Well, the title says it all. My row of animations run very smoothly in studio but not in the game. I will send you script and videos to describe what I’m saying.
for key, animation in pairs(script.Parent.Parent.Humanoid.Animator:GetPlayingAnimationTracks()) do
animation:Stop()
end
local stand_up_Animation = script.Parent.Parent.Humanoid:LoadAnimation(script:WaitForChild("StandUp"))
local fainting_Animation =script.Parent.Parent.Humanoid:LoadAnimation(script:WaitForChild("Fainting"))
local eating_Anim = script.Parent.Parent.Humanoid:LoadAnimation(script:WaitForChild("Eating"))
script.Parent.Parent.HumanoidRootPart.Anchored = true
script.Parent.Parent:SetPrimaryPartCFrame(game.Workspace.BellPoint.Part1.CFrame)
if script.Parent["PoisonServed?"].Value == true then
eating_Anim:Play()
game.ReplicatedStorage:WaitForChild("FinishEating"):Fire(false)
eating_Anim:GetMarkerReachedSignal("StopPoint"):Connect(function()
eating_Anim:AdjustSpeed(0)
wait(1)
fainting_Animation:Play()
fainting_Animation:GetMarkerReachedSignal("StopPoint2"):Connect(function()
fainting_Animation:AdjustSpeed(0)
script.Parent.Parent.Torso:FindFirstChild("ProximityPrompt").Enabled = true
for i = 1, 15 do
wait(1)
end
stand_up_Animation:Play()
stand_up_Animation.Stopped:Wait()
eating_Anim:Stop()
fainting_Animation:Stop()
script.Parent.Parent.Torso:FindFirstChild("ProximityPrompt").Enabled = false
replaceMonster()
end)
end)
end
So basically, I’m just freeze the last keyframe of the eating animation, then i play the fainting animation, then i freeze it for 15 secs, then i stop everything. That’s how i play animations in a row.
this is studio test:
this is in-game test:
I don’t know why this issue show up so I cannot fix it. Any help would be appreciate. Thanks in advance!
Edit: sorry if this is a wrong place for my topic.