I have two animations. I have a gun hold animation, and a gun shoot animation. I'm trying to have the gun hold animation play, and then when the shoot animation is called, it plays over the hold animation.
I searched for solutions but honestly it's a tricky question to find the words for.
local Players = game:GetService("Players") local gunequipped = false local WeaponTool = script.Parent.Pistol local player = Players.LocalPlayer local character = player.Character if not character or not character.Parent then character = player.CharacterAdded:Wait() end local char = character print(char.Name) print(character.Name) local humanoid = character:WaitForChild("Humanoid") local animator = humanoid:WaitForChild("Animator") ---------------- Pistol Hold anim ----------------------- local HoldGunAnimation = Instance.new("Animation") -- Set its "AnimationId" to the corresponding animation asset ID HoldGunAnimation.AnimationId = "rbxassetid://7225805475" local HoldGunAnimationTrack = animator:LoadAnimation(HoldGunAnimation) HoldGunAnimationTrack.Priority = Enum.AnimationPriority.Action ----------------------------------------------------------------- ---------------- Glock Shoot anim-------------------------- local GlockShootAnimation = Instance.new("Animation") -- Set its "AnimationId" to the corresponding animation asset ID GlockShootAnimation.AnimationId = "rbxassetid://7244252732" local GlockShootAnimationTrack = animator:LoadAnimation(HoldGunAnimation) GlockShootAnimationTrack.Priority = Enum.AnimationPriority.Action ----------------------------------------------------------------- ------------------------------------------------------------------------------------------- script.Parent.Equipped:Connect(function() gunequipped = true shiftLock(true) local M6D = Instance.new("Motor6D") M6D.Parent = char.UpperTorso print(M6D.Parent) M6D.Name = "ToolGrip" print(M6D.Name) game.ReplicatedStorage.ConnectM6D:FireServer(WeaponTool.BodyAttach) char.UpperTorso:FindFirstChild("ToolGrip").Part0 = char.UpperTorso char.UpperTorso:FindFirstChild("ToolGrip").Part1 = WeaponTool.BodyAttach HoldGunAnimationTrack:Play() end) script.Parent.Unequipped:Connect(function() gunequipped = false print("Unequipped") game.ReplicatedStorage.DisconnectM6D:FireServer() shiftLock(false) HoldGunAnimationTrack:Stop() end) -- shoot anim -- local be = script.Parent.Remotes:WaitForChild("~~~~Event Name~~~") local function AnimatorEvent(AnimType) print(AnimType) print("ANIMATION STARTING") if AnimType == "ShootAnim" then HoldGunAnimationTrack:Stop() GlockShootAnimationTrack:Play() GlockShootAnimationTrack.Stopped:wait() HoldGunAnimationTrack:Play() end end be.Event:Connect(AnimatorEvent)
Any insight would help! Thanks if you've read this far!
Set the shooting animation's priority to be higher etc movement
I made a pretty stupid mistake. The locals for the animations were mixed up. It's as simple as that. Remember to always check your code 100 times!