Hello everyone! im sorry if this sounds a little dumb, But how do i make my script has 2 damage animations instead of one and randomizes them? here is my script
local Humanoid = script.Parent.Humanoid
local Anim = Instance.new('Animation')
Anim.AnimationId = 'rbxassetid://9061440582'
repeat wait() until Humanoid:IsDescendantOf(workspace)
local AnimationTrack = Humanoid:LoadAnimation(Anim)
AnimationTrack.Priority = Enum.AnimationPriority.Action
local LastKnownHealth
game:GetService('RunService').RenderStepped:Connect(function()
if LastKnownHealth then
if LastKnownHealth > Humanoid.Health then
print('Damaged')
AnimationTrack:Play()
end
end
LastKnownHealth = Humanoid.Health
end)
Im sorry again if this sounds dumb but im kinda new to scripting.
local animation = instance.new(“Animation”)
local Animations = {
[1] = —your animation id
[2] = — your animation id
}
local RandomAnimationID = Animations[math.random(1#RandomAnimationID)]
animation.AnimationId = RandomAnimationID
This script uses a Table which will have your animation ids. Then, it will choose a random one. After that, it will insert the Id into the animation so then you have a random id
local Humanoid = script.Parent.Humanoid
local RandomAnims = {"rbxassetid://9061440582","rbxassetid://youranimidhere"}
local Anim = Instance.new('Animation')
repeat wait() until Humanoid:IsDescendantOf(workspace)
local RandomAnimId = RandomAnims[math.random(1,#RandomAnims)]
Anim.AnimationId = RandomAnimId
local AnimationTrack = Humanoid:LoadAnimation(Anim)
local LastKnownHealth
game:GetService('RunService').RenderStepped:Connect(function()
if LastKnownHealth then
if LastKnownHealth > Humanoid.Health then
print('Damaged')
AnimationTrack:Play()
end
end
LastKnownHealth = Humanoid.Health
end)
local Humanoid = script.Parent.Humanoid
local Anim = Instance.new('Animation')
Anim.AnimationId = 'rbxassetid://9061440582'
local Anim2 = Instance.new('Animation')
Anim2.AnimationId = 'rbxassetid://secondid'
repeat wait() until Humanoid:IsDescendantOf(workspace)
local AnimationTracks = {
Humanoid:LoadAnimation(Anim),
Humanoid:LoadAnimation(Anim2)
}
for _, anim in pairs(AnimationTracks) do
anim.Priority = Enum.AnimationPriority.Action
end
local LastKnownHealth
game:GetService('RunService').RenderStepped:Connect(function()
if LastKnownHealth then
if LastKnownHealth > Humanoid.Health then
print('Damaged')
AnimationTracks[math.random(1, 2)]:Play()
end
end
LastKnownHealth = Humanoid.Health
end)