Hello! I’m sorry to bother you guys, but I’ve been having a really strange issue that occurred today. It worked fine this morning, but with no new script changes to anything Animation wise, tonight a problem came about.
To keep it brief, I’m working on a dialogue system, and a way for animations to play, through a dictionary, based on certain circumstances. This worked earlier, but I’m trying to fix it again so the animations won’t return this error:

This error is created from a function that is activated every time the humanoid is in the running state, and the error happens on the lines that call the animations from the dictionary as shown below, (sorry I am still learning how to use the DevForum, pardon my notation
> local Anims = {
>
> --CoreAnims
>
> ['CharRun'] = {game.ReplicatedStorage:WaitForChild("GameAnims"):WaitForChild("CharRun"), Enum.AnimationPriority.Movement};
>
> ['CharJump'] = {game.ReplicatedStorage:WaitForChild("GameAnims"):WaitForChild("CharJump"), Enum.AnimationPriority.Movement};
>
> ['CharIdle'] = {game.ReplicatedStorage:WaitForChild("GameAnims"):WaitForChild("CharIdle"), Enum.AnimationPriority.Idle};
>
> --OtherAnims
>
> ['FacePlant'] = {game.ReplicatedStorage:WaitForChild("GameAnims"):WaitForChild("FacePlant"), Enum.AnimationPriority.Action};
>
> ['GetUp'] = {game.ReplicatedStorage:WaitForChild("GameAnims"):WaitForChild("GetUp"), Enum.AnimationPriority.Action};
>
> ['Collecting'] = {game.ReplicatedStorage:WaitForChild("GameAnims"):WaitForChild("Collecting"), Enum.AnimationPriority.Action};
>
> ['CharTiredIdle'] = {game.ReplicatedStorage:WaitForChild("GameAnims"):WaitForChild("CharTiredIdle"), Enum.AnimationPriority.Action};
>
> ['CharTiredWalking'] = {game.ReplicatedStorage:WaitForChild("GameAnims"):WaitForChild("CharTiredWalking"), Enum.AnimationPriority.Action};
>
> };
>
>
> delay(5, function()
> Char.Humanoid.Running:Connect(function(speed)
> if speed > 0 and not Anims.CharRun.IsPlaying then
> Running = true
> if SprintTiredLocked then return end
> Anims.CharIdle:Stop()
> Anims.CharRun:Play()
> elseif speed <= 0 and not Anims.CharIdle.IsPlaying then
> Running = false
> if SprintTiredLocked then return end
> Anims.CharRun:Stop()
> Anims.CharIdle:Play()
> end
> end)
> Char.Humanoid.Jumping:Connect(function()
> Anims.CharJump:Play()
> end)
> end)
>
Another thing important to mention is that it fixes itself around 20 seconds after spamming errors in the output whenever the humanoid state seems to change. This didn’t happen before and it just came about recently. My guess would’ve been the animations need more time to load, but I use WaitForChild() to wait for the animations to load. So far, the animations that break are the CharRun and CharIdle Animations. The animations are owned by my group, and this is a game in my group, so I know that isn’t the issue, especially since it fixes itself around 20 seconds in. I’m not sure if this is a Roblox bug possibly, or if it’s something I’ve missed, which could definitely be very possible.
Thank you for your time and have a great day!
~ clayman100man
