Howdy!
This is a follow-up to my previous post on animation only working client sided. I’ve come to another problem where the animation is working on the server + the current client but it’s not showing for other clients on the server. When I switch to server perspective, everything is fine but when I switch to another client POV the animation is not showing up. Is there a new change to Animations? I am using a server script for the animation btw.
Why would I need to fire the server when I am already using a server script for the animation? Do I need to use a local script and then fire the server?
Again , there is possibly an issue due to recent changes. But you could try firing a remote from a local script to check/validate the issue if it works or still errors
Yea, I’ve tried all of your suggestions but I found the problem which I don’t know the solution to.
The animation only stops showing up for other players when the character gets lifted by the balloon.
When I used a potion to make the character bigger which made the character heavy and didn’t lift, the animation worked perfectly fine for all the clients as the character was on the ground. Do you have any suggestions to fixing that?
local tool = script.Parent
local Anim = tool:WaitForChild("BalloonAnim")
local track
tool.Equipped:Connect(function()
wait(2)
track = script.Parent.Parent.Humanoid:LoadAnimation(Anim)
track.Priority = Enum.AnimationPriority.Action4
track:Play()
end)
tool.Unequipped:Connect(function()
if track then
track:Stop()
end
end)
local humanoid = character:FindFirstChildOfClass("Humanoid")
-- need to use animation object for server access
local animator = humanoid:FindFirstChildOfClass("Animator")
local tool = script.Parent
local char = script.Parent.Parent.Parent.Character
local humanoid = char.Humanoid
local animator = humanoid:FindFirstChildOfClass("Animator")
local Anim = tool:WaitForChild("BalloonAnim")
local track
tool.Equipped:Connect(function()
wait(2)
track = animator:LoadAnimation(Anim)
track.Priority = Enum.AnimationPriority.Action4
track:Play()
end)
tool.Unequipped:Connect(function()
if track then
track:Stop()
end
end)