Does the zombie’s humanoid have the “breakjointsondeath” property disabled?
Yes it’s disable, I think we have to become friends for me to be able to add you
I’m not sure, I haven’t dealt with programming death animations yet, but I think that when an npc dies with the “breakjointsondeath” property disabled, it automatically enters a ragdoll state, but what I do know is that in that ragdoll state the npc can still play animations, and those animations make it move a lot on the floor or receive pushes or impulses, by the way,yes, you must add me as a friend to be able to enter your project
I sent you a friend request as soon as you accept I’ll set you as editor
By the way, there is a problem, when I enter your project and play the game, I will get several errors due to the animations, since they are not mine, it has already happened to me, I make animations in a shared project, and others are not active by not being the creator,Do you know how to solve that?
I did add another animation that plays just after the other one is finished, of just him laying on the ground, it kinda works but just looks weird maybe can look at it and let me know what you think
No I’ve never heard of that before
I think there was a solution to that, it was to make a group and have that group linked to the game, and so those who are in that group and also have access to the project can see the animations, but I’m not very sure
Ok I’ll look into more tomorrow I’m off the bad, I’ll let you know what I come across
Hey yesterday I reviewed your game, the only thing I changed about the zombie is that I deactivated the ragdoll script, and in the script that has the died() function I removed the line of code that anchored the humanoidrootpart, it was the only thing that was causing me problem
That’s a bit annoying, where do you save the instance that contains the keyframes of the zombie animations?
set the humanoid state to physics, enable platform stand, and delete the humanoidrootpart when the animation has finished playing
It’s in the ServerStorage in the RBX_ANIMSAVES folder
Could you write that in code form I’m not sure exactly what that would even look like
I think I figured out away around this, all I did was add a second animation of the zombie on his back in the last position he’s in after the first animation is finished, seems to work fine. Not totally sure if this is proper but it seems to do the job.
Record it so we can see how it’s turning out.
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