I've been animating enemies for my game recently and I've had a good base with a model I've been using, but there are some serious problems. The enemy works almost perfectly in studio (however if I put two or more, they attack each other which needs to be fixed) but is completely broken in-game. It will still chase players and attack them, but the animations don't work and some actions cause it to break.
The model itself has too many scripts for me to post here. However, the link leads to the model and can be opened up in studio to be dug into. Any suggestions?
http://www.roblox.com/Drooling-Zombie-item?id=187789986
Basic Script~
local zombie = script.Parent
for _, script in pairs(zombie.ModuleScripts:GetChildren()) do
if not game.ServerStorage:FindFirstChild(script.Name) then
script:Clone().Parent = game.ServerStorage
end
end
local AI = require(game.ServerStorage.ROBLOX_ZombieAI).new(zombie)
local DestroyService = require(game.ServerStorage.ROBLOX_DestroyService)
local function clearParts(parent)
for _, part in pairs(parent:GetChildren()) do
clearParts(part)
end
local delay
if parent:IsA("Part") then
delay = math.random(5,10)
else
delay = 11
end
DestroyService:AddItem(parent, delay)
end
zombie.Humanoid.Died:connect(function()
AI.Stop()
math.randomseed(tick())
clearParts(zombie)
script.Disabled = true
end)
local lastMoan = os.time()
math.randomseed(os.time())
while true do
local animationTrack = zombie.Humanoid:LoadAnimation(zombie.Animations.Arms)
animationTrack:Play()
-- local now = os.time()
-- if now - lastMoan > 5 then
-- if math.random() > .3 then
-- zombie.Moan:Play()
---- print("playing moan")
-- lastMoan = now
-- end
-- end
wait(2)
end

5 comments
Post the script please, I believe I know what the problem is.
Whatever it is shouldn't have a bunch of scripts. Realistically, every instance of it should be controlled entirely by one script.
I hope this is what you wanted to see.
Is it in a local script? If not put it in it or vice versa.
I tried local, now they won't even move. So i didn't go through with that.