ryrycat101
#204538758Saturday, December 17, 2016 12:07 AM GMT

There is a reason I don't have my own health system: "It needs to be scriptable AND fast AND reliable(reliable = not glitchy) though. I am pretty skilled with making enemies, animations, ect. But this has proven itself to be an incredible challenge to script. The problem is not that it isn't scriptable, it's that it is something that requires speed and reliability that, as far as I know, can't be achieved from a script under these circumstances."
ryrycat101
#204538822Saturday, December 17, 2016 12:08 AM GMT

There are reasons I don't have my own health system: "It needs to be scriptable AND fast AND reliable(reliable = not glitchy) though. I am pretty skilled with making enemies, animations, ect. But this has proven itself to be an incredible challenge to script. The problem is not that it isn't scriptable, it's that it is something that requires speed and reliability that, as far as I know, can't be achieved from a script under these circumstances."
ryrycat101
#204538887Saturday, December 17, 2016 12:09 AM GMT

Whoops, posted twice.
Extuls
#204539056Saturday, December 17, 2016 12:11 AM GMT

Okay but you don't really need to tell me that since I was agreeing this should be a thing.
ryrycat101
#204539131Saturday, December 17, 2016 12:12 AM GMT

Yeah, thanks for the support!
Henrypika
#204539262Saturday, December 17, 2016 12:14 AM GMT

I support. Scripting death animations shouldn't be as complicated as making your own HP system.
Extuls
#204540256Saturday, December 17, 2016 12:28 AM GMT

(Maybe even set a death animation ID as a property of a humanoid)
jetstreamx10
#204540436Saturday, December 17, 2016 12:31 AM GMT

Though it can be scriptable, I really recommend it.
ryrycat101
#204542603Saturday, December 17, 2016 1:04 AM GMT

@Extuls "(Maybe even set a death animation ID as a property of a humanoid)" That could definitely work.
ryrycat101
#204543124Saturday, December 17, 2016 1:11 AM GMT

But I would still rather be able to run the animation through my own script to make sure the particle emitters, sounds, and ammo happen on the right keyframes. So, I still think there should be an property for the humanoid not to fall apart(or get damaged in any physical way) on death.
ryrycat101
#204543783Saturday, December 17, 2016 1:21 AM GMT

Bump
ryrycat101
#204544675Saturday, December 17, 2016 1:34 AM GMT

Any more supporters? Feel free to show support! (It would be greatly appreciated)
Henrypika
#204545058Saturday, December 17, 2016 1:40 AM GMT

Already did :)
minedwe
#204546626Saturday, December 17, 2016 2:04 AM GMT

there are MANY, MANY a script that adds ragdoll deaths, or even stiff bodies on death.
minedwe
#204546825Saturday, December 17, 2016 2:07 AM GMT

I agree with Extuls. It SHOULD Be added for convenience.
ryrycat101
#204547151Saturday, December 17, 2016 2:12 AM GMT

Just for clarification: a ragdoll is NOT a death animation and it is NOT something that can play a death animation. Thank you for your support!
palamede
#204555744Saturday, December 17, 2016 4:25 AM GMT

--Script 1 - Name this script (Ragdoll_Death) function Intialize(character) for i, child in pairs(script:GetChildren()) do if child.className == "Script" or child.className == "LocalScript" then local c = child:Clone() c.Parent = character c.Disabled = false end end end function Apply(obj) if obj.className == "Humanoid" then Intialize(obj.Parent) end for i, child in pairs(obj:GetChildren()) do Apply(child) end end Apply(game.Workspace) game.Workspace.ChildAdded:connect(Apply)
palamede
#204555823Saturday, December 17, 2016 4:26 AM GMT

