Need help with combat system animations

So ill get straight to the point, I’ve tried various methods to create a smooth combat system, but it always ends up clunky or unpolished. I’m unsure if it’s a coding issue or if there’s a specific way to animate punches for better fluidity. Despite searching tutorials and forums, I haven’t found clear solutions. My goal is dynamic combat like The Strongest Battlegrounds or Jujutsu Shenanigans. Any tips or resources would be greatly appreciated!

While I’m here, I’d also like to ask about creating a destruction system. For example, particles that appear when slamming someone on the ground, or a trail of debris left behind during a dash. Are there specific tutorials or resources I should look into to help me build such an effect? Any help on achieving this would be incredibly helpful!

I’m not exactly sure, but if the problem is caused by animations, it may look choppy due to it being a toolbox animation I used as a placeholder.

What I’m trying to achieve:

Note: I have watched probably over 10 different combat system tutorials, and none of them are actually advanced it’s just 2 scripts, 1 client that fires to the server, and the server creates the hitbox and does damage.

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I think the reason TSB has more impact is because of the light camera shake. I believe this is done by setting the camera’s focus to the player’s head. I’m not too sure though, so take it with a grain of salt.

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So it’s mostly the extra effects that make it look that way? Camera shake, hit vfx, hit animation etc?
Alright, thanks for the advice, if it works then I found my answer👍

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If anyone sees this, I also forgot to add that whenever you uppercut or downslam, since the animation is longer than the punch animations, once your slam/uppercut animation is ends you can instantly begin to punch again is there any way to create a better cooldown maybe in a playerclass or a special module script that handles cooldowns like that if you have any forums that explain something similar I would appreciate it.

cooldown based on animationTrack.timeLength

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Alr thanks ill check the forum for that

Yeah I’m pretty sure. You should read Devforum posts which ask stuff like “how do I make my combat system for impactful.”

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I think I may have found the issue that’s causing it to look choppy it’s because of the cooldown between each attack is too long, so it doesn’t play the next animation right after the attack, where in TBS right as the animation ends the next one plays unlike my system where there is a small delay between the end of the animation and the next animation. Ill look into it and try to find ways to make the cooldown wait till the end of the animation, then it sets cooldown to false.

(also like mentioned above to make it feel smooth and polished you need to add a camera shake that is focused on the players torso or head so the camera moves with he punch)

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