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How To Make Players Do Animations With A Command Roblox

The second fashion of using animations is to play them in response to a grapheme's action in-game: for case, if a player picks up an particular, or takes damage.

In this next script, whenever a player presses a button, a shock animation will play and paralyze them until the animation finishes.

Setup

The remainder of this course uses a pre-made model that includes a ProxmityPrompt. Players tin can walk up to a button and press it to activate an event.

  1. Download the Shock Push button model and insert it into Studio.

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    Models tin can exist added into your Inventory to exist used in whatever game.

    1. In a browser, open the model folio, click the Get button. This adds the model into your inventory.

    2. In Studio, go to the View tab and click on the Toolbox.

    3. In the Toolbox window, click on the Inventory push. And then, make sure the dropdown is on My Models.

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    4. Select the Shock Button model to add it into the game.


  2. In StarterPlayer > StarterPlayerScripts, create a local script named PlayShockAnimation.

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  3. The code below calls a function named onShockTrigger when the proximity prompt is activated. Copy information technology into your script.

    local Players = game:GetService("Players")  local actor = Players.LocalPlayer local character = actor.Character if not character or not character.Parent then     character = player.CharacterAdded:Wait() end  local humanoid = character:WaitForChild("Humanoid") local Animator = humanoid:WaitForChild("Animator")  local shockButton = workspace.ShockButton.Push button local proximityPrompt = shockButton.ProximityPrompt local shockParticle = shockButton.ExplosionParticle  local function onShockTrigger(actor)     shockParticle:Emit(100)  end  proximityPrompt.Triggered:Connect(onShockTrigger)

Create and Load an Animation

Animations that the thespian uses are stored on the role player'due south Animator object. To play the shock blitheness, a new animation track volition demand to be loaded onto the Animator object when they join the game.

  1. Above onShockTrigger, create a new Blitheness instance named shockAnimation. So, set the AnimationID of that to the desired animation. Utilize the ID in the code box if needed.

    local shockButton = game.Workspace.ShockButton.Button local proximityPrompt = shockButton.ProximityPrompt local shockParticle = shockButton.ExplosionParticle              local shockAnimation = Instance.new("Blitheness")              shockAnimation.AnimationId = "rbxassetid://3716468774"              local part onShockTrigger(player)  end
  2. Create a new variable named shockAnimationTrack. On the player'southward Animator, call LoadAnimation, passing in the previously created animation.

    local shockAnimation = Example.new("Blitheness") shockAnimation.AnimationId = "rbxassetid://3716468774"              local shockAnimationTrack = Animator:LoadAnimation(shockAnimation)            
  3. With the new blitheness loaded, change some of the track's properties.

    • Ready the AnimationPriority to Action - Ensures the blitheness overrides whatever electric current animations playing.
    • Set Looped to false and so the blitheness doesn't repeat.
    local shockAnimation = Instance.new("Animation") shockAnimation.AnimationId = "rbxassetid://3716468774"  local shockAnimationTrack = Animator:LoadAnimation(shockAnimation)              shockAnimationTrack.Priority = Enum.AnimationPriority.Action              shockAnimationTrack.Looped = false            

Play the Animation

Whenever someone triggers the ProximityPrompt on the button, it'll play an blitheness and temporarily freeze that actor.

  1. Find the onShockTrigger function. On the shockAnimationTrack, call the Play function.

    local function onShockTrigger(player)     shockParticle:Emit(100)              shockAnimationTrack:Play()              end
  2. To prevent the player from moving while the blitheness plays, change the humanoid's WalkSpeed property to 0.

    local function onShockTrigger(player)     shockParticle:Emit(100)      shockAnimationTrack:Play()              humanoid.WalkSpeed = 0              stop

Using Animations with Events

Simply how parts have Touched events, animations have events such equally AnimationTrack.Stopped. For the script, once the animation finishes, you'll restore the player's move speed.

  1. Access the Stopped event for the blitheness track using the dot operator, then call the Look function. This pauses the lawmaking until that animation finishes.

    local function onShockTrigger(player)     shockParticle:Emit(100)      shockAnimationTrack:Play()     humanoid.WalkSpeed = 0              shockAnimationTrack.Stopped:Wait()              end
  2. Render the player's walk speed to sixteen, the default for Roblox players.

    local function onShockTrigger(histrion)     shockParticle:Emit(100)      shockAnimationTrack:Play()     humanoid.WalkSpeed = 0     shockAnimationTrack.Stopped:Wait()              humanoid.WalkSpeed = 16              end
  3. Test the game by walking up the part and press East to go a stupor.

The framework in this script can be easily adapted to different gameplay situations. For instance, endeavor playing a special animation whenever a player touches a trap part, or whenever a squad wins a game round.

Source: https://developer.roblox.com/en-us/onboarding/scripting-avatar-animations/2

Posted by: campbellhadeare.blogspot.com

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