wow
925 lines
local roothidecf = CFrame.new(0, -255, 0)
if not game.IsLoaded then
if not game.IsLoaded then
game.Loaded:Wait()
game.Loaded:Wait()
end
local game = game
local debug = debug
local debug_info = debug.info
local gameIndex
local gameNewIndex
local getrawmetatableworks = false
local isindexsupported = false
if getrawmetatable then
local s, r = pcall(getrawmetatable, game)
if s then
if r.__index then
gameIndex = r.__index
gameNewIndex = r.__newindex
getrawmetatableworks = true
end
end
end
if not getrawmetatableworks then
xpcall(function()
return game[{}]
end, function()
gameIndex = debug_info(2, "f")
end)
xpcall(function()
game[{}] = {}
end, function()
gameNewIndex = debug_info(2, "f")
end)
end
local successtest, err = pcall(function()
return gameIndex(game:GetService("Workspace"), "Parent")
end)
if not successtest then
if string.find(err:lower(), "instance expected") then
isindexsupported = false
else
isindexsupported = true
end
else
isindexsupported = true
end
end
local desiredmode = false
local zeropointone = 0.1
local zeropointone = 0.1
local twait = task.wait
local twait = task.wait
local tspawn = task.spawn
local tspawn = task.spawn
local currentfakechar = nil
local currentfakechar = nil
local vector3zero = Vector3.zero
local vector3zero = Vector3.zero
local getgenv = getgenv or function()
local getgenv = getgenv or function()
return _G
return _G
end
end
local NaN = 0/0
local NaN = 0 / 0
local dummypart = Instance.new("Part")
local dummypart = Instance.new("Part")
local GetDescendants = dummypart.GetDescendants
local GetDescendants = dummypart.GetDescendants
local IsA = dummypart.IsA
local IsA = dummypart.IsA
local Destroy = dummypart.Destroy
local Destroy = dummypart.Destroy
local math_random = math.random
local math_random = math.random
local Vector3_new = Vector3.new
local Vector3_new = Vector3.new
local usedefaultanims = _G["Use default animations"] or false
local usedefaultanims = false
local transparency_level = _G["Fake character transparency level"] or 1
local transparency_level = 1
local disablescripts = _G["Disable character scripts"] or true
local disablescripts = true
local fakecollisions = _G["Fake character should collide"] or true
local fakecollisions = true
local nametoexcludefromtransparency = _G["Names to exclude from transparency"] or {}
local nametoexcludefromtransparency = {}
local parentrealchartofakechar = _G["Parent real character to fake character"] or false
local parentrealchartofakechar = false
local respawncharacter = (function() if _G["Respawn character"] == nil then return true else return _G["Respawn character"] end end)()
local respawncharacter = (function()
if _G["Respawn character"] == nil then
return true
else
return _G["Respawn character"]
end
end)()
local instantrespawn = (function() if _G["Instant respawn"] == nil then return false else return _G["Instant respawn"] end end)()
local instantrespawn = true
local LocalPlayer = game:GetService("Players").LocalPlayer
local LocalPlayer = game:GetService("Players").LocalPlayer
local exploit = "shitsploit"
if not LocalPlayer.Character then
if not LocalPlayer.Character then
LocalPlayer.CharacterAdded:Wait()
LocalPlayer.CharacterAdded:Wait()
twait(zeropointone)
twait(zeropointone)
if LocalPlayer.Character:FindFirstChildOfClass("Humanoid").RigType ~= Enum.HumanoidRigType.R6 then
if LocalPlayer.Character:FindFirstChildOfClass("Humanoid").RigType ~= Enum.HumanoidRigType.R6 then
error("Script is only compatible with R6 type rigs")
error("Script is only compatible with R6 type rigs")
return
return
end
end
end
end
local function removeAnims(character)
local function removeAnims(character)
if character == currentfakechar then
if character == currentfakechar then
return
return
end
end
local humanoid = character:WaitForChild("Humanoid", 5)
local humanoid = character:WaitForChild("Humanoid", 5)
local animator = humanoid:FindFirstChildWhichIsA("Animator")
local animator = humanoid:FindFirstChildWhichIsA("Animator")
if animator then
if animator then
Destroy(animator)
Destroy(animator)
end
end