-- Script 2 - put this with script 1 name this (Script) Character = script.Parent Humanoid = Character.Humanoid Torso = Character.Torso function OnDeath() print("Death") Humanoid.Parent = nil if Torso then local Head = Character:FindFirstChild("Head") if Head then local Neck = Instance.new("Weld") Neck.Name = "Neck" Neck.Part0 = Torso Neck.Part1 = Head Neck.C0 = CFrame.new(0, 1.5, 0) Neck.C1 = CFrame.new() Neck.Parent = Torso end local Limb = Character:FindFirstChild("Right Arm") if Limb then Limb.CFrame = Torso.CFrame * CFrame.new(1.5, 0, 0) local Joint = Instance.new("Glue") Joint.Name = "RightShoulder" Joint.Part0 = Torso Joint.Part1 = Limb Joint.C0 = CFrame.new(1.5, 0.#######,##,##,##,##,##,##1###0###0### Joint.C1 = CF##############.####,##,#####,##,##,##,##1###0###0### Joint.Parent = Torso local B = Instance.new("Part") B.TopSurface = 0 B.BottomSurface = 0 B.formFactor = "Symmetric" B.Size = Vector3.new(1, 1, 1) B.Transparency = 1 B.CFrame = Limb.CFrame * CFrame.new(0, -0.5, 0) B.Parent = Character local W = Instance.new("Weld") W.Part0 = Limb W.Part1 = B W.C0 = CFrame.new(0, -0.5, 0) W.Parent = Limb end local Limb = Character:FindFirstChild("Left Arm") if Limb then Limb.CFrame = Torso.CFrame * CFrame.new(-1.5, 0, 0) local Joint = Instance.new("Glue") Joint.Name = "LeftShoulder" Joint.Part0 = Torso Joint.Part1 = Limb Joint.C0 = CFrame.new(-1.5, 0.####,##0###0###1###,##,##,##,##,##)## Joint.C1 = CF#############.####,##0###0###1###,##,##,##,##,##)## Joint.Parent = Torso local B = Instance.new("Part") B.TopSurface = 0 B.BottomSurface = 0 B.formFactor = "Symmetric" B.Size = Vector3.new(1, 1, 1) B.Transparency = 1 B.CFrame = Limb.CFrame * CFrame.new(0, -0.5, 0) B.Parent = Character local W = Instance.new("Weld") W.Part0 = Limb W.Part1 = B W.C0 = CFrame.new(0, -0.5, 0) W.Parent = Limb end local Limb = Character:FindFirstChild("Right Leg") if Limb then Limb.CFrame = Torso.CFrame * CFrame.new(0.5, -2, 0) local Joint = Instance.new("Glue") Joint.Name = "RightHip" Joint.Part0 = Torso Joint.Part1 = Limb Joint.C0 = CFrame.new(0.5, -1###,##,#####,##,##,##,##1###0###0### Joint.C1 = CF#############,##,##,#####,##,##,##,##1###0###0### Joint.Parent = Torso local B = Instance.new("Part") B.TopSurface = 0 B.BottomSurface = 0 B.formFactor = "Symmetric" B.Size = Vector3.new(1, 1, 1) B.Transparency = 1 B.CFrame = Limb.CFrame * CFrame.new(0, -0.5, 0) B.Parent = Character local W = Instance.new("Weld") W.Part0 = Limb W.Part1 = B W.C0 = CFrame.new(0, -0.5, 0) W.Parent = Limb end local Limb = Character:FindFirstChild("Left Leg") if Limb then Limb.CFrame = Torso.CFrame * CFrame.new(-0.5, -2, 0) local Joint = Instance.new("Glue") Joint.Name = "LeftHip" Joint.Part0 = Torso Joint.Part1 = Limb Joint.C0 = CFrame.new(-0.5, -1###,##0###0###1###,##,##,##,##,##)## Joint.C1 = CF##############,##,##0###0###1###,##,##,##,##,##)## Joint.Parent = Torso local B = Instance.new("Part") B.TopSurface = 0 B.BottomSurface = 0 B.formFactor = "Symmetric" B.Size = Vector3.new(1, 1, 1) B.Transparency = 1 B.CFrame = Limb.CFrame * CFrame.new(0, -0.5, 0) B.Parent = Character local W = Instance.new("Weld") W.Part0 = Limb W.Part1 = B W.C0 = CFrame.new(0, -0.5, 0) W.Parent = Limb end --[ local Bar = Instance.new("Part") Bar.TopSurface = 0 Bar.BottomSurface = 0 Bar.formFactor = "Symmetric" Bar.Size = Vector3.new(1, 1, 1) Bar.Transparency = 1 Bar.CFrame = Torso.CFrame * CFrame.new(0, 0.5, 0) Bar.Parent = Character local Weld = Instance.new("Weld") Weld.Part0 = Torso Weld.Part1 = Bar Weld.C0 = CFrame.new(0, 0.5, 0) Weld.Parent = Torso --]] end end Humanoid.Died:connect(OnDeath)
palamede
#204555876Saturday, December 17, 2016 4:27 AM GMT

Welp, that post failed
ryrycat101
#204556869Saturday, December 17, 2016 4:49 AM GMT

for i = 0, 5000000 do facepalm() end --I keep on telling everyone that I DO NOT MEAN RAGDOLLS!!! --RAGDOLLS ~= DEATH_ANIMATION print("I AM NOT TALKING ABOUT RAGDOLLS!!!!!!!! I already know how to make ragdolls, but I am talking about death ANIMATIONS") --[[Please view the previous posts where I constantly explain the difference between them and the importance of not falling apart when wanting to play an animation.]]--
Extuls
#204572653Saturday, December 17, 2016 12:37 PM GMT

My idea to set a death animation ID to the humanoid was more an addition, that wouldn't cancel the original idea.
ryrycat101
#204592002Saturday, December 17, 2016 6:20 PM GMT

I wish they would make the change. I'm tired of teleporting separate humanoids loaded with the death animation to the place where the original died. It's laggy and glitchy and they keep going through ceilings and floors, so obviously it's only a temporary fix.
ryrycat101
#204644462Sunday, December 18, 2016 5:07 AM GMT

4 supporters so far... Anyone else support this?
ryrycat101
#204674198Sunday, December 18, 2016 3:41 PM GMT

Well, is anyone else seeing this post?
AlarioDerpp
#204675877Sunday, December 18, 2016 4:07 PM GMT

S U P P O R T.