K, so when you approach the NPC's the come towards you, but the animations isnt loading it, and eventually when they swing, it just stops moving.
I've tried basically everything to load in the animation, any help?
Not sure if its the Content Provider area, but the walking is animation is from ROBLOX, and I have it looped. So it should've been working.
local humanoid = script.Parent:WaitForChild("Humanoid") local torso = script.Parent:WaitForChild("Torso") local head = script.Parent:WaitForChild("Head2") local real_head = script.Parent:WaitForChild("Head") local linked_sword = script.Parent:WaitForChild("Linked_Sword") local settings = script.Parent:WaitForChild("Settings") local events = {} local damage_sounds = {181268610,181268607,181268605} local hats = {} --- animations storage --- local animation_walk = Instance.new("Animation") animation_walk.AnimationId = "http://www.roblox.com/asset/?id=180426354" local running_animation_walk = nil local animation_attack = Instance.new("Animation") animation_attack.AnimationId = "http://www.roblox.com/asset/?id=1873619820" local running_animation_attack = nil -------------------------- function load_hat(id) local new_hat = game:GetService("InsertService"):LoadAsset(id) for i,v in ipairs(new_hat:GetChildren()) do if(v.ClassName == "Hat") then v.Parent = script.Parent end end new_hat:Destroy() end Instance.new("ForceField",script.Parent) --load_hat(hats[math.random(1,#hats)]) for i = 1,2 do wait(0.5) humanoid.MaxHealth = settings.Health.Value humanoid.Health = settings.Health.Value end script.Parent.ForceField:Destroy() humanoid.MaxHealth = settings.Health.Value humanoid.Health = settings.Health.Value function sound(id,parent,pitch,volume,remove_time) local sounde = Instance.new("Sound",parent) game.Debris:AddItem(sounde,remove_time) sounde.SoundId = "http://www.roblox.com/asset/?id=" .. id game:GetService("ContentProvider"):Preload(sounde.SoundId) sounde.Pitch = pitch sounde.Volume = volume sounde:Play() return (sounde) end function hurt (human) if(human) then if(human.Health ~= 0 and human.Parent:FindFirstChild("Torso")) then human.Health = human.Health - settings.Damage.Value local random_sound_effect = damage_sounds[math.random(1,#damage_sounds)] sound(random_sound_effect,human.Parent.Torso,math.random(70,100)/100,1,2) end end end function attack (human) game:GetService("ContentProvider"):Preload("http://www.roblox.com/asset/?id=94161088") sound(181268614,linked_sword.Handle,math.random(90,110)/100,1,2) if(running_animation_attack == nil and human.Health ~= 0) then local event_keyframe_reached running_animation_attack = humanoid:LoadAnimation(animation_attack) running_animation_attack:Play() event_keyframe_reached = running_animation_attack.KeyframeReached:connect(function(keyframeName) -- Bind function to KeyframeReached event if (keyframeName == "Hit") then hurt(human) elseif(keyframeName == "End") then running_animation_attack:Stop() running_animation_attack = nil event_keyframe_reached:disconnect() end end) repeat wait(0.05) until running_animation_attack == nil end end function walk(operation) game:GetService("ContentProvider"):Preload("http://www.roblox.com/asset/?id=180426354") if(operation == true and running_animation_walk == nil) then running_animation_walk = humanoid:LoadAnimation(animation_walk) running_animation_walk:Play() elseif(operation == false and running_animation_walk ~= nil) then running_animation_walk:Stop() running_animation_walk = nil humanoid:MoveTo(torso.Position,torso) end end ----------Everything else below was basically irrelevant to the loading of the animation----- function follow(plr,char,dist) if(plr and char) then if(dist <= settings.Attack_Distance.Value and char:FindFirstChild("Humanoid")) then walk(false) attack(char.Humanoid) elseif(char:FindFirstChild("Humanoid") and dist > settings.Attack_Distance.Value) then walk(true) script.Parent.Humanoid:MoveTo(char.HumanoidRootPart.Position,char.HumanoidRootPart) end else walk(false) end end
Hey I think I have the answer, I have ran into this problem a lot, make sure you are using an animation that you made or if you are making a group game that its a group animation.