So recently, a few hours ago, the guns in my game stopped playing their animations.
They dont rely on timepositions.
Here is how the animations are loaded:
local holdanms = {}
local animations = {}
local c = tool:WaitForChild(“Stats”):GetChildren()
for i,v in pairs(c) do
if v:IsA(“Animation”) then
local anm = humanoid:LoadAnimation(v)
anm.Priority = Enum.AnimationPriority.Movement
if priorities[v.Name] ~= nil then
anm.Priority = priorities[v.Name]
end
if v.Name:find("Fire_Auto") then
anm:AdjustSpeed(BPS)
end
if v.Name == "Pose" or v.Name == "Hold" then
holdanms[v.Name] = anm
else
animations[v.Name] = anm
end
end
end
They are simply played by doing:
animations[“Hold”]:Play(0.1,1,SPEED)
Whereas SPEED is 1 in most cases.
The script doesn’t break or output an error, it pretends like the animations are playing for real.
In a few cases some gun animations work but mostly none.
What has changed?
NOTE: Everything is in a module, loaded by a localscript.
I enabled some animation changes for your game that should fix the bug (at least on-line). Can you check if this is the case and if there are any other animation issues? I played your game for a bit and everything looked okay to me but you’d obviously know better.
EDIT: Nvm it seems to be sporadic whatever works and what doesnt.
Sometimes the glock breaks sometimes the shotgun, it doesnt seem to have anything to do with their original priority.