I see your connecting remote events inside of CharacterAdded. This is a terrible idea, as everytime the player respawns, it will be connected again. It also doesn’t check if the player calling the remote. You need to either move it out of PlayerAdded, or check if the caller is the player you want, and you’ll have to disconnect old connections when unused.
I think a good approach would be, not changing the position of the character during the animation, the animation should keep the player in the origin position, and perform the movement of the character using a MoverConstraint or BodyMover, as you stated.
The animation of @DanielosthebestYTAlt , seems like a dash, then the dash should be done by scripts, and the animation should not change the LowerTorso position
Yes, It’s meant to be a sliding tackle.
You do the sliding animation, tackle the player and continue walking right after
Yup, I think you should edit the animation, and do not change the position of the player, just the sliding tackle animation at the origin point of the character. Then by scripts you should apply the “dash”, in that way the animation plays, the character actually does the dash in server.
Its a soccer game, would be better to handle that sliding tackle without depending on where is the character during the animation, otherwise, it will complicate other systems (like stealing the ball when theres is contact with it during the sliding)
I apologise if I’m asking for too much, but could you maybe provide me with a script for the moving?
I’m relatively new to scripting, that’s why.
I would love to, but I never made a dash system before, I can think on a couple of approaches on how to achieve it, but I dont have that experience, so any of those ideas would be the best one and I dont know which one is.
As @NodeSupport and me think, applying the “dash” to the player probably should be done using MoverConstrains, BodyMovers (a little depracated) or another way like just CFraming
Here’s some topics on how to use them:
this question has already been answered
No, I’ve already tried that. Just froze my character, did exactly what the person did.
then add this after the other script
character.HumanoidRootPart.CFrame = character.Torso.CFrame or character.UpperTorso.CFrame
animation:Stop()
or don’t move the character in the animation and move it with body movers or cframes
You did read the other comments here? The main part is to stop my character from sliding back. I’ve also tried this too. Didn’t work.
the script will move the characters root to the torso position so when you stop the animation the character will be there
Its because the track.Length of the animation is not fully loaded, when it gets multiplied by 0.99 in that script from that solution, you should wait for the animation to be fully loaded into the animation track to get a value different than 0.
But that script just slows the animation speed, at the end of the animation. Could be useful if used with the getMarked approach I was saying, but, for a soccer game I hardly think animating the character to change its position would be a bad idea due to the other systems that should work.
I wonder if fighting games use a dash system based on the animations changing positions of the character
No, it will not. As I just told you, half of this topic is to stop the character from sliding back. If I do what you sent me, it will teleport, but it will also slide (i dont want that)
One quick question, I am using the velocity stuff now, how to cancel the default animation for walking?
Right now, it plays the walking animation when I slide over the ground while not walking, just moving.
then try doing the other thing i said, don’t move the character with the animation and move it with body movers. Because you’ll most likely have to find a different method. as node said
Alright, but I need help with something else right now, I’m using what you just said right now.
Is the same thing I was saying. But maybe would be better with MoverConstraints, cause BodyMovers are a “little deprecated”
they still work pretty good. games like parkour use it and that works just fine. An alternative would be aligned position/orientation but i can’t help with that since I’ve never really tried learning how they work
Agree! I actually hate MoverConstraints, Im used to BodyMovers, and I like them, but ppl told me many times do not still using them :v
I know I’m late, but is there any good way to teleport characters to the last frame of the animation? Yes, I know body movers exist, but with complex beatdown cinematics, you can’t use them. Here’s an example: The World Punch & Kick Barrage Animation Concept - YouTube