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Animation doesn't load when client fires sever?

Asked by 5 years ago

When my client fires a Remote Event, the server doesn't return any error. When I do fire the event, the first animation never seems to load. There's no indacation in my script that says straight out of the bloom, "Hey, this is an error." Take a look at the server script.

local PunchEvent = game.ReplicatedStorage:WaitForChild('punch')
local Cooldown = 0.8

local PunchData = {}
local Cooldowns = {}

local function PlaySound(ID,Parent)
    local Sound = Instance.new("Sound")
    Sound.SoundId = "rbxassetid://"..ID
    Sound.PlayOnRemove = true
    Sound.Parent = Parent
    Sound:Destroy()
end

function Make(Character)
        local CantRegen = Instance.new("IntValue")
        CantRegen.Name = "CantRegen"
        CantRegen.Parent = Character
        game.Debris:AddItem(CantRegen, 1)
end

PunchEvent.OnServerEvent:Connect(function(Player)

    if Cooldowns[Player] then -- player has used cooldowns before
        if Cooldowns[Player] >= tick() - Cooldown then -- player has not completed cooldown
            return -- return code so code below doesn't execute
        end
    end

    Cooldowns[Player] = tick() -- set so player can not use punch event for cooldown seconds

    local Data = Player:WaitForChild('Data')
    local Stamina = Data:WaitForChild('Stamina')

    if Stamina.Value < 11 then
        return
    else
        Stamina.Value = Stamina.Value - 10  -- take 10 stamina away
    end

    local Character = Player.Character or Player.CharacterAdded:Wait() -- get player character, if it doesn't exist wait for it

    Make(Character)

    local Humanoid = Character:WaitForChild("Humanoid")
    local Animator = Humanoid:WaitForChild("Animator")

    if PunchData[Character] == nil then -- if there is no data for this character
        PunchData[Character] = { -- set it for the first time
            ["LeftPunch"] = Animator:LoadAnimation(game:GetService("ReplicatedStorage"):WaitForChild("Left")),
            ["RightPunch"] = Animator:LoadAnimation(game:GetService("ReplicatedStorage"):WaitForChild("Right")), -- doesnt load
            ["LastPunch"] = "LeftPunch",
            ["CanPunch"] = true
        }
    end

    local SecondaryDataTable = PunchData[Character]

    local RightHand = Character.RightHand
    local LeftHand = Character.LeftHand

    local CurrentConnection = nil
    local CurrentAnimationTrack = nil

    if SecondaryDataTable.LastPunch == "LeftPunch" then
        SecondaryDataTable.CanPunch = false
        SecondaryDataTable.LastPunch = "RightPunch"

        PlaySound(711753382, Character.RightHand)
        CurrentAnimationTrack = SecondaryDataTable.RightPunch

        CurrentConnection = Character.RightHand.Touched:Connect(function(Hit)
            local Humanoid = Hit.Parent:FindFirstChildOfClass("Humanoid")
            if Humanoid then
                Humanoid:TakeDamage(12)
                PlaySound(367499850, RightHand)
                CurrentConnection:Disconnect()
            end
        end)


    elseif SecondaryDataTable.LastPunch == "RightPunch" then
        SecondaryDataTable.CanPunch = false
        SecondaryDataTable.LastPunch = "LeftPunch"

        PlaySound(711753382, LeftHand)
        CurrentAnimationTrack = SecondaryDataTable.LeftPunch

        CurrentConnection = Character.LeftHand.Touched:Connect(function(Hit)
            local Humanoid = Hit.Parent:FindFirstChildOfClass("Humanoid")
            if Humanoid then
                Humanoid:TakeDamage(12)
                PlaySound(367499850, LeftHand)
                CurrentConnection:Disconnect()
            end
        end)

        CurrentAnimationTrack:Play()
        CurrentAnimationTrack.Stopped:Wait()
        if CurrentConnection then CurrentConnection:Disconnect() end
        SecondaryDataTable.CanPunch = true
    end
end)

And here's the client script.

local Players = game:GetService('Players')
local ReplicatedStorage = game:GetService('ReplicatedStorage')
local UserInputService = game:GetService('UserInputService')

local Player = Players.LocalPlayer
local PunchEvent = game.ReplicatedStorage.punch

UserInputService.InputBegan:Connect(function(Key, GameProcessedEvent)
    if not GameProcessedEvent then
        if Key.UserInputType == Enum.UserInputType.MouseButton1 then
            PunchEvent:FireServer()
        end
    end
end)
0
You actually don't need a RemoteEvent to play animations, animations are part of player physics, so they replicate. I'd only use the RemoteEvent for dealing damage. User#19524 175 — 5y
0
So how do I solve my problem? FireyMcBlox 134 — 5y
0
Well I don't think you should be nesting events inside of others, like the Touched events you have. You could make a script, parent under the script, and clone it when the key is pressed from the remote. User#19524 175 — 5y
0
Seems benefical. But, how does this tie in with the animation problem? FireyMcBlox 134 — 5y

1 answer

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-1
Answered by 5 years ago

function square(iteratorMaxCount,currentNumber)

if currentNumber<iteratorMaxCount then currentNumber = currentNumber+1 return currentNumber, currentNumber*currentNumber end

end

for i,n in square,3,0 do print(i,n) end and nowit is more than enough to add the transfer time in seconds transformed into data

2
This has nothing to do with the question. User#19524 175 — 5y
0
^^ FireyMcBlox 134 — 5y
0
yes it does! He just need this to learn ! BlackCheap 14 — 5y
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