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Currently having an issue with a gun animation I'm making, does anybody know how I can fix this?

Asked by 22 days ago

I'm making a game, and there's a gun in it that doesn't have an animation for recoil. I attempted to add one, but now the gun doesn't work at all. I've added the animation into the gun, named it Recoil and gave it the AnimationId, but it doesn't work at all.

Here is the script I'm using:

local gun = script.Parent
local gun_sound = gun.Handle['Gun shot']
local empty_sound = gun.Handle.clip_empty
local reload_sound = gun.Handle.Reload
local player = game.Players.LocalPlayer
local clipSize = gun:WaitForChild('Ammo').Value
local ammo = gun:WaitForChild('Ammo')
local Recoil_Anim = gun.WaitForChild('Recoil')



--UserInputService Setup
local userInput = game:GetService('UserInputService')


--Mouse Icon
local mouse = game.Players.LocalPlayer:GetMouse()
mouse.Icon = 'rbxassetid://316279304'


local ReplicatedStorage = game:GetService('ReplicatedStorage')
local remoteEvent = ReplicatedStorage:WaitForChild('ShotEvent')

gun.Equipped:Connect(function(mouse)

    player.PlayerGui.ScreenGui.Ammo.Visible = true
    player.PlayerGui.ScreenGui.Ammo.Text = 'Ammo:' .. tostring(ammo.Value) ..' / ' .. tostring(gun.MaxAmmo.Value)


    gun.Unequipped:Connect(function()
        player.PlayerGui.ScreenGui.Ammo.Visible = false
    end)


    mouse.Button1Down:Connect(function()
        if gun.Ammo.Value > 0 then
            remoteEvent:FireServer(gun.Handle.Position, mouse.Hit.p)
            Recoil_Anim:Play()
            gun_sound:Play()
            gun.Ammo.Value = gun.Ammo.Value - 1
        else
            reload_sound:Play()
            reload_sound.Ended:Wait()
            gun.Ammo.Value = 12
        end
    end)

end)


--Checks if the Letter R is pressed

userInput.InputBegan:Connect(function(input, gameProcessed)

    if not gameProcessed then
        if input.UserInputType == Enum.UserInputType.Keyboard or input.UserInputType == Enum.UserInputType.Gamepad1 then
            local keycode = input.KeyCode
            if keycode == Enum.KeyCode.R or keycode == Enum.KeyCode.ButtonX then
                reload_sound:Play()
                reload_sound.Ended:Wait()
                gun.Ammo.Value = 12
            end

        end
    end
end)

--Update ammo GUI

ammo.Changed:Connect(function()
    player.PlayerGui.ScreenGui.Ammo.Text = 'Ammo:' .. tostring(ammo.Value) ..' / ' .. tostring(gun.MaxAmmo.Value)
end)
0
did u have put on ur output? if u put ur output on u can exactly see what the problem is. YTNilab 3 — 22d
0
I put it on output and nothing happened. NuggetHasJoined 7 — 22d

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