Scripting Helpers is winding down operations and is now read-only. More info→
Ad
Log in to vote
0

How do I make an animation activate if player is AFK?

Asked by 6 years ago
Edited 6 years ago

I'm trying to get my "idle" animation to only be activated if the player has not moved for 40 consecutive seconds. I've only managed to get the animation to play after 20 seconds if the player isn't moving by the 20th second, but this isn't really what I want:

-- This local script doesn't work correctly. It's meant to be an AFK animation, --
-- as in when the player has been idle without moving their mouse for 20 seconds, --
-- then the animation will play until the player moves their chacter --

local Player = game.Players.LocalPlayer
local Humanoid = Player.Character.Humanoid
local mouse = Player:GetMouse()
local animate = Instance.new("Animation")
animate.Name = "animate"
animate.AnimationId = "http://www.roblox.com/Asset?ID=2056648365"

debounce = false

mouse.Idle:connect(function(Idle)
if debounce == true then return end
debounce = true 

wait(9)

repeat wait() until Player.Character.HumanoidRootPart.Velocity == Vector3.new(0,0,0) == true do
print 'idle start'
        wait(1)
        if Player.Character.HumanoidRootPart.Velocity == Vector3.new(0,0,0) == false then return
            elseif Player.Character.HumanoidRootPart.Velocity == Vector3.new(0,0,0) == true then
        print 'Idle'
        script.Parent.Folder.IdleWallEvent:FireServer(Player) end
        local playAnimate = Humanoid:LoadAnimation(animate)
        playAnimate:Play()
    repeat wait() until Player.Character.HumanoidRootPart.Velocity == Vector3.new(1,1,1) == false do return end
        if Player.Character.HumanoidRootPart.Velocity == Vector3.new(1,1,1) then
        playAnimate:Stop()
        wait(0.01)
        print 'Idle Deactivated'
        end

        debounce = false
    end
end)

I then decided to use a script to insert my animation into the player, in hopes that I could make the animations play in an order. However, this was unsuccessful as well. I was trying to make it to where my custom animation wouldn't play unless the player had been idle for 20 seconds using weighting:

local Player = game.Players.LocalPlayer
local mouse = Player:GetMouse()
local Idle = Instance.new("Animation")
Idle.Name = "Idle"
Idle.AnimationId = "http://www.roblox.com/Asset?ID=2056648365"

Idle.Parent = Player.Character.Animate.idle

local Weight = Instance.new("NumberValue")
Weight.Name = "Weight"
Weight.Parent = Player.Character.Animate.idle.Idle
Weight.Value = 2

local OtherWeight = Player.Character.Animate.idle.Animation1.Weight
OtherWeight.Value = 4

local OtherOtherWeight = Player.Character.Animate.idle.Animation2.Weight
OtherOtherWeight.Value = 3

repeat wait(0.1) until Player.Character.LowerTorso.Orientation == Player.Character.HumanoidRootPart.Orientation + Vector3.new(10.38,0,0) do
print 'idle start'
        wait(1)
        if Player.Character.LowerTorso.Orientation == Player.Character.HumanoidRootPart.Orientation + Vector3.new(10.38,0,0) == false then return
            elseif Player.Character.LowerTorso.Orientation == Player.Character.HumanoidRootPart.Orientation + Vector3.new(10.38,0,0) == true then
        print 'Idle'
        wait(0.01)
        script.Parent.Folder.IdleWallEvent:FireServer(Player)
    end
end

And here's the function:

local Wall
local success, err = pcall(function()
  Wall = game:GetService("InsertService"):LoadAsset(2096107433)
end)
if success then
  Wall.Parent = workspace
  print("successfully inserted Wall")
else
  warn("unable to insert Wall because " .. err)
end
local Player = game.Players.LocalPlayer
local wall = game.Workspace.Model.SmoothBlockModel
    wall.CanCollide = false
    wall.Anchored = true
    wall.Transparency = 0
    wait(0.1)
    wall.Orientation = Player.Character.HumanoidRootPart.Orientation
    wall.Position = Player.Character.LowerTorso.Position + Vector3.new(-0.051, 5.548, 2.177)
    wall.Transparency = 0

