Adonis icon indicating copy to clipboard operation
Adonis copied to clipboard

Fix for :undance (:uneffect alias) not stopping dance animation

Open sqikerz opened this issue 9 months ago • 7 comments

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

sqikerz avatar May 06 '24 09:05 sqikerz

Isn't there a better way to stop an animation than making the player jump

Dimenpsyonal avatar May 06 '24 09:05 Dimenpsyonal

Isn't there a better way to stop an animation than making the player jump

Humanoid:ChangeState

ccuser44 avatar May 06 '24 10:05 ccuser44

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) image

Expected: image

sqikerz avatar May 06 '24 10:05 sqikerz

Some games dont want players jumping tho

Dimenpsyonal avatar May 06 '24 10:05 Dimenpsyonal

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

sqikerz avatar May 06 '24 10:05 sqikerz

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?

SuperCater avatar May 06 '24 11:05 SuperCater

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)

sqikerz avatar May 06 '24 17:05 sqikerz