Ciao, I’m trying to create a cutscene which will make the ‘LandLord’ walk to a certain point, then start a dialogue.
There’s a problem tho, the LandLord ain’t walking at all.
It will wait a few second while the animation ‘Walk’ plays, then teletrasport the player to the place he should have walked to.
Local Script
wait(1)
--LandLord
local LandLord = Metro.Landlord
local HumanoidRootPart = LandLord:WaitForChild("HumanoidRootPart")
local Humanoid = LandLord:WaitForChild("Humanoid")
--Animazioni
local Walk = Humanoid:LoadAnimation(LandLord.Animazioni.Walk)
local Idle = Humanoid:LoadAnimation(LandLord.Animazioni.Idle)
Idle:Play()
--Cammina
Humanoid:MoveTo(Metro.TP:FindFirstChild("3").CFrame.Position)
Walk:Play()
Humanoid.MoveToFinished:Wait()
Walk:Stop()
--Convo
wait(20)
You could try cloning the Landlord on the Server, then sending it to all clients excpet the player who needs to see the Landlord and on the client, the Landlord will be destroyed locally
This is just a scramble but you might wanna look into it:
local landlord = workspace.landlord
local destroyLocally = game.ReplicatedStorage:WaitForChild("DestroyLocally")
local moveLandlord = game.ReplicatedStorage:WaitForChild("MoveLandlord")
moveLandlord.OnServerEvent:Connect(function(player)
local clientLL = landlord:Clone()
local players = game:GetService("Players"):GetPlayers()
table.remove(players,player)
for i,plr in pairs(players) do
destroyLocally:FireClient(plr,clientLL)
end
--move script for clientLL
end)
I think there is still a better way to do this and you should maybe not rely on humanoids at all.