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
For people who don't know how to extract specified TextureId, MeshId and Name of the hat, there will be a module in the Visual Guides that let's you extract data from specified accessory with just few clicks.
It's best to use only numeric values for TextureId and MeshId to ensure reliable checks
-- 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}
},
}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
Changing the name to something commonly used in experiences such as Camera or Baseplate might cause the user some trouble when attempting to index the client rig (ex. for scripts.).
name: string
Renames the client-sided rig to your liking, In some cases it will help with compatibility along other scripts.
NoCollisions
In some cases you might get automatically under the map due to your collisions being barely there
enabled: bool
Disables your client-sided rig collisions, letting you clip through walls
SetCharacter
enabled: bool
Sets the Player.Character to the client-sided rig, which permits you to use default movement mechanism.
Animations
It is generally recommended to keep this disabled if you are planning to do script conversions.
The animation handler has been fully reworked to work faster, thus no performance drops shall occur.
enabled: bool
Enables default animations on the client-sided rig,
AccessoryFallbackDefaults
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
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
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
Setting the value less than 0.16 will automatically turn it to 0, as anything below that will cause the replication of teleporting the character to it's destination wouldn't work.
time: double
Yields the OnCharacterAdded to ensure that teleporting the character to it's destination replicates successfully.
TeleportOffsetRadius
Setting the value high will make the reanimate stability solely depend on your simulation radius, keep it in a range of 12 and 36.
time: double
Determinate the radius of teleporting your character close to client-sided rig to claim hats.
AntiVoiding
In some cases, you might automatically get stuck under the game if most of the walk able area in your game is close to the FallenPartsDestroyHeight Value.
enabled: bool
If you fall into the void, you will be sent back to where you have ran the reanimate at.
DisableCharacterScripts
In very special cases, disabling character scripts might ruin some aspects of the game, so proceed with caution.
enabled: bool
Disables any local scripts from the Character to avoid any tampering with client-sided rig.
ReturnOnDeath
enabled: bool
Upon stopping the reanimate, your character will return to where the client-sided rig was moment ago.
Flinging
It is recommend for you to apply a simulation radius tweak, as your simulation will gradually decrease the moment your character collides with an player model due to how network ownership works. Also keep in mind flinging will not work on games with disabled body collisions.
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
enabled: bool
Sets the Player's SImulationRadius to as high as possible, providing better user experience and stability.
NoBodyNearby
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
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.
Some functions of KadeAPI will go under an overhaul in the next update (As of 1.7.1), expect possible deprecations and renaming
Setting up KadeAPI
An easiest way to get the KadeAPI is through defining the required module.
GetCharacter
() -> FakeRig: Model
Returns FakeRig Model without indexing.
GetHumanoid
() -> FakeHumanoid: Humanoid
Returns FakeRig's Humanoid without indexing as well.
GetRealCharacter
() -> Character: Model
Returns the real characters model without FURTHER indexing. (Actually use this, indexing the real character manually is terrifying.)
GetHatInformation
Generally, Using KadeAPI.GetHatInformation() just to use it as a hat data is a bad habit, as some accessories might have the same names, consider creating a table and filling the contents manually yourself, as this function was made to extract the data easier.
Part1: Part
The accessory you want to extract the hat data information from.
() -> {MeshId = string, TextureId= string, Name = string}
Returns the hat information from the provided accessory as a dictonary.
SetHatAlign
Functionality will be expanded in 1.8, look out for changes.
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
() -> 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.
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