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How To Make A Animation Play In Roblox

The 2d way of using animations is to play them in response to a grapheme's action in-game: for instance, if a player picks upwardly an item, or takes impairment.

In this side by side script, whenever a histrion presses a button, a shock animation volition 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 walk upwardly to a push and printing information technology to actuate an consequence.

  1. Download the Shock Button model and insert it into Studio.

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

    1. In a browser, open the model page, click the Become 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 button. And so, make certain the dropdown is on My Models.

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    4. Select the Shock Button model to add information technology into the game.


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

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  3. The lawmaking below calls a function named onShockTrigger when the proximity prompt is activated. Re-create it into your script.

    local Players = game:GetService("Players")  local role player = Players.LocalPlayer local character = thespian.Character if not character or not grapheme.Parent then     character = player.CharacterAdded:Wait() end  local humanoid = character:WaitForChild("Humanoid") local Animator = humanoid:WaitForChild("Animator")  local shockButton = workspace.ShockButton.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 role player uses are stored on the histrion's Animator object. To play the shock animation, a new animation rail will demand to be loaded onto the Animator object when they join the game.

  1. In a higher place onShockTrigger, create a new Blitheness instance named shockAnimation. Then, gear up the AnimationID of that to the desired blitheness. Use the ID in the code box if needed.

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

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

    • Set the AnimationPriority to Action - Ensures the blitheness overrides any current animations playing.
    • Set Looped to imitation 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 animation and temporarily freeze that actor.

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

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

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

Using Animations with Events

Just how parts have Touched events, animations have events such as AnimationTrack.Stopped. For the script, in one case the animation finishes, you'll restore the player'south move speed.

  1. Access the Stopped event for the animation track using the dot operator, then phone call the Await function. This pauses the code until that animation finishes.

    local part onShockTrigger(actor)     shockParticle:Emit(100)      shockAnimationTrack:Play()     humanoid.WalkSpeed = 0              shockAnimationTrack.Stopped:Wait()              end
  2. Render the actor'due south walk speed to 16, the default for Roblox players.

    local function onShockTrigger(player)     shockParticle:Emit(100)      shockAnimationTrack:Play()     humanoid.WalkSpeed = 0     shockAnimationTrack.Stopped:Wait()              humanoid.WalkSpeed = 16              finish
  3. Test the game by walking up the part and printing East to get a shock.

The framework in this script tin can exist easily adjusted to different gameplay situations. For case, attempt playing a special animation whenever a role player touches a trap part, or whenever a team wins a game circular.

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

Posted by: alvarezralmy1981.blogspot.com

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