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My tool animation isn't running when it's activated. Help?

Asked by 6 years ago

Hello.

For some reason my animations refuse to run with a tool equipped. I've tried running the animation with the tool unequipped and it works flawlessly. My game is FE and I've already implemented support for it.

I have a local script that detects when the tool is activated and invokes a RemoteFunction with the animation as a variable.

This is the code i use to run the animation. (Anim is the variable in the remote function)

    print(anim.AnimationId)
    local animation = plr.Character.Humanoid.Animator:LoadAnimation(anim)
    animation:Play()

The correct animation id is printed proving that the variable being nil isn't the problem here..

The animation is made in the animation editor.

The animation is using the same hand as the tool is held in. Could this be the problem? Perhaps the arm is frozen or something?

Please help.

-ScrappyHaxor

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Answered by 6 years ago

Animations don't need to be optimized for FilteringEnabled, they can run with FilteringEnabled in a LocalScript and still replicate.

Make sure your animation's priority is set to "Action", you can do this whilst in the animation editor.

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Thank you so much! I've spent hours debugging trying to find what was wrong and it was this easy all along.. Now i feel like an idiot. ScrappyHaxor 8 — 6y
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@ScrappyHaxor We all feel like that at one point. It's common to make a silly mistake, whether at work, school etc. The moral of this story is... Well I honestly don't know. :) superhudhayfa 39 — 6y
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