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[EDIT] Animation fails to load in both studio and in game?

Asked by 4 years ago
Edited 4 years ago
19:47:47.313 - Animation "https://assetdelivery.roblox.com/v1/asset?id=2078858298&serverplaceid=0" failed to load in "Animation.AnimationId": Animation failed to load

I'm currently trying to put animations into a gun system.

I own the animation. The game is published and I'm not using team create. The animation isn't being moderated as it's been sat around in my animations for a while now waiting to be used (months)

And it won't load. I'm unsure as to why and what's caused the error. I've tested this in both studio and in game and neither seem to work. Any help is appreciated.

[EDIT]

After a little bit of testing I found some even older animations (years older) reloading and crouching animations that do work in studio (not tested in game) I'd prefer to use my newer ones but these seem to work fine.

If anybody can shed some light on why this might be the case that would be brilliant.

server script

if Module.IdleAnimationID ~= nil or Module.DualEnabled then
    local IdleAnim = Instance.new("Animation",Tool)
    IdleAnim.Name = "IdleAnim"
    IdleAnim.AnimationId = "rbxassetid://"..(Module.DualEnabled and 53610688 or Module.IdleAnimationID)
end
if Module.FireAnimationID ~= nil then
    local FireAnim = Instance.new("Animation",Tool)
    FireAnim.Name = "FireAnim"
    FireAnim.AnimationId = "rbxassetid://"..Module.FireAnimationID
end
if Module.ReloadAnimationID ~= nil then
    local ReloadAnim = Instance.new("Animation",Tool)
    ReloadAnim.Name = "ReloadAnim"
    ReloadAnim.AnimationId = "rbxassetid://"..Module.ReloadAnimationID
end
if Module.ShotgunClipinAnimationID ~= nil then
    local ShotgunClipinAnim = Instance.new("Animation",Tool)
    ShotgunClipinAnim.Name = "ShotgunClipinAnim"
    ShotgunClipinAnim.AnimationId = "rbxassetid://"..Module.ShotgunClipinAnimationID
end
if Module.HoldDownAnimationID ~= nil then
    local HoldDownAnim = Instance.new("Animation",Tool)
    HoldDownAnim.Name = "HoldDownAnim"
    HoldDownAnim.AnimationId = "rbxassetid://"..Module.HoldDownAnimationID
end
if Module.EquippedAnimationID ~= nil then
    local EquippedAnim = Instance.new("Animation",Tool)
    EquippedAnim.Name = "EquippedAnim"
    EquippedAnim.AnimationId = "rbxassetid://"..Module.EquippedAnimationID
end

and local...

if Module.IdleAnimationID ~= nil or Module.DualEnabled then
    IdleAnim = Tool:WaitForChild("IdleAnim")
    IdleAnim = Humanoid:LoadAnimation(IdleAnim)
end
if Module.FireAnimationID ~= nil then
    FireAnim = Tool:WaitForChild("FireAnim")
    FireAnim = Humanoid:LoadAnimation(FireAnim)
end
if Module.ReloadAnimationID ~= nil then
    ReloadAnim = Tool:WaitForChild("ReloadAnim")
    ReloadAnim = Humanoid:LoadAnimation(ReloadAnim)
end
if Module.ShotgunClipinAnimationID ~= nil then
    ShotgunClipinAnim = Tool:WaitForChild("ShotgunClipinAnim")
    ShotgunClipinAnim = Humanoid:LoadAnimation(ShotgunClipinAnim)
end
if Module.HoldDownAnimationID ~= nil then
    HoldDownAnim = Tool:WaitForChild("HoldDownAnim")
    HoldDownAnim = Humanoid:LoadAnimation(HoldDownAnim)
end
if Module.EquippedAnimationID ~= nil then
    EquippedAnim = Tool:WaitForChild("EquippedAnim")
    EquippedAnim = Humanoid:LoadAnimation(EquippedAnim)
end

and one of the animation functions with a bunch of other stuff in it

function Reload()
    if Enabled and not Reloading and (Ammo > 0 or not Module.LimitedAmmoEnabled) and Mag < Module.AmmoPerMag then
        Reloading = true
        if AimDown then
            tweenNoAim:Play()
            --[[local GUI = game:GetService("Players").LocalPlayer.PlayerGui:FindFirstChild("ZoomGui")
            if GUI then GUI:Destroy() end]]
            GUI.Scope.Visible = false
            game:GetService("Players").LocalPlayer.CameraMode = Enum.CameraMode.Classic
            UserInputService.MouseDeltaSensitivity = InitialSensitivity
            AimDown = false
            Mouse.Icon = "rbxassetid://"..Module.MouseIconID
        end
        UpdateGUI()
        if Module.ShotgunReload then
            for i = 1,(Module.AmmoPerMag - Mag) do
                if ShotgunClipinAnim then ShotgunClipinAnim:Play(nil,nil,Module.ShotgunClipinAnimationSpeed) end
                Handle.ShotgunClipin:Play()
                wait(Module.ShellClipinSpeed)
            end
        end
        if ReloadAnim then ReloadAnim:Play(nil,nil,Module.ReloadAnimationSpeed) end
        Handle.ReloadSound:Play()
        wait(Module.ReloadTime)
        if Module.LimitedAmmoEnabled then
        local ammoToUse = math.min(Module.AmmoPerMag - Mag, Ammo)
        Mag = Mag + ammoToUse
        Ammo = Ammo - ammoToUse
        else
        Mag = Module.AmmoPerMag
        end
        ChangeMagAndAmmo:FireServer(Mag,Ammo)
        Reloading = false
        UpdateGUI()
    end
end

In the module script it looks like so

    MouseIconID = "316279304";
    IdleAnimationID = nil; --Set to "nil" if you don't want to animate
    IdleAnimationSpeed = 1;
    FireAnimationID = nil; --Set to "nil" if you don't want to animate
    FireAnimationSpeed = 5;
    ReloadAnimationID = nil; --Set to "nil" if you don't want to animate
    ReloadAnimationSpeed = 0.5;
    EquippedAnimationID = nil; --Set to "nil" if you don't want to animate
    EquippedAnimationSpeed = 1;

I have left out a bunch of other repeated animation functions if you need them as well though just ask I've left all of the current animations as nil just for simplicity's sake.

0
Open Studio Settings, go to Render and enable ReloadAssets, then restart Studio. See if that works for you? Ziffixture 6913 — 4y
0
This doesn't seem to have done anything sadly. Thanks for the help though. Greenhands1 4 — 4y
0
please provide the code attempting to load the animation. would be really helpful. speedyfox66 237 — 4y
0
I have provided some code. Greenhands1 4 — 4y

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