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How To Make Head In Roblox

Humanoid

The Humanoid is a special object that gives models the functionality of a character. It grants the model with the power to physically walk around and collaborate with various components of a Roblox level. Humanoids are e'er parented within of a Model, and the model is expected to exist an assembly of BasePart and Motor6D; the root part of the associates is expected to be named HumanoidRootPart. It likewise expects a part named Head to be connected to the graphic symbol'due south trunk part, either direct or indirectly. Past default, there are ii official types of grapheme rigs supplied by Roblox, each with their own set up of rules:

R6

  • A basic character rig that uses 6 parts for limbs.

  • The Caput part must exist attached to a role named Torso, or the Humanoid volition die immediately.

  • BodyPart appearances are applied using CharacterMesh objects.

R15

  • More circuitous than R6, but also far more flexible and robust.

  • Uses 15 parts for limbs.

  • The Head part must be fastened to a role named UpperTorso or the Humanoid will die immediately.

  • BodyPart appearances have to exist assembled directly.

  • Can be dynamically rescaled by using special NumberValue objects parented inside of the Humanoid.

  • The Humanoid will automatically create Vector3Value objects named OriginalSize inside of each limb.

  • If a NumberValue is parented inside of the Humanoid and is named i of the post-obit, it volition be used to command the scaling functionality:

    • BodyDepthScale

    • BodyHeightScale

    • BodyWidthScale

    • HeadScale

Lawmaking Samples


                                                      

local RunService = game:GetService( "RunService" )

local playerModel = script.Parent

local humanoid = playerModel:WaitForChild( "Humanoid" )

local function updateBobbleEffect ()

local now = tick()

if humanoid.MoveDirection.Magnitude > 0 then -- Is the character walking?

local velocity = humanoid.RootPart.Velocity

local bobble_X = math . cos (now * 9 ) / 5

local bobble_Y = math . abs ( math . sin (now * 12 )) / 5

local bobble = Vector3.new(bobble_X, bobble_Y, 0 ) * math . min ( 1 , velocity.Magnitude / humanoid.WalkSpeed)

humanoid.CameraOffset = humanoid.CameraOffset:lerp(bobble, 0.25 )

else

-- Scale downwards the CameraOffset and so that it shifts back to its regular position.

humanoid.CameraOffset = humanoid.CameraOffset * 0.75

stop

terminate

RunService.RenderStepped:Connect(updateBobbleEffect)

Summary

Properties

Sets whether the grapheme will automatically jump when they hit an obstruction as a player on a mobile device.

AutoRotate sets whether or not the Humanoid will automatically rotate to face in the direction they are moving in.

When Enabled, AutomaticScalingEnabled causes the size of the character to modify in response to the values in the Humanoid'southward child scale values changing.

Determines whether a Humanoid'southward joints intermission when in the Dead state.

An offset applied to the Camera's bailiwick position when its CameraSubject is gear up to this Humanoid.

Controls the distance behavior of the humanoid's proper name and health display.

Sets the text of a Humanoid, displayed above their head.

Describes the Textile that the Humanoid is currently standing on. If the Humanoid isn't standing on anything, the value of this property will exist Air.

Controls when the humanoid'south wellness bar is immune to be displayed.

Provides command over the height that the Humanoid jumps to.

Determines how much upwardly forcefulness is applied to the Humanoid when jumping.

The maximum gradient angle that a humanoid tin can walk on without slipping.

Describes the direction that the Humanoid is walking in.

Controls whether a humanoid'due south proper noun and health bar tin be seen behind walls or other objects.

Allows developers to disable the behavior where a player Graphic symbol|graphic symbol dies if the Neck Motor6D is removed or disconnected fifty-fifty momentarily.

Describes whether this Humanoid is utilizing the legacy R6 graphic symbol rig, or the new R15 character rig.

A reference to the humanoid's HumanoidRootPart object.

A reference to the seat that a Humanoid is currently sitting in, if any.

Describes whether the Humanoid is currently sitting.

Describes the 3D position where the Thespian controlling the Humanoid terminal clicked in the earth while using a Tool.

Describes the Humanoid's maximum move speed in studs/sec.

A reference to a part whose position is trying to be reached by a humanoid.

The position that a humanoid is trying to attain, after a call to Humanoid:MoveTo() is made.

Events


Fires when the speed at which a Humanoid is climbing changes.


Fires when the speed at which a Humanoid is running changes.


Fired when the land of the Humanoid is changed.


Fires when the speed at which a Humanoid is swimming in Terrain water changes.

Methods


Laissez passer a body part to this part (the body part should exist a sibling of Humanoid, and a child of a Model) to become the BodyPartR15 of the Function.


Returns the Limb enum that is associated with the given Part.


Causes the Humanoid to walk in the given direction.


Dynamically replaces a Humanoid body office with a different part.


Plays emotes and returns if was successfully ran.

Backdrop

AutoJumpEnabled

AutoJumpEnabled sets whether or not the Humanoid will attempt to automatically jump over an obstacle it is walking towards.

Currently, this belongings only works when the following conditions are true:

  • The Player in question is using touch controls.

When a player's graphic symbol spawns, the belongings's value matches the player'due south Actor.AutoJumpEnabled property - which in turn matches the StarterPlayer.AutoJumpEnabled holding.

AutoRotate

The AutoRotate property describes whether or not the Humanoid will automatically rotate to face in the direction they are moving. When gear up to true, the grapheme model will gradually turn to face their movement direction every bit the Humanoid walks around. When set to faux, the character model will remain fixated in its current rotation, unless a rotating forcefulness is applied to the HumanoidRootPart.

If the character model happens to exist the character of a player, then the behavior of the Humanoid'southward rotation is influenced by the UserGameSetting'southward RotateType belongings.

When the AutoRotate property is set to true, the RotateType belongings has the following furnishings on the Humanoid'southward rotation:

RotationType Behavior Context
MovementRelative
CameraRelative Character will rotate to confront in the direction of the camera. Player has their camera zoomed into beginning-person, or they are in shift-lock fashion.

AutomaticScalingEnabled

The Humanoid has six child calibration values including BodyDepthScale, BodyHeightScale, BodyProportionScale, BodyTypeScale, BodyWidthScale, HeadScale. Changing the value of whatsoever of these causes the graphic symbol'due south body parts and accessories to modify size, but but if AutomaticScalingEnabled is true.

BreakJointsOnDeath

Determines whether a Humanoid'due south joints break when in the Expressionless country. Defaults to true.

If it is set to simulated, BreakJoints will not exist called on decease or after death. If information technology is set to truthful, the existing suspension-joints-every-frame beliefs will be used.

CameraOffset

The CameraOffset belongings specifies an commencement to the Camera'south field of study position when its Camera.CameraSubject is prepare to this Humanoid.

The offset is practical in object-space, relative to the orientation of the Humanoid'southward HumanoidRootPart. For example, an offset Vector3 value of (0, 10, 0) offsets the player's camera to 10 studs to a higher place the player'due south humanoid.

DisplayDistanceType

The DisplayDistanceType property controls the distance behavior of the humanoid's name and health display. This holding is fix using the HumanoidDisplayDistanceType enum with 3 available values, each with their own gear up of rules:

  • When prepare to Viewer, the humanoid sees the name/wellness of other humanoids inside range of its own NameDisplayDistance and HealthDisplayDistance.

  • When ready to Subject, the humanoid takes total control over its ain name and health display through its NameDisplayDistance and HealthDisplayDistance values.

  • When set to None, the humanoid's proper name and wellness bar practise not announced under any circumstances.

See Graphic symbol Name/Health Display for an in-depth guide on controlling the appearance of character names and health confined.

DisplayName

DisplayName is a holding that determines the Humanoid's name display when visible. By default, a new Humanoid will have the value of an empty string. If DisplayName is an empty string, the humanoid's proper name display volition default to the humanoid'due south parent's name holding.

Player Grapheme Loading When players load their character, either automatically or through the employ of LoadCharacter(), the Humanoid that is created by the engine will have its DisplayName belongings set to the player's DisplayName property.

