I love the way you divide the video in different parts, It really helps beginner like to understand clearly, and can u also post "stun" Video, I am waiting
Hey spark, was just testing the script with a friend. When someone dies the script seems to break and the m1s no longer work. Moving the script in starter player scripts to character scripts fixes it
Great video, but people, don't forget something only you can add - the soul. Just because a system works does not mean it is fun. Understand this statement however you want, it is definitely not a hate, though. I'm just saying 99% of the roblox games only require spamming M1s and no additional skills to play the games.
yeah ofc, this is just a basic one. It should just be used to get an idea of how M1s work, if you're making your own game you should be trying to make something new and fun
Can u continue the skill selector for battleground games so that you can't switch characters unless the player is full hp or not in combat mode and can u make a tutorial on an early access character.
I imagine create 2-3 different animations and rotate inbetween them using the wait command after one animation, set to false after first animation so the attack can run again, then it runs the second animation, set to false, third animation, sets to false, back to first attack. Use a If-then command to where if it's ran all animations to restart
instead i am doing a max combo of 4 and it doesn't get past the 2nd combo I have no idea why it does the printing but it just doesn't work elseif combo > 1 or combo < 4 then NewPressTime = tick() -- we end the stop watch local ActualTime = NewPressTime - PressTime -- doing the math how many seconds have passed since the stop watch has started if ActualTime < 3 then warn(combo) M1Cooldown = true PressTime = tick() M1Animations[combo]:Play() warn("played") remote:FireServer(combo) else M1Reset() combo = 1 warn("combo reset") end elseif combo == 4 then NewPressTime = tick() local ActualTime = NewPressTime - PressTime warn(ActualTime) M1Animations[4]:Play() print("here") remote:FireServer(combo) end
In the first elseif statement u added "or" instead of "and" so make sure to fix that. Furthermore, make sure that the combo counter itself is actually increasing every time u press mousebutton1
im having a weird issue with the damage animation. whenever i do a single m1 on the dummy, the animation goes into an infinite loop, i even copied the script again and still having the same issue.
Yeah ty i asked my friend and he told me how to fix it great vid i really liked how you explained everything in the beginning. And than you for answering
i have a bug . i hit the dummy only 3 times and he dies. i think its something with the hitbox , i think it registers too much hits or something like that? can someone help me?
following the code's logic, its probably just a series of if statements that check if you're pressing another key alongside m1 deepwoken's code probably checks whether or not crouch == true then play a different animation. now as to how you can lift both characters i have no clue
I figured that when using an autoclicker after m1 ing 5 times , on the second m1 chain , animations collide and they dont have a cooldown between. Couldnt find a way to fix that .
ok so the code under the 2nd elseif statement "elseif combo >1 and combo < 5 then" you need to copy all that code, create 3 new elseif statements "elseif combo ==2", elseif combo == 3 and for 4. then paste the code you copied earlier under those statements. I think the code goes too fast when you're using an autoclicker and some stuff just breaks so separating the 2nd elseif statement into 3 different statements should help.
wanted to ask if there was a way to do it without using a marker cuz i tried to do it without but the anim didnt play i even added a print to see if it works and it worked but anim didnt load
At least the anim should play even without the marker, there's probably some other error in Ur code as well. But if I get the anim working, then just wait until the anim is stopped and then fire to the server
@@spark730 cant do it rn but from the start i love this take! You're right i should try and learn from it... Anyways, i thought about it a little after and i think the reason is that it would just void the m1... Like, instead of playing the animation it would just set it to 0 and end, taking 2 m1s to reset... Is that correct?
@@Zawaito exactly bro, nice to see you learning. It'll reset combo to 0 but it won't play the first m1. We'd have to press left mouse button again in order to play the first M1. So yeah, that's why we make it a function.
@@spark730 yesterday i also took the time to challenge myself... I was able to turn the m1 process into a function. But i still had to write a separate code for when combo == 5. Also, as i dont have moon animator i used "print" and defined anims as strings saying "first hit" all the way up to the last one. Do you know of any good substitutes for moon animator?
@@Zawaito roblox studio has its own built in animator too, so that's the only one I know thats good for beginners. Other than that there's also blender but that'll be hard to use.