what's the best way (most optimized/intuitive) to handle an emote system? all I need so far is the ability to equip emotes through an inventory and to use them through an emote wheel. the issue is that I'm not sure where I should handle logic like whether certain emotes loop or not, what particles they use, if they have a special gimmick like maybe a basketball emote throwing a basketball, music, etc.
#how do i handle an emote system?
1 messages · Page 1 of 1 (latest)
just make one config table where every emote has its anim id, whether it loops, particles, sound, gimmick, etc. your wheel and inventory just pull from that, they don't care what the emote actually does. play everything client side, validate equips/triggers through a remote so nobody uses stuff they don't own. only thing the server needs to handle is gimmicks that other players interact with like a thrown ball or whatever. new emote = one table entry.
attributes
makes sense but I'm pretty bad when it comes to scripting related to tables and stuff. should I store the emote data in a module?
u understood one point of it, yes
u need to share alot more info of what u actually have
if u want a cleaner solution, but this is the generic how to go about it
I haven't actually started scripting the emotes yet because I was working a gun system instead and realized i didn't know how to make emotes