StarterCharacter and StarterHumanoid When a Humanoid named StarterHumanoid is parented to StarterPlayer, or when a Humanoid is present in a Model named StarterCharacter, the DisplayName belongings volition be respected when Characters are loaded by Players in the game. The engine will merely override the DisplayName property of the Humanoid with the DisplayName belongings of the player if the StarterHumanoid's DisplayName belongings is an empty string.

EvaluateStateMachine

FloorMaterial

This is a read-only property that describes the Cloth the Humanoid is currently standing on. It works with both regular Parts and Terrain voxels.

The code sample below demonstrates how to listen to when this property changes using Case:GetPropertyChangedSignal(). When the cloth the humanoid is standing on changes, it will print a message indicating the new material beingness stood on.

                                

                                                                          

local Humanoid = road.to.humanoid

Humanoid:GetPropertyChangedSignal( "FloorMaterial" ):Connect( function ()

print ( "New value for FloorMaterial: " .. tostring (Humanoid.FloorMaterial))

terminate )

Caveats

  • When the Humanoid is not standing on a floor, the value of this property will be set to Air.

    • This occurs because Enum properties cannot have an empty value.

    • This can cause some confusion if a part has its material is set to Air, though in practice, parts are not supposed to use that material in the commencement place.

  • The character model of the Humanoid must be able to collide with the floor, or else it will not exist detected.

    • You cannot exam if the Humanoid is swimming with this property. You lot should instead use its Humanoid:GetState() office.

Health

Health is a property that represents the current health of the Humanoid. The value is restricted to the range [0, Humanoid.MaxHealth]. If the Humanoid is dead, Health is continually set to 0.

Dealing Damage

The TakeDamage function should exist used to subtract from Health. If a Humanoid has a ForceField equally a sibling, the function will non lower Wellness.

Regeneration

If there is no Script named "Wellness" inside StarterCharacterScripts, a passive health regeneration script is automatically inserted. This causes players' characters to spawn with the same health regeneration script, which adds 1% of MaxHealth to Wellness each 2nd, while the Humanoid is not expressionless. To disable this health regeneration behavior, add an empty Script named "Health" to StarterCharacterScripts.

Health Bar Display

When Health is less than MaxHealth, a health bar is displayed under the Humanoid's proper noun in-game. The display behavior of the health bar is dependent on the HealthDisplayDistance and HealthDisplayType.

A Player will not encounter their own proper name and health bar above their Character. Instead, it is displayed in the summit correct corner of the screen on the superlative bar. The health bar is visible when Health is less than MaxHealth.

Death

When the value of the graphic symbol's health reaches 0, the Humanoid automatically transitions to the Dead HumanoidStateType. In this state, Wellness is locked to 0; however, there is no mistake or warning for setting the Health of a dead Humanoid to a positive nonzero value.

HealthDisplayDistance

The HealthDisplayDistance property is a number used in conjunction with the Humanoid.DisplayDistanceType holding to control the distance from which a humanoid's health bar tin be seen.

See Character Proper name/Wellness Brandish for an in-depth guide on controlling the appearance of character names and wellness bars.

HealthDisplayType

HealthDisplayType controls when a humanoid's wellness bar is allowed to be displayed. By default, this property is set to DisplayWhenDamaged, which makes the health bar just display when a humanoid'due south Humanoid.Health is less than its Humanoid.MaxHealth. It can besides exist set to AlwaysOn, which makes the health bar e'er brandish, or AlwaysOff, which prevents it from ever displaying.

This belongings functions independently of the humanoid's HealthDisplayDistance property, which is responsible for making the health bar fade out at certain distances. If HealthDisplayType is set to AlwaysOn, information technology will notwithstanding fade out depending the how Humanoid.HealthDisplayDistance is configured.

See Graphic symbol Name/Wellness Display for an in-depth guide on controlling the appearance of character names and health bars.

HipHeight

HipHeight determines the altitude (in studs) off the ground the Humanoid.RootPart should be when the Humanoid is continuing. The RigType influences the style this property behaves:

HipHeight for R15 Humanoids

With R15 rigs, a suitable HipHeight is preset to ensure the meridian of the Humanoid.RootPart is correct. The summit of the legs is not used. The overall pinnacle of the Humanoid can exist described in the following formula:

                                

                                                                          

Summit = ( 0.5 * RootPart.Size.Y) + HipHeight

HipHeight for R6 Humanoids

For R6 rigs, the RootPart's acme is determined by the height of the grapheme'southward legs and Humanoid.RootPart. HipHeight instead describes a relative kickoff. The overall top of the Humanoid tin can exist described in the following formula:

                                

                                                                          

Tiptop = LeftLeg.Size.Y + ( 0.5 * RootPart.Size.Y) + HipHeight

Jump

JumpHeight

Provides control over the height a Humanoid jumps in studs. The starting value of this property is determined past the value of StarterPlayer.CharacterJumpHeight, which defaults to 7.two.

This holding is only visible in the Properties window if Humanoid.UseJumpPower is set to false, as it would not be relevant otherwise.

This holding can be used to suit the top that a humanoid can jump, assuasive developers to remove jumping, allow dynamically adaptable bound height based on character stats or raise the bound height (as if on the moon or such).

JumpPower

Determines how much upwardly forcefulness is applied to the Humanoid when jumping. The starting value of this property is adamant by the value of StarterPlayer.CharacterJumpPower, which defaults to 50 and is constrained between 0 and 1000.

This property is merely visible in the Properties window if `Class.Humanoid.UseJumpPower`` is set to true, as it would not be relevant otherwise.

Annotation:

  • Jumps are also influenced by the Workspace.Gravity property which determines the dispatch due to gravity.

  • Although setting this property to 0 will forbid the Humanoid from jumping, developers are advised to disable the "Jumping" land using the Humanoid:SetStateEnabled() function.

MaxHealth

MaxSlopeAngle

This property determines the maximum slope angle that a humanoid tin can climb. If the angle of a gradient is greater than a humanoid's MaxSlopeAngle, they volition slide down the slope.

When a grapheme spawns, this property is fix according to the value of StarterPlayer.CharacterMaxSlopeAngle.

The value of this property is constrained to values between 0° and 89°. It defaults to 89°, so humanoids can climb pretty much any slope they want by default.

MoveDirection

MoveDirection is a read-merely holding that describes the management a Humanoid is walking in, every bit a unit of measurement vector or zero length vector. The management is described in globe space.

Because this belongings is read-only, it cannot be set by a Script or LocalScript.

NameDisplayDistance

The NameDisplayDistance property is a number used in conjunction with the Humanoid.DisplayDistanceType property to control the distance from which a humanoid's name can exist seen.

Run across Character Proper name/Health Display for an in-depth guide on controlling the appearance of character names and health bars.

NameOcclusion

Controls whether a humanoid's name and health bar tin can be seen behind walls or other objects. This property is a NameOcclusion value and tin be configured to occlude all names, enemy names, or disable occlusion entirely.

In cases where the LocalPlayer has no Humanoid associated with it, this property instead applies to the subject Humanoid.

See Character Proper name/Health Display for an in-depth guide on controlling the appearance of graphic symbol names and health bars.

PlatformStand

PlatformStand describes whether the Humanoid is currently in the PlatformStanding HumanoidStateType. When true, the Humanoid is in a state where information technology is free-falling and cannot move. This state behaves similar to sitting, except that jumping does non free the humanoid from the state.

The now-deprecated SkateboardPlatform puts the Humanoid into this state, much like how a Seat causes a sitting state.

RequiresNeck

Allows developers to disable the behavior where a histrion Character|graphic symbol dies if the Neck Motor6D is removed or asunder even momentarily. This property defaults to truthful.

RigType

RigType describes whether a Humanoid is utilizing the legacy R6 graphic symbol rig, or the newer R15 character rig.

The R6 rig uses six visible Parts while the R15 rig uses 15 visible Parts. R15 rigs have more joints than R6 rigs, making them much more versatile when existence animated.

Note that if this belongings is set incorrectly, the Humanoid will not part correctly. For example, if a R15 humanoid's RigType is set to R6, the Humanoid will die equally in that location is no BasePart chosen Body continued to a BasePart chosen Head.

RootPart

A reference to the humanoid'southward HumanoidRootPart object, the root driving part of the Humanoid that controls a humanoid's movement through the 3D world. This part is normally invisible.

