Bassicaly i change the walk and run animation on roblox Animation script, everytime player join the server send a event with the new animation list than i make a for loop on the Animation script replacing all Animation instances with the values on the list, IDLE works, but run and walk dont replicate to server
I dont know why, the IDS arent the same, have to differents IDS for run and walk
On the animation script i changed the if to play run animation when sprint is enabled
FULL CODE:
local player = game:GetService("Players").LocalPlayer
local runService = game:GetService("RunService")
local Character = script.Parent
local Humanoid = Character:WaitForChild("Humanoid")
local HumanoidRootPart = Character:WaitForChild("HumanoidRootPart")
HumanoidRootPart.Anchored = true
local pose = "Standing"
local playerScripts = player:WaitForChild("PlayerScripts")
local changeWalkAnimation = playerScripts:WaitForChild("BindableEvents"):WaitForChild("changeWalkAnimation")
local main = playerScripts:WaitForChild("Main")
local managers = main:WaitForChild("Managers")
local mechanicsManager = require(managers:WaitForChild("MechanicsManager"))
local animationManager = require(managers:WaitForChild("AnimationManager"))
local animationList = require(managers:WaitForChild("AnimationManager"):WaitForChild("AnimationList"))
local stateManager = require(managers:WaitForChild("StateManager"))
repeat runService.Heartbeat:Wait() until #script:GetChildren() == 22 and animationList.get("walk") ~= nil and Character:FindFirstChild("Sword")
HumanoidRootPart.Anchored = true
HumanoidRootPart.Anchored = false
for i,v in pairs(animationList.getAll())do
if script:FindFirstChild(i) then
for i2,v2 in pairs(script[i]:GetChildren())do
v2.AnimationId = v
end
end
end
animationList.set("damaged","rbxassetid://5954620661")
animationManager.loadAnimation("damaged","rbxassetid://5954620661",Enum.AnimationPriority.Action,Humanoid)
animationManager.loadAnimation("lmb1",animationList.get("lmb1"),Enum.AnimationPriority.Action,Humanoid)
animationManager.loadAnimation("lmb2",animationList.get("lmb2"),Enum.AnimationPriority.Action,Humanoid)
animationManager.loadAnimation("lmb3",animationList.get("lmb3"),Enum.AnimationPriority.Action,Humanoid)
animationManager.loadAnimation("lmb4",animationList.get("lmb4"),Enum.AnimationPriority.Action,Humanoid)
animationManager.loadAnimation("defense",animationList.get("defense"),Enum.AnimationPriority.Action,Humanoid)
animationManager.loadAnimation("downed",animationList.get("downed"),Enum.AnimationPriority.Action,Humanoid)
animationManager.loadAnimation("getup",animationList.get("getup"),Enum.AnimationPriority.Action,Humanoid)
local userNoUpdateOnLoopSuccess, userNoUpdateOnLoopValue = pcall(function() return UserSettings():IsUserFeatureEnabled("UserNoUpdateOnLoop") end)
local userNoUpdateOnLoop = userNoUpdateOnLoopSuccess and userNoUpdateOnLoopValue
local animateScriptEmoteHookFlagExists, animateScriptEmoteHookFlagEnabled = pcall(function()
return UserSettings():IsUserFeatureEnabled("UserAnimateScriptEmoteHook")
end)
local FFlagAnimateScriptEmoteHook = animateScriptEmoteHookFlagExists and animateScriptEmoteHookFlagEnabled
local AnimationSpeedDampeningObject = script:FindFirstChild("ScaleDampeningPercent")
local HumanoidHipHeight = 2
local EMOTE_TRANSITION_TIME = 0.1
local currentAnim = ""
local currentAnimInstance = nil
local currentAnimTrack = nil
local currentAnimKeyframeHandler = nil
