#question rewarding task.spawn behavior

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quaint canyon
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This spawned function right here waits for a marker to play an animation. But the animation whose marker it is waiting for might stop before it reaches it. Now, i have tested by adding a print function before the :Play() and somehow it is ending the function even if it doesnt reach the marker due to the animation being stopped.

Now, for clarification, the script is still doing its desired function, playing the animation when i do let it reach the marker.

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ok update. It is creating a leak

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I have made it so everytime the marker is reached it also tells me it did. As you can see the M3 got repeated that means an spawned function waiting for m1 and m2 markers havent ended

quartz lantern
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just

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task.spawn it before playing

severe shore
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you shouldnt need to spawn the connection

quaint canyon
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Cuz like in my game

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when u do an M1

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if you dont do another one

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you go into this lil animation back to idle

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like genshin imapct basically

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but i want to make it so the animation is cancelled if u keep hittin

severe shore