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| 08 Nov 2016 02:40 PM |
What is the smartest way to go about hard-coding a cutscene with different events like NPCs walking towards a certain direction? Should I create a separate method for each?
In regards to the NPCs walking and such, should I use the Humanoid :MoveTo() within a while loop until it's at the destination or something else? I don't want the humanoid to show.
Thank you :)
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| 08 Nov 2016 02:42 PM |
| Use the MoveToFinished() event to find out when it has reached the destination. |
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| 08 Nov 2016 02:43 PM |
@Intended_Pun,
Not my question. I already know how to do that stuff, I'm just asking if there is a more efficient way *especially because I don't want the humanoid to show*
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| 08 Nov 2016 02:44 PM |
turn off their humanoid display type
and use moveto
or use a roblox animation editor, rig the whole scene, then animate that
i like doing that instead because you can do things like move the camera during the animation |
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| 08 Nov 2016 02:45 PM |
| I think Wunder is right about the animation editor. |
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| 08 Nov 2016 02:46 PM |
I didn't know the animation editor could be used for the whole scene. I might try doing that instead and just playing it.
I'm already using camera changes but it's very messy.
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| 08 Nov 2016 02:48 PM |
it is a good idea but then you would have to animate every single thing into 1 animation which will be tiresome
what i recommend is just to use moveto on the characters and any important characters should be animated with the scene with the camera as well (being a part so you can cframe it to the part)
or if they follow certain paths and you dont want to make a new animation you can animate a part and have them walk towards it |
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| 08 Nov 2016 02:48 PM |
| and it can if you rig everything correctly. |
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| 08 Nov 2016 02:52 PM |
What animation editor should I use? The official one..?
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| 08 Nov 2016 02:53 PM |
it depends on what you want i use that one a lot, it saves on time, like when i used it for sprinting animations in my game
and yes you will have to write or find your own character rigger and use it to rig the entire environment i have one but it is not available to others |
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| 08 Nov 2016 02:54 PM |
| this is what i also do for cutscenes, i just rig every moving object and animate it and then remove the new objects after it ends |
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| 08 Nov 2016 02:57 PM |
I might just try fiddling with the MoveTo more before writing my own rigger. The main problems I have with MoveTo is that it's not accurate, I need it to be in a specific position with a specific rotation which snowballs to more messy code.
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| 08 Nov 2016 03:01 PM |
game["Run Service"].Heartbeat:connect(function() for current,human in next,humans do --do things here to get position human.Humanoid:Move(pos-human.Torso.Position) end end) |
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| 08 Nov 2016 03:04 PM |
| it will constantly move them to the point and should be more accurate |
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| 08 Nov 2016 03:04 PM |
if you want to make sure they get there and not slow down you can also do
direction.Unit*speed
instead of just direction |
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