Scripting Helpers is winding down operations and is now read-only. More info→
Ad
Log in to vote
0

How to make animation play when tool is equipped?

Asked by 3 years ago
Edited 3 years ago

how can i make the tool only work if its equipped

this is the local

///////////////////////////

local Player = game:GetService("Players")
local rp = game:GetService("ReplicatedStorage")
local plr = game.Players.LocalPlayer

local MaxKobosRemotes = rp:WaitForChild("MaxKobosRemotes")
local KiritosSword = MaxKobosRemotes:WaitForChild("KiritosSword")
local tool = script.Parent
local UIS = game:GetService("UserInputService")

local debounce = false
local cooldown = 60

UIS.InputBegan:Connect(function(input,isTyping)
    if isTyping then     
        return





elseif input.KeyCode == Enum.KeyCode.F and debounce == false then
    debounce = true

    KiritosSword:FireServer()




    end
end)

KiritosSword.OnClientEvent:Connect(function()


        wait(cooldown)
    debounce = false
end)

//////////////////////////

heres script

//////////////////////////////

local rp = game:GetService("ReplicatedStorage")
local MaxKobosRemotes = rp:WaitForChild("MaxKobosRemotes")

local KiritosSword = MaxKobosRemotes:WaitForChild("KiritosSword")
        local player = game:GetService("Players").LocalPlayer
        local plr = game.Players.LocalPlayer
    local Animation = game.Workspace.MaxKobosAnimations:WaitForChild("Swing") 
    debounce = true



    local tool = script.Parent
local Buffed = tool:WaitForChild("Buffed")

local HitBox = tool:WaitForChild("HitBox")
local Blade = script.Parent:WaitForChild("Blade")
local Particle1 = Blade:WaitForChild("Lightning1")
local Particle2 = Blade:WaitForChild("Lightning2")
local Particle3 = Blade:WaitForChild("ParticleEmitter")


    KiritosSword.OnServerEvent:Connect(function(Player)
    local Character = Player.Character 
    local Humanoid = Character:FindFirstChild("Humanoid")
    local Swing = Humanoid:LoadAnimation(Animation) 
    Swing:Play() 
    KiritosSword:FireClient(Player)
wait(1)
    Particle1.Enabled = true
    Particle2.Enabled = true
    Particle3.Enabled = true
    print("Buffed")

    Buffed.Value = true

    wait(20)

        Particle1.Enabled = false
        Particle2.Enabled = false
        Particle3.Enabled = false
Buffed.Value = false
    print("BuffOver")

wait(1)
debounce = false



end)

/////////////////////////////

Answer this question