It still has a humanoid for clothing (and animation) but yes it is just welded to a capsule for collisions.
I using on fresh project attached scripts and its not working, character just stays in place and can`t move.
I would just set a base rate for (letās say, 60fps, which is 0.01667 seconds, and then modulate the value for every physics step.
Itās really unfortunate the amount of support shown to this cool system
Anyone wrote an animate script that works with this? Itās my biggest barrier from using this. I am running into an issue where sometimes the run animation will play when the character is just standing still in a baseplate.
nothing infuriates me more than putting a project on hold waiting for a feature to come out thatās seemingly finished (DFFlagControllerManagerUpDirectionProp
) and then that just never coming out, this is unacceptable
This! I (sadly) changed how my entire gameās movement system worked when I saw this feature while it was still in BETA and I loved the end result, but once they released it I couldnāt use it anymore and had to change my system a little bit again but havenāt went back to just using humanoids since I still want to use this.
Iām just putting that project on hold until they release the next part :ā/
I wish there was an option to make it work like the beta (have humanoids work with it).
I also found a few bugs with this system and provided files for them but I think my post got deleted or something and Iām just using workarounds for now
Yeah I personally got so de-motivated I quit coding on roblox for a couple months. I put all this work into building a custom system around the new controllers just to have 50 billion bugs and no support.
if anyone runs into this problem where humanoid.running isnāt firing hereās a fix u can add to the animate script.
-- modified running connection
Humanoid:GetPropertyChangedSignal("MoveDirection"):Connect(function()
if Humanoid:GetState() == Enum.HumanoidStateType.Running then
local speed = Humanoid.MoveDirection.Magnitude * Humanoid.WalkSpeed
onRunning(speed)
end
end)
Humanoid.StateChanged:Connect(function(oldState, newState)
if newState == Enum.HumanoidStateType.Running then
local speed = Humanoid.MoveDirection.Magnitude * Humanoid.WalkSpeed
onRunning(speed)
end
end)
--Humanoid.Running:connect(onRunning)