So im trying to make an animation (which is playing on an NPC) to stop playing by using Stop()
currently they just override eachother and makes a huge mess
the following code is in a module script
local Anim = NPC.Humanoid.Animator:LoadAnimation(NPC.Down)
Anim:Play()
later in the code i want the animation to stop looping
DownAnim:Stop()
if you need any more context im willing to share
Full script? Give us some more context.
local DownAnim = NPC.Humanoid.Animator:LoadAnimation(NPC.Down)
DownAnim:Play()
local Damaged = false
NPC.Humanoid.Touched:Connect(function(Hit)
if Hit.Parent:FindFirstChild("Humanoid") then
if Damaged ~= true then
local Player = game.Players:GetPlayerFromCharacter(Hit.Parent)
if Player then
Damaged = true
local Highlight = NPC.Highlight
Highlight.OutlineColor = Color3.fromRGB(255, 0, 0)
Highlight.FillColor = Color3.fromRGB(255, 0, 0)
Highlight.FillTransparency = 0
Highlight.OutlineTransparency = 0
task.delay(0.1, function()
Highlight.OutlineColor = Color3.fromRGB(255, 255, 255)
Highlight.FillColor = Color3.fromRGB(255, 255, 255)
Highlight.FillTransparency = 1
Highlight.OutlineTransparency = 0
end)
DownAnim:Stop()
Down = false
CanTP = true
CanAttack = true
end
end
end
end)
Could you record what it looks like ingame? What’s the animations priority?
sadly i dont have any programms (or capabilities) to record
but i can describe it:
all the animations play all together making the npc just end up in the average position of every frame
i hope this helps
whats DownAnim
’s priority? if its below or the same as the other animations priority it will overlap.
i honestly forgot to set the animation priority to 4 thanks for the help
you’re welcome. welcome to the dev forums.