So I have a punching animation that fires whenever the player clicks their mouse. The animation priority is set to Action, and it plays for me without any interruptions. However, when someone looks at me while playing the animation, if I start walking the animation will be interrupted for them and everyone else EXCEPT me. For everyone else the animation is overriden by the walking animation, but for me the animation still runs perfectly fine, with no interruptions.
Here’s the script for the animation, it’s a LocalScript:
while true do
wait(PunchWaitTables[CurrentPunch])
if Stunned then
CurrentPunch = 1
if AnimTrack.IsPlaying then AnimTrack:Stop(0.2) end
wait(3)
end
if HasPressedButton then
if not AnimTrack.IsPlaying then
AnimTrack:Play(0.2)
AnimTrack.Priority = Enum.AnimationPriority.Action
SprintValue.Value = false
end
Hum.WalkSpeed = 2
CurrentPunch = CurrentPunch % 6 + 1
--CheckHitBox()
elseif CurrentPunch > 1 then
CurrentPunch = 1
if AnimTrack.IsPlaying then AnimTrack:Stop(0.2) wait(.2) AnimTrack.TimePosition = 0 end
SprintValue.Value = true
Hum.WalkSpeed = 16
wait(1.5)
end
end
This isn’t the full script but that’s the ONLY place where the Animation is played. If you need anymore of the script feel free to ask.
Nope, that’s not the case. See this dev hub page about animations:
If an Animator is a descendant of a Humanoid or AnimationController in a Player’s Character then animations started on that Player’s client will be replicated to the server and other clients.
If the Animator is not a descendant of a player character, its animations must be loaded and started on the server to replicate.
The Animator object must be initially created on the server and replicated to clients for animation replication to work at all. If an Animator is created locally, then AnimationTracks loaded with that Animator will not replicate.
The animator is a child of the Humanoid, I am not doing any special tricks for animations here. Plus, even if it wasn’t, then it would make no sense for the animations to play at least partially before being interrupted for everyone else