So I'm making a quick little magic game and I decided I want to add in a run/walk feature. Is there a way to do this while using the default animation script? I have already attempted to use this but the run animation kept getting clipped off by the walk one. Here's the part that I edit in the animation script:
function onRunning(speed) print(speed) if speed > 0.01 then pose = "Running" if speed <= 17 then playAnimation("walk", 0.1, Humanoid) else playAnimation("run", 0.1, Humanoid) end else if emoteNames[currentAnim] == nil then playAnimation("idle", 0.1, Humanoid) pose = "Standing" end end end
To clarify, I am using editing the animation script found in a character when I ran the game, and I placed it into StarterCharacterScripts once I had finished running.
It took me a while but I figured it out myself! For those of you whom would like to know the answer, there is another line in the animate script which you will need to change as well.
The code fragment looks like this:
elseif (pose == "Running") then playAnimation("walk", 0.1, Humanoid)
So all I had to do to fix this was add another pose value to my code:
function onRunning(speed) print(speed) if speed > 0.01 and speed <= 17 then pose = "Walking" playAnimation("walk", 0.1, Humanoid) elseif speed > 17 then pose = "Running" playAnimation("run", 0.1, Humanoid) else if emoteNames[currentAnim] == nil then playAnimation("idle", 0.1, Humanoid) pose = "Standing" end end end
After that I edit the code fragment below it, and changed it to sense my pose value:
elseif (pose == "Running") then playAnimation("run", 0.1, Humanoid) elseif (pose == "Walking") then playAnimation("walk", 0.1, Humanoid)
And presto! Clean running animation! If this helps, your welcome.