How to make "Npc" sit

I want to ask a little bit about how to make NPCs sit

https://gyazo.com/f7b225559d4207ebb530a35d3da1907f

5 Likes

try doing this, it’s supposedly @CleverSource’s method

script in npc, just your normal animate script

local Character = script.Parent
local Humanoid = Character:WaitForChild("Humanoid")
local pose = "Standing"

local userNoUpdateOnLoopSuccess, userNoUpdateOnLoopValue = pcall(function() return UserSettings():IsUserFeatureEnabled("UserNoUpdateOnLoop") end)
local userNoUpdateOnLoop = userNoUpdateOnLoopSuccess and userNoUpdateOnLoopValue
local userAnimationSpeedDampeningSuccess, userAnimationSpeedDampeningValue = pcall(function() return UserSettings():IsUserFeatureEnabled("UserAnimationSpeedDampening") end)
local userAnimationSpeedDampening = userAnimationSpeedDampeningSuccess and userAnimationSpeedDampeningValue

local animateScriptEmoteHookFlagExists, animateScriptEmoteHookFlagEnabled = pcall(function()
	return UserSettings():IsUserFeatureEnabled("UserAnimateScriptEmoteHook")
end)
local FFlagAnimateScriptEmoteHook = animateScriptEmoteHookFlagExists and animateScriptEmoteHookFlagEnabled

local AnimationSpeedDampeningObject = script:FindFirstChild("ScaleDampeningPercent")
local HumanoidHipHeight = 2

local EMOTE_TRANSITION_TIME = 0.1

local currentAnim = ""
local currentAnimInstance = nil
local currentAnimTrack = nil
local currentAnimKeyframeHandler = nil
local currentAnimSpeed = 1.0

local runAnimTrack = nil
local runAnimKeyframeHandler = nil

local animTable = {}
local animNames = { 
	idle = 	{	
				{ id = "http://www.roblox.com/asset/?id=507766666", weight = 1 },
				{ id = "http://www.roblox.com/asset/?id=507766951", weight = 1 },
				{ id = "http://www.roblox.com/asset/?id=507766388", weight = 9 }
			},
	walk = 	{ 	
				{ id = "http://www.roblox.com/asset/?id=507777826", weight = 10 } 
			}, 
	run = 	{
				{ id = "http://www.roblox.com/asset/?id=507767714", weight = 10 } 
			}, 
	swim = 	{
				{ id = "http://www.roblox.com/asset/?id=507784897", weight = 10 } 
			}, 
	swimidle = 	{
				{ id = "http://www.roblox.com/asset/?id=507785072", weight = 10 } 
			}, 
	jump = 	{
				{ id = "http://www.roblox.com/asset/?id=507765000", weight = 10 } 
			}, 
	fall = 	{
				{ id = "http://www.roblox.com/asset/?id=507767968", weight = 10 } 
			}, 
	climb = {
				{ id = "http://www.roblox.com/asset/?id=507765644", weight = 10 } 
			}, 
	sit = 	{
				{ id = "http://www.roblox.com/asset/?id=2506281703", weight = 10 } 
			},	
	toolnone = {
				{ id = "http://www.roblox.com/asset/?id=507768375", weight = 10 } 
			},
	toolslash = {
				{ id = "http://www.roblox.com/asset/?id=522635514", weight = 10 } 
			},
	toollunge = {
				{ id = "http://www.roblox.com/asset/?id=522638767", weight = 10 } 
			},
	wave = {
				{ id = "http://www.roblox.com/asset/?id=507770239", weight = 10 } 
			},
	point = {
				{ id = "http://www.roblox.com/asset/?id=507770453", weight = 10 } 
			},
	dance = {
				{ id = "http://www.roblox.com/asset/?id=507771019", weight = 10 }, 
				{ id = "http://www.roblox.com/asset/?id=507771955", weight = 10 }, 
				{ id = "http://www.roblox.com/asset/?id=507772104", weight = 10 } 
			},
	dance2 = {
				{ id = "http://www.roblox.com/asset/?id=507776043", weight = 10 }, 
				{ id = "http://www.roblox.com/asset/?id=507776720", weight = 10 }, 
				{ id = "http://www.roblox.com/asset/?id=507776879", weight = 10 } 
			},
	dance3 = {
				{ id = "http://www.roblox.com/asset/?id=507777268", weight = 10 }, 
				{ id = "http://www.roblox.com/asset/?id=507777451", weight = 10 }, 
				{ id = "http://www.roblox.com/asset/?id=507777623", weight = 10 } 
			},
	laugh = {
				{ id = "http://www.roblox.com/asset/?id=507770818", weight = 10 } 
			},
	cheer = {
				{ id = "http://www.roblox.com/asset/?id=507770677", weight = 10 } 
			},
}

