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My prone animation seems to have trouble replicating?

Asked by 6 years ago
Edited 6 years ago

https://gyazo.com/98bdc6e67262a1b80748609464976b6d

Can someone explain what's going on here? I'm completely dumbfounded. It loads the same way as other animations do, and animations should always replicate no matter what- so what's going on here???

Here's the code chunk that runs the animation:

        if Stance.Value == 1 then
        script.Parent.Parent.PlayerGui.WeaponUI.Frame.StanceDisplay.Text = "Prone"

            if WR.Value < 4 then

                if SecAnim == true then

                    if WR.Value == 1 or WR.Value == 4 then
                    elseif WR.Value == 2 then
                    WR.Value = 1
                    WR.WeaponGrip.Value = "Relaxed"
                    elseif WR.Value == 3 then
                    WR.Value = 4
                    WR.WeaponGrip.Value = "Engaged"
                    end

                else                
                WR.Value = 4
                WR.WeaponGrip.Value = "Engaged"
                end

            script.Parent.Parent.PlayerGui.WeaponUI.Frame.WRDisplay.Text = WR.WeaponGrip.Value  
            end

        Dude.Animate.idle.Animation1.AnimationId = script.Stance.Proned.StationaryProne.AnimationId
        Dude.Animate.run.RunAnim.AnimationId = script.Stance.Proned.Crawl.AnimationId
        Dude.Animate.walk.WalkAnim.AnimationId = script.Stance.Proned.Crawl.AnimationId
        SpeedLimits.MaxWalkSpeed.Value = 6
        SpeedLimits.NearMaxSpeed.Value = SpeedLimits.MaxWalkSpeed.Value -2
        SpeedLimits.MinWalkSpeed.Value = 2.5
        SpeedLimits.NearMinSpeed.Value = SpeedLimits.MinWalkSpeed.Value +2
        elseif Stance.Value == 2 then
        script.Parent.Parent.PlayerGui.WeaponUI.Frame.StanceDisplay.Text = "Crouching"

            if WR.Value == 2 then
            WR.Value = 3
            WR.WeaponGrip.Value = "Shouldered"
            script.Parent.Parent.PlayerGui.WeaponUI.Frame.WRDisplay.Text = WR.WeaponGrip.Value
            else
            end

        Dude.Animate.run.RunAnim.AnimationId = script.Stance.Crouched.CrouchRun.AnimationId
        Dude.Animate.walk.WalkAnim.AnimationId = script.Stance.Crouched.CrouchWalk.AnimationId
        Dude.Animate.idle.Animation1.AnimationId = script.Stance.Crouched.StationaryCrouch.AnimationId
        Dude.Animate.sprint.SprintAnim.AnimationId = script.Stance.Crouched.CrouchSprint.AnimationId
        SpeedLimits.MaxWalkSpeed.Value = 10
        SpeedLimits.NearMaxSpeed.Value = SpeedLimits.MaxWalkSpeed.Value -2
        SpeedLimits.MinWalkSpeed.Value = 4
        SpeedLimits.NearMinSpeed.Value = SpeedLimits.MinWalkSpeed.Value +2

I included the crouching as a reference to use... the crouching has no issues what-so-ever. So it baffles me why Prone does? Could it be because it's playing the same AnimationId over itself and it's somehow cancelling it out? Perhaps it's a lack of a Sprint animation for it proning?

UPDATE: Animations seem to be an animation or two behind, so yes, it appears that there are multiple animations playing over one another. This is just an assumption, if you have suggestions to fixing this, lemme know.

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