HumanoidRootPart made visible

Note that in the case of player characters, RootPart is the same equally the Model.PrimaryPart of the Player.Character model.

SeatPart

SeatPart is a reference to the seat that a Humanoid is currently sitting in, if any. The value of this property can be either a Seat, or a VehicleSeat. Information technology volition exist null if the Humanoid is not currently sitting in a seat.

Note:

  • For a bool describing if the Humanoid is currently sitting or not, see Humanoid.Sit down

Sit down

The Sit property is a boolean that indicates whether the Humanoid is currently sitting. Humanoids can be forced into a sitting land by setting this belongings'south value to truthful. If the Humanoid isn't attached to a seat while in its sitting state, information technology will trip over with no collision in its legs. A Humanoid can escape from the sitting state by jumping.

Note:

  • It is possible to detect when a Humanoid sits past connecting to the Humanoid.Seated result.

TargetPoint

Practice not apply This property only works with Experimental Way enabled, which has been entirely discontinued.

This property describes a 3D position in infinite where the Player controlling this Humanoid last clicked with a Tool equipped.

This belongings is primarily used by archetype tools to determine what a humanoid is targeting when they activate a tool. If you give an NPC a classic rocket launcher, gear up their TargetPoint, and then telephone call the tool's Tool:Activate() function, you tin can make the NPC fire a rocket at the target point.

UseJumpPower

WalkSpeed

WalkSpeed is a belongings that describes how chop-chop this Humanoid is able to walk, in studs per second. This property defaults to the value of StarterPlayer.CharacterWalkSpeed, which defaults to sixteen, meaning a Roblox Histrion.Grapheme can move xvi studs in any direction each second by default.

Note:

  • When controlled on a mobile device or a gamepad, a humanoid can walk slower than their WalkSpeed if the controlling joystick is moved closer to its center

  • Roblox's default animation script scales a humanoid's move animations based on how fast information technology is moving relative to the default speed of 16 studs/sec

  • Movement speed is reduced to 87.5% WalkSpeed when swimming and 70% WalkSpeed when climbing

WalkToPart

WalkToPart is a reference to a function that the Humanoid is trying to attain. This property is normally gear up when a role is passed equally the 2nd statement of the Humanoid'south Humanoid:MoveTo() function.

When WalkToPart is set and a humanoid is actively trying to reach the part, it will keep updating its Vector3 goal to be the position of the part, plus the Humanoid.WalkToPoint translated in object infinite relative to the rotation of the part.

This can be described in Lua as:

                                

                                                                          

goal = humanoid.WalkToPart.CFrame:pointToObjectSpace(humanoid.WalkToPoint)

Caveats

  • Setting the value of WalkToPart isn't sufficient plenty to make a humanoid start following a part.

  • The Humanoid is prompted to start attempting to attain a goal when the value of WalkToPoint is changed.

  • This may exist changed in the time to come.

  • The reach goal land of a humanoid volition timeout afterward viii seconds if it doesn't reach its goal.

  • If you lot don't want this to happen, you should repeatedly call MoveTo so that the timeout will keep resetting.

WalkToPoint

WalkToPoint describes the 3D position in space that a humanoid is trying to reach, subsequently having been prompted to practice then by the Humanoid'southward Humanoid:MoveTo() office.

If a humanoid's Humanoid.WalkToPart is gear up, the goal is set by transforming WalkToPoint relative to the parts position and rotation. If WalkToPart is non set, so the humanoid volition try to attain the 3D position specified by WalkToPoint directly.

Caveats

  • The value of WalkToPoint must exist changed to a different value in order for the humanoid to start walking towards it.

  • If you want to brand a humanoid walk to 0,0,0, you lot should use the Humanoid's MoveTo office.

  • This may exist inverse in the future.

  • The reach goal state of a humanoid will timeout after 8 seconds if it doesn't reach its goal.

  • If you lot don't want this to happen, you should repeatedly call MoveTo so that the timeout will keep resetting.

Events

Climbing

Parameters

The speed at which the Humanoid is currently climbing.


Code Samples


                                                              

local Players = game:GetService( "Players" )

local role onCharacterClimbing (grapheme, speed)

print (character.Proper noun, "is climbing at a speed of" , speed, "studs / 2nd." )

terminate

local function onCharacterAdded (character)

character.Humanoid.Climbing:Connect( function (speed)

onCharacterClimbing(character, speed)

finish )

finish

local function onPlayerAdded (role player)

actor.CharacterAdded:Connect(onCharacterAdded)

terminate

Players.PlayerAdded:Connect(onPlayerAdded)

ClusterCompositionFinished

Died

Lawmaking Samples


                                                              

local Players = game:GetService( "Players" )

local function onPlayerAdded (histrion)

local function onCharacterAdded (character)

local humanoid = grapheme:WaitForChild( "Humanoid" )

local function onDied ()

print (histrion.Name, "has died!" )

stop

humanoid.Died:Connect(onDied)

end

role player.CharacterAdded:Connect(onCharacterAdded)

end

Players.PlayerAdded:Connect(onPlayerAdded)

EmoteTriggered

Parameters


FallingDown

The FallingDown event fires when the Humanoid enters and leaves the FallingDown HumanoidStateType.

The Humanoid will enter the GettingUp land 3 seconds after the FallingDown land is enabled. When this happens this event volition burn with an active value of imitation, and Humanoid.GettingUp will fire with an active value of true.

Parameters


Lawmaking Samples


                                                              

local character = script.Parent

local humanoid = character:WaitForChild( "Humanoid" )

humanoid.Climbing:Connect( function (speed)

print ( "Climbing speed: " , speed)

stop )

humanoid.FallingDown:Connect( function (isActive)

print ( "Falling down: " , isActive)

end )

humanoid.GettingUp:Connect( office (isActive)

print ( "Getting up: " , isActive)

end )

humanoid.Jumping:Connect( function (isActive)

print ( "Jumping: " , isActive)

end )

humanoid.PlatformStanding:Connect( function (isActive)

print ( "PlatformStanding: " , isActive)

end )

humanoid.Ragdoll:Connect( function (isActive)

print ( "Ragdoll: " , isActive)

end )

humanoid.Running:Connect( function (speed)

print ( "Running speed: " , speed)

end )

humanoid.Strafing:Connect( function (isActive)

print ( "Strafing: " , isActive)

terminate )

humanoid.Swimming:Connect( function (speed)

print ( "Swimming speed: " , speed)

end )

FreeFalling

This event fires when the Humanoid enters or leaves the Freefall HumanoidStateType.

The active parameter represents whether the Humanoid is inbound or leaving the Freefall state.

Although the Freefall country generally ends when the Humanoid reaches the ground, this event may fire with active equal to fake if the state is changed while the Humanoid is falling. For this reason, you should utilize Humanoid.StateChanged and listen for the Landed state to work out when a Humanoid has landed.

Parameters


Lawmaking Samples


                                                              

local grapheme = script.Parent

local humanoid = character:WaitForChild( "Humanoid" )

humanoid.Climbing:Connect( function (speed)

print ( "Climbing speed: " , speed)

end )

humanoid.FallingDown:Connect( function (isActive)

impress ( "Falling down: " , isActive)

end )

humanoid.GettingUp:Connect( part (isActive)

print ( "Getting upward: " , isActive)

end )

humanoid.Jumping:Connect( function (isActive)

impress ( "Jumping: " , isActive)

end )

humanoid.PlatformStanding:Connect( role (isActive)

print ( "PlatformStanding: " , isActive)

end )

humanoid.Ragdoll:Connect( function (isActive)

print ( "Ragdoll: " , isActive)

finish )

humanoid.Running:Connect( office (speed)

impress ( "Running speed: " , speed)

stop )

humanoid.Strafing:Connect( function (isActive)

print ( "Strafing: " , isActive)

cease )

humanoid.Swimming:Connect( office (speed)

print ( "Pond speed: " , speed)

end )

GettingUp

This upshot fires when the Humanoid enters or leaves the GettingUp HumanoidStateType.

The GettingUp HumanoidStateType is a transition state that is activated shortly later the Humanoid enters the FallingDown (three seconds) or Ragdoll (1 second) HumanoidStateTypes.

When a Humanoid attempts to get support, this effect will first fire with an active parameter of true before shortly after firing again with an active parameter of false.