local currentAnimSpeed = 1.0
local runAnimTrack = nil
local runAnimKeyframeHandler = nil
local PreloadedAnims = {}
local animTable = {}
local animNames = {
idle = {
{ id = "http://www.roblox.com/asset/?id=507766666", weight = 1 },
{ id = "http://www.roblox.com/asset/?id=507766951", weight = 1 },
{ id = "http://www.roblox.com/asset/?id=507766388", weight = 9 }
},
walk = {
{ id = "http://www.roblox.com/asset/?id=507777826", weight = 10 }
},
run = {
{ id = "http://www.roblox.com/asset/?id=507767714", weight = 10 }
},
swim = {
{ id = "http://www.roblox.com/asset/?id=507784897", weight = 10 }
},
swimidle = {
{ id = "http://www.roblox.com/asset/?id=507785072", weight = 10 }
},
jump = {
{ id = "http://www.roblox.com/asset/?id=507765000", weight = 10 }
},
fall = {
{ id = "http://www.roblox.com/asset/?id=507767968", weight = 10 }
},
climb = {
{ id = "http://www.roblox.com/asset/?id=507765644", weight = 10 }
},
sit = {
{ id = "http://www.roblox.com/asset/?id=2506281703", weight = 10 }
},
toolnone = {
{ id = "http://www.roblox.com/asset/?id=507768375", weight = 10 }
},
toolslash = {
{ id = "http://www.roblox.com/asset/?id=522635514", weight = 10 }
},
toollunge = {
{ id = "http://www.roblox.com/asset/?id=522638767", weight = 10 }
},
wave = {
{ id = "http://www.roblox.com/asset/?id=507770239", weight = 10 }
},
point = {
{ id = "http://www.roblox.com/asset/?id=507770453", weight = 10 }
},
dance = {
{ id = "http://www.roblox.com/asset/?id=507771019", weight = 10 },
{ id = "http://www.roblox.com/asset/?id=507771955", weight = 10 },
{ id = "http://www.roblox.com/asset/?id=507772104", weight = 10 }
},
dance2 = {
{ id = "http://www.roblox.com/asset/?id=507776043", weight = 10 },
{ id = "http://www.roblox.com/asset/?id=507776720", weight = 10 },
{ id = "http://www.roblox.com/asset/?id=507776879", weight = 10 }
},
dance3 = {
{ id = "http://www.roblox.com/asset/?id=507777268", weight = 10 },
{ id = "http://www.roblox.com/asset/?id=507777451", weight = 10 },
{ id = "http://www.roblox.com/asset/?id=507777623", weight = 10 }
},
laugh = {
{ id = "http://www.roblox.com/asset/?id=507770818", weight = 10 }
},
cheer = {
{ id = "http://www.roblox.com/asset/?id=507770677", weight = 10 }
},
}
-- Existance in this list signifies that it is an emote, the value indicates if it is a looping emote
local emoteNames = { wave = false, point = false, dance = true, dance2 = true, dance3 = true, laugh = false, cheer = false}
math.randomseed(tick())
function findExistingAnimationInSet(set, anim)
if set == nil or anim == nil then
return 0
end
for idx = 1, set.count, 1 do
if set[idx].anim.AnimationId == anim.AnimationId then
return idx
end
end
return 0
end
function configureAnimationSet(name, fileList)
if (animTable[name] ~= nil) then
for _, connection in pairs(animTable[name].connections) do
connection:disconnect()
end
end
animTable[name] = {}
animTable[name].count = 0
animTable[name].totalWeight = 0
animTable[name].connections = {}
local allowCustomAnimations = true
local success, msg = pcall(function() allowCustomAnimations = game:GetService("StarterPlayer").AllowCustomAnimations end)
if not success then
allowCustomAnimations = true
end
-- check for config values
local config = script:FindFirstChild(name)
if (allowCustomAnimations and config ~= nil) then
table.insert(animTable[name].connections, config.ChildAdded:connect(function(child) configureAnimationSet(name, fileList) end))
