Manual Documentation

This page will explain every setting and function of both the reanimation and as well as KadeAPI's.

Reanimate Configuration

This section will explain to you all the possible settings from the KryptonConfiguration table, as well as some examples to understand certain things better.

Hats

-- Here is an example snippet on how the table is constructed.
Hats = {
	["LimbName"] = { -- Replace with the actual limb name (e.g., "Head")
		{Texture = "123", Mesh = "123", Name = "Something", Offset = CFrame.Angles(0, 0, math.pi / 3)},
		{Texture = "321", Mesh = "321", Name = "AlternativeHat", Offset = CFrame.identity}
	},
}
Parameters (4)
Description

Texture: string | int

The TextureID of the accessory.

Mesh: string | int

The MeshID of the accessory.

Name: string

The Name property of the accessory.

Offset: CFrame

The CFrame offset to adjust the position and orientation of the accessory.

Logical Description

Uses the Character hats to replicate the client rigs limbs.

The limb table is a dictionary that organizes hats based on the limbs they are attached to. Each limb (like 'Head' or 'LeftArm') can have multiple hats assigned to it

RigName

Parameters (1)
Description

name: string

Renames the client-sided rig to your liking, In some cases it will help with compatibility along other scripts.

NoCollisions

Parameters (1)
Description

enabled: bool

Disables your client-sided rig collisions, letting you clip through walls

SetCharacter

Parameters (1)
Description

enabled: bool

Sets the Player.Character to the client-sided rig, which permits you to use default movement mechanism.

Animations

Parameters (1)
Description

enabled: bool

Enables default animations on the client-sided rig,

AccessoryFallbackDefaults

Recommended to keep it enabled if you are messing with the Hats table.

Parameters (1)
Description

enabled: bool

Checks the Hats table, if an issue is found on assigned limb table, It will automatically use default hats for that specified limb earlier instead.

OverlayFakeCharacter

Parameters (1)
Description

enabled: bool

Sets the Client-sided rig limb transparency to 0.5, letting you see the rig even without the hats, but keep in mind others don't see it.

ShowClientHats

Works with accessories but not with hats that are linked defined in the Hats table.

Parameters (1)
Description

enabled: bool

If you lose network ownership on the part, it will set the transparency of the part it was linked with to 0.5.

WaitTime

A recommended value is 0.255, as it's the lowest you can go without making the thing dependent on your internet connection and ping.

Parameters (1)
Description

time: double

Yields the OnCharacterAdded to ensure that teleporting the character to it's destination replicates successfully.

TeleportOffsetRadius

Parameters (1)
Description

time: double

Determinate the radius of teleporting your character close to client-sided rig to claim hats.

AntiVoiding

Parameters (1)
Description

enabled: bool

If you fall into the void, you will be sent back to where you have ran the reanimate at.

DisableCharacterScripts

Parameters (1)
Description

enabled: bool

Disables any local scripts from the Character to avoid any tampering with client-sided rig.

ReturnOnDeath

Parameters (1)
Description

enabled: bool

Upon stopping the reanimate, your character will return to where the client-sided rig was moment ago.

Flinging

In the future, the functionality of flinging will be expanded, giving you several options to fling rather than your character.

Also don't be a jerk and don't abuse the flinging, thank you very much.

Parameters (1)
Description

enabled: bool

Your character (before it dies) can be used to fling other players. You have to call KadeAPI.CallFling(model: Model) (Which will be mentioned later) to fling a target.

SetSimulationRadius

This will not work with local scripts due to permission limits.

Parameters (1)
Description

enabled: bool

Sets the Player's SImulationRadius to as high as possible, providing better user experience and stability.

NoBodyNearby

Parameters (1)
Description

enabled: bool

When enabled, BringCharacter will put the character close to the FallenPartsDestroyHeight, thus destroying the characters body limbs and changes its PrimaryPart to the largest accessory you are wearing.

LimitHatPerLimb

Parameters (1)
Description

enabled: bool

Limits the amount of accessories per limb from the Hats table to one.

KadeAPI Manual

KadeAPI is a conversion library embedded into Krypton for reliable script converting and easier hat alignment. This page will explain on how to utilize KadeAPI, and it's functions.

Setting up KadeAPI

An easiest way to get the KadeAPI is through defining the required module.

GetCharacter

Returns
Description

() -> FakeRig: Model

Returns FakeRig Model without indexing.

GetHumanoid

Returns
Description

() -> FakeHumanoid: Humanoid

Returns FakeRig's Humanoid without indexing as well.

GetRealCharacter

Returns
Description

() -> Character: Model

Returns the real characters model without FURTHER indexing. (Actually use this, indexing the real character manually is terrifying.)

GetHatInformation

Parameters (1)
Description

Part1: Part

The accessory you want to extract the hat data information from.

Returns
Description

() -> {MeshId = string, TextureId= string, Name = string}

Returns the hat information from the provided accessory as a dictonary.

SetHatAlign

Parameters (3)
Examples
Description

HatData: table

{MeshId = "123", TextureId= "321", Name = "ABC"}

A Hat Data/Information is required to precisely capture the right accessory.

Part1: Part

workspace.Part

The part that you want to link the accessor with.

Offset: CFrame

CFrame.new(), * CFrame.Angles(0,0,0)

The position and rotation offset as a Coordinate Frame

Returns
Description

() -> nil

Looks up for an accessory with the provided hat metadata, and if it's found it will align the found accessory to the Part1 with the right offset.

Last updated