Retrieving animationTrack on client-side set by server would be by using " Humanoid:GetPlayingAnimationTracks()" But since loop doesn’t replicate be careful when using this. Heads up! The animationTrack.Looped variable doesn’t replicate from server to client. The animation track is the variable that loads the animation and plays. You’re attempting to change animationObject.Looped which doesn’t exist.The animation track differs from the animation object itself. If(not loadedAnims) then loadedAnims = animator:LoadAnimation(anims) end Local animator = Humanoid:WaitForChild("Animator") Local Profile = ProfileService:Get(Player, false) Local Activatedtool = PlayerGui:WaitForChild("MenuDeMapa"):WaitForChild("Slots"):WaitForChild("ActivatedTool") Local PlayerGui = Player:WaitForChild("PlayerGui") Local Backpack = Player:WaitForChild("Backpack") Local Humanoid = char:WaitForChild("Humanoid") Local Player = Players:GetPlayerFromCharacter(char) Local char = script:FindFirstAncestorWhichIsA("Model") = tool:WaitForChild("Animations"):WaitForChild("Curate") = tool:WaitForChild("Animations"):WaitForChild("Drink") = tool:WaitForChild("Animations"):WaitForChild("Eat") Local stack = script.Parent:WaitForChild("Stack") Local ProfileService = require(ServerScriptService:WaitForChild("DataStore"):WaitForChild("Configurations"):WaitForChild("DataManager")) Local HungerAndThirstIncrease = ServerStorage:WaitForChild("HungerAndThirstIncrease") Local toolsFolder = ServerStorage:WaitForChild("ToolsFolder") Local ServerScriptService = game:GetService("ServerScriptService") Local ReplicatedStorage = game:GetService("ReplicatedStorage") Local ServerStorage = game:GetService("ServerStorage") I don’t really see any problem, I have other scripts absolutely the same and they work without looping, and I don’t know how to eliminate the damn loop local Players = game:GetService("Players") I’m fed up with animations, whenever I make one, it loops (I don’t know if the priority of the animation influences, which in this case is action).
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