table.insert(animTable[name].connections, config.ChildRemoved:connect(function(child) configureAnimationSet(name, fileList) end))
local idx = 0
for _, childPart in pairs(config:GetChildren()) do
if (childPart:IsA("Animation")) then
local newWeight = 1
local weightObject = childPart:FindFirstChild("Weight")
if (weightObject ~= nil) then
newWeight = weightObject.Value
end
animTable[name].count = animTable[name].count + 1
idx = animTable[name].count
animTable[name][idx] = {}
animTable[name][idx].anim = childPart
animTable[name][idx].weight = newWeight
animTable[name].totalWeight = animTable[name].totalWeight + animTable[name][idx].weight
table.insert(animTable[name].connections, childPart.Changed:connect(function(property) configureAnimationSet(name, fileList) end))
table.insert(animTable[name].connections, childPart.ChildAdded:connect(function(property) configureAnimationSet(name, fileList) end))
table.insert(animTable[name].connections, childPart.ChildRemoved:connect(function(property) configureAnimationSet(name, fileList) end))
end
end
end
-- fallback to defaults
if (animTable[name].count <= 0) then
for idx, anim in pairs(fileList) do
animTable[name][idx] = {}
animTable[name][idx].anim = Instance.new("Animation")
animTable[name][idx].anim.Name = name
animTable[name][idx].anim.AnimationId = anim.id
animTable[name][idx].weight = anim.weight
animTable[name].count = animTable[name].count + 1
animTable[name].totalWeight = animTable[name].totalWeight + anim.weight
end
end
-- preload anims
for i, animType in pairs(animTable) do
for idx = 1, animType.count, 1 do
if PreloadedAnims[animType[idx].anim.AnimationId] == nil then
Humanoid:LoadAnimation(animType[idx].anim)
PreloadedAnims[animType[idx].anim.AnimationId] = true
end
end
end
end
------------------------------------------------------------------------------------------------------------
function configureAnimationSetOld(name, fileList)
if (animTable[name] ~= nil) then
for _, connection in pairs(animTable[name].connections) do
connection:disconnect()
end
end
animTable[name] = {}
animTable[name].count = 0
animTable[name].totalWeight = 0
animTable[name].connections = {}
local allowCustomAnimations = true
local success, msg = pcall(function() allowCustomAnimations = game:GetService("StarterPlayer").AllowCustomAnimations end)
if not success then
allowCustomAnimations = true
end
-- check for config values
local config = script:FindFirstChild(name)
if (allowCustomAnimations and config ~= nil) then
table.insert(animTable[name].connections, config.ChildAdded:connect(function(child) configureAnimationSet(name, fileList) end))
table.insert(animTable[name].connections, config.ChildRemoved:connect(function(child) configureAnimationSet(name, fileList) end))
local idx = 1
for _, childPart in pairs(config:GetChildren()) do
if (childPart:IsA("Animation")) then
table.insert(animTable[name].connections, childPart.Changed:connect(function(property) configureAnimationSet(name, fileList) end))
animTable[name][idx] = {}
animTable[name][idx].anim = childPart
local weightObject = childPart:FindFirstChild("Weight")
if (weightObject == nil) then
animTable[name][idx].weight = 1
else
animTable[name][idx].weight = weightObject.Value
end
animTable[name].count = animTable[name].count + 1
animTable[name].totalWeight = animTable[name].totalWeight + animTable[name][idx].weight
idx = idx + 1
end
end
end
-- fallback to defaults
if (animTable[name].count <= 0) then
for idx, anim in pairs(fileList) do
