I want to add strafing to r6, so i converted all the r15 strafing animations to r6, put them inside the r15 animate script and changed the models to r6, but it doesnt play the animations, im guessing this is becuase of different body stuffs, is there a way to still do this?
-- R15 animate script
-- humanoidR15AnimateLiveUpdates.lua
local Character = script.Parent
local Humanoid = Character:WaitForChild("Humanoid")
local pose = "Standing"
local UserGameSettings = UserSettings():GetService("UserGameSettings")
local userNoUpdateOnLoopSuccess, userNoUpdateOnLoopValue = pcall(function() return UserSettings():IsUserFeatureEnabled("UserNoUpdateOnLoop") end)
local userNoUpdateOnLoop = userNoUpdateOnLoopSuccess and userNoUpdateOnLoopValue
local userAnimateScaleRunSuccess, userAnimateScaleRunValue = pcall(function() return UserSettings():IsUserFeatureEnabled("UserAnimateScaleRun") end)
local userAnimateScaleRun = userAnimateScaleRunSuccess and userAnimateScaleRunValue
local AnimationSpeedDampeningObject = script:FindFirstChild("ScaleDampeningPercent")
local HumanoidHipHeight = 2
local humanoidSpeed = 0 -- speed most recently sent to us from onRunning()
local cachedRunningSpeed = 0 -- The most recent speed used to compute blends. Tiny variations from cachedRunningSpeed will not cause animation updates.
local cachedLocalDirection = {x=0.0, y=0.0} -- unit 2D object space direction of motion
local smallButNotZero = 0.0001 -- We want weights to be small but not so small the animation stops
local runBlendtime = 0.2
local lastLookVector = Vector3.new(0.0, 0.0, 0.0) -- used to track whether rootPart orientation is changing.
local lastBlendTime = 0 -- The last time we blended velocities
local WALK_SPEED = 6.4
local RUN_SPEED = 12.8
local EMOTE_TRANSITION_TIME = 0.1
local currentAnim = ""
local currentAnimInstance = nil
local currentAnimTrack = nil
local currentAnimKeyframeHandler = nil
local currentAnimSpeed = 1.0
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 }
},
}
local strafingLocomotionMap = {}
local fallbackLocomotionMap = {}
local locomotionMap = strafingLocomotionMap
-- 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
local function destroyWalkAnimations()
for _,v in pairs(strafingLocomotionMap) do
if v.track then
v.track:Stop()
v.track:Destroy()
v.track = nil
end
end
for _,v in pairs(fallbackLocomotionMap) do
if v.track then
v.track:Stop()
v.track:Destroy()
v.track = nil
end
end
cachedRunningSpeed = 0
end
local maxVeloX, minVeloX, maxVeloY, minVeloY
local function resetVelocityBounds(velo)
minVeloX = 0
maxVeloX = 0
minVeloY = 0
maxVeloY = 0
end
local function updateVelocityBounds(velo)
if velo then
if velo.x > maxVeloX then maxVeloX = velo.x end
if velo.y > maxVeloY then maxVeloY = velo.y end
if velo.x < minVeloX then minVeloX = velo.x end
if velo.y < minVeloY then minVeloY = velo.y end
end
end
local function checkStrafingEnabled(velo)
if maxVeloX == 0 or minVeloX == 0 or maxVeloY == 0 or minVeloY == 0 then
if locomotionMap == strafingLocomotionMap then
warn("Strafe blending disabled. Not all quadrants of motion represented.")
end
locomotionMap = fallbackLocomotionMap
elseif not strafingLocomotionMap["run"] or not strafingLocomotionMap["walk"] then
if locomotionMap == strafingLocomotionMap then
warn("Strafe blending disabled. Run and walk must be strafing-friendly.")
