I have a weapon system that uses animations for everything. All animations work and stop fine except for the worldmodel firing animations, seen below:
The animations used in the viewmodel and the worldmodel are the same. The viewmodel firing animation can stop normally, but the worldmodel one can’t. It keeps playing as if it was looped, and causes conflicts with other weapon animations.
- No, the worldmodel animation isn’t looped.
- Yes, the priorities are higher than default animations.
- Yes, I stop the animations, even with loops to make sure.
Code responsible for playing animations:
while task.wait() do
if Equipped then
if Firing and not Debounce then
--irrelevant stuff
fire:Play()
firevm:Play()
--irrelevant stuff
else
fire:Stop()
if firevm then
firevm:Stop()
end
end
else
reload:Stop()
fire:Stop()
equip:Stop()
idle:Stop()
end
end
But no, the worldmodel animation doesn’t stop.
I’ve considered stopping all humanoid animations, but that’s just dumb.
I’d appreciate any sort of help.
EDIT: It seems all worldmodel animations are broken now.
EDIT 2: I’m aware there are multiple threads about animations not stopping, but none of those are similar to my problem. Mine is just built different, I guess. ¯\(°_o)/¯
EDIT 3: I tried setting the stopped animations’ weight to 0. No effect.
- Animations aren’t affected by any external script of any means.
- The animations aren’t the same as other weapons.
I’m gonna try loading the worldmodel animations using the humanoid and see if that helps.
EDIT 4: Holy ####! I think I created indestructible animations! There is no actual goddamn way to stop any of these!