There is a game i play and it has a different movement system.
The character starts slow and slowly gets faster until it reaches a certain walkspeed and when you stop walking the animation slows down then ends and the character continues walking a little bit.
I tried many things but none of them worked.
I think they made it using their animator, so this is my animator’s code:
local Figure = script.Parent
local Torso = Figure:WaitForChild("Torso")
local RightShoulder = Torso:WaitForChild("Right Shoulder")
local LeftShoulder = Torso:WaitForChild("Left Shoulder")
local RightHip = Torso:WaitForChild("Right Hip")
local LeftHip = Torso:WaitForChild("Left Hip")
local Neck = Torso:WaitForChild("Neck")
local Humanoid = Figure:WaitForChild("Humanoid") or Figure:FindFirstChildOfClass("Humanoid")
local pose = "Standing"
local TweenService = game:GetService("TweenService")
local ContextActionService = game:GetService("ContextActionService")
local UserInputService = game:GetService("UserInputService")
local MarketplaceService = game:GetService("MarketplaceService")
local Mobile = UserInputService.TouchEnabled
local MobileRan = false
local MobileDebounce = false
local ParticAttachment = Instance.new("Attachment")
ParticAttachment.Name = "FootParticles"
ParticAttachment.Position = Vector3.new(0, -3, 0)
ParticAttachment.Parent = Figure:WaitForChild("HumanoidRootPart")
local FootParticle = game.ReplicatedStorage:WaitForChild("Resources"):WaitForChild("FootstepParticles"):Clone()
FootParticle.Parent = ParticAttachment
game.Players.LocalPlayer.CharacterRemoving:Connect(function()
ContextActionService:UnbindAction("Run")
end)
if Mobile then
local function switch()
if MobileDebounce then return end
if game.Players.LocalPlayer.Character.Values.Stunned.Value ~= true and game.Players.LocalPlayer.Character.Values.Freeze.Value == false then
if not MobileRan then
MobileDebounce = true
MobileRan = true
Ran()
ContextActionService:SetTitle("Run", "Walk")
wait(1)
MobileDebounce = false
else
MobileDebounce = true
MobileRan = false
walc()
ContextActionService:SetTitle("Run", "Sprint")
wait(1)
MobileDebounce = false
end
end
end
ContextActionService:BindAction("Run", switch, true)
ContextActionService:SetTitle("Run", "Sprint")
ContextActionService:SetPosition("Run", UDim2.new(1, -70, 0, 30))
end
local bigrunning = false
local currentAnim = ""
local currentAnimInstance = nil
local currentAnimTrack = nil
local currentAnimKeyframeHandler = nil
local currentAnimSpeed = 1.0
local animTable = {}
local animNames = {
idle = {
{ id = "http://www.roblox.com/asset/?id=180435571", weight = 9 },
{ id = "http://www.roblox.com/asset/?id=180435792", weight = 1 }
},
walk = {
{ id = "http://www.roblox.com/asset/?id=180426354", weight = 10 }
},
run = {
{ id = "run.xml", weight = 10 }
},
fastrun = {
{ id = "http://www.roblox.com/asset/?id=5895476473", weight = 10 }
},
jump = {
{ id = "http://www.roblox.com/asset/?id=125750702", weight = 10 }
},
land = {
{ id = "http://www.roblox.com/asset/?id=125750702", weight = 10 }
},
fall = {
{ id = "http://www.roblox.com/asset/?id=180436148", weight = 10 }
},
climb = {
{ id = "http://www.roblox.com/asset/?id=180436334", weight = 10 }
},
sit = {
{ id = "http://www.roblox.com/asset/?id=178130996", weight = 10 }
},
toolnone = {
{ id = "http://www.roblox.com/asset/?id=182393478", weight = 10 }
},
toolslash = {
{ id = "http://www.roblox.com/asset/?id=129967390", weight = 10 }
-- { id = "slash.xml", weight = 10 }
},
toollunge = {
{ id = "http://www.roblox.com/asset/?id=129967478", weight = 10 }
},
wave = {
{ id = "http://www.roblox.com/asset/?id=128777973", weight = 10 }
},
point = {
{ id = "http://www.roblox.com/asset/?id=128853357", weight = 10 }
},
dance1 = {
{ id = "http://www.roblox.com/asset/?id=182435998", weight = 10 },
