local plr = game.Players.LocalPlayer
local cam = game.Workspace.Camera
cam.CameraType = "Scriptable"
-- Start Sprint Values
local Value1 = 70
local add = 1
local inf = math.huge
local add1 = 1
local newval = 100
-- End sprint Values
local Value2 = 1
local minus = 1
local maxVal = 70
local Running = false
game:GetService("UserInputService").InputBegan:connect(function(inputObject, gameProcessedEvent)
if inputObject.KeyCode == Enum.KeyCode.LeftShift then
plr.Character.Humanoid.WalkSpeed = 26
while true do
Running = true
add = 1
Value1 = Value1 + add
print(Value1)
wait()
cam.FieldOfView = (Value1)
if Running == false then
cam.FieldOfView = 70
plr.Character.Humanoid.WalkSpeed = 16
break
end
if Value1 == 120 then
add = 0
Value1 = 70
break
end
end
end
end)
game:GetService("UserInputService").InputEnded:connect(function(inputObject, gameProcessedEvent)
if inputObject.KeyCode == Enum.KeyCode.LeftShift then
plr.Character.Humanoid.WalkSpeed = 16
cam.FieldOfView = 70
add = 0
Value1 = 70
Running = false
game:GetService("UserInputService").InputBegan:connect(function(inputObject, gameProcessedEvent)
if inputObject.KeyCode == Enum.KeyCode.LeftShift then
print("no run xd")
Running = false
end
end)
end
end)
How do I make it so when the player is running it dose a costom run animation?
1 answer
If you want to add animation for running then you have to create the animation first by using Instance.new and then load the animation using the LoadAnimation() function. You can play the animation when the input begins by using Play(). The animation then will be stopped when the input has ended by using Stop().
Please note that the animation is bad but I custom made it just for this code example. You can probably see my dedication to this question.
==== CODE ====
local plr = game.Players.LocalPlayer
local cam = game.Workspace.Camera
cam.CameraType = "Scriptable"
-- Run Animation (Add to your script)
local RunAnimation = Instance.new('Animation')
RunAnimation.AnimationId = 'rbxassetid://6687967125'
RAnimation = plr.Character:WaitForChild("Humanoid"):LoadAnimation(RunAnimation)
-- Start Sprint Values
local Value1 = 70
local add = 1
local inf = math.huge
local add1 = 1
local newval = 100
-- End sprint Values
local Value2 = 1
local minus = 1
local maxVal = 70
local Running = false
game:GetService("UserInputService").InputBegan:connect(function(inputObject, gameProcessedEvent)
if inputObject.KeyCode == Enum.KeyCode.LeftShift then
plr.Character.Humanoid.WalkSpeed = 26
RAnimation:Play() -- Also add this to the script
while true do
Running = true
add = 1
Value1 = Value1 + add
print(Value1)
wait()
cam.FieldOfView = (Value1)
if Running == false then
cam.FieldOfView = 70
plr.Character.Humanoid.WalkSpeed = 16
break
end
if Value1 == 120 then
add = 0
Value1 = 70
break
end
end
end
end)
game:GetService("UserInputService").InputEnded:connect(function(inputObject, gameProcessedEvent)
if inputObject.KeyCode == Enum.KeyCode.LeftShift then
plr.Character.Humanoid.WalkSpeed = 16
RAnimation:Stop() -- And also add this to the script
cam.FieldOfView = 70
add = 0
Value1 = 70
Running = false
game:GetService("UserInputService").InputBegan:connect(function(inputObject, gameProcessedEvent)
if inputObject.KeyCode == Enum.KeyCode.LeftShift then
print("no run xd")
Running = false
end
end)
end
end)
NOTE: Loop has to be enabled AND priority must be movement.
In the future, you probably want to research how animation works and how it played OR stopped. You can also create the animation by using Animation Editor or use the animation of others by simply loading the asset ID.
Happy Scripting!
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4 comments
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It's you again. And guess what, i was just looking on how to do this.
Anyhow i got a problem. The track wouldn't stop. Even though it seems like the Track:Stop() code is executed. I have the track Looped to be enable and the priority is Action. Do you know how to solve it?
you have to use Movement actually. Not action because it will repeat the same track.