local animateScript = character:FindFirstChild("Animate")
local animateScript = character:FindFirstChild("Animate")
if animateScript then
if animateScript then
Destroy(animateScript)
Destroy(animateScript)
end
end
local a = nil
local a = nil
a = humanoid.DescendantAdded:Connect(function(child)
a =
if child:IsA("Animator") then
humanoid.DescendantAdded:Connect(
Destroy(child)
function(child)
a:Disconnect()
if child:IsA("Animator") then
a = nil
Destroy(child)
end
a:Disconnect()
end)
a = nil
end
end
)
end
end
LocalPlayer.CharacterAdded:Once(removeAnims)
LocalPlayer.CharacterAdded:Once(removeAnims)
_G.OxideRealChar = LocalPlayer.Character
LocalPlayer.Character.Archivable = true
LocalPlayer.Character.Archivable = true
local originalChar = LocalPlayer.Character
local originalChar = LocalPlayer.Character
local fakeChar = originalChar:Clone()
local char = originalChar:Clone()
fakeChar.Name = LocalPlayer.Name .. "_Fake"
char.Name = "non"
local signaldiedbackend = LocalPlayer.ConnectDiedSignalBackend
local signaldiedbackend = LocalPlayer.ConnectDiedSignalBackend
local signalkill = LocalPlayer.Kill
local signalkill = LocalPlayer.Kill
if respawncharacter then
if respawncharacter then
if instantrespawn then
if instantrespawn then
if replicatesignal then
if replicatesignal then
replicatesignal(signaldiedbackend)
replicatesignal(signaldiedbackend)
twait(game.Players.RespawnTime - 0.05)
twait(game.Players.RespawnTime - 0.05)
replicatesignal(signalkill)
replicatesignal(signalkill)
LocalPlayer.CharacterAdded:Wait()
LocalPlayer.CharacterAdded:Wait()
fakeChar.Parent = workspace
char.Parent = workspace
currentfakechar = fakeChar
currentfakechar = char
end
end
else
else
originalChar:BreakJoints()
originalChar:BreakJoints()
LocalPlayer.CharacterAdded:Wait()
LocalPlayer.CharacterAdded:Wait()
fakeChar.Parent = workspace
char.Parent = workspace
currentfakechar = fakeChar
currentfakechar = char
end
end
end
end
twait(zeropointone)
twait(zeropointone)
local newChar = LocalPlayer.Character
local newChar = LocalPlayer.Character
newChar.Archivable = true
newChar.Archivable = true
if disablescripts then
if disablescripts then
tspawn(function()
tspawn(
for _, obj in ipairs(fakeChar:GetChildren()) do
function()
if obj:IsA("LocalScript") then
for _, obj in ipairs(char:GetChildren()) do
obj.Enabled = false
if obj:IsA("LocalScript") then
end
obj.Enabled = false
end
end
end)
end
end
)
end
end
for _, part in ipairs(fakeChar:GetDescendants()) do
for _, part in ipairs(char:GetDescendants()) do
if part:IsA("BasePart") or part:IsA("Decal") then
if part:IsA("BasePart") or part:IsA("Decal") then
if not nametoexcludefromtransparency[tostring(part)] then
part.Transparency = transparency_level
part.Transparency = transparency_level
end
end
end
end
end
twait(0.4)
twait(0.4)
LocalPlayer.Character.Parent = char
LocalPlayer.Character = fakeChar
LocalPlayer.Character = char
if parentrealchartofakechar then
if parentrealchartofakechar then
newChar.Parent = fakeChar
newChar.Parent = char
end
end
_G.OxideRealChar = char
char.Humanoid.RequiresNeck = false
char.Humanoid:SetStateEnabled(15, false)
local newcharTorso = newChar:WaitForChild("Torso")
local newcharTorso = newChar:WaitForChild("Torso")
local fakecharTorso = fakeChar:WaitForChild("Torso")
local fakecharTorso = char:WaitForChild("Torso")
local newcharRoot = newChar:WaitForChild("HumanoidRootPart")
local newcharRoot = newChar:WaitForChild("HumanoidRootPart")
local fakecharRoot = fakeChar:WaitForChild("HumanoidRootPart")
local fakecharRoot = char:WaitForChild("HumanoidRootPart")
local limbmapping = {
local limbmapping = {
Neck = fakeChar:WaitForChild("Head"),
Neck = char:WaitForChild("Head"),
RootJoint = fakeChar:WaitForChild("Torso"),
RootJoint = char:WaitForChild("Torso"),
["Left Shoulder"] = fakeChar:WaitForChild("Left Arm"),
["Left Shoulder"] = char:WaitForChild("Left Arm"),
["Right Shoulder"] = fakeChar:WaitForChild("Right Arm"),
["Right Shoulder"] = char:WaitForChild("Right Arm"),
["Left Hip"] = fakeChar:WaitForChild("Left Leg"),
["Left Hip"] = char:WaitForChild("Left Leg"),