{ id = "http://www.roblox.com/asset/?id=182491037", weight = 10 },
{ id = "http://www.roblox.com/asset/?id=182491065", weight = 10 }
},
dance2 = {
{ id = "http://www.roblox.com/asset/?id=182436842", weight = 10 },
{ id = "http://www.roblox.com/asset/?id=182491248", weight = 10 },
{ id = "http://www.roblox.com/asset/?id=182491277", weight = 10 }
},
dance3 = {
{ id = "http://www.roblox.com/asset/?id=182436935", weight = 10 },
{ id = "http://www.roblox.com/asset/?id=182491368", weight = 10 },
{ id = "http://www.roblox.com/asset/?id=182491423", weight = 10 }
},
laugh = {
{ id = "http://www.roblox.com/asset/?id=129423131", weight = 10 }
},
cheer = {
{ id = "http://www.roblox.com/asset/?id=129423030", weight = 10 }
},
}
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
-- print("Loading anims " .. name)
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 = 1
for _, childPart in pairs(config:GetChildren()) do
if (childPart:IsA("Animation")) then
table.insert(animTable[name].connections, childPart.Changed:connect(function(property) configureAnimationSet(name, fileList) end))
animTable[name][idx] = {}
animTable[name][idx].anim = childPart
local weightObject = childPart:FindFirstChild("Weight")
if (weightObject == nil) then
animTable[name][idx].weight = 1
else
animTable[name][idx].weight = weightObject.Value
end
animTable[name].count = animTable[name].count + 1
animTable[name].totalWeight = animTable[name].totalWeight + animTable[name][idx].weight
-- print(name .. " [" .. idx .. "] " .. animTable[name][idx].anim.AnimationId .. " (" .. animTable[name][idx].weight .. ")")
idx = idx + 1
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
-- print(name .. " [" .. idx .. "] " .. anim.id .. " (" .. anim.weight .. ")")
end
end
end
-- Setup animation objects
function scriptChildModified(child)
local fileList = animNames[child.Name]
if (fileList ~= nil) then
configureAnimationSet(child.Name, fileList)
end
end
script.ChildAdded:connect(scriptChildModified)
script.ChildRemoved:connect(scriptChildModified)
for name, fileList in pairs(animNames) do
configureAnimationSet(name, fileList)
end
-- ANIMATION
-- declarations
local toolAnim = "None"
local toolAnimTime = 0
local jumpAnimTime = 0
local jumpAnimDuration = 0.3
local toolTransitionTime = 0.1
local fallTransitionTime = 0.3
local jumpMaxLimbVelocity = 0.75
-- functions
function stopAllAnimations()
local oldAnim = currentAnim
-- return to idle if finishing an emote
currentAnim = ""
currentAnimInstance = nil
if (currentAnimKeyframeHandler ~= nil) then
currentAnimKeyframeHandler:disconnect()
end
if (currentAnimTrack ~= nil) then
currentAnimTrack:Stop()
currentAnimTrack:Destroy()
currentAnimTrack = nil
end
return oldAnim
end
function setAnimationSpeed(speed)
if speed ~= currentAnimSpeed then
currentAnimSpeed = speed
currentAnimTrack:AdjustSpeed(currentAnimSpeed)
end
end
function keyFrameReachedFunc(frameName)
if (frameName == "End") then
local repeatAnim = currentAnim
-- return to idle if finishing an emote
local animSpeed = currentAnimSpeed
PlayAnimation(repeatAnim, 0.0, Humanoid)
setAnimationSpeed(animSpeed)
end
end
-- Preload animations
function PlayAnimation(animName, transitionTime, humanoid,animspeed)
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
-- print(animName .. " " .. idx .. " [" .. origRoll .. "]")
local anim = animTable[animName][idx].anim
-- switch animation
if (anim ~= currentAnimInstance) then
if (currentAnimTrack ~= nil) then
currentAnimTrack:Stop(transitionTime)
currentAnimTrack:Destroy()
end
currentAnimSpeed = 1.0
-- load it to the humanoid; get AnimationTrack
currentAnimTrack = humanoid:LoadAnimation(anim)
currentAnimTrack.Priority = Enum.AnimationPriority.Core
-- play the animation
currentAnimTrack:Play(transitionTime)
currentAnim = animName
currentAnimInstance = anim