-- Existance in this list signifies that it is an emote, the value indicates if it is a looping emote
local emoteNames = { wave = false, point = false, dance = true, dance2 = true, dance3 = true, laugh = false, cheer = false}

local PreloadAnimsUserFlag = false
local PreloadedAnims = {}
local successPreloadAnim, msgPreloadAnim = pcall(function()
	PreloadAnimsUserFlag = UserSettings():IsUserFeatureEnabled("UserPreloadAnimations")
end)
if not successPreloadAnim then
	PreloadAnimsUserFlag = false
end

math.randomseed(tick())

function findExistingAnimationInSet(set, anim)
	if set == nil or anim == nil then
		return 0
	end
	
	for idx = 1, set.count, 1 do 
		if set[idx].anim.AnimationId == anim.AnimationId then
			return idx
		end
	end
	
	return 0
end

function configureAnimationSet(name, fileList)
	if (animTable[name] ~= nil) then
		for _, connection in pairs(animTable[name].connections) do
			connection:disconnect()
		end
	end
	animTable[name] = {}
	animTable[name].count = 0
	animTable[name].totalWeight = 0	
	animTable[name].connections = {}

	local allowCustomAnimations = true

	local success, msg = pcall(function() allowCustomAnimations = game:GetService("StarterPlayer").AllowCustomAnimations end)
	if not success then
		allowCustomAnimations = true
	end

	-- check for config values
	local config = script:FindFirstChild(name)
	if (allowCustomAnimations and config ~= nil) then
		table.insert(animTable[name].connections, config.ChildAdded:connect(function(child) configureAnimationSet(name, fileList) end))
		table.insert(animTable[name].connections, config.ChildRemoved:connect(function(child) configureAnimationSet(name, fileList) end))
		
		local idx = 0
		for _, childPart in pairs(config:GetChildren()) do
			if (childPart:IsA("Animation")) then
				local newWeight = 1
				local weightObject = childPart:FindFirstChild("Weight")
				if (weightObject ~= nil) then
					newWeight = weightObject.Value
				end
				animTable[name].count = animTable[name].count + 1
				idx = animTable[name].count
				animTable[name][idx] = {}
				animTable[name][idx].anim = childPart
				animTable[name][idx].weight = newWeight
				animTable[name].totalWeight = animTable[name].totalWeight + animTable[name][idx].weight
				table.insert(animTable[name].connections, childPart.Changed:connect(function(property) configureAnimationSet(name, fileList) end))
				table.insert(animTable[name].connections, childPart.ChildAdded:connect(function(property) configureAnimationSet(name, fileList) end))
				table.insert(animTable[name].connections, childPart.ChildRemoved:connect(function(property) configureAnimationSet(name, fileList) end))
			end
		end
	end
	
	-- fallback to defaults
	if (animTable[name].count <= 0) then
		for idx, anim in pairs(fileList) do
			animTable[name][idx] = {}
			animTable[name][idx].anim = Instance.new("Animation")
			animTable[name][idx].anim.Name = name
			animTable[name][idx].anim.AnimationId = anim.id
			animTable[name][idx].weight = anim.weight
			animTable[name].count = animTable[name].count + 1
			animTable[name].totalWeight = animTable[name].totalWeight + anim.weight
		end
	end
	