["Right Hip"] = fakeChar:WaitForChild("Right Leg")
["Right Hip"] = char:WaitForChild("Right Leg")
}
}
local jointmapping = {
local jointmapping = {
Neck = newcharTorso:WaitForChild("Neck"),
Neck = newcharTorso:WaitForChild("Neck"),
RootJoint = newChar.HumanoidRootPart:WaitForChild("RootJoint"),
RootJoint = newChar.HumanoidRootPart:WaitForChild("RootJoint"),
["Left Shoulder"] = newcharTorso:WaitForChild("Left Shoulder"),
["Left Shoulder"] = newcharTorso:WaitForChild("Left Shoulder"),
["Right Shoulder"] = newcharTorso:WaitForChild("Right Shoulder"),
["Right Shoulder"] = newcharTorso:WaitForChild("Right Shoulder"),
["Left Hip"] = newcharTorso:WaitForChild("Left Hip"),
["Left Hip"] = newcharTorso:WaitForChild("Left Hip"),
["Right Hip"] = newcharTorso:WaitForChild("Right Hip")
["Right Hip"] = newcharTorso:WaitForChild("Right Hip")
}
}
local setdesiredangle = jointmapping["Neck"].SetDesiredAngle
local function RCA6dToCFrame(Motor6D, TargetPart, ReferencePart)
local function RCA6dToCFrame(Motor6D, TargetPart, ReferencePart)
local rel = ReferencePart.CFrame:Inverse() * TargetPart.CFrame
local rel = ReferencePart.CFrame:Inverse() * TargetPart.CFrame
local delta = Motor6D.C0:Inverse() * rel * Motor6D.C1
local delta = Motor6D.C0:Inverse() * rel * Motor6D.C1
local axis, angle = delta:ToAxisAngle()
local axis, angle = delta:ToAxisAngle()
local newangle = axis * angle
local newangle = axis * angle
sethiddenproperty(Motor6D, 'ReplicateCurrentOffset6D', delta.Position)
local offset = Vector3.zero
sethiddenproperty(Motor6D, 'ReplicateCurrentAngle6D', newangle)
if TargetPart:FindFirstChildOfClass("SpecialMesh") then
offset = TargetPart:FindFirstChildOfClass("SpecialMesh").Offset
end
sethiddenproperty(Motor6D, "ReplicateCurrentOffset6D", delta.Position + offset)
sethiddenproperty(Motor6D, "ReplicateCurrentAngle6D", newangle)
end
end
local ToObjectSpace = CFrame.new().ToObjectSpace
local ToObjectSpace = CFrame.new().ToObjectSpace
local ToEulerAnglesXYZ = CFrame.new().ToEulerAnglesXYZ
local ToEulerAnglesXYZ = CFrame.new().ToEulerAnglesXYZ
local task_spawn = task.spawn
local task_spawn = task.spawn
local function stepReanimate()
local function stepReanimate()
--// YES the code is badly formatted YES the code barely works
--// YES the code is badly formatted YES the code barely works
--// YES it is unstable. im working on a fix.
--// YES it is unstable. im working on a fix.
task_spawn(function()
for joint, limb in pairs(limbmapping) do
local realJoint = jointmapping[joint]
realJoint.MaxVelocity = 9e9
for joint, limb in pairs(limbmapping) do
local realJoint = jointmapping[joint]
if joint == "RootJoint" then
RCA6dToCFrame(realJoint, limb, fakecharRoot)
else
RCA6dToCFrame(realJoint, limb, fakecharTorso)
end
end
end
task_spawn(
function()
for joint, limb in pairs(limbmapping) do
newcharRoot.CFrame = roothidecf + Vector3_new(0, 0, math_random(1, 2) / 326.19)
newcharRoot.Velocity = vector3zero
newcharRoot.RotVelocity = vector3zero
local relativecframe = ToObjectSpace(limb.CFrame, fakecharTorso.CFrame)
local pitch, yaw, _ = ToEulerAnglesXYZ(relativecframe)
local angle = 0
newcharRoot.CFrame = fakeChar.HumanoidRootPart.CFrame + Vector3_new(0, 0, math_random(1, 2) / 326.19)
if joint == "Neck" then
newcharRoot.Velocity = vector3zero
angle = -yaw
newcharRoot.RotVelocity = vector3zero
elseif joint == "Left Shoulder" or joint == "Left Hip" then
angle = pitch
elseif joint == "Right Shoulder" or joint == "Right Hip" then
angle = -pitch
end
local realJoint = jointmapping[joint]
end)
realJoint:SetDesiredAngle(angle)
realJoint.MaxVelocity = 9e9
if joint == "RootJoint" then
RCA6dToCFrame(realJoint, fakecharTorso, newcharTorso)
else
if desiredmode == false then
RCA6dToCFrame(realJoint, limb, fakecharTorso)
end
end
end
end
)
end
end
local function setdestroyheight(height)
local function setdestroyheight(height)
local sucess, result = pcall(function()
local sucess, result =
workspace.FallenPartsDestroyHeight = height
pcall(
end)
function()
if not sucess then
workspace.FallenPartsDestroyHeight = height
end
