Attempting to use GetMarkerReachedSignal on the client for my combat, but it bugs on me?

Just for a side project and battleground game, I began to make an Absolver-esque combat system, or attempt it.

I moved the hitbox logic to the server, but it’s giving me the issue that when I do Animation:GetMarkerReachedSignal, it literally fails majority of the time, even though the animations were done on the roblox animation editor. It’s a little confusing to me, but I’ll send the script and a video displaying the issue.

if Input.UserInputType == Enum.UserInputType.MouseButton1 and not UserInputService:IsKeyDown(Enum.KeyCode.F)  then
		input = "M1"	
		
		Count += 1
		
		
		
		Animation, Length = AnimServ.getmultipleAnimation(Character, Count, Animations.CombatAnimations)
		
		
		if Animation then
			print(Count)
			Animation:Play()
			
			
			
			task.wait(Length)
		end
		
	elseif Input.KeyCode == Input.KeyCode.Name then
		
	
		
		
	end
	

	for i, Modules in pairs(ActionClasses)  do
		if ACHandler[Modules] then
		
		
			if ACHandler[Modules][input] then
				ActionClass = Modules
				Action = ACHandler[Modules][input]
			
			end
		end
	end
	
	
	if input == "M1" then
		if Action then	
				Animation:GetMarkerReachedSignal("HitboxSummon"):Connect(function()	
				local HitResult, EnemyChar = Hitbox.HandToHandHitbox(Character)
				
					if HitResult == true then
						Params = {Player = Player, EnemyCharacter = EnemyChar, Count = Count}
						ServerE:FireServer(input, ActionClass, Action, Params)

					elseif HitResult == false then
						print("yous a lame")

				end
			end)
		end

Framework inspiration from Ampro, but on the server a lot of things are changed


Display of the issue at hand.

Moved around stuff, and it just fixed it.

This topic was automatically closed 14 days after the last reply. New replies are no longer allowed.