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- Citrus R6 V. 1. 2. 0 | R6 rigs without humanoids - Roblox
Citrus R6 “I hate humanoids, they are buggy, unperforming and buggy” - @Fraiixen What is Citrus R6? Citrus R6 is an R6 rig that does not require a humanoid, it can still load all your classic clothing without any effort and accessories This rig was designed to be used with chickynoid as it is a custom character controller that does not need humanoids, it only used them to load characters
- How to locate Humanoid - Scripting Support - Roblox
I’m currently working on an infinite fall game as a scripting practice I’m really new to scripting in lua on Roblox I’m trying to locate the “Humanoid” in the player Can someone please help me? Here’s my script (ignore the comments)
- Custom characters guide - Community Tutorials - Roblox
Learn how to script and create custom characters in Roblox with this comprehensive tutorial
- [Studio Beta] Avatar Joint Upgrade: Enabling Physically . . . - Roblox
We’re thrilled to announce the Avatar Joint Upgrade Studio Beta, an exciting new step in expanding what Roblox avatars can do With this update, setting up physical avatar interactions, like ragdoll effects, becomes significantly easier This upgrade introduces force and torque-limited constraints directly into avatars, allowing you to create realistic, physics-driven movements effortlessly
- Referencing the body parts of a roblox player
It depends on the model of the humanoid Most common humanoid models are R6 (original old blocky avatar) and R15 (avatar with more joins in hands and legs, like a human)
- [Solved] How to detect if a player took damage - Roblox
So, I’ve been working on a game for some weeks, and I decided to do a damage effect GUI But, I need to know if a player took damage I already tried to use ‘Humanoid:GetPropertyChangedSignal (‘Health’)’ but it detect if health is changed [ if got healed or damage ] Someone can help me?
- Releasing Character Physics Controllers - Roblox
Hello Developers, Today, we are releasing a new set of instances designed to make it easier to customize character physics and locomotion We have taken the piece of the Humanoid dedicated to physical locomotion (the forces that move your character around) and put it into an isolated set of instances These instances can be used without a Humanoid, letting you build a custom physical movement
- How to detect character death with EvaluateStateMachine disabled . . .
The actual problem is that i need EvaluateStateMachine to be disabled, so the humanoid isn’t controllable like usual character rigs The problem with the property being disabled is that events like humanoid Died will not fire on death (Both resetting and falling to FallenPartsDestroyHeight) If i enable the setting, then yes, the event fires
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