ActionSequence
ActionSequence : Instance
Overview
An ActionSequence is an instance that allows you to compose animations, effects, camera work, and other elements for a single action in an integrated timeline. It provides a visual, timeline-based editing environment to configure commonly used in-game sequences and script execution timing.
ActionSequences are defined as static data objects and cannot be created directly at runtime using Instance.new or Clone.
When execution is requested via the Play method on the ActionRunner under a Humanoid, the original ActionSequence instance is cloned into Humanoid.ActionRunner, and the action is executed based on the cloned instance.
Due to this structure, when connecting events within ActionSequence scripts, you must reference the runtime duplicated instance rather than the original instance. Therefore, instead of using absolute paths, you should reference based on script.Parent.
Events can be connected in both server and client environments. However, server-side Scripts are recommended to be placed directly under the ActionSequence, as they may not function properly when placed deeper in the hierarchy.
If events are connected in a LocalScript under the ActionSequence, the logic will be executed on all clients. Therefore, you should filter based on the executor (self) of the ActionSequence when necessary.
Properties
Methods
GetAllTrackInfos
Returns all track information in the ActionSequence.
Track information can only be retrieved while the ActionSequence is running.
When an ActionSequence is played, a runtime instance is created under Humanoid.ActionRunner. Since completed or stopped ActionSequences may be removed, the returned information should only be used while the ActionSequence remains valid.
Excessive calls to this method may impact performance. Call it only when necessary.
Parameters
Return
Value
A table containing all track information in the ActionSequence.
Code Samples
GetMarkerReachedSignal
Returns an event that fires when a marker with the specified name, defined in the ActionSequenceβs event track, is reached.
Parameters
string MarkerName
The name of the marker.
Return
ScriptSignal
The marker reached event.
Code Samples
GetTrackInfo
Returns the track information that matches the specified track name and track type.
Track information can only be retrieved while the ActionSequence is running.
When an ActionSequence is played, a runtime instance is created under Humanoid.ActionRunner. Since completed or stopped ActionSequences may be removed, the returned information should only be used while the ActionSequence remains valid.
Excessive calls to this method may impact performance. Call it only when necessary.
Parameters
string TrackName
The name of the track to retrieve information from.
Enum.ActionSequenceTrackType TrackType
The type of the track to retrieve information from.
Return
Value
A table containing the track information of the ActionSequence.
Code Samples
Hit
Returns an event that fires when a marker with the specified name, defined in the ActionSequenceβs collision track, is reached.
Parameters
string InCollisionEventName
The name of the collision event.
Return
ScriptSignal
The collision event.
Code Samples
TriggerEnded
Returns an event that fires when a trigger with the given name, defined in the ActionSequenceβs trigger track, ends.
Parameters
string TriggerName
The name of the trigger.
Return
ScriptSignal
The trigger ended event.
Code Samples
TriggerStarted
Returns an event that fires when a trigger with the given name, defined in the ActionSequenceβs trigger track, starts.
Parameters
string TriggerName
The name of the trigger.
Return
ScriptSignal
The trigger started event.
Code Samples
Events
See also
ActionSequenceRunning ActionSequencesLast updated