WeaponsEvent.OnServerEvent:Connect(function(plr,action)
local char = plr.Character
local hum = char.Humanoid
local torso = char.Torso
local rightArm = char["Right Arm"]
--
if action == "Equip/UnEquip" and not char:GetAttribute("Equipped") and not EquipDebounce[plr] then
EquipDebounce[plr] = true
idleAnims[plr] = hum.Animator:loadAnimation(WeaponsAnimations.BronzeTrainingSword.Main.Idle)
EquipAnims[plr] = hum.Animator:loadAnimation(WeaponsAnimations.BronzeTrainingSword.Main.Equip)
EquipAnims[plr]:Play()
EquipAnims[plr]:GetMarkerReachedSignal("Weld"):connect(function()
Welds[plr].Part0 = rightArm
Welds[plr].C1 = WeaponsWeld.BronzeTrainingSword.HoldingWeaponWeld.C1
end)
EquipAnims[plr]:GetMarkerReachedSignal("Equipped"):connect(function()
idleAnims[plr]:Play()
char:SetAttribute("Equipped",true)
EquipDebounce[plr] = false
end)
elseif action == "Equip/UnEquip" and char:GetAttribute("Equipped") then
EquipDebounce = true
idleAnims[plr]:Stop()
UnEquipAnims[plr] = hum.Animator:loadAnimation(WeaponsAnimations.BronzeTrainingSword.Main.UnEquip)
UnEquipAnims[plr]:Play()
UnEquipAnims[plr]:GetMarkerReachedSignal("Weld"):connect(function()
Welds[plr].Part0 = torso
Welds[plr].C1 = WeaponsWeld.BronzeTrainingSword.IdleWeaponWeld.C1
end)
UnEquipAnims[plr]:GetMarkerReachedSignal("UnEquipped"):connect(function()
char:SetAttribute("Equipped",false)
EquipDebounce[plr] = false
end)
end
end)