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Showing results for tags 'locomotor'.
I'm trying to give my character an ability that triggers when the X key is pressed (because there are already too many actions tbh and this ability doesn't use an item, it's just always there passively), targeting whatever the mouse is over. The ability in this case is the ability to haunt things. She's supposed to walk towards the target if not in range, just like normal actions. It works perfectly on host but on server she will be delayed for a bit, then teleport in the direction she's supposed to be walking and then start sliding towards her destination. I tried making the client just play the run animation at the start but it doesn't fix the initial teleporting issue. Trying to change her state to run or run_start or anything doesn't work either. I've spent a good two days just digging through the files for playercontroller, locomotor, actions, etc. trying just about every change I can think of and it seems like I can't get anything to work, I can only ever get halfway. Whenever I try running the locomotor on only the client, I can't get the action to proc at the end. If I try running the locomotor on both client and server, the action instantly fails on the server if she's not already in range to use the ability. If I set act as the action for bufferedaction instead of using ACTIONS.WALKTO, it doesn't run when she reaches her destination. ModMain.lua: yuyuko.lua: This is what happens: http://i.imgur.com/JuQ1KUV.gifv
Hello everyone, Here's the general run down I need some bright minds to help me out, I've run out of ideas. I have a custom animation and build that is constantly checking and being applied due to position via the locomotor; the problem with this is the game is constantly changing the build and animation bank so when the character dies you cannot access the ghost without everything going wonky. I want to know if I can prevent the locomotor or the set local function to stop activating and from checking said position while I'm a ghost thus allowing the build to set. alternatively, if its possible, is there a way to extend atlas's so I could just add the running build to the already created atlas and rid of the build change? the whole idea was to have a *single* run animation be applied while having the game switch back to wilson's animation bank after the run animation was done. That part works to an extent but is providing me with a large amount of issues (mostly with the ghost being unable to appear as a ghost rather then a stationary character). does anyone know of a way to have the game check your state (ie just side running) without conflicting with the ghost build? i'm going to attach my prefab.lua the function i'm having issues with is can anyone help me optimize this? Thank you so very much for your time in advance, its been a few weeks. rena.lua