The emote icon doesn’t show up not when just forking the Animate script, but when just replacing it with a ModuleScript (and yes, the ModuleScript is being required). Would this be considered a bug? Or is replacing default scripts with ModuleScripts unsupported?
Looks like I actually got it work now, needed to set both of those on the initial application when using ApplyDescription otherwise it seems to disable outright.
getting user outfits and applying to a rig
local function GetUserOutfits(player)
local success, result = pcall(function() return HttpService:GetAsync("https://avatar.rprxy.xyz/v1/users/"..tostring(player.UserId).."/outfits") or nil, true end) -- recommend using your own proxy
if success and result then
local outfitList = HttpService:JSONDecode(result)
local Humanoid = player.Character:WaitForChild("Humanoid")
local userEmotes = Humanoid.HumanoidDescription:GetEmotes()
local descEmotes = Humanoid.HumanoidDescription:GetEquippedEmotes()
if outfitList.data and outfitList.total then
for _, outfit in pairs(outfitList.data) do -- current limit is 50
local newRig = ServerStorage.Outfits.R15:Clone() -- dummy rig if you want to have a display preview of the outfit
newRig.Parent = player.Outfits
local success, result = pcall(function()
return Players:GetHumanoidDescriptionFromOutfitId(outfit.id)
end)
if success and result then
newRig.Humanoid:ApplyDescription(result)
newRig.Humanoid.HumanoidDescription:SetEmotes(userEmotes)
newRig.Humanoid.HumanoidDescription:SetEquippedEmotes(descEmotes)
newRig.Name = outfit.name
-- after that you just fetch the newRig in some other function if you want to apply to player, something like:
-- Humanoid:ApplyDescription(newRig.Humanoid:GetAppliedDescription())
end
wait() -- delay to load outfits on rig
end
end
end
end
My experience with emotes so far is that they are a bit annoying to use. I would like it if users would be able to set a shortcut for the emotes button, as I don’t like having to move my mouse all the way to the top whenever I want to use an emote.
I would also make it so that they are looped. Whenever I want to tpose on someone, I have to keep reactivating the tpose emote after the arms go down. It would be nice for it to loop until the player moves or uses another emote.
Any plans to make the UI button fit in more with the Roblox Topbar HUD? It doesn’t make sense for it to be filled in, instead of outlined.
Also I would appreciate a way to hold more Emotes, but of course I understand why it’s limited.
I do think it would be nice to have an optional keybind to set that when you hold a key it will open the menu. Maybe it could be changed/toggled in the Roblox Menu
This makes positioning icons in the topbar impossible to do correctly without checking for factors we shouldn’t have to involve, such as the player’s rig being R6.
GetCoreGuiEnabled returns whether the developer has disabled the Emotes Menu or not, it is not intended to be used for querying whether we are showing the icon in the top bar or whether the Emotes Menu is currently active.