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How would I go about stopping BreakJoints()?

Asked by
saenae 318 Moderation Voter
9 years ago

I've decided to make a death animation for my monsters, but I'm unsure on how to go about doing so. I have played around with the Died() event, but I can't seem to stop the character from falling apart immediately after hitting 0. I'd thought of just using Health.Changed and then just removing the humanoid after a certain health and then just reWelding the character, but that wouldn't work so well if I were to use a high-damage attack that just results in you immediately reaching 0. Any ideas? Thanks! :)

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I'd also pondered the idea of just making the health a NumberValue, and I might do just that and mix it with .Changed, but that's more of a last-case scenario. saenae 318 — 9y
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MakeJoints when it dies, if that doesn't work, make NEW welds and attach them EzraNehemiah_TF2 3552 — 9y
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Yeah, recreating the welds may be my best option. Still, I'm experimenting with just cloning the character and putting it in the same area without a humanoid. <-- The lazeh approach. All the same, thanks so much for the idea! :) saenae 318 — 9y
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I would go by LordDragon's idea, just make new welds right when the player dies, it will work. AbsoluteAxiom 175 — 9y
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Of course, it's simply a tedious process. What I've failed to explain is that this isn't a character, but a monster that I've made. It consists of some 20 parts, none of which can simply be welded to the midsection and be expected to animate properly. I'd have to weld each of these to their correct positions. I'd rather keep it fairly simple, and just clone the object. I'm not experiencing any pro saenae 318 — 9y
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problems so far, so I think I'll keep with it. Thanks for the insight, though! ^^ saenae 318 — 9y

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