I've just created a minimal instance on 1.20.1 with forge 47.4.10 (latest recommended according to Prism)
and the following mods:
animationjs-1.20.1-0.1.2
architectury-9.2.14-forge
geckolib-forge-1.20.1-4.8.3
kubejs-forge-2001.6.5-build.16
liolib-forge-1.20.1-0.0.2
liosplayeranimatorapi-forge-1.20.1-0.0.8
player-animation-lib-forge-1.0.2-rc1+1.20
rhino-forge-2001.2.3-build.10
And used the universalController example from the wiki to recreate the issue (attached in video)
#AnimationJS animations breaking after respawn?
24 messages · Page 1 of 1 (latest)
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@willow imp sorry for the ping, but any idea what might be causing this?
Right, almost forgot to mention, this doesn't go away until the game is restarted
whats the issue, the head position?
no, all the animations just... stop working after dying it seems
🗒️ Send the code! 🗒️
You may have an issue with a KubeJS script and you explain it to the best of your ability yet without the actual code in question we have very little to go off of in trying to assist you.
Please send your KubeJS server log. It can be found at /minecraft/logs/kubejs/server.log.
If you are on 1.18 or 1.16 it will be called server.txt.
Please send the file directly, without links or snippets.
Paste version of 2_handed_weapon.js, server.log from @molten ice
yep, i didn't add anything else
kk, ill take a look in a bit
alright thanks a ton
found the culprit is on my end, i'll have a fix out within an hour or so
wont have to change your script at all
and ill lyk when its out on curse/modrinth
AnimationJS 0.1.3 should be out on modrinth and is uploading to curse, lmk if it fixed your issue
awesome!! thank you
gonna try rn
Yep it works, thanks again!