    local yes = Instance.new("Part")
    yes.Name = "yes"
    yes.Parent = game.Workspace
    yes.CanCollide = false
    yes.Anchored = true
    yes.Position = Player.Character.LowerTorso.Position
    yes.Transparency = 0

    repeat wait(0.5) until Player.Character.LowerTorso.CFrame == yes.CFrame == false do
            Wall:Destroy()
            print 'Wall Destroyed'
            yes:Destroy()
            print 'Almost Done'
        end
    end

script.Parent.Folder.IdleWallEvent.OnServerEvent:connect(wallcreate)

As you can see I am a little stumped and so I was hoping somebody on here could help me.

1 answer

Log in to vote
0
Answered by 6 years ago
Edited 6 years ago

https://wiki.roblox.com/index.php?title=API:Class/Player/Idled

Player.Idled:Connect(function(idledTime)
    code
end)

Edit code: Note: Sometimes it won't work, so I added some stuff.

wait()
local plr = game:GetService("Players").LocalPlayer
local c = plr.Character or plr.CharacterAdded:Wait()
repeat
    wait()
until c ~= nil
local torso = c:WaitForChild("Torso")
local oldPos, idled = nil, false
torso.Changed:Connect(function(diff)
    if diff == "Position then
        if torso.Position == oldPos then
            idled = true
        end
    end
end)
spawn(function()
    while idled do
        code
        wait(1)
    end
end)
while wait(1) do
    oldPos = torso.Position
end
0
how do I change the amount of time needed? What do I do with this code? I'm finding it hard to understand what you mean, could you be a little more descriptive? tigerwarrior56 1 — 6y
0
Just put in the parenthesis where "idledTime" is the amount of time you want before the code to run. Superameno 34 — 6y
0
^ User#22219 20 — 6y
0
One last question, how do I differentiate between 40 seconds and 40 minutes? tigerwarrior56 1 — 6y
View all comments (20 more)
0
I'm not sure what you mean by that, but 40 minutes is 40 * 60. User#22219 20 — 6y
0
I guess my question was needlessly complicated, all I meant was how do I make the time 40 seconds? tigerwarrior56 1 — 6y
0
idledTime is how long the player idled. User#22219 20 — 6y
0
right, but my problem is that I need the script to only run if the player has been idle for 40 seconds, how do I make THAT happen tigerwarrior56 1 — 6y
0
Just do: if idledTime == 40 then User#22219 20 — 6y
0
I tried this and now all of a sudden the entire script no longer works tigerwarrior56 1 — 6y
0
Wiki page says: Description: Usually fired two minutes after the game engine classes the player as idle. Time is the amount of seconds since this point. User#22219 20 — 6y
0
So I need to wait 2 minutes and 40 seconds for this to work or... tigerwarrior56 1 — 6y
0
Yeah User#22219 20 — 6y
0
I stood still for well over 3 minutes and nothing happened tigerwarrior56 1 — 6y
0
Oh you could use the changed event for a limb for the position. User#22219 20 — 6y
0
Hm... could you elaborate? tigerwarrior56 1 — 6y
0
You could detect if the current character's position is the same as the last character's position. If so, there idled. User#22219 20 — 6y
0
I'm not sure I understand, could you write out an example line of code? tigerwarrior56 1 — 6y
0
The code may not work. User#22219 20 — 6y
0
oh, why is that? tigerwarrior56 1 — 6y
0
The player is always moving because of the Roblox (which rotates the limbs sometimes) animations itself, so I recommend making a invisible part that cannot be rotated. User#22219 20 — 6y
0
Also you could look in the Roblox "Animate" script in your character in studio and see how they do it. User#22219 20 — 6y
0
I'll most likely go with an invisible, non rotational part. So I make a line of code that detects if the part stays in the same place for a certain amount of time, correct? And then this introduces MY animation, correct? tigerwarrior56 1 — 6y
0
Yes, you can also look in the Animate script and see how Roblox did it. User#22219 20 — 6y
Ad

Answer this question