animTable[name][idx] = {}
animTable[name][idx].anim = Instance.new("Animation")
animTable[name][idx].anim.Name = name
animTable[name][idx].anim.AnimationId = anim.id
animTable[name][idx].weight = anim.weight
animTable[name].count = animTable[name].count + 1
animTable[name].totalWeight = animTable[name].totalWeight + anim.weight
-- print(name .. " [" .. idx .. "] " .. anim.id .. " (" .. anim.weight .. ")")
end
end
-- preload anims
for i, animType in pairs(animTable) do
for idx = 1, animType.count, 1 do
Humanoid:LoadAnimation(animType[idx].anim)
end
end
end
-- Setup animation objects
function scriptChildModified(child)
local fileList = animNames[child.Name]
if (fileList ~= nil) then
configureAnimationSet(child.Name, fileList)
end
end
script.ChildAdded:connect(scriptChildModified)
script.ChildRemoved:connect(scriptChildModified)
for name, fileList in pairs(animNames) do
configureAnimationSet(name, fileList)
end
-- ANIMATION
-- declarations
local toolAnim = "None"
local toolAnimTime = 0
local jumpAnimTime = 0
local jumpAnimDuration = 0.31
local toolTransitionTime = 0.1
local fallTransitionTime = 0.2
local currentlyPlayingEmote = false
-- functions
function stopAllAnimations()
local oldAnim = currentAnim
-- return to idle if finishing an emote
if (emoteNames[oldAnim] ~= nil and emoteNames[oldAnim] == false) then
oldAnim = "idle"
end
if FFlagAnimateScriptEmoteHook and currentlyPlayingEmote then
oldAnim = "idle"
currentlyPlayingEmote = false
end
currentAnim = ""
currentAnimInstance = nil
if (currentAnimKeyframeHandler ~= nil) then
currentAnimKeyframeHandler:disconnect()
end
if (currentAnimTrack ~= nil) then
currentAnimTrack:Stop()
currentAnimTrack:Destroy()
currentAnimTrack = nil
end
-- clean up walk if there is one
if (runAnimKeyframeHandler ~= nil) then
runAnimKeyframeHandler:disconnect()
end
if (runAnimTrack ~= nil) then
runAnimTrack:Stop()
runAnimTrack:Destroy()
runAnimTrack = nil
end
return oldAnim
end
function getHeightScale()
if Humanoid then
if not Humanoid.AutomaticScalingEnabled then
return 1
end
local scale = Humanoid.HipHeight / HumanoidHipHeight
if AnimationSpeedDampeningObject == nil then
AnimationSpeedDampeningObject = script:FindFirstChild("ScaleDampeningPercent")
end
if AnimationSpeedDampeningObject ~= nil then
scale = 1 + (Humanoid.HipHeight - HumanoidHipHeight) * AnimationSpeedDampeningObject.Value / HumanoidHipHeight
end
return scale
end
return 1
end
local smallButNotZero = 0.0001
function setRunSpeed(speed)
local speedScaled = speed * 1.25
local heightScale = getHeightScale()
local runSpeed = speedScaled / heightScale
if runSpeed ~= currentAnimSpeed then
if runSpeed < 0.33 then
currentAnimTrack:AdjustWeight(1.0)
runAnimTrack:AdjustWeight(smallButNotZero)
elseif runSpeed < 0.66 then
local weight = ((runSpeed - 0.33) / 0.33)
currentAnimTrack:AdjustWeight(1.0 - weight + smallButNotZero)
runAnimTrack:AdjustWeight(weight + smallButNotZero)
else
currentAnimTrack:AdjustWeight(smallButNotZero)
runAnimTrack:AdjustWeight(1.0)
end
currentAnimSpeed = runSpeed
runAnimTrack:AdjustSpeed(runSpeed)
currentAnimTrack:AdjustSpeed(runSpeed)
end
end
function setAnimationSpeed(speed)
if currentAnim == "walk" or currentAnim == "run" then
setRunSpeed(speed)
else
if speed ~= currentAnimSpeed then
currentAnimSpeed = speed
currentAnimTrack:AdjustSpeed(currentAnimSpeed)
end
end
end
function keyFrameReachedFunc(frameName)
if (frameName == "End") then
if currentAnim == "walk" or currentAnim == "run" then