-- set up keyframe name triggers
if (currentAnimKeyframeHandler ~= nil) then
currentAnimKeyframeHandler:disconnect()
end
currentAnimKeyframeHandler = currentAnimTrack.KeyframeReached:connect(keyFrameReachedFunc)
end
end
function playForcedAnimation(Animation, NewHumanoid)
local rWeight = math.random(1, 10)
local nWeight = 1
while true do
if 10 < rWeight then
else
break
end
rWeight = rWeight - 10
nWeight = nWeight + 1
end
local NewAnimationYes = NewHumanoid:LoadAnimation(animTable[Animation][nWeight].anim)
NewAnimationYes.Priority = Enum.AnimationPriority.Action
NewAnimationYes:Play(0.1)
local Waiter = NewAnimationYes
task.spawn(function()
Waiter.Stopped:Wait()
Waiter:Destroy()
Waiter = nil
end)
return NewAnimationYes
end
-------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------
local toolAnimName = ""
local toolAnimTrack = nil
local toolAnimInstance = nil
local currentToolAnimKeyframeHandler = nil
function toolKeyFrameReachedFunc(frameName)
if (frameName == "End") then
-- print("Keyframe : ".. frameName)
playToolAnimation(toolAnimName, 0.0, Humanoid)
end
end
function playToolAnimation(animName, transitionTime, humanoid, priority)
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
-- print(animName .. " * " .. idx .. " [" .. origRoll .. "]")
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
local mrhege = nil
-------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------
Humanoid:GetPropertyChangedSignal("Jump"):Connect(function()
FootParticle.Enabled = false
end)
function onRunning(speed)
if speed > 0.01 then
if game.Players.LocalPlayer.Character.Head:FindFirstChild("EmoteMusic") then
script.Emote:FireServer(2,"",script)
end
if bigrunning == true then
FootParticle.Rate = 6
PlayAnimation("fastrun", 0.25, Humanoid)
spawn(function()
setAnimationSpeed(Humanoid.WalkSpeed / 24.5)
end)
else
PlayAnimation("walk", 0.25, Humanoid)
FootParticle.Rate = 1
spawn(function()
setAnimationSpeed(Humanoid.WalkSpeed / 16.5)
end)
end
FootParticle.Enabled = true
pose = "Running"
else
FootParticle.Enabled = false
pose = "Standing"
PlayAnimation("idle", 0.25, Humanoid)
setAnimationSpeed(0.7)
end
end
function onDied()
pose = "Dead"
end
function onJumping()
if game.Players.LocalPlayer.Character.Head:FindFirstChild("EmoteMusic") then
script.Emote:FireServer(2,"",script)
end
PlayAnimation("jump", 0.1, Humanoid)
setAnimationSpeed(1)
jumpAnimTime = jumpAnimDuration
pose = "Jumping"
end
function onClimbing(speed)
PlayAnimation("climb", 0.1, Humanoid)
setAnimationSpeed(1)
setAnimationSpeed(speed / 12.0)
pose = "Climbing"
end
function onGettingUp()
pose = "GettingUp"
end
function onFreeFall()
if (jumpAnimTime <= 0) then
PlayAnimation("fall", fallTransitionTime, Humanoid)
setAnimationSpeed(1)
end
pose = "FreeFall"
end
function onFallingDown()
pose = "FallingDown"
end
function onSeated()
if game.Players.LocalPlayer.Character.Head:FindFirstChild("EmoteMusic") then
script.Emote:FireServer(2,"",script)
end
pose = "Seated"
end
function onLanded()
playForcedAnimation("land", Humanoid)
setAnimationSpeed(1)
pose = "Landed"
end
function onPlatformStanding()
if game.Players.LocalPlayer.Character.Head:FindFirstChild("EmoteMusic") then
script.Emote:FireServer(2,"",script)
end
pose = "PlatformStanding"
end
function onSwimming(speed)
if speed > 0 then
pose = "Running"
else
pose = "Standing"
end
end
function getTool()
for _, kid in ipairs(Figure:GetChildren()) do
if kid.className == "Tool" then return kid end
end
return nil
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
function animateTool()
if (toolAnim == "None") then
playToolAnimation("toolnone", toolTransitionTime, Humanoid, Enum.AnimationPriority.Idle)
setAnimationSpeed(1)
return
end
if (toolAnim == "Slash") then
playToolAnimation("toolslash", 0, Humanoid, Enum.AnimationPriority.Action)
