I have a walk animation for my npc that is already there. When I use MoveTo
script.Parent.Humanoid:MoveTo(target.Position, target)
the NPC walks with it's idle animation playing. How do I fix this?
I have a walk animation for my npc that is already there. When I use MoveTo
script.Parent.Humanoid:MoveTo(target.Position, target)
the NPC walks with it's idle animation playing. How do I fix this?
-----------[[Get Rid of This in the "Animate" script, located towards the end of the script]]-------------
game:GetService("Players").LocalPlayer.Chatted:connect(function(msg)
local emote = ""
if (string.sub(msg, 1, 3) == "/e ") then
emote = string.sub(msg, 4)
elseif (string.sub(msg, 1, 7) == "/emote ") then
emote = string.sub(msg, 8)
end
if (pose == "Standing" and emoteNames[emote] ~= nil) then
playAnimation(emote, EMOTE_TRANSITION_TIME, Humanoid)
end
end)
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3 comments
Make sure NPC's Humanoid is same rig type as animations and NPC body parts are the correct parts and names for that specific rig type. Ex. r6 or r15; Torso or UpperTorso; Right Arm or RightHand; etc.
Yeah I'm sorry, but I solved this a long time ago I forgot I posted this on the forum but I'll still accept your answer. Thanks anyways!
Thanks. This is how I get my NPC to walk normally like the real players and climbing ladders, too. I would like to know how you do yours.