I tried using the line you gave me above, it sadly didn’t work and No there are no errors. this is first time I’ve ever encountered this bug. I held W key and tried running it played run animation just like in video once I got up from the campfire, this is a weird bug It Feels as if the Idle Animation has been replaced by the resting animation.
yeah thats what i was thinking too. maybe try to debug using RestingAnim.Ended:Wait()
then print a confirmation message right after to see if it has ended. it could help you gain some more insight into what actually happened to the animationtrack
somewhat like this? Also I checked the Animation Priority and its Movement Loop
I checked the Animation Priority and if it was a loop or no. it is Movement in Priority and Looped. Ive also tested the picutre ive shown you above that I sent I also removed the RestingAnim:Stop() Part at first it was stuck it didn’t work, then when I removed that part it did everything except print(“Weird Bug”) and Visible = false part.
I just realised that every time you are checking if the player is resting or not, you load the load the animation regardless. maybe try to use this altered version??
InteractPrompt.Triggered:Connect(function(Player)
if Player then
local Character = Player.Character
local Humanoid = Character:WaitForChild("Humanoid")
local HumanoidRootPart = Character:FindFirstChild("HumanoidRootPart")
if Resting == false and Rest_Cooldown == false and not AliveData[Player.Name]:FindFirstChild("Combat") then
RestingAnim = Humanoid:LoadAnimation(RestingAnimation)
Resting = true
Humanoid.AutoRotate = false
HumanoidRootPart.Anchored = true
RestingAnim:Play()
else return end
InteractPrompt.Triggered:Wait()
Resting = false
Humanoid.AutoRotate = true
HumanoidRootPart.Anchored = false
RestingAnim:Stop()
RestingAnim:Destroy()
end
end
end)
im not completely sure this will work tho lol
yeah and if it hasnt ended then you will know
I tried it now, Sadly didn’t work.
dang, hold on let me look at it again.
InteractPrompt.Triggered:Connect(function(Player)
if Player then
local Character = Player.Character
local Humanoid = Character:WaitForChild("Humanoid")
local HumanoidRootPart = Character:FindFirstChild("HumanoidRootPart")
if Resting == false and Rest_Cooldown == false and not AliveData[Player.Name]:FindFirstChild("Combat") then
RestingAnim = Humanoid:LoadAnimation(RestingAnimation)
Resting = true
Humanoid.AutoRotate = false
HumanoidRootPart.Anchored = true
RestingAnim:Play()
InteractPrompt.Triggered:Wait()
Resting = false
Humanoid.AutoRotate = true
HumanoidRootPart.Anchored = false
RestingAnim:Stop()
RestingAnim:Destroy()
else return end
end
end)
changed it again, try this?
hey um…
not sure if this was intentional but there is no elseif Resting == true then
basically, the InteractPrompt.Triggered:Wait()
waits until they press e again which I made sure will only be when they are currently resting because i added else return end
. it should theoretically work and yes it was intentional
doesn’t Work sadly
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and no errors in the output with the new code?
still no errors
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see what this does?
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also I don’t know if this is intentional but everytime you send me a script, theres always a little error you are forgeting to add local next to restinganim
it prints Signal Ended 2 times
oh I dont add local when its inside of a scope like this, it probably is wrong so you should change it to local. im 99% it runs regardless though
it printed Signal Ended 2 times
try this but also assign the IdleAnimation’s id in the top variable. apologies that I wasnt able to find a solution quickly
maybe youre trying to stop an animation thats already ended? so lets try to overwrite the animation thats on the character right now possibly