(I also think this is my first animated weapon in general)
I got the mesh from some guy who wanted me to make this knife.
Creating animations was quite fun, went better than I expected. (although I had to do some hax with replacing Weld with Motor6D)
Scripting to play the right one, enable doing damage on time, … more fun.
Transitioning between swinging/stabbing once/several times sounds complex, but went very well.
I just preload all animations as a track and connect all KeyframeReached to a function.
When it reaches a keyframe “Done” it’ll set AttackType to 0, making the knife harmless.
The animations with a “Done” keyframe still have some time to finish. (Retreating for Slash and holding the knife in Stab position for Stab)
By holding the knife in position after stabbing, you can stab several times smoothly.
TL;DR: Animations have a “Done” keyframe that says “from here, you may strike again”. (Just explaining this because this caused me the most trouble, might be nice to know)
PRE-EDIT: deeeerp@#(&$#
Before pressing “Create Topic”, my customer replied…
Apparently I’m holding the Karambit the wrong way (gg) (RIP my over extensive proudness, just regular proudness remains)
Eh that’s the Practice dummy I created, the knife just damages the Humanoid as it should.
The dummy colors its limbs on Touched and displays the damage on HealthChanged.
I actually use .Stopped:wait() in the Karambit’s code.
The KeyframeReached was because I had a keyframe “Done” at 0.3s while the animation is 0.5s long etc.
*(Also, the wiki doesn’t say it’s deprecated. I used the wiki’s API Dump anyway, wouldn’t have noticed much)