tool.Activated:Connect(function()
if not activated and not normalSwingdeb then
sprintEvent:FireServer(false)
activated = true
normalSwingdeb = true
spawn(function()
wait(0.5)
activated = false
wait(0.5)
normalSwingdeb = false
end)
local animload = Right
local animPlay = hum:WaitForChild("Animator"):LoadAnimation(animload)
print(animPlay.Priority)
animPlay:Play()
spawn(function()
wait(0.2)
SwordEvent:FireServer(script.Parent.Handle:GetTouchingParts(), "Right", script.Parent.Name)
end)
end
end)
tool.Activated:Connect(function()
if not activated and not normalSwingdeb then
sprintEvent:FireServer(false)
activated = true
normalSwingdeb = true
local animload = Right
local animPlay = hum:WaitForChild("Animator"):LoadAnimation(animload)
print(animPlay.Priority)
animPlay:Play()
wait(0.5) ---dosent require to use spawn
activated = false
wait(0.5)
normalSwingdeb = false
spawn(function()
wait(0.2)
SwordEvent:FireServer(script.Parent.Handle:GetTouchingParts(), "Right",script.Parent.Name)
end)
end
end)
Hmm, is it managing to print the Priority of the animation? If so, what priority did you give it? And, probably a dumb question, is there even an animation id stored in animload?