Shonysky
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| Joined: 05 Aug 2013 |
| Total Posts: 361 |
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| 24 Dec 2013 07:16 PM |
Please, if someone is going to post stupid replies, please don't reply.
Does someone knows how to stop a animation( with welds ) when it's being executed? |
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Shonysky
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| Joined: 05 Aug 2013 |
| Total Posts: 361 |
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| 24 Dec 2013 07:31 PM |
| I believe that bumping would be a stupid reply because you are not replying that you have solved the solution yourself or updated your conflict. |
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Shonysky
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| Joined: 05 Aug 2013 |
| Total Posts: 361 |
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| 24 Dec 2013 07:34 PM |
""""Please, if someone is going to post stupid replies, please don't reply."""" Do you read that? |
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| 24 Dec 2013 07:38 PM |
| Yes, I did read that. I was just replying how you can't seem to follow by your own rules. I do know that I am not assisting on your conflict, but if you need help in this forum, you will need to provide a broken script or at least a scripting question. |
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| 24 Dec 2013 07:40 PM |
@Per He asked a scripting question... |
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Shonysky
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| Joined: 05 Aug 2013 |
| Total Posts: 361 |
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| 24 Dec 2013 07:43 PM |
I thought this Forum was for helping. But probably not... |
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| 24 Dec 2013 07:44 PM |
| Yes, but it was too vague. How are we supposed to know what animation he's trying to stop. Plus, you can't stop animations with scripts. Animations are part of ROBLOX, they will always be there. The only way not to have animations is to create a false person that is a replica of the original user, but this would be very hard because you would then have to recreate the animations that you do need such as walking. |
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| 24 Dec 2013 07:45 PM |
@Per Actually there a client-sided script in the roblox character that can easily be disabled. Plus, he said weld animations. I don't think what he was saying was too vague to be honest. |
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Shonysky
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| Joined: 05 Aug 2013 |
| Total Posts: 361 |
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| 24 Dec 2013 07:46 PM |
My "animations" are with Welds and Motors, i just want to stop an freaking animation before it finished. It's just THAT! |
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| 24 Dec 2013 07:46 PM |
@Josh Well if you know everything about what he's talking about. Why not answer the question? |
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ToboboT
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| Joined: 25 Jun 2011 |
| Total Posts: 2385 |
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| 24 Dec 2013 07:47 PM |
shon before you say that from the perspective of one person and perpetual is a good script and a good helper, i found his post a bit funny just "don't judge a book by it's cover"
also, with the animation do you want it to play again after you pause the animation but also I don't think you can stop the animation with welds unless you pause the animation(I think you can do it: anim:Play()/anim:Pause() idk possibly) |
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Shonysky
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| Joined: 05 Aug 2013 |
| Total Posts: 361 |
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| 24 Dec 2013 07:48 PM |
Again... My "animations" are with welds and motors. |
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qrrrq
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| Joined: 27 Jan 2013 |
| Total Posts: 1252 |
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| 24 Dec 2013 07:49 PM |
| @OP, there is no way to do this without making code that checks values. |
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| 24 Dec 2013 07:49 PM |
| Shon, if I where you I would make every animation a coroutine, keep a table if it, then do a pcall() stopping every one of them (and clearing them) before starting a new coroutine. Then of course, add that coroutine to the table. |
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qrrrq
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| Joined: 27 Jan 2013 |
| Total Posts: 1252 |
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| 24 Dec 2013 07:50 PM |
| haha, I forgot about coroutines. |
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Shonysky
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| Joined: 05 Aug 2013 |
| Total Posts: 361 |
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qrrrq
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| Joined: 27 Jan 2013 |
| Total Posts: 1252 |
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| 24 Dec 2013 07:52 PM |
| http://wiki.roblox.com/index.php/Coroutine |
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| 24 Dec 2013 07:56 PM |
Just assume character and player are defined.
local AnimationCoroutines={}
function WalkAnimation() local Animation=coroutine.create(function() -- walking stuff end) return Animation end
Character.Humanoid.Running:connect(function(Speed) if Speed>0 then for i,v in pairs(AnimationCoroutines) do pcall(function() coroutine.yield(v) end) end local Animation=WalkAnimation() table.insert(AnimationCoroutines,Animation) coroutine.resume(Animation) end end)
--This is just an example and should not actually be used .-.
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Shonysky
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| Joined: 05 Aug 2013 |
| Total Posts: 361 |
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| 24 Dec 2013 08:40 PM |
That's the code:
print("Animating player model.");
local player = game.Players.LocalPlayer; local user = player.Character; local head = user.Head; local running = false; local rs = user.Torso["Right Shoulder"]; local ls = user.Torso["Left Shoulder"];
function walking(speed) if speed>0 then running = true; else running = false; end end
user.Humanoid.Running:connect(walking);
coroutine.resume(coroutine.create(function() rs.MaxVelocity = 0.2; ls.MaxVelocity = 0.2; while wait(0.1) do if (running) then rs.DesiredAngle = rs.DesiredAngle+1; ls.DesiredAngle = ls.DesiredAngle+1; wait(0.5) -----------problem rs.DesiredAngle = rs.DesiredAngle-1; ls.DesiredAngle = ls.DesiredAngle-1; elseif (not running) then coroutine.resume(coroutine.yield()) end end end))
But if i put a "wait()" in the function, the coroutine.yield don't stops immediately. |
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Shonysky
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| Joined: 05 Aug 2013 |
| Total Posts: 361 |
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| 24 Dec 2013 08:41 PM |
print("Animating player model.");
local player = game.Players.LocalPlayer; local user = player.Character; local head = user.Head; local running = false; local rs = user.Torso["Right Shoulder"]; local ls = user.Torso["Left Shoulder"];
function walking(speed) if speed>0 then running = true; else running = false; end end
user.Humanoid.Running:connect(walking);
coroutine.resume(coroutine.create(function() rs.MaxVelocity = 0.2; ls.MaxVelocity = 0.2; while wait(0.1) do if (running) then rs.DesiredAngle = rs.DesiredAngle+1; ls.DesiredAngle = ls.DesiredAngle+1; wait(0.5) rs.DesiredAngle = rs.DesiredAngle-1; ls.DesiredAngle = ls.DesiredAngle-1; elseif (not running) then coroutine.yield() -- fixed, sorry, it was wrong end end end)) |
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