Anyone know how to make a script of an idle animation that only plays if ur tool is equipped and ur current speed is 0 so it’s an idle animation and if u move the animation stops cuz all the videos I seen do idle animation they still play even if ur moving so it’s not really an idle animation
change the idle animation of the character’s animator when it is equipped, then change it back when unequip
Use one of those youtuber’s idle scripts and do this
Tell me if it works
(replace the idle animation ID with your anim)
- It never included a check to see if the tool is equipped
- You are playing the idle animation when the player is moving, and stopping it when the player is idle?
Oops. Just some silly mistakes on my end haha. As said - not playtested.
With the model you gave me do I just spawn a dummy and animate it then export it into ur thing
Animation plays it just when I in un equip it still plays animation
this wat i do for my game
Tool.Equipped:Connect(function()
equipped = true
ChangeDamageValue:FireServer(Tool.Name)
Idleanimtrack:Play()
end)
Tool.Unequipped:Connect(function()
equipped = false
Idleanimtrack:Stop()
Walkanimtrack:Stop()
ResetDamageValue:FireServer(Tool.Name)
end)
character.Humanoid.Running:Connect(function(speed)
if equipped == true then
if speed > 0 then
Idleanimtrack:Stop()
Walkanimtrack:Play()
elseif speed == 0 then
Idleanimtrack:Play()
Walkanimtrack:Stop()
end
end
end)
A lot of red underlined and don’t know what chance damage value is…
It Dident work the animation only plays once ur character moves so not really idle until someone moves
new script
local BRUHMOMENT = false
local humanoidObject = nil
local idleTrack = nil
local z = nil
script.Parent.Equipped:Connect(function()
BRUHMOMENT = true
humanoidObject = script.Parent.Parent.Humanoid
idleTrack = humanoidObject:LoadAnimation(script.Parent.idle)
if humanoidObject and idleTrack then
z = humanoidObject.Running:Connect(function(d)
if not BRUHMOMENT then return end
if d > 0 then
idleTrack:Stop()
return
end
idleTrack:Play()
end)
idleTrack:Play()
end
end)
script.Parent.Unequipped:Connect(function()
BRUHMOMENT = false
if z then
z:disconnect()
end
end)
It works but when u run with it out it still plays kinda my hand goes weird while running with it out but better than last script
Also I changed the z:disconnect cuz it Dident work to idletrack:Stop and it works when I unequip
Yea only problem is that animation still plays if I pull it out while running or idle then run
Why dod you remove the disconnect then lol
Was disconnect supposed to make animation stop cuz it didn’t
It makes the event stop running
local BRUHMOMENT = false
local humanoidObject = nil
local idleTrack = nil
local z = nil
script.Parent.Equipped:Connect(function()
BRUHMOMENT = true
humanoidObject = script.Parent.Parent.Humanoid
idleTrack = humanoidObject:LoadAnimation(script.Parent.idle)
if humanoidObject and idleTrack then
z = humanoidObject.Running:Connect(function(d)
if not BRUHMOMENT then return end
if d > 0 then
idleTrack:Stop()
return
end
idleTrack:Play()
end)
idleTrack:Play()
end
end)
script.Parent.Unequipped:Connect(function()
BRUHMOMENT = false
if z then
z:disconnect()
end
if idleTrack then
idleTrack:Stop()
end
end)
I added it back but I also added the :stop under the equipped cuz it makes the animation stop running
If u pull out the weapon while running it the idle animation still plays