#Weird humanoid behavior when playing prone animation

1 messages · Page 1 of 1 (latest)

prisma monolith
#

All I'm doing is setting the hip height and playing an animation so I'm not sure what is going wrong here, the crouching also uses a similar method as the prone and it works fine.

uis.InputBegan:Connect(function(input, gpe)
    if input.KeyCode == Enum.KeyCode.C then
        if stance == 0 then
            stance = 1
            idleAnimTrack:Stop()
            tweenService:Create(hum,TweenInfo.new(.5),{HipHeight = 3.8}):Play()
        elseif stance == 1 then -- PRONE ANIMATION CODE <<<<
            crouchIdleAnimTrack:Stop()
            proneIdleAnimTrack:Play(0.1)
            stance = 2
            tweenService:Create(hum,TweenInfo.new(.5),{HipHeight = .1}):Play()
            hum.WalkSpeed = 2
        end
    elseif input.KeyCode == Enum.KeyCode.X then
        if stance == 1 then
            stance = 0
            crouchIdleAnimTrack:Stop()
            tweenService:Create(hum,TweenInfo.new(.5),{HipHeight = 4}):Play()
        elseif stance == 2 then
            proneIdleAnimTrack:Stop()
            stance = 1
            tweenService:Create(hum,TweenInfo.new(.5),{HipHeight = 3.8}):Play()
            hum.WalkSpeed = 6
        end
    end
end)
rapid kite
#

Think its related to your humanoids hip height?

#

Try changing the hip height depending on the stance

#

Oh hold on you have

#

What happens when you don't change the hip height?

prisma monolith
rapid kite
#

Could it be that your hip height just isnt the right number?

prisma monolith
#

dont think so

#

movement is normal when im crouching or standing

#

oh wait i may have found out why

#

for some reason removing the accessories on the character fixes it

rapid kite
prisma monolith
#

nah did some testing and making them massless fixes it

#

dunno how the mass of them would override the default movement that much though

timid reefBOT
#

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