Can you send the script where you play the animation? I can tell it that the priority sure isn’t the problem, because I’ve had this issue in the past but forgot how I fixed it.
local myeventsfolder = replicatedstorage.MYEVENTS
local animationfolder = replicatedstorage.ANIMATIONS
local players = game.Players
myeventsfolder.FINISHER.OnServerEvent:Connect(function(player, enemycharacter:Model)
if players:GetPlayerFromCharacter(enemycharacter) ~= nil then return end
if enemycharacter:GetAttribute("Downed") then return end
local maincharacter = player.Character
local mainhumanoid:Humanoid = maincharacter:FindFirstChild("Humanoid")
local enemyhumanoid:Humanoid = enemycharacter:FindFirstChild("Humanoid")
enemyhumanoid:SetStateEnabled(Enum.HumanoidStateType.Dead, false)
local enemytakedown = animationfolder.VICTIMFINISHER
local mctakedown = animationfolder.MCFINISHER
local enemyanimator:Animator = enemyhumanoid:FindFirstChild("Animator")
local mainanimator:Animator = mainhumanoid:FindFirstChild("Animator")
if enemyanimator and mainanimator then
for i, v:AnimationTrack in pairs(enemyanimator:GetPlayingAnimationTracks()) do
v:Stop()
end
for i, v:AnimationTrack in pairs(mainanimator:GetPlayingAnimationTracks()) do
v:Stop()
end
mainhumanoid.WalkSpeed = 0 ; enemyhumanoid.WalkSpeed = 0 ; mainhumanoid.JumpHeight = 0 ; enemyhumanoid.JumpHeight = 0
local animtrack1 = mainanimator:LoadAnimation(mctakedown)
animtrack1.Priority = Enum.AnimationPriority.Action4
local animtrack2 = enemyanimator:LoadAnimation(enemytakedown)
animtrack2.Priority = Enum.AnimationPriority.Action4
enemycharacter.PrimaryPart.CFrame = maincharacter.PrimaryPart.CFrame * CFrame.new(0, 0, -3)
animtrack1:Play();animtrack2:Play()
maincharacter.PrimaryPart.Anchored = true
enemycharacter.PrimaryPart.Anchored = true
wait(1.7)
animtrack2:AdjustSpeed(0) ; animtrack1:AdjustSpeed(0)
local sound = Instance.new("Sound", enemycharacter.Head)
sound.SoundId = "rbxassetid://9113800060"
sound.Volume = 100
sound.RollOffMaxDistance = 9
sound:Play()
wait(3)
animtrack2:Stop() ; animtrack1:Stop()
enemyhumanoid.Health -= 10
mainhumanoid.WalkSpeed = 16
mainhumanoid.JumpHeight = 7.2
maincharacter.PrimaryPart.Anchored = false
local deadanimtrack = enemyanimator:LoadAnimation(animationfolder.STUNNED)
deadanimtrack.Priority = Enum.AnimationPriority.Action4
print(deadanimtrack.Priority)
print(animtrack2.Priority)
print(animtrack1.Priority)
deadanimtrack:Play()
wait(1.30)
deadanimtrack:AdjustSpeed(0)
enemycharacter:SetAttribute("Downed")
end
end)
try temporarily removing these
for i, v:AnimationTrack in pairs(enemyanimator:GetPlayingAnimationTracks()) do
v:Stop()
end
for i, v:AnimationTrack in pairs(mainanimator:GetPlayingAnimationTracks()) do
v:Stop()
end
also tips for typing in lua in the devforum or most website type lua after your three ``` to make it more readable
I tried it but it did not work.
The thing that leaved me confused is that within the first time of firing the animation is simple perfect but the second time is that is when the animation gets really f’ed up.
You can try re-writing it, because it’s a little bit messy and I don’t recommend using waits like this (i used to do that before and paid the price)
You can use things like delays and stuff
idk if you should do this doe lmfao