Run across also:

Parameters


Code Samples


                                                              

local character = script.Parent

local humanoid = character:WaitForChild( "Humanoid" )

humanoid.Climbing:Connect( role (speed)

impress ( "Climbing speed: " , speed)

end )

humanoid.FallingDown:Connect( function (isActive)

print ( "Falling down: " , isActive)

end )

humanoid.GettingUp:Connect( function (isActive)

impress ( "Getting upwards: " , isActive)

cease )

humanoid.Jumping:Connect( function (isActive)

print ( "Jumping: " , isActive)

end )

humanoid.PlatformStanding:Connect( part (isActive)

print ( "PlatformStanding: " , isActive)

end )

humanoid.Ragdoll:Connect( function (isActive)

impress ( "Ragdoll: " , isActive)

stop )

humanoid.Running:Connect( part (speed)

print ( "Running speed: " , speed)

end )

humanoid.Strafing:Connect( role (isActive)

print ( "Strafing: " , isActive)

end )

humanoid.Swimming:Connect( office (speed)

print ( "Swimming speed: " , speed)

finish )

HealthChanged

Code Samples


                                                              

local Players = game:GetService( "Players" )

local player = Players.LocalPlayer

local office onCharacterAdded (graphic symbol)

local humanoid = grapheme:WaitForChild( "Humanoid" )

local currentHealth = humanoid.Wellness

local role onHealthChanged (health)

local change = math . abs (currentHealth - health)

impress ( "The humanoid's health" , (currentHealth > health and "decreased by" or "increased by" ), change)

currentHealth = health

end

humanoid.HealthChanged:Connect(onHealthChanged)

end

thespian.CharacterAdded:Connect(onCharacterAdded)


                                                              

local Players = game:GetService( "Players" )

local actor = Players.LocalPlayer

-- Paste script into a LocalScript that is

-- parented to a Frame inside a Frame

local frame = script.Parent

local container = frame.Parent

container.BackgroundColor3 = Color3.new( 0 , 0 , 0 ) -- black

-- This function is chosen when the humanoid'southward health changes

local function onHealthChanged ()

local human = histrion.Character.Humanoid

local pct = human.Health / man.MaxHealth

-- Change the size of the inner bar

frame.Size = UDim2.new(percent, 0 , 1 , 0 )

-- Alter the color of the health bar

if percentage < 0.one then

frame.BackgroundColor3 = Color3.new( 1 , 0 , 0 ) -- black

elseif percent < 0.4 then

frame.BackgroundColor3 = Color3.new( ane , 1 , 0 ) -- yellowish

else

frame.BackgroundColor3 = Color3.new( 0 , i , 0 ) -- green

end

terminate

-- This function runs is called the thespian spawns in

local part onCharacterAdded (graphic symbol)

local human = character:WaitForChild( "Humanoid" )

-- Pattern: update in one case at present, then whatever time the wellness changes

human.HealthChanged:Connect(onHealthChanged)

onHealthChanged()

stop

-- Connect our spawn listener; telephone call it if already spawned

thespian.CharacterAdded:Connect(onCharacterAdded)

if player.Graphic symbol and so

onCharacterAdded(player.Character)

end

Jumping

Code Samples


                                                              

local character = script.Parent

local humanoid = character:WaitForChild( "Humanoid" )

humanoid.Climbing:Connect( part (speed)

impress ( "Climbing speed: " , speed)

cease )

humanoid.FallingDown:Connect( part (isActive)

impress ( "Falling downwardly: " , isActive)

end )

humanoid.GettingUp:Connect( office (isActive)

impress ( "Getting up: " , isActive)

end )

humanoid.Jumping:Connect( function (isActive)

print ( "Jumping: " , isActive)

stop )

humanoid.PlatformStanding:Connect( role (isActive)

print ( "PlatformStanding: " , isActive)

end )

humanoid.Ragdoll:Connect( role (isActive)

print ( "Ragdoll: " , isActive)

finish )

humanoid.Running:Connect( function (speed)

impress ( "Running speed: " , speed)

end )

humanoid.Strafing:Connect( function (isActive)

impress ( "Strafing: " , isActive)

end )

humanoid.Swimming:Connect( function (speed)

print ( "Swimming speed: " , speed)

end )

MoveToFinished

Lawmaking Samples


                                                              

local function moveTo (humanoid, targetPoint, andThen)

local targetReached = simulated

-- listen for the humanoid reaching its target

local connexion

connectedness = humanoid.MoveToFinished:Connect( function (reached)

targetReached = true

connection:Disconnect()

connexion = cipher

if andThen then

andThen(reached)

finish

finish )

-- start walking

humanoid:MoveTo(targetPoint)

-- execute on a new thread so as to not yield function

task.spawn( function ()

while not targetReached do

-- does the humanoid still exist?

if not (humanoid and humanoid.Parent) so

break

end

-- has the target inverse?

if humanoid.WalkToPoint ~= targetPoint then

break

end

-- refresh the timeout

humanoid:MoveTo(targetPoint)

job.wait( 6 )

cease

-- disconnect the connection if information technology is still connected

if connectedness and then

connection:Disconnect()

connection = nada

end

end )

stop

local role andThen (reached)

print ((reached and "Destination reached!" ) or "Failed to reach destination!" )

terminate

moveTo(script.Parent:WaitForChild( "Humanoid" ), Vector3.new( 50 , 0 , fifty ), andThen)

PlatformStanding

Parameters


Code Samples


                                                              

local Players = game:GetService( "Players" )

local player = Players.LocalPlayer

local character = player.Character or player.CharacterAdded:Await()

local humanoid = character:WaitForChild( "Humanoid" )

local office onPlatformStanding (isPlatformStanding)

if isPlatformStanding then

print ( "The player is PlatformStanding" )

else

print ( "The player is not PlatformStanding" )

terminate

end

humanoid.PlatformStanding:Connect(onPlatformStanding)

Ragdoll

This issue fires when the Humanoid enters or leaves the Ragdoll HumanoidStateType.

The active parameter will take the value true or false to indicate entering or leaving.

Apply Humanoid:SetStateEnabled() to disable the GettingUp state to stay in the Ragdoll state.

Run across also:

  • Humanoid.FallingDown for the Humanoid event connected with the FallingDown country, which behaves similarly to Ragdoll

Parameters


Code Samples


                                                              

local character = script.Parent

local humanoid = grapheme:WaitForChild( "Humanoid" )

humanoid.Climbing:Connect( function (speed)

impress ( "Climbing speed: " , speed)

stop )

humanoid.FallingDown:Connect( part (isActive)

print ( "Falling downwards: " , isActive)

end )

humanoid.GettingUp:Connect( function (isActive)

print ( "Getting upward: " , isActive)

finish )

humanoid.Jumping:Connect( function (isActive)

print ( "Jumping: " , isActive)

cease )

humanoid.PlatformStanding:Connect( role (isActive)

print ( "PlatformStanding: " , isActive)

finish )

humanoid.Ragdoll:Connect( function (isActive)

print ( "Ragdoll: " , isActive)

end )

humanoid.Running:Connect( role (speed)

print ( "Running speed: " , speed)

end )

humanoid.Strafing:Connect( function (isActive)

print ( "Strafing: " , isActive)

end )

humanoid.Swimming:Connect( office (speed)

print ( "Swimming speed: " , speed)

end )

Running

This event fires when the speed at which a Humanoid is running changes.

While running Humanoids encompass, on average, their Humanoid.WalkSpeed in studs per second.

When the Humanoid stops running this event will burn with a speed of 0.

See besides:

Parameters

The speed at which the Humanoid is running.