end
)
if not sucess then
end
end
end
local currentheight = workspace.FallenPartsDestroyHeight
local currentheight = workspace.FallenPartsDestroyHeight
local function flinginternal(character, time)
local function flinginternal(character, time)
local time = time or 5
local time = time or 5
flinging = true
local start = tick()
local connection
connection = game:GetService("RunService").Heartbeat:Connect(function()
if tick() - start >= time then
setdestroyheight(currentheight)
flinging = false
connection:Disconnect()
--break
end
if character then
if character:FindFirstChild("HumanoidRootPart") then
local velocity = character.HumanoidRootPart.Velocity
local direction = velocity.Magnitude > 1 and velocity.Unit or Vector3_new(0, 0, 0)
local predictedPosition = (character.PrimaryPart.CFrame or character.HumanoidRootPart.CFrame).Position + direction * math_random(5, 12)
newcharRoot.CFrame = CFrame.new(predictedPosition)
flinging = true
newcharRoot.Velocity = Vector3_new(9e7, 9e7 * 10, 9e7)
local start = tick()
newcharRoot.RotVelocity = Vector3_new(9e8, 9e8, 9e8)
local connection
else
connection =
flinging = false
game:GetService("RunService").Heartbeat:Connect(
connection:Disconnect()
function()
--break
if tick() - start >= time then
end
setdestroyheight(currentheight)
else
flinging = false
flinging = false
connection:Disconnect()
connection:Disconnect()
--break
--break
end
end
if character then
end)
if character:FindFirstChild("HumanoidRootPart") then
local velocity = character.HumanoidRootPart.Velocity
local direction = velocity.Magnitude > 1 and velocity.Unit or Vector3_new(0, 0, 0)
local predictedPosition =
(character.PrimaryPart.CFrame or character.HumanoidRootPart.CFrame).Position +
direction * math_random(5, 12)
newcharRoot.CFrame = CFrame.new(predictedPosition)
newcharRoot.Velocity = Vector3_new(9e7, 9e7 * 10, 9e7)
newcharRoot.RotVelocity = Vector3_new(9e8, 9e8, 9e8)
else
--break
flinging = false
connection:Disconnect()
end
else
--break
flinging = false
connection:Disconnect()
end
end
)
end
end
getgenv().fling = function(character, time, yield)
getgenv().fling = function(character, time, yield)
setdestroyheight(NaN)
setdestroyheight(NaN)
local yield = yield or false
local yield = yield or false
if yield then
if yield then
flinginternal(character, time)
flinginternal(character, time)
else
else
tspawn(flinginternal, character, time)
tspawn(flinginternal, character, time)
end
end
end
end
local function disableCollisions()
local function disableCollisions()
pcall(function()
pcall(
for _, char in ipairs({ newChar }) do
function()
for _, obj in ipairs(GetDescendants(char)) do
for _, char in ipairs({newChar}) do
if IsA(obj, "BasePart") then
for _, obj in ipairs(GetDescendants(char)) do
obj.CanCollide = false
if IsA(obj, "BasePart") then
obj.Massless = true
obj.CanCollide = false
end
obj.Massless = true
end
end
end
end
end)
end
end
)
end
end
local function disableCollisionsWithFakeChar()
local function disableCollisionsWithFakeChar()
pcall(function()
pcall(
for _, char in ipairs({ newChar, fakeChar }) do
function()
for _, obj in ipairs(GetDescendants(char)) do
for _, char in ipairs({newChar, char}) do
if IsA(obj, "BasePart") then
for _, obj in ipairs(GetDescendants(char)) do
obj.CanCollide = false
if IsA(obj, "BasePart") then
obj.Massless = true
obj.CanCollide = false
end
obj.Massless = true
end
end
end
end
end)
end
end
)
end
end
local RunService = game:GetService("RunService")
local RunService = game:GetService("RunService")
RunService.Heartbeat:Connect(stepReanimate)
RunService.Heartbeat:Connect(stepReanimate)
local humanoidnewchar = newChar:WaitForChild("Humanoid")
local humanoidnewchar = newChar:WaitForChild("Humanoid")
humanoidnewchar.PlatformStand = true
humanoidnewchar.PlatformStand = true
humanoidnewchar.AutoRotate = false
humanoidnewchar.AutoRotate = false
if fakecollisions then
if fakecollisions then
RunService.PreSimulation:Connect(disableCollisions)
RunService.PreSimulation:Connect(disableCollisions)
else
else
RunService.PreSimulation:Connect(disableCollisionsWithFakeChar)
