Talk:How to make your character unanimated: Difference between revisions
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>Briguy9876 No edit summary |
>Mindraker Testing |
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(One intermediate revision by the same user not shown) | |||
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The script, if this is it, | |||
<pre> | |||
function onPlayerRespawned(newPlayer) | |||
local joints = newPlayer.Character.Torso:GetChildren() | |||
local animate = newPlayer.Character:FindFirstChild("Animate") | |||
if animate ~= nil then | |||
animate.Parent = nil | |||
for i = 1, #joints do | |||
if joints[i].className == "Motor" then | |||
joints[i].DesiredAngle = 0 | |||
joints[i].CurrentAngle = 0 | |||
joints[i].MaxVelocity = 0 | |||
end | |||
end | |||
end | |||
end | |||
function onPlayerEntered(newPlayer) | |||
newPlayer.Changed:connect(function (property) | |||
if (property == "Character") then | |||
onPlayerRespawned(newPlayer) | |||
end | |||
end) | |||
end | |||
game.Players.PlayerAdded:connect(onPlayerEntered) | |||
</pre> works. Stuff it into Workspace; and your arms, legs don't move. {{User:Mindraker/sig}} 15:10, 23 August 2008 (CDT) |
Latest revision as of 20:10, 23 August 2008
The script, if this is it,
function onPlayerRespawned(newPlayer) local joints = newPlayer.Character.Torso:GetChildren() local animate = newPlayer.Character:FindFirstChild("Animate") if animate ~= nil then animate.Parent = nil for i = 1, #joints do if joints[i].className == "Motor" then joints[i].DesiredAngle = 0 joints[i].CurrentAngle = 0 joints[i].MaxVelocity = 0 end end end end function onPlayerEntered(newPlayer) newPlayer.Changed:connect(function (property) if (property == "Character") then onPlayerRespawned(newPlayer) end end) end game.Players.PlayerAdded:connect(onPlayerEntered)
works. Stuff it into Workspace; and your arms, legs don't move. MINDRAKER 15:10, 23 August 2008 (CDT)