if userNoUpdateOnLoop == true then
if runAnimTrack.Looped ~= true then
runAnimTrack.TimePosition = 0.0
end
if currentAnimTrack.Looped ~= true then
currentAnimTrack.TimePosition = 0.0
end
else
runAnimTrack.TimePosition = 0.0
currentAnimTrack.TimePosition = 0.0
end
else
local repeatAnim = currentAnim
-- return to idle if finishing an emote
if (emoteNames[repeatAnim] ~= nil and emoteNames[repeatAnim] == false) then
repeatAnim = "idle"
end
if FFlagAnimateScriptEmoteHook and currentlyPlayingEmote then
if currentAnimTrack.Looped then
-- Allow the emote to loop
return
end
repeatAnim = "idle"
currentlyPlayingEmote = false
end
local animSpeed = currentAnimSpeed
playAnimation(repeatAnim, 0.15, Humanoid)
setAnimationSpeed(animSpeed)
end
end
end
function rollAnimation(animName)
local roll = math.random(1, animTable[animName].totalWeight)
local origRoll = roll
local idx = 1
while (roll > animTable[animName][idx].weight) do
roll = roll - animTable[animName][idx].weight
idx = idx + 1
end
return idx
end
local function switchToAnim(anim, animName, transitionTime, humanoid)
-- switch animation
if (anim ~= currentAnimInstance) then
if (currentAnimTrack ~= nil) then
currentAnimTrack:Stop(transitionTime)
currentAnimTrack:Destroy()
end
if (runAnimTrack ~= nil) then
runAnimTrack:Stop(transitionTime)
runAnimTrack:Destroy()
if userNoUpdateOnLoop == true then
runAnimTrack = nil
end
end
currentAnimSpeed = 1.0
-- load it to the humanoid; get AnimationTrack
currentAnimTrack = humanoid:LoadAnimation(anim)
currentAnimTrack.Priority = Enum.AnimationPriority.Core
-- play the animation
currentAnimTrack:Play(transitionTime)
currentAnim = animName
currentAnimInstance = anim
-- set up keyframe name triggers
if (currentAnimKeyframeHandler ~= nil) then
currentAnimKeyframeHandler:disconnect()
end
currentAnimKeyframeHandler = currentAnimTrack.KeyframeReached:connect(keyFrameReachedFunc)
-- check to see if we need to blend a walk/run animation
if animName == "walk" or animName == "run" then
local runAnimName
if mechanicsManager.isSprinting() and not stateManager.get()["attacking"] then
runAnimName = "run"
else
runAnimName = "walk"
end
local runIdx = rollAnimation(runAnimName)
runAnimTrack = humanoid:LoadAnimation(animTable[runAnimName][runIdx].anim)
runAnimTrack.Priority = Enum.AnimationPriority.Core
runAnimTrack:Play(transitionTime)
if (runAnimKeyframeHandler ~= nil) then
runAnimKeyframeHandler:disconnect()
end
runAnimKeyframeHandler = runAnimTrack.KeyframeReached:connect(keyFrameReachedFunc)
end
end
end
function playAnimation(animName, transitionTime, humanoid)
local idx = rollAnimation(animName)
local anim = animTable[animName][idx].anim
switchToAnim(anim, animName, transitionTime, humanoid)
currentlyPlayingEmote = false
end
function playEmote(emoteAnim, transitionTime, humanoid)
switchToAnim(emoteAnim, emoteAnim.Name, transitionTime, humanoid)
currentlyPlayingEmote = true
end
-------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------
local toolAnimName = ""
local toolAnimTrack = nil
local toolAnimInstance = nil
local currentToolAnimKeyframeHandler = nil
function toolKeyFrameReachedFunc(frameName)
if (frameName == "End") then
playToolAnimation(toolAnimName, 0.0, Humanoid)
end
end
function playToolAnimation(animName, transitionTime, humanoid, priority)
local idx = rollAnimation(animName)
local anim = animTable[animName][idx].anim
if (toolAnimInstance ~= anim) then
if (toolAnimTrack ~= nil) then