	-- preload anims
	if PreloadAnimsUserFlag then
		for i, animType in pairs(animTable) do
			for idx = 1, animType.count, 1 do
				if PreloadedAnims[animType[idx].anim.AnimationId] == nil then
					Humanoid:LoadAnimation(animType[idx].anim)
					PreloadedAnims[animType[idx].anim.AnimationId] = true
				end				
			end
		end
	end
end

------------------------------------------------------------------------------------------------------------

function configureAnimationSetOld(name, fileList)
	if (animTable[name] ~= nil) then
		for _, connection in pairs(animTable[name].connections) do
			connection:disconnect()
		end
	end
	animTable[name] = {}
	animTable[name].count = 0
	animTable[name].totalWeight = 0	
	animTable[name].connections = {}

	local allowCustomAnimations = true

	local success, msg = pcall(function() allowCustomAnimations = game:GetService("StarterPlayer").AllowCustomAnimations end)
	if not success then
		allowCustomAnimations = true
	end

	-- check for config values
	local config = script:FindFirstChild(name)
	if (allowCustomAnimations and config ~= nil) then
		table.insert(animTable[name].connections, config.ChildAdded:connect(function(child) configureAnimationSet(name, fileList) end))
		table.insert(animTable[name].connections, config.ChildRemoved:connect(function(child) configureAnimationSet(name, fileList) end))
		local idx = 1
		for _, childPart in pairs(config:GetChildren()) do
			if (childPart:IsA("Animation")) then
				table.insert(animTable[name].connections, childPart.Changed:connect(function(property) configureAnimationSet(name, fileList) end))
				animTable[name][idx] = {}
				animTable[name][idx].anim = childPart
				local weightObject = childPart:FindFirstChild("Weight")
				if (weightObject == nil) then
					animTable[name][idx].weight = 1
				else
					animTable[name][idx].weight = weightObject.Value
				end
				animTable[name].count = animTable[name].count + 1
				animTable[name].totalWeight = animTable[name].totalWeight + animTable[name][idx].weight
				idx = idx + 1
			end
		end
	end

	-- fallback to defaults
	if (animTable[name].count <= 0) then
		for idx, anim in pairs(fileList) do
			animTable[name][idx] = {}
			animTable[name][idx].anim = Instance.new("Animation")
			animTable[name][idx].anim.Name = name
			animTable[name][idx].anim.AnimationId = anim.id
			animTable[name][idx].weight = anim.weight
			animTable[name].count = animTable[name].count + 1
			animTable[name].totalWeight = animTable[name].totalWeight + anim.weight
			-- print(name .. " [" .. idx .. "] " .. anim.id .. " (" .. anim.weight .. ")")
		end
	end
	
	-- preload anims
	if PreloadAnimsUserFlag then
		for i, animType in pairs(animTable) do
			for idx = 1, animType.count, 1 do 
				Humanoid:LoadAnimation(animType[idx].anim)
			end
		end
	end
end

-- Setup animation objects
function scriptChildModified(child)
	local fileList = animNames[child.Name]
	if (fileList ~= nil) then
		configureAnimationSet(child.Name, fileList)
	end	
end

script.ChildAdded:connect(scriptChildModified)
script.ChildRemoved:connect(scriptChildModified)


for name, fileList in pairs(animNames) do 
	configureAnimationSet(name, fileList)
end	

-- ANIMATION

-- declarations
local toolAnim = "None"
local toolAnimTime = 0

local jumpAnimTime = 0
local jumpAnimDuration = 0.31

local toolTransitionTime = 0.1
local fallTransitionTime = 0.2

local currentlyPlayingEmote = false

-- functions

function stopAllAnimations()
	local oldAnim = currentAnim

	-- return to idle if finishing an emote
	if (emoteNames[oldAnim] ~= nil and emoteNames[oldAnim] == false) then
		oldAnim = "idle"
	end
	
	if FFlagAnimateScriptEmoteHook and currentlyPlayingEmote then
		oldAnim = "idle"
		currentlyPlayingEmote = false
	end

	currentAnim = ""
	currentAnimInstance = nil
	if (currentAnimKeyframeHandler ~= nil) then
		currentAnimKeyframeHandler:disconnect()
	end

	if (currentAnimTrack ~= nil) then
		currentAnimTrack:Stop()
		currentAnimTrack:Destroy()
		currentAnimTrack = nil
	end

