Fix Emotes
Fix Emotes
Fix Emotes
Character:SetAttribute('DefaultRunSpeed', Params.RS)
Character:SetAttribute('DefaultWalkSpeed', Params.WS)
Character:SetAttribute('DefaultJumpPower', Params.JP)
Humanoid.WalkSpeed = Params.WS
Humanoid.JumpPower = Params.JP
Humanoid.AutoRotate = Params.AR
end
return {
Mad = function(Player: Player, Anim: Animation)
local Character = Player.Character
wait()
TriggerHumanoid(Character, { RS = 0; WS = 0; JP = 0; AR = true; })
end,
ReplicateSet:FireAllClients('RemoveEmoteSync', { MainChar =
Character; })
TriggerHumanoid(EnemyCharacter, { RS = 0; WS = 0; JP = 0;
AR = false; })
Humanoid.AutoRotate = false
AnimationService:getAnimationTrack(EnemyCharacter,
Anim).Stopped:Once(function()
if Weld then
Weld:Stop()
Weld = nil
end
AnimationService:adjustSpeed(Character, Anim, 1)
AnimationService:playAnimation(EnemyCharacter, Anim)
table.insert(assets, SoundsModule:PlaySound(script["Dab Me
Up"].Handshake, Character['Left Arm'], 1, 1))
end
end)
Track.Stopped:Once(function()
if Weld then
Weld:Stop()
Weld = nil
end
ReplicateSet:FireAllClients('RemoveEmoteSync', { MainChar =
Character; })
TriggerHumanoid(Character, { RS = 25; WS = 16; JP = 50; AR =
true; })
for _, v in assets do
if v and v.Parent then
v:Destroy()
end
end
end)
AnimationService:playAnimation(Character, Anim, 0)
wait()
TriggerHumanoid(Character, { RS = 0; WS = 0; JP = 0; AR = true; })
end,
-- Add the same check for each other emote function, ensuring the stun state
is verified
Owl = function(Player: Player, Anim: Animation)
local Character = Player.Character
local assets = {}
Track.Stopped:Once(function()
TriggerHumanoid(Character, { RS = 25; WS = 16; JP = 50; AR =
true; })
for _, v in assets do
if v and v.Parent then
v:Destroy()
end
end
end)
AnimationService:playAnimation(Character, Anim)
wait()
TriggerHumanoid(Character, { RS = 0; WS = 0; JP = 0; AR = true; })
end,
-- IMPORTANT --
and add a check for all other emotions, like Mad, Dab me Up, owl and etc