#Deny running
26 messages · Page 1 of 1 (latest)
And if the player runs while the animation is playing, their WalkSpeed and JumpPower will be set back to normal
Is there any way to make the player not able to run while the animation is playing?
No clue where the shift-to-run part is, but simply check the animation status when the player presses shift.
In any case we're talking about a local script. Gotta be careful w/ it.
um
My friend literally copied this from a youtuber and just pasted it into our game
Hell naw.
Anyways, this is the part you gott aconsider.
Also, no clue why there are 2 shift detecting blocks of code.
cas:BindAction("Sprint", handleContext, true, Leftc, RightC)
Ain't no way the dog is using 2 chunks for simply activating/de-activating a run.
idk
I didn't even interact with this script until today
Cuz like I said, my friend was the one who pasted this script
local fov = 70;
local running = false;
UIS.InputBegan:Connect(function(key, gameProcessed)
if gameProcessed then return end
running = not running
if key.KeyCode == Enum.KeyCode.LeftShift then
if CameraEffect == true then
if running then fov = 90 else fov = 70 end;
TweenService:Create(Camera, TweenInfo.new(0.5), {FieldOfView = fov}):Play()
end
if running then Humanoid.WalkSpeed = SprintSpeed else Humanoid.WalkSpeed = NormalWalkSpeed end;
end
end)
Something more like this, to compress those 2 chunks.
That's not really the problem thoo
this is the problem :/
So uhh
local CutsceneFolder = game.Workspace.NeutralizerCutscene
local detector = CutsceneFolder:WaitForChild("TouchTrigger")
local tube = CutsceneFolder.Blue
local tpTo = CutsceneFolder:WaitForChild("TPto")
local runScript = game.StarterPlayer.StarterCharacterScripts.RunScript
local plr = game.Players.LocalPlayer
local char = plr.Character or plr.CharacterAdded:Wait()
local humanoid = char:WaitForChild("Humanoid")
local humRootPart = char:WaitForChild("HumanoidRootPart")
local playerAnimation = humanoid:LoadAnimation(game.ReplicatedStorage.Animations.NeutralizerTouched_Player)
local animationPlayed = game.Workspace.LeverCutscene:WaitForChild("AnimationPlayed")
detector.Touched:Connect(function()
if animationPlayed.Value == true then
animationPlayed.Value = false
humRootPart.CFrame = tpTo.CFrame
game.ReplicatedStorage.Remotes.NeutralizerCutscene:FireServer("NeutralizerTouched")
humanoid.WalkSpeed = 0
humanoid.JumpPower = 0
playerAnimation:Play()
runScript.Enabled = false
task.delay(3.5, function()
humanoid.WalkSpeed = 16
humanoid.JumpPower = 50
runScript.Enabled = true
end)
end
end)