end
locomotionMap = fallbackLocomotionMap
else
if locomotionMap ~= strafingLocomotionMap then
locomotionMap = strafingLocomotionMap
warn("Strafing reenabled")
end
end
end
local function setupWalkAnimations()
resetVelocityBounds()
-- check to see if we need to blend a walk/run animation
for n,v in pairs(strafingLocomotionMap) do
updateVelocityBounds(v.lv)
end
checkStrafingEnabled()
for n,v in pairs(locomotionMap) do
v.track = Humanoid:LoadAnimation(animTable[n][1].anim)
v.track.Priority = Enum.AnimationPriority.Core
end
end
local function replaceLocomotionTrack(name, lv)
local restartWalks = false
if currentAnim == "walk" and locomotionMap[name] then
-- Need to tear down and startup locomotion
destroyWalkAnimations()
restartWalks = true
end
if lv then
strafingLocomotionMap[name] = {lv=lv, speed = lv.Magnitude}
else
strafingLocomotionMap[name] = nil
end
if name == "run" or name == "walk" then
if lv then
fallbackLocomotionMap[name] = strafingLocomotionMap[name]
else
local speed = name == "run" and RUN_SPEED or WALK_SPEED
fallbackLocomotionMap[name] = {lv=Vector2.new(0.0, speed), speed = speed}
strafingLocomotionMap[name] = nil
end
end
if restartWalks then
setupWalkAnimations()
lastBlendTime = 0
end
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 = {}
-- check for config values
local config = script:FindFirstChild(name)
if (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))
local lv = childPart:GetAttribute("LinearVelocity")
replaceLocomotionTrack(name, lv)
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
-- Setup animation objects
function scriptChildModified(child)
local fileList = animNames[child.Name]
if (fileList ~= nil) then
configureAnimationSet(child.Name, fileList)
else
if child:isA("StringValue") then
animNames[child.Name] = {}
configureAnimationSet(child.Name, animNames[child.Name])
end
end
end
script.ChildAdded:connect(scriptChildModified)
script.ChildRemoved:connect(scriptChildModified)
-- Clear any existing animation tracks
-- Fixes issue with characters that are moved in and out of the Workspace accumulating tracks
local animator = if Humanoid then Humanoid:FindFirstChildOfClass("Animator") else nil
if animator then
local animTracks = animator:GetPlayingAnimationTracks()
for i,track in ipairs(animTracks) do
track:Stop(0)
track:Destroy()
end
end
for name, fileList in pairs(animNames) do
configureAnimationSet(name, fileList)
end
for _,child in script:GetChildren() do
if child:isA("StringValue") then
animNames[child.Name] = {}
configureAnimationSet(child.Name, animNames[child.Name])
end
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 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
for _,v in pairs(locomotionMap) do
if v.track then
v.track:Stop()
v.track:Destroy()
v.track = nil
end
end
return oldAnim
end
local function getRigScale()
if userAnimateScaleRun then
return Character:GetScale()
else
return 1
end
end
function getHeightScale()
if Humanoid then
if not Humanoid.AutomaticScalingEnabled then
-- When auto scaling is not enabled, the rig scale stands in for
-- a computed scale.
return getRigScale()
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 getRigScale()
end
local function signedAngle(a, b)
return -math.atan2(a.x * b.y - a.y * b.x, a.x * b.x + a.y * b.y)
end
local angleWeight = 2.0
local function get2DWeight(px, p1, p2, sx, s1, s2)
local avgLength = 0.5 * (s1 + s2)
local p_1 = {x = (sx - s1)/avgLength, y = (angleWeight * signedAngle(p1, px))}
local p12 = {x = (s2 - s1)/avgLength, y = (angleWeight * signedAngle(p1, p2))}
local denom = smallButNotZero + (p12.x*p12.x + p12.y*p12.y)
local numer = p_1.x * p12.x + p_1.y * p12.y
local r = math.clamp(1.0 - numer/denom, 0.0, 1.0)
return r
end
local function blend2D(targetVelo, targetSpeed)
if userAnimateScaleRun then
local heightScale = getHeightScale()
targetVelo /= heightScale
targetSpeed /= heightScale
end
local h = {}
local sum = 0.0
for n,v1 in pairs(locomotionMap) do
if targetVelo.x * v1.lv.x < 0.0 or targetVelo.y * v1.lv.y < 0 then
-- Require same quadrant as target
h[n] = 0.0
continue
end
h[n] = math.huge
for j,v2 in pairs(locomotionMap) do
if targetVelo.x * v2.lv.x < 0.0 or targetVelo.y * v2.lv.y < 0 then
-- Require same quadrant as target
continue
end
h[n] = math.min(h[n], get2DWeight(targetVelo, v1.lv, v2.lv, targetSpeed, v1.speed, v2.speed))
end
sum += h[n]
end
--truncates below 10% contribution
local sum2 = 0.0
local weightedVeloX = 0
local weightedVeloY = 0
for n,v in pairs(locomotionMap) do
if (h[n] / sum > 0.1) then
sum2 += h[n]
weightedVeloX += h[n] * v.lv.x
weightedVeloY += h[n] * v.lv.y
else
h[n] = 0.0
end
end
local animSpeed
local weightedSpeedSquared = weightedVeloX * weightedVeloX + weightedVeloY * weightedVeloY
if weightedSpeedSquared > smallButNotZero then
animSpeed = math.sqrt(targetSpeed * targetSpeed / weightedSpeedSquared)
else
animSpeed = 0
end
if not userAnimateScaleRun then
animSpeed = animSpeed / getHeightScale()
end
local groupTimePosition = 0
for n,v in pairs(locomotionMap) do
if v.track.IsPlaying then
groupTimePosition = v.track.TimePosition
break
end
end
for n,v in pairs(locomotionMap) do
-- if not loco
if h[n] > 0.0 then
if not v.track.IsPlaying then
v.track:Play(runBlendtime)
v.track.TimePosition = groupTimePosition
end
local weight = math.max(smallButNotZero, h[n] / sum2)
v.track:AdjustWeight(weight, runBlendtime)
v.track:AdjustSpeed(animSpeed)
else
v.track:Stop(runBlendtime)
end
end
end
local function getWalkDirection()
local walkToPoint = Humanoid.WalkToPoint
local walkToPart = Humanoid.WalkToPart
if Humanoid.MoveDirection ~= Vector3.zero then
return Humanoid.MoveDirection
elseif walkToPart or walkToPoint ~= Vector3.zero then
local destination
if walkToPart then
destination = walkToPart.CFrame:PointToWorldSpace(walkToPoint)
else
destination = walkToPoint
end
local moveVector = Vector3.zero
if Humanoid.RootPart then
moveVector = destination - Humanoid.RootPart.CFrame.Position
moveVector = Vector3.new(moveVector.x, 0.0, moveVector.z)
local mag = moveVector.Magnitude
if mag > 0.01 then
moveVector /= mag
end
end
return moveVector
else
return Humanoid.MoveDirection
end
end
local function updateVelocity(currentTime)
local tempDir
if locomotionMap == strafingLocomotionMap then
local moveDirection = getWalkDirection()
if not Humanoid.RootPart then
return
end
local cframe = Humanoid.RootPart.CFrame
if math.abs(cframe.UpVector.Y) < smallButNotZero or pose ~= "Running" or humanoidSpeed < 0.001 then
-- We are horizontal! Do something (turn off locomotion)
for n,v in pairs(locomotionMap) do
if v.track then
v.track:AdjustWeight(smallButNotZero, runBlendtime)
end
end
return
end
local lookat = cframe.LookVector
local direction = Vector3.new(lookat.X, 0.0, lookat.Z)
direction = direction / direction.Magnitude --sensible upVector means this is non-zero.