RunService.PreSimulation:Connect(disableCollisionsWithFakeChar)
end
end
workspace.CurrentCamera.CameraSubject = fakeChar:WaitForChild("Humanoid")
workspace.CurrentCamera.CameraSubject = char:WaitForChild("Humanoid")
finished = true
finished = true
if usedefaultanims then
local uis = game:GetService("UserInputService")
local script = fakeChar:FindFirstChild("Animate") or (function()
uis.InputBegan:Connect(
local temp = Instance.new("LocalScript", fakeChar)
function(k, chatting)
temp.Name = "Animate"
if chatting then
return temp
return
end)()
end
if k.KeyCode == Enum.KeyCode.Comma then
-- humanoidAnimatePlayEmote.lua
desiredmode = not desiredmode
elseif k.KeyCode == Enum.KeyCode.Minus then
local Figure = script.Parent
roothidecf = fakecharRoot.CFrame
local Torso = Figure:WaitForChild("Torso")
end
local RightShoulder = Torso:WaitForChild("Right Shoulder")
end
local LeftShoulder = Torso:WaitForChild("Left Shoulder")
)
local RightHip = Torso:WaitForChild("Right Hip")
newcharRoot.Transparency = 0.5
local LeftHip = Torso:WaitForChild("Left Hip")
local speaker = game:GetService("Players").LocalPlayer
local Neck = Torso:WaitForChild("Neck")
local Players = game:GetService("Players")
local Humanoid = Figure:WaitForChild("Humanoid")
local RunService = game:GetService("RunService")
local pose = "Standing"
antifling =
RunService.Stepped:Connect(
local EMOTE_TRANSITION_TIME = 0.1
function()
for _, player in pairs(Players:GetPlayers()) do
local userAnimateScaleRunSuccess, userAnimateScaleRunValue = pcall(function() return UserSettings():IsUserFeatureEnabled("UserAnimateScaleRun") end)
if player ~= speaker and player.Character then
local userAnimateScaleRun = userAnimateScaleRunSuccess and userAnimateScaleRunValue
for _, v in pairs(player.Character:GetDescendants()) do
if v:IsA("BasePart") then
local function getRigScale()
v.CanCollide = false
if userAnimateScaleRun then
end
return Figure:GetScale()
end
else
end
return 1
end
end
end
end
)
local seatdebounce = 3
local currentAnim = ""
local cansit = true
local currentAnimInstance = nil
char:FindFirstChild("Left Leg").Touched:Connect(
local currentAnimTrack = nil
function(p)
local currentAnimKeyframeHandler = nil
if p:IsA("Seat") and cansit == true then
local currentAnimSpeed = 1.0
local sw = Instance.new("Weld", p)
local animTable = {}
sw.Name = "SeatWeld"
local animNames = {
sw.Part0 = p
idle = {
sw.Part1 = char:FindFirstChild("HumanoidRootPart")
{ id = "http://www.roblox.com/asset/?id=180435571", weight = 9 },
sw.C0 = CFrame.new(0, 0.2, 0, 1, 0, -0, 0, 0, 1, 0, -1, 0)
{ id = "http://www.roblox.com/asset/?id=180435792", weight = 1 }
sw.C1 = CFrame.new(0, -1.5, 0, 1, 0, -0, 0, 0, 1, 0, -1, 0)
},
char:FindFirstChildOfClass("Humanoid").Sit = true
walk = {
char:FindFirstChildOfClass("Humanoid").Jumping:Wait()
{ id = "http://www.roblox.com/asset/?id=180426354", weight = 10 }
sw:Destroy()
},
char:FindFirstChildOfClass("Humanoid").Sit = false
run = {
cansit = false
{ id = "run.xml", weight = 10 }
task.spawn(
},
function()
jump = {
task.wait(seatdebounce)
{ id = "http://www.roblox.com/asset/?id=125750702", weight = 10 }
cansit = true
},
end
fall = {
)
{ id = "http://www.roblox.com/asset/?id=180436148", weight = 10 }
end
},
end
climb = {
)
{ id = "http://www.roblox.com/asset/?id=180436334", weight = 10 }
pcall(
},
function()
sit = {
char.ForceField:Destroy()
{ id = "http://www.roblox.com/asset/?id=178130996", weight = 10 }
end
},
)
toolnone = {
pcall(
{ id = "http://www.roblox.com/asset/?id=182393478", weight = 10 }
function()
},
char.OverheadGUI:Destroy()
toolslash = {
end
{ id = "http://www.roblox.com/asset/?id=129967390", weight = 10 }
)
-- { id = "slash.xml", weight = 10 }
},
toollunge = {
{ id = "http://www.roblox.com/asset/?id=129967478", weight = 10 }
},
wave = {
{ id = "http://www.roblox.com/asset/?id=128777973", weight = 10 }
},
point = {
{ id = "http://www.roblox.com/asset/?id=128853357", weight = 10 }
},
dance1 = {
{ id = "http://www.roblox.com/asset/?id=182435998", weight = 10 },
{ id = "http://www.roblox.com/asset/?id=182491037", weight = 10 },