setAnimationSpeed(1)
return
end
if (toolAnim == "Lunge") then
playToolAnimation("toollunge", 0, Humanoid, Enum.AnimationPriority.Action)
setAnimationSpeed(1)
return
end
end
function moveSit()
RightShoulder.MaxVelocity = 0.15
LeftShoulder.MaxVelocity = 0.15
RightShoulder:SetDesiredAngle(3.14 /2)
LeftShoulder:SetDesiredAngle(-3.14 /2)
RightHip:SetDesiredAngle(3.14 /2)
LeftHip:SetDesiredAngle(-3.14 /2)
end
local lastTick = 0
function move(time)
local amplitude = 1
local frequency = 1
local deltaTime = time - lastTick
lastTick = time
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
if bigrunning == true then
PlayAnimation("fastrun", 0.1, Humanoid)
setAnimationSpeed(Humanoid.WalkSpeed / 24.5)
else
PlayAnimation("walk", 0.1, Humanoid)
setAnimationSpeed(Humanoid.WalkSpeed / 16.5)
end
elseif (pose == "Dead" or pose == "GettingUp" or pose == "FallingDown" or pose == "Seated" or pose == "PlatformStanding") then
-- print("Wha " .. pose)
stopAllAnimations()
amplitude = 0.1
frequency = 1
setAngles = true
end
if (setAngles) then
local desiredAngle = amplitude * math.sin(wait(0.1) * frequency)
RightShoulder:SetDesiredAngle(desiredAngle + 0)
LeftShoulder:SetDesiredAngle(desiredAngle - 0)
RightHip:SetDesiredAngle(-desiredAngle)
LeftHip:SetDesiredAngle(-desiredAngle)
end
-- Tool Animation handling
local tool = getTool()
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 = time + .3
end
if time > toolAnimTime then
toolAnimTime = 0
toolAnim = "None"
end
animateTool()
else
stopToolAnimations()
toolAnim = "None"
toolAnimInstance = nil
toolAnimTime = 0
end
end
spawn(function()
while wait() do
if Humanoid.MoveDirection.Magnitude > 0 then
mrhege = Humanoid.MoveDirection
end
if game.Players.LocalPlayer.Character.Values.Stunned.Value ~= true and game.Players.LocalPlayer.Character.Values.Freeze.Value ~= true then
if game.Players.LocalPlayer.Team == game.Teams.Humans then
if Humanoid.WalkSpeed >= 22 then
bigrunning = true
else
bigrunning = false
end
else
if Humanoid.WalkSpeed >= 28 then
bigrunning = true
else
bigrunning = false
end
end
end
end
end)
function walc()
if game.Players.LocalPlayer.Character.Values.Stunned.Value ~= true and game.Players.LocalPlayer.Character.Values.Freeze.Value ~= true and game.Players.LocalPlayer.Character.Values.Grabbing.Value ~= true then
if game:GetService("Players").LocalPlayer.Team == game.Teams.Humans then
local S = TweenService:Create(
Humanoid,
TweenInfo.new(
0.1, -- Time
Enum.EasingStyle.Sine, -- Type
Enum.EasingDirection.In, -- Bounce
0, -- Idk
false, -- Idk
0 -- Idk
),{
WalkSpeed = 16;
})
S:Play() -- The thing
else
local S = TweenService:Create(
Humanoid,
TweenInfo.new(
0.1, -- Time
Enum.EasingStyle.Sine, -- Type
Enum.EasingDirection.In, -- Bounce
0, -- Idk
false, -- Idk
0 -- Idk
),{
WalkSpeed = 18;
})
S:Play() -- The thing
end
end
end
function Ran()
if game.Players.LocalPlayer.Character.Values.Stunned.Value ~= true and game.Players.LocalPlayer.Character.Values.Freeze.Value ~= true and game.Players.LocalPlayer.Character.Values.Grabbing.Value ~= true then
if game:GetService("Players").LocalPlayer.Team == game.Teams.Humans then
local S = TweenService:Create(
Humanoid,
TweenInfo.new(
0.1, -- Time
Enum.EasingStyle.Sine, -- Type
Enum.EasingDirection.In, -- Bounce
0, -- Idk
false, -- Idk
0 -- Idk
),{
WalkSpeed = 24;
})
S:Play() -- The thing
else
local S = TweenService:Create(
Humanoid,
TweenInfo.new(
0.1, -- Time
Enum.EasingStyle.Sine, -- Type
Enum.EasingDirection.In, -- Bounce
0, -- Idk
false, -- Idk
0 -- Idk
),{
WalkSpeed = 30;
})
S:Play() -- The thing
end
end
end
game:GetService("UserInputService").InputBegan:Connect(function(key)
if key.KeyCode == Enum.KeyCode.LeftShift and game.Players.LocalPlayer.Character.Values.Stunned.Value ~= true and game.Players.LocalPlayer.Character.Values.Freeze.Value == false and game.Players.LocalPlayer.Character.Values.Stunned.Value == false then