	-- clean up walk if there is one
	if (runAnimKeyframeHandler ~= nil) then
		runAnimKeyframeHandler:disconnect()
	end
	
	if (runAnimTrack ~= nil) then
		runAnimTrack:Stop()
		runAnimTrack:Destroy()
		runAnimTrack = nil
	end
	
	return oldAnim
end

function getHeightScale()
	if Humanoid then
		if not Humanoid.AutomaticScalingEnabled then
			return 1
		end
		
		local scale = Humanoid.HipHeight / HumanoidHipHeight
		if userAnimationSpeedDampening then
			if AnimationSpeedDampeningObject == nil then
				AnimationSpeedDampeningObject = script:FindFirstChild("ScaleDampeningPercent")
			end
			if AnimationSpeedDampeningObject ~= nil then
				scale = 1 + (Humanoid.HipHeight - HumanoidHipHeight) * AnimationSpeedDampeningObject.Value / HumanoidHipHeight
			end
		end
		return scale
	end	
	return 1
end

local smallButNotZero = 0.0001
function setRunSpeed(speed)
	local speedScaled = speed * 1.25
	local heightScale = getHeightScale()
	local runSpeed = speedScaled / heightScale

	if runSpeed ~= currentAnimSpeed then
		if runSpeed < 0.33 then
			currentAnimTrack:AdjustWeight(1.0)		
			runAnimTrack:AdjustWeight(smallButNotZero)
		elseif runSpeed < 0.66 then
			local weight = ((runSpeed - 0.33) / 0.33)
			currentAnimTrack:AdjustWeight(1.0 - weight + smallButNotZero)
			runAnimTrack:AdjustWeight(weight + smallButNotZero)
		else
			currentAnimTrack:AdjustWeight(smallButNotZero)
			runAnimTrack:AdjustWeight(1.0)
		end
		currentAnimSpeed = runSpeed
		runAnimTrack:AdjustSpeed(runSpeed)
		currentAnimTrack:AdjustSpeed(runSpeed)
	end	
end

function setAnimationSpeed(speed)
	if currentAnim == "walk" then
			setRunSpeed(speed)
	else
		if speed ~= currentAnimSpeed then
			currentAnimSpeed = speed
			currentAnimTrack:AdjustSpeed(currentAnimSpeed)
		end
	end
end

function keyFrameReachedFunc(frameName)
	if (frameName == "End") then
		if currentAnim == "walk" then
			if userNoUpdateOnLoop == true then
				if runAnimTrack.Looped ~= true then
					runAnimTrack.TimePosition = 0.0
				end
				if currentAnimTrack.Looped ~= true then
					currentAnimTrack.TimePosition = 0.0
				end
			else
				runAnimTrack.TimePosition = 0.0
				currentAnimTrack.TimePosition = 0.0
			end
		else
			local repeatAnim = currentAnim
			-- return to idle if finishing an emote
			if (emoteNames[repeatAnim] ~= nil and emoteNames[repeatAnim] == false) then
				repeatAnim = "idle"
			end
			
			if FFlagAnimateScriptEmoteHook and currentlyPlayingEmote then
				if currentAnimTrack.Looped then
					-- Allow the emote to loop
					return
				end
				
				repeatAnim = "idle"
				currentlyPlayingEmote = false
			end
			
			local animSpeed = currentAnimSpeed
			playAnimation(repeatAnim, 0.15, Humanoid)
			setAnimationSpeed(animSpeed)
		end
	end
end

function rollAnimation(animName)
	local roll = math.random(1, animTable[animName].totalWeight) 
	local origRoll = roll
	local idx = 1
	while (roll > animTable[animName][idx].weight) do
		roll = roll - animTable[animName][idx].weight
		idx = idx + 1
	end
	return idx
end

