This system is really different from any other Can u do a vid on like how to make a shop or smt that gives u a weapon and if u take another your previous one gets deleted?
Uhh, can you tell me how to make the debounce of each swing? I might have skip it or made it wrong because there is no debounce or anything you can just spam it
@@Liam223 local WeaponStats = WeaponStatsModule.getStats(currentWeapon) local swingReset = WeaponStats.SwingReset
char:SetAttribute("Swing", false) if char:GetAttribute("Combo") == MaxCombo then task.wait(3) else task.wait(swingReset) end char:SetAttribute("Attacking", false) end) I can still spam it even though the ["Claymore"] = { Damage = 15, Knockback = 5, RagdollTime = 1.2, SwingReset = 1, }, the swing reset is 1 second can you tell me what's wrong?
I explained that in the video, all those values match an attribute and if the values are true I wanna check the state of the attribute to possibly stop the player from doing anything if he is as an example stunned
I found a little issue usinng local servers with 2 players when the other person gets ragdolled they have the state of getting up but they start getting flung everywhere why? and btw uh when i attack the idle stops is that supposedd to happen by the way?
Flint was already fixed in the newest ragdoll script, and idle isn't supposed to be stopped. Seems like you missed some code in script with the stop animation function
@@Liam223 function module.stopAnims(hum) for i,v in pairs(hum.Animator:GetPlayingAnimationTracks()) do if v:Stop() ~= "Idle" and v.Name ~= "Animation" then v:Stop() end end end this was my function it kinda didnt make sense bc its nil equal too "Idle" by the way when you mean by the new fling was fixedd in the newest ragdoll script do you meann the ragdoll script that was provided last combat tutorial? oh and by the way as mentioned before the fling only happens on players in-game if not lmk thx for replying
Because I've seen a lot of people asking for it, episode 14 is going to be on how you could implement fists in this system
👍👍
I appreciate it! Thank you
Just curious, are you planning on making this a free model?
Nope
Can you add air combat system
This system is really different from any other
Can u do a vid on like how to make a shop or smt that gives u a weapon and if u take another your previous one gets deleted?
sry im late
Took you long enough
Uhh, can you tell me how to make the debounce of each swing? I might have skip it or made it wrong because there is no debounce or anything you can just spam it
It's literally in the weapon stats module
@@Liam223 local WeaponStats = WeaponStatsModule.getStats(currentWeapon)
local swingReset = WeaponStats.SwingReset
char:SetAttribute("Swing", false)
if char:GetAttribute("Combo") == MaxCombo then
task.wait(3)
else
task.wait(swingReset)
end
char:SetAttribute("Attacking", false)
end)
I can still spam it even though the
["Claymore"] = {
Damage = 15,
Knockback = 5,
RagdollTime = 1.2,
SwingReset = 1,
},
the swing reset is 1 second can you tell me what's wrong?
@@Liam223 ey bro? is the right code?
neat
5:35 why do you set everything after character to true?
I explained that in the video, all those values match an attribute and if the values are true I wanna check the state of the attribute to possibly stop the player from doing anything if he is as an example stunned
By the way is there supposed to be a stunned attribute set to the other player because I think I might've missed that lmk
Nope you didn't miss anything, that's gonna be part 15 though
I found a little issue usinng local servers with 2 players when the other person gets ragdolled they have the state of getting up but they start getting flung everywhere why? and btw uh when i attack the idle stops is that supposedd to happen by the way?
Flint was already fixed in the newest ragdoll script, and idle isn't supposed to be stopped. Seems like you missed some code in script with the stop animation function
@@Liam223 function module.stopAnims(hum)
for i,v in pairs(hum.Animator:GetPlayingAnimationTracks()) do
if v:Stop() ~= "Idle" and v.Name ~= "Animation" then
v:Stop()
end
end
end
this was my function it kinda didnt make sense bc its nil equal too "Idle" by the way when you mean by the new fling was fixedd in the newest ragdoll script do you meann the ragdoll script that was provided last combat tutorial? oh and by the way as mentioned before the fling only happens on players in-game if not lmk thx for replying
@Ben_Plays2334 read the pinned comment on the last video
@@Liam223 thanks I didnt notice that last video my bad