Already checked if animation priority is bad , the animation priorities are set up correctly. Here’s the script:
script.Parent.Activated:Connect(function()
if not HighReady and not LowReady and not sprinting then
if eqp and not Jammed and WeaponData.AmmoInMag > 0 then
if WeaponData.AmmoInMag == 1 then
if math.random(1, WeaponData.Condition) == 1 then
local recJam1 = animloader:LoadAnimation(animfolder.Local:WaitForChild("RecoilJam1"))
recJam1:Play()
showeffect()
vm:WaitForChild("Handle"):WaitForChild("Fire"):Play()
--Jammed
Recoil()
WeaponData.AmmoInMag = WeaponData.AmmoInMag - 1
Jam1Loop = animloader:LoadAnimation(animfolder.Local:WaitForChild("LoopJam1"))
Jam1Loop:Play()
IntensifyRinging()
IntensifyScreen()
Jammed = true
task.spawn(function()
task.wait(25)
DisableRinging()
end)
task.spawn(function()
task.wait(35)
DisableScreen()
end)
if WeaponData.Condition > 1 then
WeaponData.Condition = WeaponData.Condition - 1
end
else
local rec2 = animloader:LoadAnimation(animfolder.Local:WaitForChild("RecoilLastBullet")):Play()
showeffect()
vm:WaitForChild("Handle"):WaitForChild("Fire"):Play()
--[[if script.Parent.Suppressor.Value == false then
vm:WaitForChild("Handle"):WaitForChild("Fire"):Play()
elseif script.Parent.Suppressor.Value == true then
vm:WaitForChild("Handle")):WaitForChild("Supressor"):Play()
end]]
Recoil()
WeaponData.AmmoInMag = WeaponData.AmmoInMag - 1
SlideLockAnim = animloader:LoadAnimation(animfolder.Local:WaitForChild("SlideLock"))
SlideLockAnim:Play()
IntensifyRinging()
IntensifyScreen()
task.spawn(function()
task.wait(25)
DisableRinging()
end)
task.spawn(function()
task.wait(35)
DisableScreen()
end)
if WeaponData.Condition > 1 then
WeaponData.Condition = WeaponData.Condition - 1
end
end
else
if math.random(1, WeaponData.Condition) == 1 then
local recJam = animloader:LoadAnimation(animfolder.Local:WaitForChild("RecoilJam1")):Play()
showeffect()
vm:WaitForChild("Handle"):WaitForChild("Fire"):Play()
--[[if script.Parent.Suppressor.Value == false then
vm:WaitForChild("Handle"):WaitForChild("Fire"):Play()
elseif script.Parent.Suppressor.Value == true then
vm:WaitForChild("Handle")):WaitForChild("Supressor"):Play()
end]]
Recoil()
WeaponData.AmmoInMag = WeaponData.AmmoInMag - 1
Jam1Loop = animloader:LoadAnimation(animfolder.Local:WaitForChild("LoopJam1"))
Jam1Loop:Play()
IntensifyRinging()
IntensifyScreen()
task.spawn(function()
task.wait(25)
DisableRinging()
end)
task.spawn(function()
task.wait(35)
DisableScreen()
end)
if WeaponData.Condition > 1 then
WeaponData.Condition = WeaponData.Condition - 1
end
Jammed = true
--Jammed
else
local rec = animloader:LoadAnimation(animfolder.Local:WaitForChild("Recoil")):Play()
showeffect()
vm:WaitForChild("Handle"):WaitForChild("Fire"):Play()
--[[if script.Parent.Suppressor.Value == false then
vm:WaitForChild("Handle"):WaitForChild("Fire"):Play()
elseif script.Parent.Suppressor.Value == true then
vm:WaitForChild("Handle")):WaitForChild("Supressor"):Play()
end]]
Recoil()
WeaponData.AmmoInMag = WeaponData.AmmoInMag - 1
IntensifyRinging()
IntensifyScreen()
task.spawn(function()
task.wait(25)
DisableRinging()
end)
task.spawn(function()
task.wait(35)
DisableScreen()
end)
if WeaponData.Condition > 1 then
WeaponData.Condition = WeaponData.Condition - 1
end
end
end
elseif eqp and WeaponData.AmmoInMag == 0 then
vm:WaitForChild("Handle"):WaitForChild("Empty"):Play()
animloader:LoadAnimation(animfolder.Local:WaitForChild("Empty")):Play()
end
end
end)
Jam shoot animations don’t play, but everything else does