Code Samples


                                                              

local office onRunning (speed)

if speed > 0 then

print ( "Histrion is running" )

else

print ( "Role player has stopped" )

finish

finish

workspace.Thespian.Humanoid.Running:Connect(onRunning)


                                                              

local character = script.Parent

local humanoid = character:WaitForChild( "Humanoid" )

humanoid.Climbing:Connect( function (speed)

print ( "Climbing speed: " , speed)

end )

humanoid.FallingDown:Connect( function (isActive)

print ( "Falling down: " , isActive)

cease )

humanoid.GettingUp:Connect( part (isActive)

print ( "Getting up: " , isActive)

end )

humanoid.Jumping:Connect( function (isActive)

print ( "Jumping: " , isActive)

end )

humanoid.PlatformStanding:Connect( office (isActive)

print ( "PlatformStanding: " , isActive)

terminate )

humanoid.Ragdoll:Connect( office (isActive)

print ( "Ragdoll: " , isActive)

end )

humanoid.Running:Connect( office (speed)

print ( "Running speed: " , speed)

end )

humanoid.Strafing:Connect( function (isActive)

impress ( "Strafing: " , isActive)

end )

humanoid.Swimming:Connect( function (speed)

impress ( "Swimming speed: " , speed)

finish )

Seated

This event fires when a Humanoid either sits in or gets upward from a Seat or VehicleSeat.

When a character comes into contact with a seat, they are attached to the seat and a sitting animation plays. For more information on this, see the Seat folio.

  • If the graphic symbol is sitting downwards, the agile parameter volition be truthful and currentSeatPart will be the seat they are currently sitting in.

  • If the character got up from a seat, the active parameter will be false and currentSeatPart will be nil.

Come across also:

  • Humanoid.Sit, which indicates if a Humanoid is currently sitting

  • Humanoid.SeatPart, which indicates the seat a Humanoid is currently sitting in, if any.

Parameters

The seat the Humanoid is sat in if it is sitting downwardly.


Code Samples


                                                              

local character = script.Parent

local humanoid = character:WaitForChild( "Humanoid" )

local role onSeated (isSeated, seat)

if isSeated so

print ( "I'm now sitting on: " .. seat.Name .. "!" )

else

impress ( "I'm not sitting on annihilation" )

end

end

humanoid.Seated:Connect(onSeated)

StateChanged

This result fires when the state of the Humanoid is inverse.

The humanoid state describes the activeness the Humanoid is currently doing. Information technology takes the course of a HumanoidStateType value.

See also:

Parameters


Code Samples


                                                              

local character = script.Parent

local JUMP_DEBOUNCE = 1

local humanoid = grapheme:WaitForChild( "Humanoid" )

local isJumping = false

humanoid.StateChanged:Connect( office (_oldState, newState)

if newState == Enum.HumanoidStateType.Jumping then

if not isJumping then

isJumping = true

humanoid:SetStateEnabled(Enum.HumanoidStateType.Jumping, false )

terminate

elseif newState == Enum.HumanoidStateType.Landed then

if isJumping and so

isJumping = false

task.await(JUMP_DEBOUNCE)

humanoid:SetStateEnabled(Enum.HumanoidStateType.Jumping, true )

finish

end

end )


                                                              

local grapheme = script.Parent

local primaryPart = graphic symbol.PrimaryPart

-- create particles

local particles = Instance.new( "ParticleEmitter" )

particles.Size = NumberSequence.new( ane )

particles.Transparency = NumberSequence.new( 0 , 1 )

particles.Dispatch = Vector3.new( 0 , -ten , 0 )

particles.Lifetime = NumberRange.new( 1 )

particles.Rate = 20

particles.EmissionDirection = Enum.NormalId.Dorsum

particles.Enabled = faux

particles.Parent = primaryPart

local humanoid = character:WaitForChild( "Humanoid" )

local isJumping = false

-- mind to humanoid country

local part onStateChanged (_oldState, newState)

if newState == Enum.HumanoidStateType.Jumping then

if not isJumping then

isJumping = true

particles.Enabled = true

stop

elseif newState == Enum.HumanoidStateType.Landed then

if isJumping and then

isJumping = false

particles.Enabled = false

end

end

end

humanoid.StateChanged:Connect(onStateChanged)

StateEnabledChanged

Parameters

True if the state is now enabled.


Lawmaking Samples


                                                              

local Players = game:GetService( "Players" )

local player = Players.LocalPlayer

local character = player.Character or player.CharacterAdded:Wait()

local humanoid = character:WaitForChild( "Humanoid" )

local function onStateEnabledChanged (country, enabled)

if enabled then

print (state.Proper noun .. " has been enabled" )

else

print (land.Proper name .. " has been disabled" )

stop

end

humanoid.StateEnabledChanged:Connect(onStateEnabledChanged)

Strafing

This event does not fire when the Humanoid is strafing and should non be used past developers

This event is fired when the Humanoid enters or leaves the StrafingNoPhysics HumanoidStateType.

When the Humanoid enters the StrafingNoPhysics state this event volition fire with an active parameter of true. The consequence volition fire over again with active equal to false when the Humanoid leaves the StrafingNoPhysics state.

This consequence is associated with the StrafingNoPhysics Humanoid state and does not burn down when the Humanoid is moving perpendicular to the direction information technology is facing. This state is currently unused, if information technology is set using Humanoid:ChangeState() the state will revert to RunningNoPhysics.

Parameters


Code Samples


                                                              

local character = script.Parent

local humanoid = character:WaitForChild( "Humanoid" )

humanoid.Climbing:Connect( function (speed)

print ( "Climbing speed: " , speed)

end )

humanoid.FallingDown:Connect( part (isActive)

print ( "Falling down: " , isActive)

terminate )

humanoid.GettingUp:Connect( office (isActive)

print ( "Getting up: " , isActive)

end )

humanoid.Jumping:Connect( part (isActive)

print ( "Jumping: " , isActive)

cease )

humanoid.PlatformStanding:Connect( function (isActive)

print ( "PlatformStanding: " , isActive)

end )

humanoid.Ragdoll:Connect( function (isActive)

print ( "Ragdoll: " , isActive)

terminate )

humanoid.Running:Connect( office (speed)

print ( "Running speed: " , speed)

end )

humanoid.Strafing:Connect( function (isActive)

print ( "Strafing: " , isActive)

cease )

humanoid.Pond:Connect( function (speed)

print ( "Pond speed: " , speed)

end )

Swimming

Parameters

The speed the Humanoid is currently swimming at.


Code Samples


                                                              

local character = script.Parent

local humanoid = grapheme:WaitForChild( "Humanoid" )

humanoid.Climbing:Connect( function (speed)

impress ( "Climbing speed: " , speed)

end )

humanoid.FallingDown:Connect( function (isActive)

print ( "Falling down: " , isActive)

end )

humanoid.GettingUp:Connect( role (isActive)

print ( "Getting up: " , isActive)

terminate )

humanoid.Jumping:Connect( function (isActive)

print ( "Jumping: " , isActive)

stop )

humanoid.PlatformStanding:Connect( part (isActive)

print ( "PlatformStanding: " , isActive)

cease )

humanoid.Ragdoll:Connect( function (isActive)

print ( "Ragdoll: " , isActive)

end )

humanoid.Running:Connect( part (speed)

print ( "Running speed: " , speed)

cease )

humanoid.Strafing:Connect( function (isActive)

impress ( "Strafing: " , isActive)

end )

humanoid.Swimming:Connect( function (speed)

print ( "Pond speed: " , speed)

terminate )

Touched

This result fires when 1 of the Humanoid'south limbs come up in contact with another BasePart.

The BasePart the Humanoid's limb is touching forth with the limb itself is given.

This event will not fire when limbs belonging to the Humanoid come into contact with themselves.

Alternatives to the Humanoid Touched issue

Although the Humanoid.Touched effect is useful, developers should consider if at that place are alternatives that accommodate their needs better before using information technology.

  • In most cases information technology is advised to connect a BasePart.Touched upshot for BaseParts of interest instead. This is because the Humanoid Touched event volition constantly fire when the humanoid is moving. For case, in a dodgeball game it would be more applied to connect a touched event for the balls rather than the humanoid

Note:

  • Connecting to this event will crusade a TouchTransmitter to exist created in every limb

Parameters

The limb of the Humanoid that has been touched.


