Animation still plays even when player is not even walking

  1. What do you want to achieve? Stop stamina from draining and animation from playing

  2. What is the issue? Stamina drains and animation still plays even when player is standing still.

  3. What solutions have you tried so far? I tried adding a check for humanoid.WalkSpeed to be less or equal to 0 but that doesn’t work. Looping breaks whole script.

UIS.InputEnded:Connect(function(key, processed)
	if key.UserInputType == Enum.UserInputType.Keyboard then
		if key.KeyCode == Enum.KeyCode[Keybind] then
			Run:Stop()
			tween:Pause()
			tween2:Play()
			StaminaUsed.Value = false
			
		end
	end
end)

Is there anyways to prevent this, like Humanoid.Running?

You could try checking the humanoid’s MoveDirection Magnitude is greater than 0 to detect walking

if humanoid.MoveDirection.Magnitude > 0 then
    -- We are moving if the magnitude is greater than 0
end

Tried that and it doesn’t work.

UIS.InputEnded:Connect(function(key, processed)
	if key.UserInputType == Enum.UserInputType.Keyboard then
		if key.KeyCode == Enum.KeyCode[Keybind] then
			if Humanoid.MoveDirection.Magnitude < 0 then
			Run:Stop()
			tween:Pause()
			tween2:Play()
			StaminaUsed.Value = false
			end
		end
	end
end)

Try checking if it’s equal to 0 rather than less than, I don’t think the movedirection magnitude can ever be negative

Did that too, it still drains stamina when player is holding leftshift and standing still. I tried doing a humanoid.running check but it keeps getting conflicted.
Here is how i did it.

Humanoid.Running:Connect(function()
	if Humanoid.MoveDirection.Magnitude > 0 then
		    StaminaUsed.Value = true
	else
		StaminaUsed.Value = false
	end
end)