#Second attack isnt playing it's animatio
1 messages · Page 1 of 1 (latest)
No clue what this is
its a time position for the animation in a modual
Send the module for data
the thing is that the animation DOES attempt to play but its canceled for some reason
hold on
Unarmed = {
WeaponName = "Empty",
WeaponType = "Light",
BaseDamage = 5,
StunTime = 1,
ArmorPEN = 0,
SwingSpeed = 0.6,
Weight = 3,
AnimationSet = game.ServerStorage.Animations.Combat.Basic.Unarmed,
IdleBegining = 0,
IdleEnd = 2,
BlockBegining = 3,
BlockEnd = 4,
M1Begin = 5,
M1BeginMarker = "Punch1Begin",
M1End = 6.6,
M1EndMarker = "Punch1End",
M1Size = Vector3.new(6, 6, 6),
M1Dodgable = true,
M1Parryable = true,
M2Begin = 6.6,
M2BeginMarker = "Punch1End",
M2End = 8,
M2EndMarker = "Punch2End",
M2Size = Vector3.new(6, 6, 6),
M2Dodgable = true,
M2Parryable = true,
M3Begin = 5,
M3BeginMarker = "Punch1Begin",
M3End = 6.6,
M3EndMarker = "Punch1End",
M3Size = Vector3.new(6, 6, 6),
M3Dodgable = true,
M3Parryable = true,
Model = nil
}
@jaunty galleon
you really should make this using finite state machines
Its way harder to debug when its hard coded
thats why im making it like this
?
This is hard coded
im not sure how to explain it
Can you show a video of the error?
kk
its hard to notice but when the combo value hits 2 the animation DOES play but it gets ended before anything can really happen
Have you checked the whole animation track?
Why are you using one track for 3 animations btw
yeah the events are placed where they should be and the animation isnt broken
i wanted to see if i could use one animation set so i wouldnt have to keep changing every single animation when i wanted to make edits
?
** You are now Level 2! **
How new are you to scripting
that is
a question
ive been using this dreaded software for a few years but im still not good at it
The script is replicated on every character wasting alot of memory and alot of problems could arise
The script should be located in the serverscript service
one script that talks to the client via remotevents
The User Input is taking through clientside and sent to the server
Do you know what OOP is or modular style of coding?
i dont think so
ill deal with all those issues later i just need to fix this dang attack script so i can get on with other things
You're building a bad habit
its not like ill keep it like this forever i just need to know the script works before i move it
Try to set the value directly to 6.6
to see if the variable is causing the issue or the animation track
nothing changes
So its the animation track
its not the variable or the animation track
ive tried
something is ending the animation earliy i KNOW it
my initial guess is that somehow the attacking atribute isnt being set so the idle ends up playing instead of the attacking animation
Thats why you need an fsm bro
ah
i might see the problem
?
currentAnimTrack:GetMarkerReachedSignal(CurrentWeapon.M3EndMarker):Connect(function()
Character:SetAttribute("Attacking", false)
end)
and instead of waiting for the animation to end you increase it
This creates a new thread
it doesnt wait
btw
@jaunty galleon
Instead of using markers
do this instead
or
add this below the markerreachedsignal
task.wait(M2End-M2Begin)
?
Add that after each markerreachedsignal
and the second one stays the same
where do you end the anim
when the marker reaches the hit end
ok
so
dont be mad at me
but
you MIGHT have been right about the animation track being the problem
apparently for some reason since i was using the first attack end time position it ended the attack early because of this
currentAnimTrack:GetMarkerReachedSignal(CurrentWeapon.M1EndMarker):Connect(function()
Character:SetAttribute("CurrentCombo", 2)
Character:SetAttribute("Attacking", false)
end)
which i have NO clue how it was effecting the second attack but
its fixed now
thank you!