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.