I have the following script that disables it, (And I WILL NOT REMOVE IT, SO DO NOT SUGGEST ME TO REMOVE THIS SCRIPT...)

game.Players.PlayerAdded:connect(function(plr) --Fires a function when a player is added, plr is the player that was added.
    plr.CharacterAdded:connect(function(char) --Fires a function when the player's character has spawned in or respawned, char is the character.
        char:WaitForChild("Humanoid").Name = "NotHumanoid" --Change the name of the humanoid.
    end)
end)

I also tried an animationscript

(Global)

function extractAndInstall(player)
	if player.Character:FindFirstChild("Animate") == nil then repeat wait() until player.Character:FindFirstChild("Animate") ~= nil end
	player.Character:FindFirstChild("Animate"):Destroy()
	local k = script.Parent.AnimNew:clone()
	k.Parent = player.Character
	k.Disabled = false
end

function hello(player)
	player.CharacterAdded:connect(function()
		extractAndInstall(player)
	end)
end

game.Players.PlayerAdded:connect(hello)
for i = 1, #game.Players:GetChildren() do
	hello(game.Players:GetChildren()[i])
end

AND

(LOCAL)

local Figure = script.Parent
local Torso = Figure:WaitForChild("Torso")
local RightShoulder = Torso:WaitForChild("Right Shoulder")
local LeftShoulder = Torso:WaitForChild("Left Shoulder")
local RightHip = Torso:WaitForChild("Right Hip")
local LeftHip = Torso:WaitForChild("Left Hip")
local Neck = Torso:WaitForChild("Neck")
local Humanoid = Figure:WaitForChild("Humanoid")

jumprebouncetime = 0.6
equipspeed = 0.5
lastjump = 0
lastrun = 0
runtime = 0
equipped = 0
lastslash = 0
lastlunge = 0
slash = false
lunge = false
dual = false
pose = "Standing"
lastpose = "Standing"
hastool = false
tool = nil

Figure.ChildAdded:connect(function(child)
	if child.Name == "NewAnimate" and child:IsA("LocalScript") and child ~= script then
		wait()
		child.Parent = nil
	end
	if child.Name == "Handle" then
		dual = true
		equipped = tick()
	end
end)

Figure.ChildRemoved:connect(function(child)
	if child.Name == "Handle" then
		dual = false
	end
end)

function checkAnim(thing)
	if thing:IsA("StringValue") and thing.Name == "toolanim" then
		if thing.Value == "None" then
			if pose ~= "Jumping" and pose ~= "Running" and pose ~= "Sitting" then
				RightShoulder.DesiredAngle = 1.5
				if dual then
					LeftShoulder.DesiredAngle = -1.5
				end
			end
		elseif thing.Value == "Slash" then
			slash = true
			lastslash = tick()
		elseif thing.Value == "Lunge" then
			RightShoulder.MaxVelocity = 0.5
			LeftShoulder.MaxVelocity = 0.5
			RightHip.MaxVelocity = 0.5
			LeftHip.MaxVelocity = 0.5
			RightShoulder:SetDesiredAngle(1.57)
			if not dual then
				LeftShoulder:SetDesiredAngle(0.7)
			else
				LeftShoulder:SetDesiredAngle(-1.57)
			end
			RightHip:SetDesiredAngle(1.7)
			LeftHip:SetDesiredAngle(1.7)
			lunge = true
			lastlunge = tick()
		else
			print("Bad toolanim parameter")
		end
		wait()
		thing:Destroy()
	end
end

function checkTool()
	check = script.Parent:GetChildren()
	for i = 1, #check do
		if check[i]:IsA("Tool") then
			hastool = true
			tool = check[i]
			tool.ChildAdded:connect(checkAnim)
			return
		end
	end
	hastool = false
	tool = nil
end

