For the complete documentation index, see llms.txt. This page is also available as Markdown.

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 ActionSequence’s 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 ActionSequence’s 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 ActionSequence’s 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 ActionSequence’s trigger track, starts.

Parameters

string TriggerName

The name of the trigger.

Return

ScriptSignal

The trigger started event.

Code Samples

Events

See also

ActionSequenceRunning ActionSequences

Last updated