and then for the cancelling would i just set a newproxy?
Precisely. The function itself overwrites the old proxy, so calling it again will interrupt the last one.
would this not happen everytime i use a keybind though? if so how would i bind this to mousebutton2 and still cancel any other move
As long as CheckProxy is the same value used for other attacks, any attack can cancel any attack. You could add further conditional logic to prevent unwanted behavior, such as attacks cancelling themselves.
i did this as a test and it didnt work what did i do wrong?
client:
game.UserInputService.InputBegan:Connect(function(Input,GameProcessed)
if GameProcessed then
return
end
if Input.UserInputType == Enum.UserInputType.MouseButton1 then
game.ReplicatedStorage.RemoteEvent:FireServer("hi")
elseif Input.UserInputType == Enum.UserInputType.MouseButton2 then
game.ReplicatedStorage.RemoteEvent:FireServer("hey")
end
end)
server:
local CheckProxy = newproxy()
game.ReplicatedStorage.RemoteEvent.OnServerEvent:Connect(function(Player,strin : string)
local NewProxy = CheckProxy
if strin == "hi" then
wait(1)
if CheckProxy ~= NewProxy then
return
end
print(strin)
elseif strin == "hey" then
NewProxy = newproxy()
end
end)
for i,v in humanoid:GetPlayingAnimationTracks() do
v:Stop()
end
so just use this to stop the animations and then delete the move hitboxes
why are you using newproxy? newproxy isn’t necessary here. when the player joins just create a new value inside of them to store their current move and update it whenever they use a new move and when they’re hit just change the value and take the value in account when scripting your abilities.
@TheCraftNCreator This is not what newproxy()
should be used for and this is horrible advice. Please read what these actually do before you recommend them to other people.
@Hierophant_Bean, I would have a bool value for whether or not the player is swinging. This bool turns true when the player starts an M1. This bool turns false when the M1 prepare ends, and he swings the sword.
A better way to visualize this:
Client: Clicks and fires server to start an M1.
Server: Sees this request and sets PreparingM1
to true.
Client: Presses Right Click to cancel their M1 (feinting in deepwoken).
Server: If PreparingM1
is still true by the time the players hits M2, they will feint.
-- Server Sided Code for when the Player requests to start an M1
Remotes.Swing.OnServerEvent:Connect(function(Player)
PreparingM1 = true
CanSwing = true
end)
-- Server Sided Code for when the Player requests to cancel an M1
if PreparingM1 then
-- Feint Weapon and Cancel M1
-- Stop playing animations, don't create a hitbox etc
SwingAnimation:Stop()
CanSwing = false
end
You could use an Animation Event to determine whether or not to swing.
-- Server Sided Code
-- MAKE SURE YOUR ANIMATION HAS AN EVENT NAMED "DealDamage"!!!
-- This event should be after the player finishes preparing their swing.
-- Preferably right as they begin to swipe their sword.
SwingAnimation:GetMarkerReachedSignal("DealDamage"):Connect(function()
-- The M1 can no longer be cancelled.
PreparingM1 = false
-- Create damage dealing hitbox
end)
Example of where to place the animation event:
I’m not an animator don’t judge me
Thanks I used this for the m1 cancelling and it works perfectly
@Hierophant_Bean Your code in comment 9 does not work because you set local value “NewProxy” to a newproxy() instead of CheckProxy.
@synical4 What’s so horrible about newproxy()? I’ve seen it used as an identifier in other scripts and it doesn’t seem to have any kind of impact on preformance. Either way, even if it’s bad, you can increment a number by one for the same effect.
Anyways, there are some flaws with your methods:
- Animations played on the server cause lots of lag since it needs to replicate everything. It is a far better idea to simply send a remote event telling each client what animation to play on what character.
- Compared to my code, this system cannot be adjusted to work with other attacks.
