After changing the AnimationIDs via LocalScript and Script, it wont update for other players

  1. What do you want to achieve?
    I would like to change the default animations after already changing them. It will update for the player that first detects input, but not the other players or the server.
  2. What is the issue?
    After changing the animations in the Animate script in roblox characters, they don’t change for other players or the server. The AnimationIDs show on both local and server for every character, but don’t play correctly.
  3. What solutions have you tried so far?
    I have tried changing the animations on the server, which didn’t work, and changing it locally via RemoteFunction. I’ve also tried keeping the Animate script on at all times, and manually changing it both locally and server side

https://gyazo.com/ff30c796c19117ce6d0903e266ef0f67 The right is what it should look like, and the left is what it looks like to other players

This is the local script to equip the weapon

    local Char = game.Players.LocalPlayer.Character
wait(.5)

local InputService = game:GetService("UserInputService")
local player = game.Players.LocalPlayer
local equipped = false
local cooldown = 2
local cooldownfinished = true
InputService.InputBegan:Connect(function(input, chattingortyping)
	if (chattingortyping == false and input.KeyCode == Enum.KeyCode.Q and equipped == true and cooldownfinished and Char.Stun.Value == 0 and Char.Downed.Value == 0 and Char.CanMove.Value == true) then
		cooldownfinished = false
		equipped = false
		local animation = Instance.new("Animation")
		animation.AnimationId = script.EquipAnim.Value

		local animationTrack = Char.Humanoid:LoadAnimation(animation)
		animationTrack:Play(0, 1, -1)
		script.RE.Value:FireServer(true, "Torso", script.Parent, animationTrack.Length)
		Char.CanMove.Value = false
		wait(animationTrack.Length)
		Char.CanMove.Value = true
		wait(cooldown - animationTrack.Length)
		cooldownfinished = true
	elseif (chattingortyping == false and input.KeyCode == Enum.KeyCode.Q and equipped == false and cooldownfinished and Char.Stun.Value == 0 and Char.Downed.Value == 0 and Char.CanMove.Value == true) then
		cooldownfinished = false
		equipped = true
		local animation = Instance.new("Animation")
		animation.AnimationId = script.EquipAnim.Value

		local animationTrack = Char.Humanoid:LoadAnimation(animation)
		animationTrack:Play(0, 1, 1)
		script.RE.Value:FireServer(false, script.LimbToConnect.Value, script.Parent, animationTrack.Length, script.Idle.Value, script.Walk.Value, script.Jump.Value, script.Fall.Value, script.Run.Value)
		Char.Animate.idle.Animation1.AnimationId = script.Idle.Value
		Char.Animate.walk.WalkAnim.AnimationId = script.Walk.Value
		Char.Animate.jump.JumpAnim.AnimationId = script.Jump.Value
		Char.Animate.fall.FallAnim.AnimationId = script.Fall.Value
		Char.RunAnim.Value = script.Run.Value
		
		Char.CanMove.Value = false
		wait(animationTrack.Length)
		Char.CanMove.Value = true
		wait(cooldown - animationTrack.Length)
		cooldownfinished = true
	end
end)

Server script that has the RE

script.RE.Value.OnServerEvent:Connect(function(player, ReloadAnims, Limb, weapon, animationtime, idle, walk, jump, fall, run)
	for i, play in pairs(game.Players:GetPlayers()) do
		local coro = coroutine.create(function()
			script.REClient.Value:InvokeClient(play, player, ReloadAnims, Limb, weapon, animationtime, idle, walk, jump, fall, run)
		end)
		coroutine.resume(coro)
	end
	local Char = player.Character
	wait(animationtime)
	if (ReloadAnims) then
		Char.HumanoidSetUpServer.Reload.Value = ReloadAnims
	else
		Char.Animate.idle.Animation1.AnimationId = idle
		Char.Animate.walk.WalkAnim.AnimationId = walk
		Char.Animate.jump.JumpAnim.AnimationId = jump
		Char.Animate.fall.FallAnim.AnimationId = fall
		Char.RunAnim.Value = run
	end
	wait()
	Char.Animate.Enabled = false
	wait()
	Char.Animate.Enabled = true
end)

fixed, for those having a similar animation melding problem, just run

		for i,v in pairs(Char.Humanoid:GetPlayingAnimationTracks()) do
			v:Stop()
		end

This topic was automatically closed 14 days after the last reply. New replies are no longer allowed.