{ id = "http://www.roblox.com/asset/?id=182491065", weight = 10 }
},
dance2 = {
{ id = "http://www.roblox.com/asset/?id=182436842", weight = 10 },
{ id = "http://www.roblox.com/asset/?id=182491248", weight = 10 },
{ id = "http://www.roblox.com/asset/?id=182491277", weight = 10 }
},
dance3 = {
{ id = "http://www.roblox.com/asset/?id=182436935", weight = 10 },
{ id = "http://www.roblox.com/asset/?id=182491368", weight = 10 },
{ id = "http://www.roblox.com/asset/?id=182491423", weight = 10 }
},
laugh = {
{ id = "http://www.roblox.com/asset/?id=129423131", weight = 10 }
},
cheer = {
{ id = "http://www.roblox.com/asset/?id=129423030", weight = 10 }
},
}
local dances = {"dance1", "dance2", "dance3"}
-- Existance in this list signifies that it is an emote, the value indicates if it is a looping emote
local emoteNames = { wave = false, point = false, dance1 = true, dance2 = true, dance3 = true, laugh = false, cheer = false}
function configureAnimationSet(name, fileList)
if (animTable[name] ~= nil) then
for _, connection in pairs(animTable[name].connections) do
connection:disconnect()
end
end
animTable[name] = {}
animTable[name].count = 0
animTable[name].totalWeight = 0
animTable[name].connections = {}
-- check for config values
local config = script:FindFirstChild(name)
if (config ~= nil) then
-- print("Loading anims " .. name)
table.insert(animTable[name].connections, config.ChildAdded:connect(function(child) configureAnimationSet(name, fileList) end))
table.insert(animTable[name].connections, config.ChildRemoved:connect(function(child) configureAnimationSet(name, fileList) end))
local idx = 1
for _, childPart in pairs(config:GetChildren()) do
if (childPart:IsA("Animation")) then
table.insert(animTable[name].connections, childPart.Changed:connect(function(property) configureAnimationSet(name, fileList) end))
animTable[name][idx] = {}
animTable[name][idx].anim = childPart
local weightObject = childPart:FindFirstChild("Weight")
if (weightObject == nil) then
animTable[name][idx].weight = 1
else
animTable[name][idx].weight = weightObject.Value
end
animTable[name].count = animTable[name].count + 1
animTable[name].totalWeight = animTable[name].totalWeight + animTable[name][idx].weight
-- print(name .. " [" .. idx .. "] " .. animTable[name][idx].anim.AnimationId .. " (" .. animTable[name][idx].weight .. ")")
idx = idx + 1
end
end
end
-- fallback to defaults
if (animTable[name].count <= 0) then
for idx, anim in pairs(fileList) do
animTable[name][idx] = {}
animTable[name][idx].anim = Instance.new("Animation")
animTable[name][idx].anim.Name = name
animTable[name][idx].anim.AnimationId = anim.id
animTable[name][idx].weight = anim.weight
animTable[name].count = animTable[name].count + 1
animTable[name].totalWeight = animTable[name].totalWeight + anim.weight
-- print(name .. " [" .. idx .. "] " .. anim.id .. " (" .. anim.weight .. ")")
end
end
end
-- Setup animation objects
function scriptChildModified(child)
local fileList = animNames[child.Name]
if (fileList ~= nil) then
configureAnimationSet(child.Name, fileList)
end
end
script.ChildAdded:connect(scriptChildModified)
script.ChildRemoved:connect(scriptChildModified)
-- Clear any existing animation tracks
-- Fixes issue with characters that are moved in and out of the Workspace accumulating tracks
local animator = if Humanoid then Humanoid:FindFirstChildOfClass("Animator") else nil
if animator then
local animTracks = animator:GetPlayingAnimationTracks()
for i,track in ipairs(animTracks) do
track:Stop(0)
track:Destroy()
end
end
for name, fileList in pairs(animNames) do
configureAnimationSet(name, fileList)
end
-- ANIMATION
-- declarations
local toolAnim = "None"
local toolAnimTime = 0
local jumpAnimTime = 0
local jumpAnimDuration = 0.3
local toolTransitionTime = 0.1
local fallTransitionTime = 0.3
local jumpMaxLimbVelocity = 0.75
-- functions
function stopAllAnimations()
local oldAnim = currentAnim
-- return to idle if finishing an emote
if (emoteNames[oldAnim] ~= nil and emoteNames[oldAnim] == false) then
oldAnim = "idle"
