local tool = script.Parent
local handle = script.Parent:WaitForChild('Handle')

local Debounce = true
local slash = script.Parent:WaitForChild('Slash')

local click = false
local inAttack = false

tool.Activated:connect(function()
	inAttack = true
	if Debounce then
		Debounce = false
		click = true
		print('tool activated')
		
		local plr = game.Players:GetPlayerFromCharacter(tool.Parent)
		
		if plr then	
			handle.Touched:connect(function(hit)
				if inAttack then
					
					print('animation')
				
					-- Animation
						
						local char = plr.Character
						if char then
							local hum = char:WaitForChild('Humanoid')
							local slashTrack = hum:LoadAnimation(slash)
							wait(0.1)
							slashTrack:Play()
						end
					
					-- Tree damage
					
					if hit.Parent and hit.Parent.Name ~= plr.Name and hit.Parent:FindFirstChild('Wood') then
						wait(0.1)
						local HP = hit.Parent.HP
						HP.Value = HP.Value - 30
					end
					
				else
					print(Debounce)
					print(click)
				end
			end)
		end
		
		wait(0.5)
		click = false

		wait(5)

		Debounce = true
	end
end)

Server script inside a tool in starterpack, this script isn't done! The problem is, the animation starts but it doesn't animate the arm holding the tool, and I'm a bit scared that the tool might not animate with it even if it was working, any ideas on how to do it?

4 comments

0

I did this with a gun I made make sure when you make the animation always play no matter what the player is doing the animation action needs to be set to action, to ensure it doesn't get overridden by the default run jump etc.. Hope this helps

0

How?

0

nvm, found it, thanks a lot

0

I would have the animation function in the activated function if the animation would play when the tool was activated, then you just animate the arm and the tool should go with it.