In-Game Emotes Menu

Will developers be able to upload other items like emotes and avatar packages onto the catalogue?

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Eventually they plan for UGC to be across all mediums; however it is stated character bundles, faces, and animations (emotes would be under an umbrella of ā€˜animationsā€™) are going to be among the last items to be implement in UGC as they have things they need to do under the hood before they feel comfortable letting the public use them.

Soā€¦ yes, but not for a while. It is the last bullet point on their roadmap.

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Using humanoid:PlayEmote(ā€œWaveā€) on an emote the player owns causes the client calling it to immediately crash with the ā€œROBLOX has encountered an error.ā€ message. (If the player doesnā€™t own it then the script will error with a message about the emote isnā€™t found which I assume is proper/intended behaviour.) Just letting yā€™all know because I havenā€™t seen any other replies mentioning this.

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Can you provide a link to the game? You can DM me if you donā€™t want to share it in this thread.

A possible reason that this would be shown is that your game may do something which prevents the emotes from being loaded, do you have custom character loading or modify a characters HumanoidDescription in some way?

Can you provide more information about how to reproduce this issue? I canā€™t reproduce this. This API is used in the in-game chat for playing Emotes and that seems to be working correctly.

Is there a specific emote it happens for? Is there any specific setup required?

I just donā€™t understand why you need to SCRIPT the option to disable emotes. Why canā€™t it just be an option you can easily do?
Please correct me if it is not possible to make it an option in studio.

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It would be confusing to anyone who does not know or understand how to disable it. Please just give people an option you can click on to enable/disable this.

Itā€™s one simple line of script:

game.StarterGui:SetCoreGuiEnabled(Enum.CoreGuiType.All, false)

Itā€™s like that for everything. (inventory,chat) They didnā€™t just make the scripting opinion just for the elites, itā€™s been there forever.

I made a testing game here: Empty Place Script Testing - Roblox
The script I used is very simple, if any player says ā€œdo [EmoteName]ā€ then itā€™ll attempt to play that emote name on the humanoid. If there is an error it will print in the dev console. I made a recording of this issue here: 2019-08-21_13-19-10.mp4 - Google Drive where I show the error/print that occurs if you attempt to play something that doesnā€™t exist or that the player doesnā€™t own followed by attempting to play one the player does own (I use the ā€œTā€ animation in this example) which immediately causes the client to freeze and give an error has occurred popup.

Script that attempts to play the chatted animation name: (Located in a LocalScript inside of StarterPlayerScripts)

local LocalPlayer = game:GetService("Players").LocalPlayer

local function PlayEmote(Emote)
	if LocalPlayer.Character then
		if LocalPlayer.Character.Humanoid then
			local suc,err = pcall(function() LocalPlayer.Character.Humanoid:PlayEmote(Emote) end)
			if not suc then print("Failed to play",Emote,"due to:",err) end
		end
	end
end

local function HandleChat(Msg)
	if string.sub(string.lower(Msg),1,3) == "do " then
		PlayEmote(string.sub(Msg,4))
	end
end

local function NewPlayer(Plr)
	Plr.Chatted:Connect(HandleChat)
end

game:GetService("Players").PlayerAdded:Connect(NewPlayer)
do for _,Plr in pairs(game:GetService("Players"):GetPlayers()) do spawn(function() NewPlayer(Plr) end) end end
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Seriously? Paid emotes? a lot of developers make a living out of in-game emotes, and now not even that can be reliably done. I understand that you can disable emotes, but then players will feel less attracted to that game as they cannot use their newly bought emotes.

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Still, what about the people who do not know anything about this?

Developers could allow players to use their own emotes, but then have them pay to use in-game emotes provided by them.

IMO the more tools roblox can provide developers, the better. This system saves new developers from the hassle of implementing an emotes system themself.

3 Likes

Thatā€™s not a bad idea butā€¦ You could put some basic emotes like /e dance /e wave, etcā€¦ Also, Iā€™m not agreeing to charge people for emotesā€¦ (please donā€™t copy Fortnite too)

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There is an /e wave in the catalog, and doing /e dance works half the time (the other half for me it says I do not have the emote)

Charging people for emotes would set a precedent for when UGC for emotes rolls out, and deleopers would want to earn money from their animations.

Yah think they should remove paid emotes removes some needs of animation, if roblox keeps on realsing newer emotes animation will get more useless

Optional or not, this is really going to hurt developers in the long run. Animation is such a key feature in games, ESPECIALLY emotes ā€” I get the concept of it all and whatnot, but itā€™s really going to change the perception of how the community treats emotes as a whole.

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To be honest I kinda liked the idea of emotes but after seeing the emotes so far I would probably say meh. Iā€™m not saying they are bad itā€™s just that I donā€™t really have any reason why spend over 100 robux on a t pose emote and some of the emotes are a bit expensive. I would recommend lowering some of those emotes prices a bit, they arenā€™t like hats or limited that can get really expensive but has I guess some sort of value attached to it.
It my opinion I understand that some people might disagree with my opinion.

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I think that the menu should only have the emotes available with /e
and developers can add their own emotes to the wheel.
that way it just makes emotes more convenient than /e whatever

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Will custom emotes be considered?

I have a set of animations for my roleplay game but I can only use catalog emotes in the Rohlox emote menu. I will have to use a custom emote menu if custom emotes arent supported.

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Thereā€™s ways to disable them you know.