How do you replace this animation with the normal standing animation?
When the player moves out of the door, EvaluateStateMachine is turned off on the humanoid.
How do you replace this animation with the normal standing animation?
When the player moves out of the door, EvaluateStateMachine is turned off on the humanoid.
It still doesnāt work, hereās the script.
local humanoid = player.Character.Humanoid
local character = player.Character
local righthangblock = guardseat.Value.Parent.HangRight
if close then
UnView(player)
wait(0.1)
guardseat.Value:Sit(humanoid)
return
end
humanoid.Sit = false
humanoid:SetStateEnabled(Enum.HumanoidStateType.Jumping, false)
wait(0.1)
character.HumanoidRootPart.CFrame = righthangblock.CFrame
humanoid.EvaluateStateMachine = false
local weldconstraint = Instance.new("WeldConstraint", player.Character.HumanoidRootPart)
weldconstraint.Part0 = guardseat.Value
weldconstraint.Part1 = character.HumanoidRootPart
LeftArmPole(player.Character)
Change the freefall animation Id by the idle animation Id in the āAnimateā script and in the values inside it.
a quirky way is to get the characters current playing animation and looking for the freefall animation and simply doing anim:Stop().
altough why dont you add an animation set to action and looping to overlay on-top of the freefall.
if he jumps that would make his character look weird.
It wonāt work, the Animate script will replay the freefall animation instantly.
Thatās what heās looking for soā¦
Can you explain how it gets in this state and what you want it to do? What is holding the character in the air? You want it to float in standing pose?
I donāt understand why the player isnāt falling to the ground at which point it would be standing.
It actually only activates if the playerās state changesā¦
Nop itās a infinite loop that run over 9/s, it check the current humanoid state, do some checks and if the character is in the air, it change the humanoid state back to freefall and play the animation.
Here are my rough methodsā¦
Method 1
local humanoid = Character.Humanoid
local animator = humanoid.Animator
local playingAnimations = animator:GetPlayingAnimationTracks()
local freefall = table.find(playingAnimations, 'freefall')
if freefall then
freefall:Stop()
end
Method 2
local humanoid = Character.Humanoid
local animator = humanoid.Animator
local animation = animator:LoadAnimation(animationName)
animation:Play()
Iāve tried method 1 of this, unfortunately it doesnāt work. I donāt think I understand method 2.
What Iāve done is I disable the sitting property on the player, and then teleport the player to the side position, and then weld the player in its position using a weld constraint. And at the same time, the EvaluateStateMachine property is being disabled on the humanoid to prevent issues with the moving train.
I want the player to just look normal, without free falling. Just in a normal position with itās hand hanging on the pole (which iāve already done).
Perhaps as soon as you teleport the character
, you set their Humanoid
ās PlatformStand
property to true
using this line:
character.Humanoid.PlatformStand = true
As soon as they go back in the cabin, set the boolean
to false to re-enable movements and animations.
I avoid doing this as it makes the character look inhumane, I believe it disables the players animations and just makes them look like an inanimate object.
I found some documentation here:
https://devforum.roblox.com/t/releasing-character-physics-controllers/2623426
Seems like it should work, the problem is that youāre getting airborne before you disable the āstatemachineā.
Only, I dontā know if youād be able to jump out of the seat if you disable it first, try messing with the order and see if that fixes it.
I disabled it the statemachine before the player got jumped before, the player wouldnāt get out of the seat and instead made the train flip over on its self.
You might need to play a āstandā animation in Action mode to override the default then. I guess.
Is this what makes it jump?:
Maybe try setting the state manually right before you disable it:
humanoid:ChangeState(
either Landed, Running, or maybe PlatformStanding
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