function animUpdate()
	scale = Humanoid.WalkSpeed/16
	Neck.MaxVelocity = 0.01
	RightShoulder.MaxVelocity = 0.5
	LeftShoulder.MaxVelocity = 0.5
	RightHip.MaxVelocity = 0.5
	LeftHip.MaxVelocity = 0.5
	if lastjump+jumprebouncetime > tick() then
		RightHip.DesiredAngle = -0.3
		LeftHip.DesiredAngle = 0.3
		RightHip.MaxVelocity = 0.4
		LeftHip.MaxVelocity = -0.4
	else
		RightHip.MaxVelocity = 0.25*scale
		LeftHip.MaxVelocity = 0.25*scale
	end
	if pose == "Running" then
		lol = -1
		if math.floor(tick()*3.75) % 2 == 0 then
			lol = 1
		end
		if not hastool then
			RightShoulder.DesiredAngle = lol
			RightShoulder.MaxVelocity = 0.5
			LeftShoulder.DesiredAngle = lol
		else
			RightShoulder.DesiredAngle = ((lol/10)+1.2)
			if equipped+equipspeed < tick() then
				RightShoulder.MaxVelocity = 0.02
			else
				RightShoulder.MaxVelocity = 0.5
			end
			if dual then
				if equipped+equipspeed > tick() then
					LeftShoulder.MaxVelocity = 0.02
				else
					LeftShoulder.MaxVelocity = 0.5
				end
				LeftShoulder.DesiredAngle = ((lol/10)-1.2)
			else
				LeftShoulder.DesiredAngle = lol
			end
		end
		if lastjump+jumprebouncetime <= tick() then
			RightHip.DesiredAngle = lol
			LeftHip.DesiredAngle = lol
		end
		Neck.DesiredAngle = lol/22
	else
		lol = 0.02
		RightShoulder.DesiredAngle = lol
		LeftShoulder.DesiredAngle = lol
		if lastjump+jumprebouncetime <= tick() then
			RightHip.DesiredAngle = lol
			LeftHip.DesiredAngle = lol
		end
		Neck.DesiredAngle = lol/22
	end
	if pose == "Standing" then
		angle = math.sin(tick())/31
		RightShoulder:SetDesiredAngle(-angle+0.08)
		LeftShoulder:SetDesiredAngle(angle-0.08)
		RightHip:SetDesiredAngle(-angle+0.08)
		LeftHip:SetDesiredAngle(angle-0.08)
		if hastool then
			RightShoulder.DesiredAngle = 1.35-angle
			if dual then
				LeftShoulder.DesiredAngle = -1.35+angle
			end
		end
	elseif pose == "Jumping" then
		LeftHip.DesiredAngle = -0.5
		RightHip.DesiredAngle = 0.5
		if not hastool then
			RightShoulder.DesiredAngle = 1
			LeftShoulder.DesiredAngle = -1
		else
			RightShoulder.DesiredAngle = 1.35
			if dual then
				LeftShoulder.DesiredAngle = -1.35
			else
				LeftShoulder.DesiredAngle = -1
			end
		end
	elseif pose == "Sitting" then
		LeftHip.DesiredAngle = -1.3
		RightHip.DesiredAngle = 1.3
		RightShoulder.DesiredAngle = 1.2525252525
		LeftShoulder.DesiredAngle = -1.2525252525
	end
	if pose ~= "Jumping" and pose ~= "Running" and pose ~= "Sitting" then
		if hastool then
			RightShoulder.DesiredAngle = 1.4
			if dual then
				LeftShoulder.DesiredAngle = -1.4
			end
		end
	end
	if lastslash+0.4 > tick() then
		if pose ~= "Running" then
			RightShoulder.DesiredAngle = 0
		else
			RightShoulder.DesiredAngle = 1.2
			if dual then
				LeftShoulder.DesiredAngle = -1.2
			end
		end
		slash = true
	else
		slash = false
	end
	if lastlunge+1 > tick() then
		RightShoulder.MaxVelocity = 0.5
		LeftShoulder.MaxVelocity = 0.5
		RightHip.MaxVelocity = 0.5
		LeftHip.MaxVelocity = 0.5
		RightShoulder:SetDesiredAngle(1.57)
		if not dual then
			LeftShoulder:SetDesiredAngle(1.0)
		else
			LeftShoulder:SetDesiredAngle(-1.57)
		end
		RightHip:SetDesiredAngle(1.57)
		LeftHip:SetDesiredAngle(1.0)
		lunge = true
	else
		lunge = false
	end
	if pose == "Climbing" then
		lol = -2
		lol2 = -1
		if math.floor(tick()*3.75) % 2 == 0 then
			lol = -5
			lol2 = 1
		end
		RightShoulder.MaxVelocity = 0.25
		LeftShoulder.MaxVelocity = 0.25
		RightHip.MaxVelocity = 0.15
		LeftHip.MaxVelocity = 0.15
		RightShoulder.DesiredAngle = lol
		LeftShoulder.DesiredAngle = lol
		if lastjump+jumprebouncetime <= tick() then
			RightHip.DesiredAngle = lol2
			LeftHip.DesiredAngle = lol2
		end
		Neck.DesiredAngle = lol2/15
	end
	if slash then
		RightShoulder.MaxVelocity = 0.5
		RightShoulder.DesiredAngle = 0.2
		if dual then
			LeftShoulder.MaxVelocity = 0.5
			LeftShoulder.DesiredAngle = -0.2
		end
	end
	lastpose = pose
end

function platformStand()
	pose = "Standing"
end

function sitting()
	pose = "Sitting"
end

function climbing()
	pose = "Climbing"
end

function fall()
	--local lastp = pose..""
	if Humanoid.Jump or pose == "Jumping" or lastjump+jumprebouncetime < tick() then
		return
	end
	wait(0.1)
	if Humanoid.Jump or pose == "Jumping" or lastjump+jumprebouncetime < tick() then
		return
	end
	pose = "Jumping"
	Figure["Right Leg"].Touched:wait()
	pose = "Jumping"
	lastjump = tick()
end

function running(speed)
	if speed > 0 then
		pose = "Running"
	else
		pose = "Standing"
	end
end

function jumping()
	if pose == "Climbing" then
		return
	end
	pose = "Jumping"
	lastjump = tick()
end

Humanoid.Running:connect(running)
Humanoid.Jumping:connect(jumping)
Humanoid.PlatformStanding:connect(platformStand)
Humanoid.FreeFalling:connect(fall)
Humanoid.FallingDown:connect(fall)
Humanoid.Seated:connect(sitting)
Humanoid.Climbing:connect(climbing)
Humanoid.Swimming:connect(climbing)
Humanoid.GettingUp:connect(climbing)

while wait() do
	checkTool()
	animUpdate()
end

Any help offered?

1 comment

0

China called, they want their wall back. If you want the animations to work, perhaps consider trying to learn how they work.