local ly = moveDirection:Dot(direction)
if ly <= 0.0 and ly > -0.05 then
ly = smallButNotZero -- break quadrant ties in favor of forward-friendly strafes
end
local lx = direction.X*moveDirection.Z - direction.Z*moveDirection.X
local tempDir = Vector2.new(lx, ly) -- root space moveDirection
local delta = Vector2.new(tempDir.x-cachedLocalDirection.x, tempDir.y-cachedLocalDirection.y)
-- Time check serves the purpose of the old keyframeReached sync check, as it syncs anim timePosition
if delta:Dot(delta) > 0.001 or math.abs(humanoidSpeed - cachedRunningSpeed) > 0.01 or currentTime - lastBlendTime > 1 then
cachedLocalDirection = tempDir
cachedRunningSpeed = humanoidSpeed
lastBlendTime = currentTime
blend2D(cachedLocalDirection, cachedRunningSpeed)
end
else
if math.abs(humanoidSpeed - cachedRunningSpeed) > 0.01 or currentTime - lastBlendTime > 1 then
cachedRunningSpeed = humanoidSpeed
lastBlendTime = currentTime
blend2D(Vector2.yAxis, cachedRunningSpeed)
end
end
end
function setAnimationSpeed(speed)
if currentAnim ~= "walk" then
if speed ~= currentAnimSpeed then
currentAnimSpeed = speed
currentAnimTrack:AdjustSpeed(currentAnimSpeed)
end
end
end
function keyFrameReachedFunc(frameName)
if (frameName == "End") then
local repeatAnim = currentAnim
-- return to idle if finishing an emote
if (emoteNames[repeatAnim] ~= nil and emoteNames[repeatAnim] == false) then
repeatAnim = "idle"
end
if 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
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 (currentAnimKeyframeHandler ~= nil) then
currentAnimKeyframeHandler:disconnect()
end
currentAnimSpeed = 1.0
currentAnim = animName
currentAnimInstance = anim -- nil in the case of locomotion
if animName == "walk" then
setupWalkAnimations()
else
destroyWalkAnimations()
-- load it to the humanoid; get AnimationTrack
currentAnimTrack = humanoid:LoadAnimation(anim)
currentAnimTrack.Priority = Enum.AnimationPriority.Core
currentAnimTrack:Play(transitionTime)
-- set up keyframe name triggers
currentAnimKeyframeHandler = currentAnimTrack.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)
local heightScale = if userAnimateScaleRun then getHeightScale() else 1
local movedDuringEmote = currentlyPlayingEmote and Humanoid.MoveDirection == Vector3.new(0, 0, 0)
local speedThreshold = movedDuringEmote and (Humanoid.WalkSpeed / heightScale) or 0.75
humanoidSpeed = speed
if speed > speedThreshold * heightScale then
playAnimation("walk", 0.2, Humanoid)
if pose ~= "Running" then
pose = "Running"
updateVelocity(0) -- Force velocity update in response to state change
end
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)
if userAnimateScaleRun then
speed /= getHeightScale()
end
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 userAnimateScaleRun then
speed /= getHeightScale()
end
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
playAnimation("walk", 0.2, Humanoid)
updateVelocity(currentTime)
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
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, currentAnimTrack
elseif typeof(emote) == "Instance" and emote:IsA("Animation") then
-- Non-default emotes
playEmote(emote, EMOTE_TRANSITION_TIME, Humanoid)
return true, currentAnimTrack
end
-- Return false to indicate that the emote could not be played
return false
end
if Character.Parent ~= nil then
-- initialize to idle
playAnimation("idle", 0.1, Humanoid)
pose = "Standing"
end
-- loop to handle timed state transitions and tool animations
while Character.Parent ~= nil do
local _, currentGameTime = wait(0.1)
stepAnimate(currentGameTime)
end