Type Index Pages
- BillboardGui
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- Frame
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- ImageButton
- ImageLabel
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- ScrollingFrame
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-
Instance
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- AdvancedDragger
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- FriendService
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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/GetStateandHumanoid/ChangeState - Individual states can be disabled using
Humanoid/SetStateEnabled - As there is no idle humanoid state, you should instead use the
Humanoid/Runningevent or listen to theHumanoid/RootPart|RootPart'sBasePart/Velocityto work out when theHumanoidis standing still
Parameters
| Name | Type | Default | Description |
|---|---|---|---|
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The |
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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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