Adonis
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Fix for :undance (:uneffect alias) not stopping dance animation
The :undance
command existed (as an alias for :uneffect
or UnEffect), but never really stopped the dance that was played.
This addition adds the command, the server call, and the client side. If it finds an animation named "ADONIS_Animation" it stops it and then makes the user jump (an extremely efficient way to restore default animations, if the character was stationary)
After Update: https://youtu.be/_NkJnWv3UcM Before Update: https://youtu.be/EogfvpDfJKA
Isn't there a better way to stop an animation than making the player jump
Isn't there a better way to stop an animation than making the player jump
Humanoid:ChangeState
Isn't there a better way to stop an animation than making the player jump
The jump happens after I clear the player's "adonis_animation"--I wanted it to be dynamic and work in all games and users, particularly people/games that had custom idle animations (I have no idea on how to do this any other way)
Also, just tried ChangeState and it still keeps the player in a limbo state (screenshot below)
Expected:
Some games dont want players jumping tho
Some games dont want players jumping tho
That's true, do you recommend that I leave the player in no animation (until they "choose" their next animation)? I think this fits the uneffect
command name well
Isn't there a better way to stop an animation than making the player jump
Cant we dynamically check the jump power of the player and base it on that?
Isn't there a better way to stop an animation than making the player jump
Cant we dynamically check the jump power of the player and base it on that?
This might still cause unintended behavior in games depending on what the player is doing (such as them sitting down when the command is ran, then being forced out)