local function switchToAnim(anim, animName, transitionTime, humanoid)
	-- switch animation		
	if (anim ~= currentAnimInstance) then
		
		if (currentAnimTrack ~= nil) then
			currentAnimTrack:Stop(transitionTime)
			currentAnimTrack:Destroy()
		end

		if (runAnimTrack ~= nil) then
			runAnimTrack:Stop(transitionTime)
			runAnimTrack:Destroy()
			if userNoUpdateOnLoop == true then
				runAnimTrack = nil
			end
		end

		currentAnimSpeed = 1.0
	
		-- load it to the humanoid; get AnimationTrack
		currentAnimTrack = humanoid:LoadAnimation(anim)
		currentAnimTrack.Priority = Enum.AnimationPriority.Core
		 
		-- play the animation
		currentAnimTrack:Play(transitionTime)
		currentAnim = animName
		currentAnimInstance = anim

		-- set up keyframe name triggers
		if (currentAnimKeyframeHandler ~= nil) then
			currentAnimKeyframeHandler:disconnect()
		end
		currentAnimKeyframeHandler = currentAnimTrack.KeyframeReached:connect(keyFrameReachedFunc)
		
		-- check to see if we need to blend a walk/run animation
		if animName == "walk" then
			local runAnimName = "run"
			local runIdx = rollAnimation(runAnimName)

			runAnimTrack = humanoid:LoadAnimation(animTable[runAnimName][runIdx].anim)
			runAnimTrack.Priority = Enum.AnimationPriority.Core
			runAnimTrack:Play(transitionTime)		
			
			if (runAnimKeyframeHandler ~= nil) then
				runAnimKeyframeHandler:disconnect()
			end
			runAnimKeyframeHandler = runAnimTrack.KeyframeReached:connect(keyFrameReachedFunc)	
		end
	end
end

function playAnimation(animName, transitionTime, humanoid) 	
	local idx = rollAnimation(animName)
	local anim = animTable[animName][idx].anim

	switchToAnim(anim, animName, transitionTime, humanoid)
	currentlyPlayingEmote = false
end

function playEmote(emoteAnim, transitionTime, humanoid)
	switchToAnim(emoteAnim, emoteAnim.Name, transitionTime, humanoid)
	currentlyPlayingEmote = true
end

-------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------

local toolAnimName = ""
local toolAnimTrack = nil
local toolAnimInstance = nil
local currentToolAnimKeyframeHandler = nil

function toolKeyFrameReachedFunc(frameName)
	if (frameName == "End") then
		playToolAnimation(toolAnimName, 0.0, Humanoid)
	end
end


function playToolAnimation(animName, transitionTime, humanoid, priority)	 		
		local idx = rollAnimation(animName)
		local anim = animTable[animName][idx].anim

		if (toolAnimInstance ~= anim) then
			
			if (toolAnimTrack ~= nil) then
				toolAnimTrack:Stop()
				toolAnimTrack:Destroy()
				transitionTime = 0
			end
					
			-- load it to the humanoid; get AnimationTrack
			toolAnimTrack = humanoid:LoadAnimation(anim)
			if priority then
				toolAnimTrack.Priority = priority
			end
			 
			-- play the animation
			toolAnimTrack:Play(transitionTime)
			toolAnimName = animName
			toolAnimInstance = anim

			currentToolAnimKeyframeHandler = toolAnimTrack.KeyframeReached:connect(toolKeyFrameReachedFunc)
		end
end

function stopToolAnimations()
	local oldAnim = toolAnimName

	if (currentToolAnimKeyframeHandler ~= nil) then
		currentToolAnimKeyframeHandler:disconnect()
	end

	toolAnimName = ""
	toolAnimInstance = nil
	if (toolAnimTrack ~= nil) then
		toolAnimTrack:Stop()
		toolAnimTrack:Destroy()
		toolAnimTrack = nil
	end

	return oldAnim
end

-------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------
-- STATE CHANGE HANDLERS

