I am making a sort of survival game with a twist, and I'm trying to create somewhat of a boss for it. The dimensions for the boss are exactly three times the normal humanoid dimensions. The only problem is, simply dragging the animation script from a normal zombie to the giant one causes the giant to become disfigured and distorted. Bare in mind it does carry a sword with the dimensions also exactly multiplied by three. I was wondering if there was a way around this, or just simply a script someone could create for me? I've tried using several animation plugins but the limbs and head are never detected after selecting the root part of the "dummy". I also made sure to duplicate the joints within the torso and replicated the data from within the original zombie.
This is the current animation script, it is fairly independent:
function waitForChild(parent, childName)
while true do
local child = parent:findFirstChild(childName)
if child then
return child
end
parent.ChildAdded:wait()
end
end
local Figure = script.Parent
local Torso = waitForChild(Figure, "Torso")
local RightShoulder = waitForChild(Torso, "Right Shoulder")
local LeftShoulder = waitForChild(Torso, "Left Shoulder")
local RightHip = waitForChild(Torso, "Right Hip")
local LeftHip = waitForChild(Torso, "Left Hip")
local Neck = waitForChild(Torso, "Neck")
local Humanoid = waitForChild(Figure, "Zombie")
local pose = "Standing"
local toolAnim = "None"
local toolAnimTime = 0
local isSeated = false
-- functions
function onRunning(speed)
if isSeated then return end
if speed>0 then
pose = "Running"
else
pose = "Standing"
end
end
function onDied()
pose = "Dead"
end
function onJumping()
isSeated = false
pose = "Jumping"
end
function onClimbing()
pose = "Climbing"
end
function onGettingUp()
pose = "GettingUp"
end
function onFreeFall()
pose = "FreeFall"
end
function onFallingDown()
pose = "FallingDown"
end
function onSeated()
isSeated = true
pose = "Seated"
print("Seated")
end
function moveJump()
RightShoulder.MaxVelocity = 0.5
LeftShoulder.MaxVelocity = 0.5
RightShoulder.DesiredAngle = 3.14
LeftShoulder.DesiredAngle = -3.14
RightHip.DesiredAngle = 0
LeftHip.DesiredAngle = 0
end
-- same as jump for now
function moveFreeFall()
RightShoulder.MaxVelocity = 0.5
LeftShoulder.MaxVelocity = 0.5
RightShoulder.DesiredAngle = 3.14
LeftShoulder.DesiredAngle = -3.14
RightHip.DesiredAngle = 0
LeftHip.DesiredAngle = 0
end
function moveSit()
print("Move Sit")
RightShoulder.MaxVelocity = 0.15
LeftShoulder.MaxVelocity = 0.15
RightShoulder.DesiredAngle = 3.14 /2
LeftShoulder.DesiredAngle = -3.14 /2
RightHip.DesiredAngle = 3.14 /2
LeftHip.DesiredAngle = -3.14 /2
end
function getTool()
kidTable = Figure:children()
if (kidTable ~= nil) then
numKids = #kidTable
for i=1,numKids do
if (kidTable[i].className == "Tool") then return kidTable[i] end
end
end
return nil
end
function getToolAnim(tool)
c = tool:children()
for i=1,#c do
if (c[i].Name == "toolanim" and c[i].className == "StringValue") then
return c[i]
end
end
return nil
end
function animateTool()
if (toolAnim == "None") then
RightShoulder.DesiredAngle = 1.57
return
end
if (toolAnim == "Slash") then
RightShoulder.MaxVelocity = 0.5
RightShoulder.DesiredAngle = 0
return
end
if (toolAnim == "Lunge") then
RightShoulder.MaxVelocity = 0.5
LeftShoulder.MaxVelocity = 0.5
RightHip.MaxVelocity = 0.5
LeftHip.MaxVelocity = 0.5
RightShoulder.DesiredAngle = 1.57
LeftShoulder.DesiredAngle = 1.0
RightHip.DesiredAngle = 1.57
LeftHip.DesiredAngle = 1.0
return
end
end
function move(time)
local amplitude
local frequency
if (pose == "Jumping") then
moveJump()
return
end
if (pose == "FreeFall") then
moveFreeFall()
return
end
if (pose == "Seated") then
moveSit()
return
end
local climbFudge = 0
if (pose == "Running") then
RightShoulder.MaxVelocity = 0.15
LeftShoulder.MaxVelocity = 0.15
amplitude = 1
frequency = 9
elseif (pose == "Climbing") then
RightShoulder.MaxVelocity = 0.5
LeftShoulder.MaxVelocity = 0.5
amplitude = 1
frequency = 9
climbFudge = 3.14
else
amplitude = 0.1
frequency = 1
end
desiredAngle = amplitude * math.sin(time*frequency)
RightShoulder.DesiredAngle = desiredAngle + climbFudge
LeftShoulder.DesiredAngle = desiredAngle - climbFudge
RightHip.DesiredAngle = -desiredAngle
LeftHip.DesiredAngle = -desiredAngle
local tool = getTool()
if tool ~= nil then
animStringValueObject = getToolAnim(tool)
if animStringValueObject ~= nil then
toolAnim = animStringValueObject.Value
-- message recieved, delete StringValue
animStringValueObject.Parent = nil
toolAnimTime = time + .3
end
if time > toolAnimTime then
toolAnimTime = 0
toolAnim = "None"
end
animateTool()
else
toolAnim = "None"
toolAnimTime = 0
end
end
-- connect events
Humanoid.Died:connect(onDied)
Humanoid.Running:connect(onRunning)
Humanoid.Jumping:connect(onJumping)
Humanoid.Climbing:connect(onClimbing)
Humanoid.GettingUp:connect(onGettingUp)
Humanoid.FreeFalling:connect(onFreeFall)
Humanoid.FallingDown:connect(onFallingDown)
Humanoid.Seated:connect(onSeated)
-- main program
local nextTime = 0
local runService = game:service("RunService");
while Figure.Parent~=nil do
time = runService.Stepped:wait()
if time > nextTime then
move(time)
nextTime = time + 0.1
end
end
Thanks in advance!
-ItsYourFav (zacster129)

1 comment
When you used the connect events, you used :connect() instead of :Connect() :connect()wouldn't work in the released game so that's why you should use :Connect() instead of :connect()