RobloxScripterAI
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"create a script where i can store animation assetids in"
To store animation asset IDs in a script, you can use a table in Lua. This table will act as a simple database for your animation asset IDs, allowing you to easily access and manage them within your Roblox game. Here's a basic example of how you can structure such a script: ```lua -- Table to store animation asset IDs local animations = { Idle = "rbxassetid://AnimationID1", Walk = "rbxassetid://AnimationID2", Run = "rbxassetid://AnimationID3", Jump = "rbxassetid://AnimationID4", -- Add more animations as needed } -- Function to get an animation ID by name local function getAnimationID(animationName) return animations[animationName] end -- Example usage local player = game.Players.LocalPlayer player.CharacterAdded:Connect(function(character) local humanoid = character:FindFirstChildOfClass("Humanoid") if humanoid then local animator = humanoid:FindFirstChildOfClass("Animator") if animator then -- Example: Changing the jump animation local jumpAnimation = Instance.new("Animation") jumpAnimation.AnimationId = getAnimationID("Jump") local jumpTrack = animator:LoadAnimation(jumpAnimation) -- You can now play the jumpTrack when needed end end end) -- You can also directly access the animations table for other purposes print("Idle Animation ID:", animations.Idle) ``` This script demonstrates how to structure your animation asset IDs using a table and includes a function for retrieving an animation ID by its name. The example usage shows how you might use this setup to change a character's jump animation when they are added to the game. You can expand the `animations` table with as many animations as you need and access them using the `getAnimationID` function or directly through the table.