function onRunning(speed)	
	if speed > 0.75 then
		local scale = 16.0
		playAnimation("walk", 0.2, Humanoid)
		setAnimationSpeed(speed / scale)
		pose = "Running"
	else
		if emoteNames[currentAnim] == nil and not currentlyPlayingEmote then
			playAnimation("idle", 0.2, Humanoid)
			pose = "Standing"
		end
	end
end

function onDied()
	pose = "Dead"
end

function onJumping()
	playAnimation("jump", 0.1, Humanoid)
	jumpAnimTime = jumpAnimDuration
	pose = "Jumping"
end

function onClimbing(speed)
	local scale = 5.0
	playAnimation("climb", 0.1, Humanoid)
	setAnimationSpeed(speed / scale)
	pose = "Climbing"
end

function onGettingUp()
	pose = "GettingUp"
end

function onFreeFall()
	if (jumpAnimTime <= 0) then
		playAnimation("fall", fallTransitionTime, Humanoid)
	end
	pose = "FreeFall"
end

function onFallingDown()
	pose = "FallingDown"
end

function onSeated()
	pose = "Seated"
end

function onPlatformStanding()
	pose = "PlatformStanding"
end

-------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------

function onSwimming(speed)
	if speed > 1.00 then
		local scale = 10.0
		playAnimation("swim", 0.4, Humanoid)
		setAnimationSpeed(speed / scale)
		pose = "Swimming"
	else
		playAnimation("swimidle", 0.4, Humanoid)
		pose = "Standing"
	end
end

function animateTool()
	if (toolAnim == "None") then
		playToolAnimation("toolnone", toolTransitionTime, Humanoid, Enum.AnimationPriority.Idle)
		return
	end

	if (toolAnim == "Slash") then
		playToolAnimation("toolslash", 0, Humanoid, Enum.AnimationPriority.Action)
		return
	end

	if (toolAnim == "Lunge") then
		playToolAnimation("toollunge", 0, Humanoid, Enum.AnimationPriority.Action)
		return
	end
end

function getToolAnim(tool)
	for _, c in ipairs(tool:GetChildren()) do
		if c.Name == "toolanim" and c.className == "StringValue" then
			return c
		end
	end
	return nil
end

local lastTick = 0

function stepAnimate(currentTime)
	local amplitude = 1
	local frequency = 1
  	local deltaTime = currentTime - lastTick
  	lastTick = currentTime

	local climbFudge = 0
	local setAngles = false

  	if (jumpAnimTime > 0) then
  		jumpAnimTime = jumpAnimTime - deltaTime
  	end

	if (pose == "FreeFall" and jumpAnimTime <= 0) then
		playAnimation("fall", fallTransitionTime, Humanoid)
	elseif (pose == "Seated") then
		playAnimation("sit", 0.5, Humanoid)
		return
	elseif (pose == "Running") then
		playAnimation("walk", 0.2, Humanoid)
	elseif (pose == "Dead" or pose == "GettingUp" or pose == "FallingDown" or pose == "Seated" or pose == "PlatformStanding") then
		stopAllAnimations()
		amplitude = 0.1
		frequency = 1
		setAngles = true
	end

	-- Tool Animation handling
	local tool = Character:FindFirstChildOfClass("Tool")
	if tool and tool:FindFirstChild("Handle") then
		local animStringValueObject = getToolAnim(tool)

		if animStringValueObject then
			toolAnim = animStringValueObject.Value
			-- message recieved, delete StringValue
			animStringValueObject.Parent = nil
			toolAnimTime = currentTime + .3
		end

		if currentTime > toolAnimTime then
			toolAnimTime = 0
			toolAnim = "None"
		end

		animateTool()		
	else
		stopToolAnimations()
		toolAnim = "None"
		toolAnimInstance = nil
		toolAnimTime = 0
	end
end

