How to do an advanced animation script?

Being honest, i dont think theres an “advanced” form like an simple script like this

local loadedAnim = humanoid.Animator:LoadAnimation(urAnim)
loadedAnim:Play()

But… I mean, in a Advanced way, is it possible?.
Without errors that they produce ?, that It cans avoid almost any type of error ?, I do not know if you are understanding me at this point, but I do not want to exaggerate so much.

You could maybe use pcall() to watch for any errors but otherwise I wouldn’t know why’d you even want to?

Probably not an specific reason at all, Just wanted to make this random thing, but didnt know how.

I don’t see a reason why you need to make the script more advanced? If you want to shorten it, maybe define Animator and make it a variable

local Animator = humanoid.Animator
local loadedAnim = Animator:LoadAnimation(urAnim)
loadedAnim:Play()

Soon, animations would pile up requiring you to add even more lines of code.
This is where tables/moduleScripts come in, you can figure that on your own.
Maybe make a function that loads and plays the animation

function playAnimation(anim)
 local loadedAnim = Animator:LoadAnimation(anim)
 loadedAnim:Play()
end

to catch/modify all animation errors, id put animations in a table and make a metatable for it. Havent used metatables much so you might wanna look whether it fits you

Over complicating things to make yourself feel better isn’t really necessary, but I can see some issues with this script and some ways you could make it more “advanced” as asked, in a way that might benefit.

local Animator = Humanoid:WaitForChild("Animator") -- prevent "not a member of" errors
while Animator:IsDescendantOf(workspace) == false do -- prevents "not descendant of game" errors
	Animator.AncestryChanged:Wait()
end
local track = Animator:LoadAnimation(Animation)
track:Play()
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