Type Index Pages
- BillboardGui
- CanvasGroup
- Frame
- Hint
- ImageButton
- ImageLabel
- PlayerGui
- ScreenGui
- ScrollingFrame
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-
Instance
- GameSettings
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- HttpRbxApiService
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- GuiService
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- TestService
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- AdvancedDragger
- HapticService
- FriendService
- GamepadService
No Result Found !!!
StateChanged
For thread safety, this property is not safe to read in an unsynchronized thread.
This event fires when the state of the Humanoid
is changed.
The humanoid state describes the activity the Humanoid
is currently doing. It takes the form of a Enum/HumanoidStateType
value.
See also:
- To get and set the state use
Humanoid/GetState
andHumanoid/ChangeState
- Individual states can be disabled using
Humanoid/SetStateEnabled
- As there is no idle humanoid state, you should instead use the
Humanoid/Running
event or listen to theHumanoid/RootPart|RootPart's
BasePart/Velocity
to work out when theHumanoid
is standing still
Parameters
Name | Type | Default | Description |
---|---|---|---|
|
The |
||
|
The |
Code Samples
Jumping Particles
Emits particles from the Player|Player's
Player/Character
when they jump.
To try this code sample, place it inside a LocalScript
parented to StarterCharacterScripts|StarterPlayer.StarterCharacterScripts
.
local character = script.Parent local primaryPart = character.PrimaryPart -- create particles local particles = Instance.new("ParticleEmitter") particles.Size = NumberSequence.new(1) particles.Transparency = NumberSequence.new(0, 1) particles.Acceleration = Vector3.new(0, -10, 0) particles.Lifetime = NumberRange.new(1) particles.Rate = 20 particles.EmissionDirection = Enum.NormalId.Back particles.Enabled = false particles.Parent = primaryPart local humanoid = character:WaitForChild("Humanoid") local isJumping = false -- listen to humanoid state humanoid.StateChanged:Connect(function(oldState, newState) if newState == Enum.HumanoidStateType.Jumping then if not isJumping then isJumping = true particles.Enabled = true end elseif newState == Enum.HumanoidStateType.Landed then if isJumping then isJumping = false particles.Enabled = false end end end)
Jump Cooldown
The following sample will require a one second cooldown after a Humanoid
has landed before it is able to jump again.
To try this sample, place it inside a LocalScript
in StarterCharacterScripts|StarterPlayer.StarterCharacterScripts
.
local character = script.Parent local JUMP_DEBOUNCE = 1 local humanoid = character:WaitForChild("Humanoid") local isJumping = false humanoid.StateChanged:Connect(function(oldState, newState) if newState == Enum.HumanoidStateType.Jumping then if not isJumping then isJumping = true humanoid:SetStateEnabled(Enum.HumanoidStateType.Jumping, false) end elseif newState == Enum.HumanoidStateType.Landed then if isJumping then isJumping = false wait(JUMP_DEBOUNCE) humanoid:SetStateEnabled(Enum.HumanoidStateType.Jumping, true) end end end)
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