end
currentAnim = ""
currentAnimInstance = nil
if (currentAnimKeyframeHandler ~= nil) then
currentAnimKeyframeHandler:disconnect()
end
if (currentAnimTrack ~= nil) then
currentAnimTrack:Stop()
currentAnimTrack:Destroy()
currentAnimTrack = nil
end
return oldAnim
end
function setAnimationSpeed(speed)
if speed ~= currentAnimSpeed then
currentAnimSpeed = speed
currentAnimTrack:AdjustSpeed(currentAnimSpeed)
end
end
function keyFrameReachedFunc(frameName)
if (frameName == "End") then
local repeatAnim = currentAnim
-- return to idle if finishing an emote
if (emoteNames[repeatAnim] ~= nil and emoteNames[repeatAnim] == false) then
repeatAnim = "idle"
end
local animSpeed = currentAnimSpeed
playAnimation(repeatAnim, 0.0, Humanoid)
setAnimationSpeed(animSpeed)
end
end
-- Preload animations
function playAnimation(animName, transitionTime, humanoid)
local roll = math.random(1, animTable[animName].totalWeight)
local origRoll = roll
local idx = 1
while (roll > animTable[animName][idx].weight) do
roll = roll - animTable[animName][idx].weight
idx = idx + 1
end
-- print(animName .. " " .. idx .. " [" .. origRoll .. "]")
local anim = animTable[animName][idx].anim
-- switch animation
if (anim ~= currentAnimInstance) then
if (currentAnimTrack ~= nil) then
currentAnimTrack:Stop(transitionTime)
currentAnimTrack:Destroy()
end
currentAnimSpeed = 1.0
-- load it to the humanoid; get AnimationTrack
currentAnimTrack = humanoid:LoadAnimation(anim)
currentAnimTrack.Priority = Enum.AnimationPriority.Core
-- play the animation
currentAnimTrack:Play(transitionTime)
currentAnim = animName
currentAnimInstance = anim
-- set up keyframe name triggers
if (currentAnimKeyframeHandler ~= nil) then
currentAnimKeyframeHandler:disconnect()
end
currentAnimKeyframeHandler = currentAnimTrack.KeyframeReached:connect(keyFrameReachedFunc)
end
end
-------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------
local toolAnimName = ""
local toolAnimTrack = nil
local toolAnimInstance = nil
local currentToolAnimKeyframeHandler = nil
function toolKeyFrameReachedFunc(frameName)
if (frameName == "End") then
-- print("Keyframe : ".. frameName)
playToolAnimation(toolAnimName, 0.0, Humanoid)
end
end
function playToolAnimation(animName, transitionTime, humanoid, priority)
local roll = math.random(1, animTable[animName].totalWeight)
local origRoll = roll
local idx = 1
while (roll > animTable[animName][idx].weight) do
roll = roll - animTable[animName][idx].weight
idx = idx + 1
end
-- print(animName .. " * " .. idx .. " [" .. origRoll .. "]")
local anim = animTable[animName][idx].anim
if (toolAnimInstance ~= anim) then
if (toolAnimTrack ~= nil) then
toolAnimTrack:Stop()
toolAnimTrack:Destroy()
transitionTime = 0
end
-- load it to the humanoid; get AnimationTrack
toolAnimTrack = humanoid:LoadAnimation(anim)
if priority then
toolAnimTrack.Priority = priority
end
-- play the animation
toolAnimTrack:Play(transitionTime)
toolAnimName = animName
toolAnimInstance = anim
currentToolAnimKeyframeHandler = toolAnimTrack.KeyframeReached:connect(toolKeyFrameReachedFunc)
end
end
function stopToolAnimations()
local oldAnim = toolAnimName
if (currentToolAnimKeyframeHandler ~= nil) then
currentToolAnimKeyframeHandler:disconnect()
end
toolAnimName = ""
toolAnimInstance = nil
if (toolAnimTrack ~= nil) then
toolAnimTrack:Stop()
toolAnimTrack:Destroy()
toolAnimTrack = nil
end
return oldAnim
end
-------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------
function onRunning(speed)
speed /= getRigScale()
if speed > 0.01 then
playAnimation("walk", 0.1, Humanoid)
if currentAnimInstance and currentAnimInstance.AnimationId == "http://www.roblox.com/asset/?id=180426354" then
setAnimationSpeed(speed / 14.5)
end
pose = "Running"
else
if emoteNames[currentAnim] == nil then
playAnimation("idle", 0.1, Humanoid)
pose = "Standing"
end
end
end
function onDied()
pose = "Dead"
end
function onJumping()
playAnimation("jump", 0.1, Humanoid)
jumpAnimTime = jumpAnimDuration
pose = "Jumping"
end
function onClimbing(speed)
speed /= getRigScale()
playAnimation("climb", 0.1, Humanoid)
