I have edited some old non FE compatible weapons to be FE compatible. The guns can now kill players. I did not need to use any additional scripts to make the guns work, all I did was add a DamageEvent to the gun and then changed the TakeDamage script inside the gun. The gun has one more problem, which is the animations. On my screen I hold and fire the weapon with two hands, but to everyone else the gun is held with one hand while idle but with two hands when shooting. I am trying to fix it so the gun is held with two hands at all times. The gun uses a RayCast assault weapon script and does have a "recoil" animation which breaks the gun if removed. I tried to edit the animation to be one of my own and it made no difference. Does anyone know what I can do to fix this?
Hello!
Note: I may have misread your question, so I hope this is what you were asking for.
So what you'll need to do is use RemoteEvents for the idle/hold animation because by default tools use one hand (another thing you should check is the AnimationPriority in the AnimationEditor), because it is only firing the animation on the client which means only the person who used the gun can see it.
So first off create a RemoteEvent and put it in ReplicatedStorage.
In the script in the tool, when the animation is supposed to fire, put this line of code:
game.ReplicatedStorage.RemoteEvent:FireServer(animation) --animation should be the animation
And then create a server/normal script and put it in ServerScriptService. Put this in it:
game.ReplicatedStorage.RemoteEvent.OnServerEvent:Connect(function(player, animation) local hum = player.Character:WaitForChild("Humanoid") hum:LoadAnimation(animation) print("animation fired") end)
If this doesn't work, please reply in the comments and tell me what's wrong.
I hope this helps.
-ProqrammedGreen
I think this DevForum post will help you
https://devforum.roblox.com/t/how-to-animate-tool-parts-guns-knifes-etc/359484