Ran()
end
end)
game:GetService("UserInputService").InputEnded:Connect(function(key)
if key.KeyCode == Enum.KeyCode.LeftShift and game.Players.LocalPlayer.Character.Values.Stunned.Value ~= true and game.Players.LocalPlayer.Character.Values.Freeze.Value == false and game.Players.LocalPlayer.Character.Values.Stunned.Value == false then
walc()
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)
Humanoid.StateChanged:connect(function(Old, New)
if New == Enum.HumanoidStateType.Landed then
onLanded()
end
end)
-- main program
spawn(function()
for i,v in pairs(script:GetDescendants()) do
if v:IsA("Animation") then
v.Changed:Connect(function()
stopAllAnimations()
if pose == "Running" then
if bigrunning then
PlayAnimation("fastrun", 0.3, Humanoid)
setAnimationSpeed(Humanoid.WalkSpeed / 24.5)
else
PlayAnimation("walk", 0.3, Humanoid)
setAnimationSpeed(Humanoid.WalkSpeed / 16.5)
end
pose = "Running"
elseif pose == "Standing" then
PlayAnimation("idle", 1, Humanoid)
setAnimationSpeed(0.7)
pose = "Standing"
elseif pose == "Fall" then
PlayAnimation("fall", fallTransitionTime, Humanoid)
setAnimationSpeed(1)
pose = "Fall"
elseif pose == "Jump" then
PlayAnimation("jump", 0.1, Humanoid)
setAnimationSpeed(1)
jumpAnimTime = jumpAnimDuration
pose = "Jumping"
end
end)
end
end
end)
spawn(function()
game.Players.LocalPlayer.Character.Values.Grabbing.Changed:Connect(function()
if game.Players.LocalPlayer.Character.Values.Grabbing.Value == true then
local S = TweenService:Create(
Humanoid,
TweenInfo.new(
0.1, -- Time
Enum.EasingStyle.Sine, -- Type
Enum.EasingDirection.In, -- Bounce
0, -- Idk
false, -- Idk
0 -- Idk
),{
WalkSpeed = 5; -- The Values
})
S:Play() -- The thing
--Humanoid.JumpPower = 0
else
if game.Players.LocalPlayer.Team == game.Teams.Infected then
local S = TweenService:Create(
Humanoid,
TweenInfo.new(
0.1, -- Time
Enum.EasingStyle.Sine, -- Type
Enum.EasingDirection.In, -- Bounce
0, -- Idk
false, -- Idk
0 -- Idk
),{
WalkSpeed = 18; -- The Values
})
S:Play() -- The thing
--Humanoid.JumpPower = 0
else
local S = TweenService:Create(
Humanoid,
TweenInfo.new(
0.1, -- Time
Enum.EasingStyle.Sine, -- Type
Enum.EasingDirection.In, -- Bounce
0, -- Idk
false, -- Idk
0 -- Idk
),{
WalkSpeed = 16; -- The Values
})
S:Play() -- The thing
--Humanoid.JumpPower = 0
end
end
end)
end)
spawn(function()
game.Players.LocalPlayer.Character.Values.Freeze.Changed:Connect(function()
if game.Players.LocalPlayer.Character.Values.Freeze.Value == true then
local S = TweenService:Create(
Humanoid,
TweenInfo.new(
0.1, -- Time
Enum.EasingStyle.Sine, -- Type
Enum.EasingDirection.In, -- Bounce
0, -- Idk
false, -- Idk
0 -- Idk
),{
WalkSpeed = 0; -- The Values
})
S:Play() -- The thing
--Humanoid.JumpPower = 0
else
if game.Players.LocalPlayer.Team == game.Teams.Infected then
local S = TweenService:Create(
Humanoid,
TweenInfo.new(
0.1, -- Time
Enum.EasingStyle.Sine, -- Type
Enum.EasingDirection.In, -- Bounce
0, -- Idk
false, -- Idk
0 -- Idk
),{
WalkSpeed = 18; -- The Values
})
S:Play() -- The thing
--Humanoid.JumpPower = 0
else
local S = TweenService:Create(
Humanoid,
TweenInfo.new(
0.1, -- Time
Enum.EasingStyle.Sine, -- Type
Enum.EasingDirection.In, -- Bounce
0, -- Idk
false, -- Idk
0 -- Idk
),{
WalkSpeed = 16; -- The Values
})
S:Play() -- The thing
--Humanoid.JumpPower = 0
end
end
end)
end)
if Mobile then
game.Players.LocalPlayer:GetPropertyChangedSignal("Team"):Connect(function()
if game.Players.LocalPlayer.TeamColor == game.Teams.Infected.TeamColor then
MobileRan = false
ContextActionService:SetTitle("Run", "Sprint")
end
end)
end
-- initialize to idle
PlayAnimation("idle", 0.1, Humanoid)
setAnimationSpeed(0.7)
pose = "Standing"
while true do
local _, time = wait(0.1)
move(time)
end