setAnimationSpeed(speed / 12.0)
pose = "Climbing"
end
function onGettingUp()
pose = "GettingUp"
end
function onFreeFall()
if (jumpAnimTime <= 0) then
playAnimation("fall", fallTransitionTime, Humanoid)
end
pose = "FreeFall"
end
function onFallingDown()
pose = "FallingDown"
end
function onSeated()
pose = "Seated"
end
function onPlatformStanding()
pose = "PlatformStanding"
end
function onSwimming(speed)
if speed > 0 then
pose = "Running"
else
pose = "Standing"
end
end
function getTool()
for _, kid in ipairs(Figure:GetChildren()) do
if kid.className == "Tool" then return kid end
end
return nil
end
function getToolAnim(tool)
for _, c in ipairs(tool:GetChildren()) do
if c.Name == "toolanim" and c.className == "StringValue" then
return c
end
end
return nil
end
function animateTool()
if (toolAnim == "None") then
playToolAnimation("toolnone", toolTransitionTime, Humanoid, Enum.AnimationPriority.Idle)
return
end
if (toolAnim == "Slash") then
playToolAnimation("toolslash", 0, Humanoid, Enum.AnimationPriority.Action)
return
end
if (toolAnim == "Lunge") then
playToolAnimation("toollunge", 0, Humanoid, Enum.AnimationPriority.Action)
return
end
end
function moveSit()
RightShoulder.MaxVelocity = 0.15
LeftShoulder.MaxVelocity = 0.15
RightShoulder:SetDesiredAngle(3.14 /2)
LeftShoulder:SetDesiredAngle(-3.14 /2)
RightHip:SetDesiredAngle(3.14 /2)
LeftHip:SetDesiredAngle(-3.14 /2)
end
local lastTick = 0
function move(time)
local amplitude = 1
local frequency = 1
local deltaTime = time - lastTick
lastTick = time
local climbFudge = 0
local setAngles = false
if (jumpAnimTime > 0) then
jumpAnimTime = jumpAnimTime - deltaTime
end
if (pose == "FreeFall" and jumpAnimTime <= 0) then
playAnimation("fall", fallTransitionTime, Humanoid)
elseif (pose == "Seated") then
playAnimation("sit", 0.5, Humanoid)
return
elseif (pose == "Running") then
playAnimation("walk", 0.1, Humanoid)
elseif (pose == "Dead" or pose == "GettingUp" or pose == "FallingDown" or pose == "Seated" or pose == "PlatformStanding") then
-- print("Wha " .. pose)
stopAllAnimations()
amplitude = 0.1
frequency = 1
setAngles = true
end
if (setAngles) then
local desiredAngle = amplitude * math.sin(time * frequency)
RightShoulder:SetDesiredAngle(desiredAngle + climbFudge)
LeftShoulder:SetDesiredAngle(desiredAngle - climbFudge)
RightHip:SetDesiredAngle(-desiredAngle)
LeftHip:SetDesiredAngle(-desiredAngle)
end
-- Tool Animation handling
local tool = getTool()
if tool and tool:FindFirstChild("Handle") then
local animStringValueObject = getToolAnim(tool)
if animStringValueObject then
toolAnim = animStringValueObject.Value
-- message recieved, delete StringValue
animStringValueObject.Parent = nil
toolAnimTime = time + .3
end
if time > toolAnimTime then
toolAnimTime = 0
toolAnim = "None"
end
animateTool()
else
stopToolAnimations()
toolAnim = "None"
toolAnimInstance = nil
toolAnimTime = 0
end
end
-- connect events
Humanoid.Died:connect(onDied)
Humanoid.Running:connect(onRunning)
Humanoid.Jumping:connect(onJumping)
Humanoid.Climbing:connect(onClimbing)
Humanoid.GettingUp:connect(onGettingUp)
Humanoid.FreeFalling:connect(onFreeFall)
Humanoid.FallingDown:connect(onFallingDown)
Humanoid.Seated:connect(onSeated)
Humanoid.PlatformStanding:connect(onPlatformStanding)
Humanoid.Swimming:connect(onSwimming)
---- setup emote chat hook
game:GetService("Players").LocalPlayer.Chatted:connect(function(msg)
local emote = ""
if msg == "/e dance" then
emote = dances[math.random(1, #dances)]
elseif (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, 0.1, Humanoid)
end
end)
-- emote bindable hook
--[[script:WaitForChild("PlayEmote").OnInvoke = function(emote)
-- Only play emotes when idling
if pose ~= "Standing" then
return
end
if emoteNames[emote] ~= nil then
-- Default emotes
playAnimation(emote, EMOTE_TRANSITION_TIME, Humanoid)
return true, currentAnimTrack
end
-- Return false to indicate that the emote could not be played
return false
end]]
-- main program
-- initialize to idle
playAnimation("idle", 0.1, Humanoid)
pose = "Standing"
while Figure.Pare