Code Samples


                                                              

local character = script.Parent

local humanoid = character:WaitForChild( "Humanoid" )

local partInfo = {}

local debounce = imitation

local function onHumanoidTouched (hit, _limb)

if debounce and so

render

end

if not hit.CanCollide or striking.Transparency ~= 0 and so

return

end

if not partInfo[striking] then

partInfo[hit] = {

BrickColor = striking.BrickColor,

Material = striking.Material,

}

hit.BrickColor = BrickColor.new( "Gold" )

hit.Fabric = Enum.Material.Ice

debounce = truthful

chore.wait( 0.2 )

debounce = false

cease

end

local touchedConnection = humanoid.Touched:Connect(onHumanoidTouched)

local function onHumanoidDied ()

if touchedConnection then

touchedConnection:Disconnect()

finish

-- undo all of the gold

for part, info in pairs (partInfo) do

if part and function.Parent then

office.BrickColor = info.BrickColor

part.Material = info.Cloth

end

end

end

humanoid.Died:Connect(onHumanoidDied)

Methods

The AddAccessory part attaches the specified Accessory to the Humanoid'due south parent.

How are Accessories attached to Humanoids?

When this role is called, the Accessory is parented to the Humanoid'south parent and so attached.

An Accessory is attached to the character by searching for an Zipper in the Humanoid's parent that shares the same name as an Attachment in the accessory's Handle Office. If one is plant, the Handle function volition be continued to the parent of the Zipper using a Weld. This weld volition be configured so the Attachments occupy the same space.

If the required Zipper can not be found, then the Accessory will remain parented to the Humanoid's parent only it volition be unattached.

Parameters


Returns

Lawmaking Samples


                                                              

local playerModel = script.Parent

local humanoid = playerModel:WaitForChild( "Humanoid" )

local clockworksShades = Instance.new( "Accessory" )

clockworksShades.Name = "ClockworksShades"

local handle = Instance.new( "Part" )

handle.Name = "Handle"

handle.Size = Vector3.new( 1 , i.6 , 1 )

handle.Parent = clockworksShades

local faceFrontAttachment = Instance.new( "Attachment" )

faceFrontAttachment.Name = "FaceFrontAttachment"

faceFrontAttachment.Position = Vector3.new( 0 , -0.24 , -0.45 )

faceFrontAttachment.Parent = handle

local mesh = Example.new( "SpecialMesh" )

mesh.Name = "Mesh"

mesh.Scale = Vector3.new( 1 , 1.3 , 1 )

mesh.MeshId = "rbxassetid://1577360"

mesh.TextureId = "rbxassetid://1577349"

mesh.Parent = handle

humanoid:AddAccessory(clockworksShades)

ApplyDescriptionBlocking

void

Parameters


Returns

BuildRigFromAttachments

void

BuildRigFromAttachments assembles a tree of Motor6D joints for a Humanoid. Motor6D joints are required for the playback of Animations

Starting from the humanoid's Humanoid.RootPart, the office collects all Attachments parented in the electric current part, whose name ends with "RigAttachment". It so searches for a matching zipper in the grapheme that shares the same name as the attachment. Using those two attachments, a Motor6D joint is generated based on the parts associated with the two attachments, and the Attachment.CFramedue south of the attachments.

BuildRigFromAttachments besides scales the grapheme and sets trunk colors.

See the provided code sample below to run into how this function works.

Returns

Code Samples


                                                              

local function createJoint (jointName, att0, att1)

local part0, part1 = att0.Parent, att1.Parent

local newMotor = part1:FindFirstChild(jointName)

if not (newMotor and newMotor:IsA( "Motor6D" )) then

newMotor = Instance.new( "Motor6D" )

cease

newMotor.Name = jointName

newMotor.Part0 = part0

newMotor.Part1 = part1

newMotor.C0 = att0.CFrame

newMotor.C1 = att1.CFrame

newMotor.Parent = part1

end

local function buildJointsFromAttachments (part, characterParts)

if not part then

return

end

-- first, loop thru all of the part'southward children to find attachments

for _, attachment in pairs (part:GetChildren()) do

if attachment:IsA( "Attachment" ) then

-- only do joint build from "RigAttachments"

local attachmentName = attachment.Name

local findPos = attachmentName: find ( "RigAttachment" )

if findPos then

-- too don't brand double joints (in that location is the same named

-- rigattachment under two parts)

local jointName = attachmentName: sub ( 1 , findPos - 1 )

if not function:FindFirstChild(jointName) so

-- try to discover other role with same rig zipper name

for _, characterPart in pairs (characterParts) do

if function ~= characterPart then

local matchingAttachment = characterPart:FindFirstChild(attachmentName)

if matchingAttachment and matchingAttachment:IsA( "Attachment" ) and then

createJoint(jointName, attachment, matchingAttachment)

buildJointsFromAttachments(characterPart, characterParts)

break

end

end

end

finish

end

terminate

end

end

local role buildRigFromAttachments (humanoid)

local rootPart = humanoid.RootPart

assert (rootPart, "Humanoid has no HumanoidRootPart." )

local characterParts = {}

for _, descendant in ipairs (humanoid.Parent:GetDescendants()) do

if descendant:IsA( "BasePart" ) then

table . insert (characterParts, descendant)

stop

end

buildJointsFromAttachments(rootPart, characterParts)

stop

local humanoid = script.Parent:WaitForChild( "Humanoid" )

buildRigFromAttachments(humanoid)


                                                              

local AssetService = game:GetService( "AssetService" )

local InsertService = game:GetService( "InsertService" )

local MarketplaceService = game:GetService( "MarketplaceService" )

local PACKAGE_ASSET_ID = 193700907 -- Circuit Breaker

local function addAttachment (role, proper noun, position, orientation)

local attachment = Instance.new( "Attachment" )

attachment.Proper noun = name

zipper.Parent = part

if position so

zipper.Position = position

end

if orientation so

attachment.Orientation = orientation

end

return attachment

end

local function createBaseCharacter ()

local grapheme = Instance.new( "Model" )

local humanoid = Instance.new( "Humanoid" )

humanoid.Parent = character

local rootPart = Instance.new( "Role" )

rootPart.Proper name = "HumanoidRootPart"

rootPart.Size = Vector3.new( 2 , two , i )

rootPart.Transparency = ane

rootPart.Parent = character

addAttachment(rootPart, "RootRigAttachment" )

local head = Example.new( "Part" )

head.Name = "Head"

head.Size = Vector3.new( 2 , 1 , 1 )

head.Parent = character

local headMesh = Instance.new( "SpecialMesh" )

headMesh.Scale = Vector3.new( 1.25 , i.25 , 1.25 )

headMesh.MeshType = Enum.MeshType.Head

headMesh.Parent = head

local confront = Instance.new( "Decal" )

face up.Name = "face up"

face.Texture = "rbxasset://textures/face.png"

face up.Parent = caput

addAttachment(head, "FaceCenterAttachment" )

addAttachment(head, "FaceFrontAttachment" , Vector3.new( 0 , 0 , -0.six ))

addAttachment(head, "HairAttachment" , Vector3.new( 0 , 0.6 , 0 ))

addAttachment(head, "HatAttachment" , Vector3.new( 0 , 0.vi , 0 ))

addAttachment(head, "NeckRigAttachment" , Vector3.new( 0 , -0.5 , 0 ))

return character, humanoid

end

local role createR15Package (packageAssetId)

local packageAssetInfo = MarketplaceService:GetProductInfo(packageAssetId)

local character, humanoid = createBaseCharacter()

character.Name = packageAssetInfo.Name

local assetIds = AssetService:GetAssetIdsForPackage(packageAssetId)

for _, assetId in pairs (assetIds) practice

local limb = InsertService:LoadAsset(assetId)

local r15 = limb:FindFirstChild( "R15" )

if r15 then

for _, part in pairs (r15:GetChildren()) do

office.Parent = graphic symbol

end

else

for _, child in pairs (limb:GetChildren()) do

child.Parent = graphic symbol

terminate

end

end

humanoid:BuildRigFromAttachments()

return grapheme

cease

local r15Package = createR15Package(PACKAGE_ASSET_ID)

r15Package.Parent = workspace

Returns

This function causes the Humanoid to enter the given HumanoidStateType.

The humanoid state describes the activity the Humanoid is currently doing.