- Animation Events are near-useless and are difficult to work with. Every time you want to adjust when the hitbox appears, you have to go into an animation editor, move the event, then publish that to roblox.
- Lastly, server-sided hitboxes are less than ideal.
he’s telling him to use newproxy because half of the people on here are professionals at trying to act smart
First of all you’re trying to help a beginner why are you telling him to use newproxy and metatables and what not just for something as basic as this? You’re just overcomplicating it for him and wasting time. Second of all quit yapping. Third of all its code to just show him what to do its almost like he’s not meant to copy and paste it like ur code no wonder why it doesn’t work well for other attacks And finally if you give someone the code and still have to go out of your way to explain after they use it then you’re clearly doing something wrong.
It appears you have failed to read the part where I mention that incrementing a number (translation: add 1 every time you need to change it) could suffice as well. newproxy() is also not being used as a metatable, it’s an identifier. It should be simple enough that even a beginner scripter such as you could understand that.
Also, the other person gave way more lines of code compared to what I gave. I showed a very basic example of how my system would work. Again, the only reason the code doesn’t work in comment 9 is because OP misassigned a variable, which can be fixed in a couple seconds.
If it’s so easy for them to mess up newproxy then why would you recommend it over just using a stringvalue to store the player’s move or literally anything else
He would’ve made the same mistake regardless. Do you even know what he did wrong?
Yes, I know. I’m helping a beginner. This solution DOES work just fine. It’s not perfect, and I’m fully aware it can be improved. I personally always do client animations. This doesn’t mean that server animations don’t work.
The logic behind cancelling an M1 that I provided can easily be expanded into other systems with a bit of intuition. I provided help code; not a full system for him to copy and paste.
Disagree strongly.
Again, I provided a simple example that is easy to understand. I wouldn’t do hitboxes this way at all. But for a beginner, this is a great place to begin.
Same reasoning for everything else above.
It provides no benefit to use newproxy() in this scenario other than for the sake of making yourself seem smarter. There’s nothing wrong with using simple code to achieve results.
Client-sided animations are very easy to do and the price of not using them can be servere.
You’d have to make a new bool for every attack, whereas with a newproxy() (or incremented number, whichever is easier for you), you only need one.
What’s a use case for animation events where they aren’t outpreformed by other methods? Maybe if you plan on having a time-slow mechanic, but that would be very complicated for a beginner progammer. task.wait() is much easier to understand, adjust, and work with.
You’re telling me that task.wait() is more complex than using an animation event? Let me compare the two:
function Attack1()
task.wait(x)
Hitbox()
end
function Attack2()
AttackAnimation:Play()
local AnimEvent
AnimEvent = AttackAnimation:GetMarkerReachedSignal("DealDamage"):Connect(function()
Hitbox()
--Sure, you could disconnect here, but what if there's multiple DealDamage events?
end)
task.wait(x) --oh wait, we end up using task.wait anyways.. shame.
AnimEvent:Disconnect()
end
I’d also like to point out none of your functions appear to disconnect, causing memory leaks.
Fair point, but if client sided hitboxes were to be used, your system could not send the RemoteEvent early (and then have the client wait based of the time it took for the event to go through) to sync up the hitboxes.
Simple code is great! Until the results needed cannot be given by adjusting the simple code, and you need to rewrite the whole system to be more adaptable anyways.
Alright alright I do realize my method was kinda trash but I honestly didn’t put a whole lot of thought into the reply before recommending a way to do it.
I do agree that client animations and hitboxes, not using animation events, and other ways besides bool variables are the better method in the end.
My reply wasn’t intended to be the end all be all of how you could accomplish an attack feinting system. There’s about a thousand different ways to do anything in this engine and I think it’s a bit silly to debate which is the best. It really just depends on the game itself, which we don’t have enough context for.
it worked the best and I already have an animation client script anyway also i’m not that much of a beginner but for whatever reason this stumped me even though it seems as if the fix wasn’t too hard
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