local function readyAimFunction()
if aiming == false then
readyAimAnim:Play()
wait()
readyAimAnim:AdjustSpeed(1)
readyAimAnim.TimePosition = 0
task.wait(readyAimAnim.Length * 0.9)
readyAimAnim:AdjustSpeed(0)
print("coroutiniert")
aiming = true
end
end
local function aimReadyFunction()
if aiming == true then
aimReadyAnim:Play()
wait()
aimReadyAnim:AdjustSpeed(1)
readyAimAnim.TimePosition = 0
task.wait(aimReadyAnim.Length * 0.9)
aimReadyAnim:AdjustSpeed(0)
print("coroutiniert2")
aiming = false
end
end
--
UIS.InputBegan:Connect(function(input)
if input.UserInputType == Enum.UserInputType.MouseButton2 then
if not animRunning then
readyAimFunction()
end
end
end)
UIS.InputEnded:Connect(function(input)
if input.UserInputType == Enum.UserInputType.MouseButton2 then
if not animRunning then
aimReadyFunction()
end
end
end)```
When going from the Aiming position to the Ready position (aimReadyFunction), the arms kinda bounce or glitch out. Does anyone know how I could fix this? (I freeze the animation and then play another one, idk if that might be the issue but I can't think of any other way)
#How to make object stay in place after animation
5 messages · Page 1 of 1 (latest)
i have 2 different animations, the one that goes from not aiming to aiming and another one from aiming to not aiming. i could try instead of playing animations tweening if that's what u mean?
yes it plays an animation that returns to the original position when right click is released
is there a role?
oh I can ask there?