i had forgotten to turn on the property in starterplayer!
Not sure if itâs intended but the emote wheel seems to be permanently disabled after using ApplyDescription()
from the server on a player and setting equipped emotes via HumanoidDescription or renabling EmotesMenu doesnât seem to do anything.
Hype for emote wheel, hopefully the animations are good.
In extension to this:
The emote icon doesnât 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?
Are you only using the SetEquippedEmotes() API and not the SetEmotes() API?
Can you provide a code sample for this?
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
I think it would have been better if you implemented it in like the /e wave or /e cheer commands.
I think in the near future R15 is going to be the requirement.
R6 is already phased out and i dont see too many games with it.
You can still use the /emote
or /e
command if thatâs what you prefer.
The emote wheel is just an extension of this!
E.g. Emote Wheel â Hello
and /e hello
do the same thing.
Ah, thanks for telling me this. I didnât know about this feature!
Can we have a hot-key to open emotes soon? I need a quick way to do my T after winning fights.
They removed the key-bind after feedback, though I believe it wouldâve been better if it were made optional instead.
Is it possible to add your custom emotes that you have made by yourself into the Emote Menu?
You can read the original post for details of how to add your own emotes to your game.
If youâre referring to UGC Emotes, thatâs not a thing- but likely will be in the future. As stated at RDC:
We want to reach the point where weâre making nothing, and everythingâs made by the community.
Is there anyway I can disable this on games or add it?
Yes. The answer to your question can be found in the Original Post. I suggest reading the OP as-well as searching a topic before asking a question.
Thanks for answering my question. Iâm extremely tired but now I figured how to disable it with your help. Have an amazing day!
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 donât 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 doesnât 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 itâs 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