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How do I stop all character animations?

Asked by 8 years ago

Hey! I'd like to stop an animation but I don't know how to stop it.

I know that you can do variable:Stop() but the problem is.... I can't tag the variable!

Why?

I've made a KeyDown event and a KeyUp event. I wanted to make the script play an animation at keydown and stop it at keyup but I have no idea how to access the animation ! :(

The variables:

plr = script.Parent.Parent

char = plr.Character

torso = char:findFirstChild("Torso")



mouse = plr:GetMouse()

The Keydown script:

if key == "f" then
            if plr.LEVEL.Value >= 3000 then
            game:GetService("Chat"):Chat(plr.Character.Head, "Hado 33: Sokatsui!")

                -- Animation ( Charge )

                animation = script.animationpackage.kido:WaitForChild("hado33charge")
                local animationTrack = char.Humanoid:LoadAnimation(animation)   
                animationTrack:Play()

                -- Effects

                torso.Anchored = true
                blueflame = Instance.new("Part", game.Workspace)
                blueflame.Anchored = true
                blueflame.Shape = "Ball"
                blueflame.BrickColor = BrickColor.new("Bright blue")
                blueflame.Transparency = 0.4
                blueflame.Size = Vector3.new(1,1,1)
                blueflame.TopSurface = "Smooth"
                blueflame.BottomSurface = "Smooth"
                blueflame.CFrame = torso.CFrame * CFrame.new(1.6, .25, -1.4)
                fire = Instance.new("Fire", blueflame)
                fire.Color = Color3.new(0,0,128)


                -- End of Effects
            else
                game:GetService("Chat"):Chat(plr.Character.Head, "I'm not strong enough to use this Hado...")
            end
        end

and the KeyUp script(unfinished):

function onKeyUp(key)
        if key:byte() == 32 then
            char.Torso.BodyVelocity:Destroy()
        elseif key == "j" then
            game.Workspace[plr.Name .. "dankuwall"]:Destroy()
            char.Torso.Anchored = false
        elseif key == "f" then
            animationTrack:Stop()
        end
    end -- onKeyUp



mouse.KeyUp:connect(onKeyUp)
mouse.KeyDown:connect(onKeyDown)

I hope I've given you enough information.

1
Make animationTrack a variable outside of the keyDown function and get rid of the local before it on line 8 of the keyDown function so that the variable is set correctly. Then you can reference it in the keyUp function. Spongocardo 1991 — 8y
1
But KeyUp/KeyDown functions forreal tho... UserInputService/ContextActionService es mastur input race Redbullusa 1580 — 8y

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