#there a slight delay after a dash anim before the walking/running anim continues how do i fix?

1 messages · Page 1 of 1 (latest)

deep ridge
#
    if sliding then
        if currentTrack ~= slidetrack then
            if currentTrack then currentTrack:Stop() end
            currentTrack = slidetrack
            currentTrack.Priority = Enum.AnimationPriority.Movement
            currentTrack:AdjustSpeed(1)
            currentTrack:Play()
        end
    elseif dashing then
        if currentTrack ~= tracks.Dash then
            if currentTrack then currentTrack:Stop() end
            currentTrack = tracks.Dash
            currentTrack.Priority = Enum.AnimationPriority.Movement
            currentTrack:AdjustSpeed(1)
            currentTrack:Play(0.1)

            if not dashing then
                currentTrack = nil
            end
        end

    elseif moveDir.Magnitude > 0 then
        local newTrack

        if runActive then
            if humanoid.WalkSpeed > 60 then
                if equipped == true then
                    newTrack = tracks.Equippedboostspeed
                else
                    newTrack = tracks.Boostspeed
                end
            elseif humanoid.WalkSpeed < 30 then
                if equipped == true then
                    newTrack = tracks.Equippedslowedrun
                else
                    newTrack = tracks.Slowedrun
                end

            else
                if equipped == true then
                    newTrack = tracks.Equippedforward
                else
                    newTrack = tracks.Forward
                end

            end
#
else
            if humanoid.WalkSpeed < 10 then
                if equipped == true then
                    newTrack = tracks.Equippedslowedwalk
                else
                    newTrack = tracks.Slowedwalk
                end
            else
                if equipped == true then
                    newTrack = tracks.Equippedwalk
                else
                    newTrack = tracks.Walk
                end
            end
        end

        if newTrack ~= currentTrack then
            if currentTrack then currentTrack:Stop() end
            currentTrack = newTrack
            currentTrack.Priority = Enum.AnimationPriority.Movement
            currentTrack:Play()
        end

        local animspeed = humanoid.WalkSpeed/80 + 1
        currentTrack:AdjustSpeed(animspeed)
        
        if humanoid.MoveDirection.Magnitude == 0  then
            if currentTrack.IsPlaying then
                currentTrack:Stop()
            end
            currentTrack = nil
        end

    elseif currentTrack and not dashing then
        if currentTrack.IsPlaying then
            currentTrack:Stop()
        end
        currentTrack = nil
    end
end)
#

🙏

minor blaze
#

looks like there is a bug in that script

#

fix it

deep ridge
#

there is not bug

#

no errors

#

just

#

a delay

#

that i dont like

minor blaze
#

oh

#

looks like there is a delay

#

fix it

deep ridge
#

cant

#

thats why im asking for help

unkempt summit
#

can you provide a clip?

deep ridge
#

sure

lean snow
#

yeah u gotta send a clip with these things

#

it could be the animation itself

#

too

deep ridge
unkempt summit
#

im assuming when the player presses the button?

slender plover
#

remove the keyframes that linger from the dash anim

deep ridge