You should check the page for HumanoidStateType for more information on what particular states do as some have unintuitive names. For instance, running describes a state where the Humanoid'south legs are on the footing, including when stationary

Due to the default beliefs of the Humanoid some states will automatically be changed when set to. For instance:

  • Setting the state to 'Pond' when the Humanoid is not in the water will lead to information technology being automatically set to 'GettingUp'

  • Equally it is unused, setting the state to 'PlatformStanding' will lead to it being automatically set to 'Running'

See as well:

Parameters


Returns

Code Samples


                                                              

local UserInputService = game:GetService( "UserInputService" )

local character = script.Parent

local humanoid = character:WaitForChild( "Humanoid" )

local doubleJumpEnabled = false

humanoid.StateChanged:Connect( function (_oldState, newState)

if newState == Enum.HumanoidStateType.Jumping so

if not doubleJumpEnabled then

task.wait( 0.2 )

if humanoid:GetState() == Enum.HumanoidStateType.Freefall and then

doubleJumpEnabled = true

end

cease

elseif newState == Enum.HumanoidStateType.Landed then

doubleJumpEnabled = false

end

cease )

UserInputService.InputBegan:Connect( function (inputObject)

if inputObject.KeyCode == Enum.KeyCode.Space so

if doubleJumpEnabled then

if humanoid:GetState() ~= Enum.HumanoidStateType.Jumping then

humanoid:ChangeState(Enum.HumanoidStateType.Jumping)

chore.spawn( function ()

doubleJumpEnabled = imitation

end )

end

end

end

end )

This function makes the Humanoid equip the given Tool.

The below case would cause a Player to equip a tool in Workspace named 'Tool'.

                                

                                                                          

local Players = game:GetService( "Players" )

local actor = Players:FindFirstChildOfClass( "Player" )

if player and player.Character and then

local humanoid = player.Grapheme:FindFirstChildOfClass( "Humanoid" )

if humanoid so

local tool = workspace:FindFirstChild( "Tool" )

if tool and so

humanoid:EquipTool(tool)

end

end

end

When this role is called, the humanoid will automatically unequip any Tools that it currently has equipped

Although they volition be equipped, Tools for which Tool.RequiresHandle is true will non function if they accept no handle, regardless if this part is used to equip them or not

Run across also:

Parameters


Returns

Code Samples


                                                              

local Players = game:GetService( "Players" )

local actor = Players.LocalPlayer

local character = thespian.CharacterAdded:Wait()

local humanoid = grapheme.Humanoid

-- Create a new randomly colored function at *pos* world position

local office spawnPart (position)

local part = Instance.new( "Part" )

function.Anchored = truthful

office.Size = Vector3.new( i , 1 , i )

part.Position = position

office.Parent = game.Workspace

part.BrickColor = BrickColor. random ()

cease

-- Spawn a new part at TargetPoint when the tool is activated

part onActivated ()

spawnPart(humanoid.TargetPoint)

stop

-- Brand a new tool and handle and put it in the player's Backpack

local office makeTool ()

-- Create tool

local tool = Instance.new( "Tool" )

tool.Parent = player:WaitForChild( "Backpack" )

-- Create tool handle

local handle = Instance.new( "Office" )

handle.Proper noun = "Handle"

handle.Parent = tool

handle.BrickColor = BrickColor. random ()

-- Enable and equip tool

tool.Enabled = true

humanoid:EquipTool(tool)

-- Handle tool use

tool.Activated:Connect(onActivated)

stop

-- Make a new tool when the LocalScript first runs

makeTool()

GetAccessories

This function returns an array of Accessories that the Humanoid's parent is currently wearing. All Accessory objects parented to the Humanoid's parent will be included, regardless of if they are attached or not. If the humanoid is not wearing any accessories, the array will be empty.

If the Humanoid has no Accessories an empty array will be returned

See besides:

Returns

Lawmaking Samples


                                                              

local Players = game:GetService( "Players" )

local function playerAdded (actor)

thespian.CharacterAppearanceLoaded:Connect( function (character)

local humanoid = character:WaitForChild( "Humanoid" )

-- salve hats for later

local accessories = {}

for _, accessory in pairs (humanoid:GetAccessories()) do

table . insert (accessories, accessory:Clone())

stop

humanoid:RemoveAccessories()

task.expect( 5 )

-- make sure the player however exists, and has the same character

if player and thespian.Graphic symbol and player.Character == grapheme then

if humanoid:GetState() ~= Enum.HumanoidStateType.Dead and so

for _, accessory in pairs (accessories) practise

humanoid:AddAccessory(accessory)

end

end

end

accessories = zero

end )

cease

for _, player in pairs (Players:GetPlayers()) do

playerAdded(role player)

cease

Players.PlayerAdded:Connect(playerAdded)

GetAccessoryHandleScale

Parameters


Returns

GetAppliedDescription

Returns

GetBodyPartR15

This function returns what BodyPartR15 a Part is, or BodyPartR15.Unknown if the role is not an R15 body part. This office allows developers to recall player body parts independent of what the actual torso part names are, instead returning an Enum.

Information technology tin be used in conjunction with Humanoid:ReplaceBodyPartR15(). For example, if a player's body role touches something, this function will return get a part instance. Developers tin then look up what part of the body that was, like head or arm. Then depending on what that part was, developers can either perform some gameplay action or replace that function with some other office - perhaps showing damage.

This office can be useful for games where hit location is important. For case, it can be used to determine if a player is hit in the leg so slow them down based on the injury.

Parameters

The specified part being checked to meet if it is an R15 body role.


Returns

The specified function'due south R15 body part type or unknown if the part is non a torso part.

GetLimb

This function returns the Limb enum that is associated with the given Function

This function works for both R15 and R6 rigs, for example:

                                

                                                                          

-- For R15

print (humanoid:GetLimb(grapheme.LeftUpperLeg)) -- Enum.Limb.LeftLeg

print (humanoid:GetLimb(character.LeftLowerLeg)) -- Enum.Limb.LeftLeg

print (humanoid:GetLimb(graphic symbol.LeftFoot)) -- Enum.Limb.LeftLeg

-- For R6

print (humanoid:GetLimb(character:FindFirstChild( "Left Leg" ))) -- Enum.Limb.LeftLeg

GetLimb will throw an error if the Part's parent is not gear up to the Humanoid'southward parent.

Parameters


Returns

The Limb the role corresponds with.

Code Samples


                                                              

local Players = game:GetService( "Players" )

local player = Players.LocalPlayer

local character = player.Character or player.CharacterAdded:Await()

local humanoid = graphic symbol:WaitForChild( "Humanoid" )

for _, child in pairs (grapheme:GetChildren()) practise

local limb = humanoid:GetLimb(child)

if limb ~= Enum.Limb.Unknown and then

print (kid.Proper noun .. " is part of limb " .. limb.Name)

end

end

GetState

Returns

Code Samples


                                                              

local UserInputService = game:GetService( "UserInputService" )

local character = script.Parent

local humanoid = character:WaitForChild( "Humanoid" )

local doubleJumpEnabled = fake

humanoid.StateChanged:Connect( function (_oldState, newState)

if newState == Enum.HumanoidStateType.Jumping then

if not doubleJumpEnabled then

job.wait( 0.ii )

if humanoid:GetState() == Enum.HumanoidStateType.Freefall so

doubleJumpEnabled = truthful

terminate

stop

elseif newState == Enum.HumanoidStateType.Landed and then

doubleJumpEnabled = simulated

stop

end )

UserInputService.InputBegan:Connect( role (inputObject)

if inputObject.KeyCode == Enum.KeyCode.Space then

if doubleJumpEnabled then

if humanoid:GetState() ~= Enum.HumanoidStateType.Jumping then

humanoid:ChangeState(Enum.HumanoidStateType.Jumping)

task.spawn( function ()

doubleJumpEnabled = imitation

end )

stop

stop

cease

end )

GetStateEnabled

The GetStateEnabled part returns whether a HumanoidStateType is enabled for the Humanoid.

The humanoid country describes the activeness the humanoid is currently doing.

When a detail HumanoidStateType is disabled, the humanoid can never enter that state. This is true regardless if the attempt to change state is made using Humanoid:ChangeState() or Roblox internal humanoid code.

See also:

Parameters


Returns

Code Samples


                                                              

local humanoid = script.Parent:WaitForChild( "Humanoid" )

-- Gear up state

humanoid:SetStateEnabled(Enum.HumanoidStateType.Jumping, simulated )

-- Get land

impress (humanoid:GetStateEnabled(Enum.HumanoidStateType.Jumping)) -- faux

This function causes the Humanoid to walk in the given Vector3 management.