toolAnimTrack:Stop()
toolAnimTrack:Destroy()
transitionTime = 0
end
-- load it to the humanoid; get AnimationTrack
toolAnimTrack = humanoid:LoadAnimation(anim)
if priority then
toolAnimTrack.Priority = priority
end
-- play the animation
toolAnimTrack:Play(transitionTime)
toolAnimName = animName
toolAnimInstance = anim
currentToolAnimKeyframeHandler = toolAnimTrack.KeyframeReached:connect(toolKeyFrameReachedFunc)
end
end
function stopToolAnimations()
local oldAnim = toolAnimName
if (currentToolAnimKeyframeHandler ~= nil) then
currentToolAnimKeyframeHandler:disconnect()
end
toolAnimName = ""
toolAnimInstance = nil
if (toolAnimTrack ~= nil) then
toolAnimTrack:Stop()
toolAnimTrack:Destroy()
toolAnimTrack = nil
end
return oldAnim
end
-------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------
-- STATE CHANGE HANDLERS
function onRunning(speed)
if speed > 0.75 then
local scale = 16.0
if mechanicsManager.isSprinting() and not stateManager.get()["attacking"] then
playAnimation("run", 0.2, Humanoid)
else
playAnimation("walk", 0.2, Humanoid)
end
setAnimationSpeed(speed / scale)
pose = "Running"
else
if emoteNames[currentAnim] == nil and not currentlyPlayingEmote then
playAnimation("idle", 0.2, Humanoid)
pose = "Standing"
end
end
end
function onDied()
pose = "Dead"
end
function onJumping()
playAnimation("jump", 0.1, Humanoid)
jumpAnimTime = jumpAnimDuration
pose = "Jumping"
end
function onClimbing(speed)
local scale = 5.0
playAnimation("climb", 0.1, Humanoid)
setAnimationSpeed(speed / scale)
pose = "Climbing"
end
function onGettingUp()
pose = "GettingUp"
end
function onFreeFall()
if (jumpAnimTime <= 0) then
playAnimation("fall", fallTransitionTime, Humanoid)
end
pose = "FreeFall"
end
function onFallingDown()
pose = "FallingDown"
end
function onSeated()
pose = "Seated"
end
function onPlatformStanding()
pose = "PlatformStanding"
end
-------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------
function onSwimming(speed)
if speed > 1.00 then
local scale = 10.0
playAnimation("swim", 0.4, Humanoid)
setAnimationSpeed(speed / scale)
pose = "Swimming"
else
playAnimation("swimidle", 0.4, Humanoid)
pose = "Standing"
end
end
function animateTool()
if (toolAnim == "None") then
playToolAnimation("toolnone", toolTransitionTime, Humanoid, Enum.AnimationPriority.Idle)
return
end
if (toolAnim == "Slash") then
playToolAnimation("toolslash", 0, Humanoid, Enum.AnimationPriority.Action)
return
end
if (toolAnim == "Lunge") then
playToolAnimation("toollunge", 0, Humanoid, Enum.AnimationPriority.Action)
return
end
end
function getToolAnim(tool)
for _, c in ipairs(tool:GetChildren()) do
if c.Name == "toolanim" and c.className == "StringValue" then
return c
end
end
return nil
end
local lastTick = 0
function stepAnimate(currentTime)
local amplitude = 1
local frequency = 1
local deltaTime = currentTime - lastTick
lastTick = currentTime
local climbFudge = 0
local setAngles = false
if (jumpAnimTime > 0) then
jumpAnimTime = jumpAnimTime - deltaTime
end
if (pose == "FreeFall" and jumpAnimTime <= 0) then
playAnimation("fall", fallTransitionTime, Humanoid)
elseif (pose == "Seated") then
playAnimation("sit", 0.5, Humanoid)
return
elseif (pose == "Running") then
if mechanicsManager.isSprinting() and not stateManager.get()["attacking"] then
playAnimation("run", 0.2, Humanoid)
else
playAnimation("walk", 0.2, Humanoid)
end
elseif (pose == "Dead" or pose == "GettingUp" or pose == "FallingDown" or pose == "Seated" or pose == "PlatformStanding") then
