuals on the client,
( since remote functions will hold (local script) until the server tells they can proceed
–useful if your local script function is big, but you don’t want the player to spawn some stuff while the server is reading the info passed
like this:
local function GrabItem()
RemoteFunction_Name:InvokeServer()
--creating pick up effects, but we will wait the server first
end
end
btw using normal remote events, he will just send the info to the server and will
continue running the local script, and this is bad if you don’t want this to happen