-- connect events
Humanoid.Died:connect(onDied)
Humanoid.Running:connect(onRunning)
Humanoid.Jumping:connect(onJumping)
Humanoid.Climbing:connect(onClimbing)
Humanoid.GettingUp:connect(onGettingUp)
Humanoid.FreeFalling:connect(onFreeFall)
Humanoid.FallingDown:connect(onFallingDown)
Humanoid.Seated:connect(onSeated)
Humanoid.PlatformStanding:connect(onPlatformStanding)
Humanoid.Swimming:connect(onSwimming)

-- emote bindable hook
if FFlagAnimateScriptEmoteHook then
	script:WaitForChild("PlayEmote").OnInvoke = function(emote)
		-- Only play emotes when idling
		if pose ~= "Standing" then
			return
		end
	
		if emoteNames[emote] ~= nil then
			-- Default emotes
			playAnimation(emote, EMOTE_TRANSITION_TIME, Humanoid)
			
			return true
		elseif typeof(emote) == "Instance" and emote:IsA("Animation") then
			-- Non-default emotes
			playEmote(emote, EMOTE_TRANSITION_TIME, Humanoid)
			return true
		end
		
		-- Return false to indicate that the emote could not be played
		return false
	end
end

-- initialize to idle
playAnimation("idle", 0.1, Humanoid)
pose = "Standing"

-- loop to handle timed state transitions and tool animations
while Character.Parent ~= nil do
	local _, currentGameTime = wait(0.1)
	stepAnimate(currentGameTime)
end

script in server script service :

workspace.Seat:Sit(workspace.Dummy.Humanoid)

not taking any credit for scripts*

See this post,

4 Likes

There is a function on Seat object called Seat:Sit(humanoid). Perhaps you can utilize it.

There’s a missing animation script which can clip characters into the seats. Perhaps you should copy a player’s animation script and modify it to a NPC.

Not sure why you should overcomplicate things.

2 Likes
local function GoToChair(Dummy)
	if Rad.Seat.Taken.Value == false then
		Rad.Seat.Taken.Value = true
		destination.Taken.Value = false
		local Path1 = game:GetService'PathfindingService':FindPathAsync(Dummy.HumanoidRootPart.Position, Rad.TO.Position)
		local NextPoints = Path1:GetWaypoints()
		if Path1.Status == Enum.PathStatus.Success then
			for Q, Z in pairs(NextPoints) do
				Dummy.Humanoid:MoveTo(Z.Position)
				Dummy.Humanoid.MoveToFinished:Wait()
				
			end
		end
		NextDes = false
		Dummy.Humanoid.Sit = true
		Dummy.UpperTorso.CFrame = Rad.Seat.CFrame*CFrame.new(0,1.5,-.5)
		
	end
end)

This is my script

1 Like

There you go. Just use Rad.Seat:Sit(Dummy.Humanoid) instead of Dummy.Humanoid.Sit = true. Pretty sure it will clip the dummy into the seat… assuming that Rad.Seat is a Seat object.

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First issue is NPCs will not play any animations by default, you have to fork the default player animation script or make your own to render NPC animations on clients.

Second is making NPCs walk to seats via PathFinding or MoveTo may not be always accurate, instead you can just use PathFinding to navigate the NPC to the seat and once the root part is within a certain proximity, use the Sit function of the seat.

Example:

if (NPC.RootPart.Position - Seat.Position).Magnitude =< 10 then
    Seat:Sit(NPC.Humanoid)
end

Use this code in a loop until the NPC has sat on the seat, otherwise this will not work if you do not loop the code.

while not NPC.Humanoid.Sit do
    wait(0.1)
    if (NPC.RootPart.Position - Seat.Position).Magnitude =< 10 then
        Seat:Sit(NPC.Humanoid)
    end
end

You may also want to add a timeout since roblox physics can be unpredictable. You might be looping code only to find out that the NPC somehow ended up in a situation where it’ll never get to the seat.

There is a function in seats that you could use called :Sit(), which basically makes humanoids sit (any humanoid including npcs :wink:). It should be pretty easy to set up.

You could use an :OnTouched() event and make the NPC play an animation when touches the chair.

Hi! Could you share how you made this system?