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#1 Motor6d animation is interfering with another
1 messages · Page 1 of 1 (latest)
stop the idle anim when u are doing the combo
I'll try it rn
and then start it again when tool.deactivated?
@distant perch
nvm doesnt work
do you have a better mechanic
This works
but how do i activate again
if the combo doesnt continue, then start the idle anim
i guess after each combo
Doesn't work
send ss
this isnt server
** You are now Level 10! **
this is local
for handling anims
tool.Equipped:Connect(function()
character:WaitForChild("Right Arm"):WaitForChild("RightGrip"):Destroy()
local motor = Instance.new("Motor6D")
motor.Parent = character:WaitForChild("Right Arm")
motor.Part0 = character:WaitForChild("Right Arm")
motor.Part1 = tool.Blade
motor.Name = "MeatMotor"
motor.C1 = CFrame.new(0, -5, 0.68) * CFrame.Angles(math.rad(90), 0, 0)
animTrack:Play()
end)
local m1 = character.Humanoid.Animator:LoadAnimation(game.ReplicatedStorage.SwordAnims.meatM1)
local m2 = character.Humanoid.Animator:LoadAnimation(game.ReplicatedStorage.SwordAnims.meatM2)
local m3 = character.Humanoid.Animator:LoadAnimation(game.ReplicatedStorage.SwordAnims.meatM3)
local m4 = character.Humanoid.Animator:LoadAnimation(game.ReplicatedStorage.SwordAnims.meatM4)
m1.Priority = Enum.AnimationPriority.Action4
m2.Priority = Enum.AnimationPriority.Action4
m3.Priority = Enum.AnimationPriority.Action4
m4.Priority = Enum.AnimationPriority.Action4
local db = true
local debounceTime = 0.7
local combo = 1
tool.Activated:Connect(function()
if not db then return end
db = false
delay(debounceTime, function()
db = true
end)
if combo == 4 then
animTrack:Stop()
m4:Play()
meatSpecEvent:FireServer()
print("4th M1")
combo = 1
elseif combo == 3 then
animTrack:Stop()
meatEvent:FireServer()
m3:Play()
print("Third M1")
combo = combo +1
elseif combo == 2 then
animTrack:Stop()
meatEvent:FireServer()
m2:Play()
print("Second M1")
combo = combo + 1
elseif combo == 1 then
animTrack:Stop()
meatEvent:FireServer()
m1:Play()
print("First M1")
combo = combo + 1
end
end)
how do i send code in the good format?
@distant perch
tool.Equipped:Connect(function()
character:WaitForChild("Right Arm"):WaitForChild("RightGrip"):Destroy()
local motor = Instance.new("Motor6D")
motor.Parent = character:WaitForChild("Right Arm")
motor.Part0 = character:WaitForChild("Right Arm")
motor.Part1 = tool.Blade
motor.Name = "MeatMotor"
motor.C1 = CFrame.new(0, -5, 0.68) * CFrame.Angles(math.rad(90), 0, 0)
animTrack:Play()
end)
local m1 = character.Humanoid.Animator:LoadAnimation(game.ReplicatedStorage.SwordAnims.meatM1)
local m2 = character.Humanoid.Animator:LoadAnimation(game.ReplicatedStorage.SwordAnims.meatM2)
local m3 = character.Humanoid.Animator:LoadAnimation(game.ReplicatedStorage.SwordAnims.meatM3)
local m4 = character.Humanoid.Animator:LoadAnimation(game.ReplicatedStorage.SwordAnims.meatM4)
m1.Priority = Enum.AnimationPriority.Action4
m2.Priority = Enum.AnimationPriority.Action4
m3.Priority = Enum.AnimationPriority.Action4
m4.Priority = Enum.AnimationPriority.Action4
local db = true
local debounceTime = 0.7
local combo = 1
tool.Activated:Connect(function()
if not db then return end
db = false
delay(debounceTime, function()
db = true
end)
if combo == 4 then
animTrack:Stop()
m4:Play()
meatSpecEvent:FireServer()
print("4th M1")
combo = 1
elseif combo == 3 then
animTrack:Stop()
meatEvent:FireServer()
m3:Play()
print("Third M1")
combo = combo +1
elseif combo == 2 then
animTrack:Stop()
meatEvent:FireServer()
m2:Play()
print("Second M1")
combo = combo + 1
elseif combo == 1 then
animTrack:Stop()
meatEvent:FireServer()
m1:Play()
print("First M1")
combo = combo + 1
end
end)
i dont see that u start again the animTrack
and why u said "Doesn't work"
k wait
let me add ur suggeston again
Ye
it doesnt work
made it play after each combo
still came out weird
u need to know when the m# stops
a bad way would be just use task.wait(TIME_OF_THE_ANIMATION)
M#.Stopped:Connect(function()
end)