Why is it that I’m the only one able to do the animation but other players can’t? In other games people are able to do the animations that were made by the creator so why can’t I? I’ve seen other threads talk about others not being able to use animations you created unless they get it themselves, but I know full well not everybody in popular games with millions of visits goes and manually get the animation so they can use it. Could someone explain to me how I could do this?
Uhh, can you like, give more details? It is impossible if we don’t know what is your animation priority, or are your scripts broken or not.
No matter what priority I set it to, it still won’t work. The script doesn’t show any errors but I’m the only one able to do it.
Did you use a localscript to play the animation?
Yes I did use a localscript for the animation
the local script is only for the client that it’s playing on, try to play the animation with a server script it should give better results
Would I use a remote event because I want the user to press a button and i’m not sure if UserInputService would work in the server script
yeah to make that you have to use a remote event :<
also when you say a ‘button’ you mean as in it’s in the ui or is it on the keyboard?
if it’s on the keyboard you might find this helpful
it doesn’t really matter if you use server side or client side when playing animation, because the default animation that you see(Walk/run/Jump etc) is ran by an localscript.
it might be due to you not having the game published?(or the animation being owned by someone else and not the owner of the actual game.), but yea the problem is around the owner/publicity of the game/and owner(or whoever owns) the animation
I can’t really make out what you mean but I’m assuming you tried to use an animation uploaded by someone else? You can’t use animations uploaded by anyone else (the only exception is the ROBLOX account). Online dater/roleplay games just search in the toolbox for humanoids with pre-made animations which they upload to their own accounts. You would have to make your own animations, upload toolbox animations that the creator said is public domain or (maybe not the best idea) but there’s also some free ones from websites like Mixamo.
Nah I’m using my own animation
The animation is my own. I’m doing team create and nobody else can use it but me
Are you all testing it through Play Solo and Team Create?
If so then its possible that the reason your animation is only working through your end is because you haven’t committed all the code in your scripts that’s responsible for the animation to play.
Then if that doesn’t work then it could have to do with the fact that your possibly editing the game through someone else’s ownership of the game, thus not enabling others to see your animation but only your self because you exported the animation for your games only and not anyone else’s.
The solution to this is that either:
- You create a group and a game held in that group then you wanna make sure you export your animations according to that group and not to your self because it will not play for others.
or - The person that made game needs to do their own animations and export it to their games.
Other than that its either your code is failing or theirs a bug. This is all i know, Idk any other solutions to your problem unless you provide me more details with screenshots or by showing the script.
This is the local script for the animation
local userinput = game:GetService("UserInputService")
local animation = script.FireballAnimation
local Player = game.Players.LocalPlayer
local debounce = false
local press = false
local character = Player.Character or Player.CharacterAdded:wait()
local humanoid = character:WaitForChild("Humanoid")
local animator = humanoid:WaitForChild("Animator")
local RunService = game:GetService("RunService")
local animationTrack = humanoid:LoadAnimation(animation)
RunService.Heartbeat:Connect(function()
if press then
if not animationTrack.IsPlaying then
--character:WaitForChild("HumanoidRootPart")
press = true
--animationTrack:Stop()
animationTrack:Play()
animationTrack:AdjustSpeed(0)
animationTrack:GetMarkerReachedSignal("FirstOutward"):Connect(function(enabled)
--animationTrack:Pause()
--print(enabled)
--animationTrack:AdjustSpeed(0)
end)
else
if animationTrack.IsPlaying then
--print("okay okay")
--animationTrack:Stop()
--wait()
--animationTrack:Resume()
animationTrack:Play()
animationTrack:GetMarkerReachedSignal("SecondOutward"):Connect(function(allowed)
animationTrack:AdjustSpeed(0)
wait(2)
animationTrack:AdjustSpeed(1)
--print(allowed)
end)
end
end
end
end)
userinput.InputBegan:Connect(function(input, gameproccessed)
if gameproccessed then return end
if input.UserInputType == Enum.UserInputType.Keyboard then
if input.KeyCode == Enum.KeyCode.F and debounce == false then
debounce = true
press = true
print("It started!!")
--animationTrack:Play()
--animationTrack:GetMarkerReachedSignal("FirstOutward"):Connect(function(enabled)
--wait(2)
--animationTrack:AdjustSpeed(0)
--animationTrack:GetMarkerReachedSignal("SecondOutward"):Connect(function(allowed)
--animationTrack:AdjustSpeed(0)
--end)
--wait(4)
--animationTrack:AdjustSpeed(1)
-- animationTrack:Stop()
--print(enabled)
--wait(6)
debounce = false
--end)
end
end
end)
userinput.InputEnded:Connect(function(input, gameproccessed)
if gameproccessed then return end
if input.UserInputType == Enum.UserInputType.Keyboard then
if input.KeyCode == Enum.KeyCode.F and debounce == false then
debounce = true
press = false
print("It worked!!")
wait(6)
debounce = false
end
end
end)
I also tried it in the server script by using a remote event, it didn’t show any errors but still didn’t work.
From experience I don’t think other players in studio can use it but they can in-game. I could be wrong though.