I believe the problem is that it's overwritten, but idk how I'd fix that. This is the script in ServerScriptService (no output):
local Monster = script["Lord Umberhallow"] game.Players.PlayerAdded:connect(function(Player) Player.CharacterAdded:connect(function(Char) repeat wait() until game.ContentProvider.RequestQueueSize == 0 for _, v in pairs(Char:GetChildren()) do if v:IsA("Hat") then v:Destroy() elseif v:IsA("CharacterMesh") then v:Destroy() end end for _, v in pairs(Monster:GetChildren()) do if v:IsA("CharacterMesh") then v:Clone().Parent = Char elseif v:IsA("Hat") then v:Clone().Parent = Char end end local Mouse = Player:GetMouse() local function CreateAnimation(ID) local NewAnim = Instance.new("Animation") NewAnim.AnimationId = ID return NewAnim end local Animations = { Swipe = { CreateAnimation(278621260) } } Mouse.Button1Down:connect(function() Char.Humanoid:LoadAnimation(Animations.Swipe[math.random(1,#Animations.Swipe)]) end) end) end)
I'm assuming you want the player to spawn WITH the walk/idle/jump/fall animation (Whichever animation this is) So I'll give you a script that does just that.
wait(2) -- You can remove this if you'd like. game.Players.PlayerAdded:connect(function(player) while not player.Character do wait() end local character = player.Character local animateScript = character.Animate animateScript.fall.FallAnim.AnimationId = 'http://www.roblox.com/asset/?id=278621260' end)