stopAllAnimations()
amplitude = 0.1
frequency = 1
setAngles = true
end
-- Tool Animation handling
local tool = Character:FindFirstChildOfClass("Tool")
if tool and tool:FindFirstChild("Handle") then
local animStringValueObject = getToolAnim(tool)
if animStringValueObject then
toolAnim = animStringValueObject.Value
-- message recieved, delete StringValue
animStringValueObject.Parent = nil
toolAnimTime = currentTime + .3
end
if currentTime > toolAnimTime then
toolAnimTime = 0
toolAnim = "None"
end
animateTool()
else
stopToolAnimations()
toolAnim = "None"
toolAnimInstance = nil
toolAnimTime = 0
end
end
-- connect events
Humanoid.Died:connect(onDied)
Humanoid.Running:connect(onRunning)
Humanoid.Jumping:connect(onJumping)
Humanoid.Climbing:connect(onClimbing)
Humanoid.GettingUp:connect(onGettingUp)
Humanoid.FreeFalling:connect(onFreeFall)
Humanoid.FallingDown:connect(onFallingDown)
Humanoid.Seated:connect(onSeated)
Humanoid.PlatformStanding:connect(onPlatformStanding)
Humanoid.Swimming:connect(onSwimming)
-- setup emote chat hook
game:GetService("Players").LocalPlayer.Chatted:connect(function(msg)
local emote = ""
if (string.sub(msg, 1, 3) == "/e ") then
emote = string.sub(msg, 4)
elseif (string.sub(msg, 1, 7) == "/emote ") then
emote = string.sub(msg, 8)
end
if (pose == "Standing" and emoteNames[emote] ~= nil) then
playAnimation(emote, EMOTE_TRANSITION_TIME, Humanoid)
end
end)
-- emote bindable hook
if FFlagAnimateScriptEmoteHook then
script:WaitForChild("PlayEmote").OnInvoke = function(emote)
-- Only play emotes when idling
if pose ~= "Standing" then
return
end
if emoteNames[emote] ~= nil then
-- Default emotes
playAnimation(emote, EMOTE_TRANSITION_TIME, Humanoid)
return true
elseif typeof(emote) == "Instance" and emote:IsA("Animation") then
-- Non-default emotes
playEmote(emote, EMOTE_TRANSITION_TIME, Humanoid)
return true
end
-- Return false to indicate that the emote could not be played
return false
end
end
-- initialize to idle
playAnimation("idle", 0.1, Humanoid)
pose = "Standing"
-- loop to handle timed state transitions and tool animations
while Character.Parent ~= nil do
local _, currentGameTime = wait(0.1)
stepAnimate(currentGameTime)
end
Dont worry about the animation manager, it dont active the walk and run, just others, walk, run, idle etc all actived by default Animation script, the animation list is here:
--Variables
local animationsList = {
["a"] = {
["idle"] = "rbxassetid://5927793459",
["run"] = "rbxassetid://5992700418",
["walk"] = "rbxassetid://5992700418",
["lmb1"] = "rbxassetid://5939556809",
["lmb2"] = "rbxassetid://5939613968",
["lmb3"] = "rbxassetid://5941189031",
["lmb4"] = "rbxassetid://5941204053",
["defense"] = "rbxassetid://5952246054",
["downed"] = "rbxassetid://6028593718",
["getup"] = "rbxassetid://6023367271"
},
["b"] = {
["idle"] = "rbxassetid://6078859353",
["run"] = "rbxassetid://6269879851",
["walk"] = "rbxassetid://6269729295",
["lmb1"] = "rbxassetid://6270595745",
["lmb2"] = "rbxassetid://6270598607",
["lmb3"] = "rbxassetid://6273654255",
["lmb4"] = "rbxassetid://6273611667",
["defense"] = "rbxassetid://5952246054",
["downed"] = "rbxassetid://6028593718",
["getup"] = "rbxassetid://6023367271"
}
}
local AnimationHandle = {}
function AnimationHandle.get(element)
return animationsList[element]
end
return AnimationHandle
Iam not sure if its a a error on the Animation script, but have that on console