Past default, the direction given is in earth terms. If the relativeToCamera parameter is true notwithstanding the direction given is relative to the CurrentCamera'southward CFrame. As the negative Z direction is considered 'forwards' in Roblox, the following lawmaking would make the Humanoid walk in the direction of the Workspace.CurrentCamera.

                                

                                                                          

humanoid:Move(Vector3.new( 0 , 0 , -ane ), true )

When this function is called, the Humanoid will movement until the function is called over again. However, if the default command scripts are being used this part volition be overwritten when called on Player Characters. This can be avoided past either not using the default control scripts, or calling this office every frame using RunService:BindToRenderStep() (see example).

This function can be called on the server, merely this should only be done when the server has network buying of the Humanoid'southward assembly.

Come across besides:

Parameters

The direction to walk in.


Returns

Code Samples


                                                              

local RunService = game:GetService( "RunService" )

local Players = game:GetService( "Players" )

local player = Players.LocalPlayer

RunService:BindToRenderStep( "movement" , Enum.RenderPriority.Character.Value + 1 , function ()

if player.Character and so

local humanoid = thespian.Character:FindFirstChild( "Humanoid" )

if humanoid and so

humanoid:Move(Vector3.new( 0 , 0 , -1 ), true )

finish

end

end )

This function causes the Humanoid to attempt to walk to the given location past setting the Humanoid.WalkToPoint and Humanoid.WalkToPart backdrop.

The location and part parameters correspond with what Humanoid.WalkToPoint and Humanoid.WalkToPart will exist set to.

If the office parameter is specified, the Humanoid will withal attempt to walk to the point. However, if the function moves then the signal the Humanoid is walking to will move to exist at the same position relative to the role. If the part parameter is not specified, and so the position the Humanoid is walking to will not change.

The reach goal state of a humanoid will timeout subsequently 8 seconds if it doesn't reach its goal. This is done so that NPCs won't go stuck waiting for Humanoid.MoveToFinished to burn. If you don't want this to happen, you should repeatedly telephone call MoveTo so that the timeout will keep resetting.

Parameters


Returns

Code Samples


                                                              

local function moveTo (humanoid, targetPoint, andThen)

local targetReached = false

-- listen for the humanoid reaching its target

local connection

connectedness = humanoid.MoveToFinished:Connect( part (reached)

targetReached = true

connectedness:Disconnect()

connection = nix

if andThen then

andThen(reached)

end

stop )

-- start walking

humanoid:MoveTo(targetPoint)

-- execute on a new thread so equally to not yield role

chore.spawn( role ()

while non targetReached do

-- does the humanoid nonetheless exist?

if not (humanoid and humanoid.Parent) and so

break

terminate

-- has the target changed?

if humanoid.WalkToPoint ~= targetPoint then

suspension

end

-- refresh the timeout

humanoid:MoveTo(targetPoint)

task.wait( 6 )

end

-- disconnect the connection if information technology is still connected

if connection and so

connection:Disconnect()

connection = nil

end

end )

terminate

local function andThen (reached)

impress ((reached and "Destination reached!" ) or "Failed to reach destination!" )

end

moveTo(script.Parent:WaitForChild( "Humanoid" ), Vector3.new( fifty , 0 , l ), andThen)

Returns

Code Samples


                                                              

local Players = game:GetService( "Players" )

local part playerAdded (player)

role player.CharacterAppearanceLoaded:Connect( function (character)

local humanoid = grapheme:WaitForChild( "Humanoid" )

-- relieve hats for later

local accessories = {}

for _, accessory in pairs (humanoid:GetAccessories()) do

table . insert (accessories, accompaniment:Clone())

end

humanoid:RemoveAccessories()

task.wait( 5 )

-- brand sure the actor still exists, and has the same graphic symbol

if player and player.Graphic symbol and actor.Character == graphic symbol then

if humanoid:GetState() ~= Enum.HumanoidStateType.Dead then

for _, accessory in pairs (accessories) do

humanoid:AddAccessory(accessory)

end

end

finish

accessories = nil

end )

end

for _, player in pairs (Players:GetPlayers()) practice

playerAdded(player)

end

Players.PlayerAdded:Connect(playerAdded)

ReplaceBodyPartR15

ReplaceBodyPartR15 dynamically replaces a R15/Rthro limb part in a Humanoid with a dissimilar part. The part is automatically scaled equally normal. In the image below, a R15 avatar has had their right manus replaced with a slightly larger version (also pictured).

An image of a Roblox avatar with a large right hand, replaced using ReplaceBodyPartR15. How handy

This part is useful for modifying characters during gameplay or edifice characters from a base rig. The related function GetBodyPartR15 can come up in handy when using this function.

The name of the part passed in should friction match with the name of the BodyPartR15 Enum passed in.

Parameters


Returns

SetClickToWalkEnabled

void

Parameters


Returns

This function sets whether a given HumanoidStateType is enabled for the Humanoid.

The humanoid state describes the activity the Humanoid is currently doing.

When a particular HumanoidStateType is disabled, the Humanoid can never enter that state. This is true regardless if the endeavour to change state is made using Humanoid:ChangeState() or Roblox internal Humanoid code.

Parameters

True if this state is to be enabled, fake if it is to be disabled.


Returns

Lawmaking Samples


                                                              

local character = script.Parent

local JUMP_DEBOUNCE = 1

local humanoid = grapheme:WaitForChild( "Humanoid" )

local isJumping = fake

humanoid.StateChanged:Connect( part (_oldState, newState)

if newState == Enum.HumanoidStateType.Jumping then

if not isJumping and then

isJumping = true

humanoid:SetStateEnabled(Enum.HumanoidStateType.Jumping, false )

end

elseif newState == Enum.HumanoidStateType.Landed and so

if isJumping then

isJumping = simulated

chore.await(JUMP_DEBOUNCE)

humanoid:SetStateEnabled(Enum.HumanoidStateType.Jumping, true )

end

end

end )

Parameters


Returns

Code Samples


                                                              

local Players = game:GetService( "Players" )

local player = Players.LocalPlayer

local grapheme = player.Character or player.CharacterAdded:Wait()

local humanoid = grapheme:WaitForChild( "Humanoid" )

humanoid:TakeDamage( 99 )

This function unequips any Tool currently equipped by the Humanoid

The unequipped Tool volition be parented to the Backpack of the Actor associated with the Humanoid.

If no Tool is equipped, this office will do nada.

Although Tools can be equipped by NPCs (Non Player Characters), this function only works on Humanoids with a corresponding Player. This is because a Haversack object is required to parent the unequipped Tool to.

See also:

Returns

Lawmaking Samples


                                                              

local Players = game:GetService( "Players" )

local ContextActionService = game:GetService( "ContextActionService" )

local player = Players.LocalPlayer

ContextActionService:BindAction( "unequipTools" , function (_, userInputState)

if userInputState == Enum.UserInputState.Begin then

if histrion.Character then

local humanoid = thespian.Character:FindFirstChildOfClass( "Humanoid" )

if humanoid then

humanoid:UnequipTools()

end

end

cease

end , false , Enum.KeyCode.U)

This yield function makes the character's appearance match the specification of the passed in HumanoidDescription. A copy of the passed HumanoidDescription is cached every bit the HumanoidDescription for the Humanoid.

Information technology allows yous to quickly ready a character's appearance and store the specification of that appearance.

This part is optimized through making the assumption that simply this function is used to change the appearance of the character, and no changes are made through other means between calls. If changes are made to the character betwixt calls. And then this function may not brand the character reverberate the passed in HumanoidDescription accurately. If y'all want to use this office in conjunction with other ways of updating the grapheme, Humanoid:ApplyDescriptionReset() will always ensure the character reflects the passed in HumanoidDescription.

See also:

Parameters


Returns

ApplyDescriptionClientServer

void

Parameters


Returns

ApplyDescriptionReset

void

Parameters


Returns

PlayEmote

If the emote could non be played because the emoteName is not institute in the HumanoidDescription this API will give an error. The API will return true to indicate that the emote was played successfully.

Parameters

name of the emote to play.


Returns

PlayEmoteAndGetAnimTrackById

Parameters


Returns

Source: https://create.roblox.com/docs/reference/engine/classes/Humanoid

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